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-- Set up the event handlers for the TextButton icons in the gui.Main frame
local buttons = openGui:GetChildren() for _, button in ipairs(buttons) do if button:IsA("TextButton") then button.MouseButton1Click:Connect(function() openGui.Visible = false toggleWindow(button) end) end end
-- ROBLOX deviation: currently no way – type the __call metamethod -- { -- __call: (any, any, any?) -> ExpectationResult, -- -- ROBLOX deviation: [INTERNAL_MATCHER_FLAG]: boolean? -- [Symbol]: boolean? -- }
export type ThrowingMatcherFn = (any) -> () export type PromiseMatcherFn = (any) -> Promise<nil> export type Tester = (any, any) -> boolean? export type MatcherState = { assertionCalls: number, currentTestName: string?, dontThrow: (() -> ())?, error: Error?, equals: (any, any, Array<Tester>?, boolean?) -> boolean, expand: boolean?, expectedAssertionsNumber: number?, expectedAssertionsNumberError: Error?, isExpectingAssertions: boolean?, isExpectingAssertionsError: Error?, isNot: boolean, promise: string, suppressedErrors: Array<Error>, testPath: any, -- ROBLOX TODO: Config.Path?, utils: Object, -- ROBLOX deviation: no easy way to port to Lua: typeof jestMatcherUtils & { -- iterableEquality: Tester; -- subsetEquality: Tester; -- } } export type AsymmetricMatcher = { asymmetricMatch: (self: AsymmetricMatcher, other: unknown) -> boolean, toString: (self: AsymmetricMatcher) -> string, getExpectedType: ((self: AsymmetricMatcher) -> string)?, toAsymmetricMatcher: ((self: AsymmetricMatcher) -> string)?, }
-- Recursive table copy.
function Util.DeepCopy(tbl: AnyTable): AnyTable local newTbl = table.clone(tbl) for k, v in pairs(newTbl) do if type(v) == "table" then newTbl[k] = Util.DeepCopy(v) end end return newTbl end
--[[ VectorUtil.ClampMagnitude(vector, maxMagnitude) VectorUtil.AngleBetween(vector1, vector2) VectorUtil.AngleBetweenSigned(vector1, vector2, axisVector) EXAMPLES: ClampMagnitude: Clamps the magnitude of a vector so it is only a certain length. ClampMagnitude(Vector3.new(100, 0, 0), 15) == Vector3.new(15, 0, 0) ClampMagnitude(Vector3.new(10, 0, 0), 20) == Vector3.new(10, 0, 0) AngleBetween: Finds the angle (in radians) between two vectors. v1 = Vector3.new(10, 0, 0) v2 = Vector3.new(0, 10, 0) AngleBetween(v1, v2) == math.rad(90) AngleBetweenSigned: Same as AngleBetween, but returns a signed value. v1 = Vector3.new(10, 0, 0) v2 = Vector3.new(0, 0, -10) axis = Vector3.new(0, 1, 0) AngleBetweenSigned(v1, v2, axis) == math.rad(90) --]]
local VectorUtil = {} function VectorUtil.ClampMagnitude(vector, maxMagnitude) return (vector.Magnitude > maxMagnitude and (vector.Unit * maxMagnitude) or vector) end function VectorUtil.AngleBetween(vector1, vector2) return math.acos(math.clamp(vector1.Unit:Dot(vector2.Unit), -1, 1)) end function VectorUtil.AngleBetweenSigned(vector1, vector2, axisVector) local angle = VectorUtil.AngleBetween(vector1, vector2) return angle * math.sign(axisVector:Dot(vector1:Cross(vector2))) end return VectorUtil
--[=[ Extracts the locale from the folder, or a locale and table. @param first Instance | string @param second table? @return LocalizationTable ]=]
function JsonToLocalizationTable.toLocalizationTable(first, second) if typeof(first) == "Instance" then local result = JsonToLocalizationTable.loadFolder(first) -- result.Name = ("JSONTable_%s"):format(first.Name) return result elseif type(first) == "string" and type(second) == "table" then local result = JsonToLocalizationTable.loadTable(first, second) return result else error("Bad args") end end
--[=[ @param fn ConnectionFn @return SignalConnection Connects a function to the signal, which will be called the next time the signal fires. Once the connection is triggered, it will disconnect itself. ```lua signal:Once(function(msg, num) print(msg, num) end) signal:Fire("Hello", 25) signal:Fire("This message will not go through", 10) ``` ]=]
function Signal:Once(fn) local connection local done = false connection = self:Connect(function(...) if done then return end done = true connection:Disconnect() fn(...) end) return connection end function Signal:GetConnections() local items = {} local item = self._handlerListHead while item do table.insert(items, item) item = item._next end return items end
--StrobeFunctions-----------------------------------------
script.Parent.Configuration.Strobe.Changed:connect(function() while script.Parent.Configuration.Strobe.Value == 1 do wait(0.01) colorval = script.Parent.Configuration.Colour.Value Model.Configuration.LampStatus.Value = 0 for i,v in pairs(Model.Tilt:GetChildren()) do if v.Name == "Lamp" then v.BrickColor = BrickColor.new(Color3.new(35/255,35/255,35/255)) end end wait(0.01) Model.Configuration.LampStatus.Value = 1 for i,v in pairs(Model.Tilt:GetChildren()) do if v.Name == "Lamp" then v.BrickColor = BrickColor.new(colorval) end end end while script.Parent.Configuration.Strobe.Value == 2 do wait(0.05) colorval = script.Parent.Configuration.Colour.Value Model.Configuration.LampStatus.Value = 0 for i,v in pairs(Model.Tilt:GetChildren()) do if v.Name == "Lamp" then v.BrickColor = BrickColor.new(Color3.new(35/255,35/255,35/255)) end end wait(0.05) Model.Configuration.LampStatus.Value = 1 for i,v in pairs(Model.Tilt:GetChildren()) do if v.Name == "Lamp" then v.BrickColor = BrickColor.new(colorval) end end end while script.Parent.Configuration.Strobe.Value == 3 do wait(1) colorval = script.Parent.Configuration.Colour.Value Model.Configuration.LampStatus.Value = 0 for i,v in pairs(Model.Tilt:GetChildren()) do if v.Name == "Lamp" then v.BrickColor = BrickColor.new(Color3.new(35/255,35/255,35/255)) end end wait(1) Model.Configuration.LampStatus.Value = 1 for i,v in pairs(Model.Tilt:GetChildren()) do if v.Name == "Lamp" then v.BrickColor = BrickColor.new(colorval) end end end while script.Parent.Configuration.Strobe.Value == 4 do wait(math.random()) colorval = script.Parent.Configuration.Colour.Value Model.Configuration.LampStatus.Value = 0 for i,v in pairs(Model.Tilt:GetChildren()) do if v.Name == "Lamp" then v.BrickColor = BrickColor.new(Color3.new(35/255,35/255,35/255)) end end wait(math.random()) Model.Configuration.LampStatus.Value = 1 for i,v in pairs(Model.Tilt:GetChildren()) do if v.Name == "Lamp" then v.BrickColor = BrickColor.new(colorval) end end end end)
-- map a value from one range to another
local function map(x, inMin, inMax, outMin, outMax) return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin end local function playSound(sound) sound.TimePosition = 0 sound.Playing = true end local function stopSound(sound) sound.Playing = false sound.TimePosition = 0 end local function initializeSoundSystem(player, humanoid, rootPart) local sounds = {} -- initialize sounds for name, props in pairs(SOUND_DATA) do local sound = Instance.new("Sound") sound.Name = name -- set default values sound.Archivable = false sound.EmitterSize = 5 sound.MaxDistance = 150 sound.Volume = 0.65 for propName, propValue in pairs(props) do sound[propName] = propValue end sound.Parent = rootPart sounds[name] = sound end local playingLoopedSounds = {} local function stopPlayingLoopedSounds(except) for sound in pairs(playingLoopedSounds) do if sound ~= except then sound.Playing = false playingLoopedSounds[sound] = nil end end end -- state transition callbacks local stateTransitions = { [Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSounds() playSound(sounds.GettingUp) end, [Enum.HumanoidStateType.Jumping] = function() stopPlayingLoopedSounds() playSound(sounds.Jumping) end, [Enum.HumanoidStateType.Swimming] = function() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 0.1 then sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1) playSound(sounds.Splash) end stopPlayingLoopedSounds(sounds.Swimming) sounds.Swimming.Playing = true playingLoopedSounds[sounds.Swimming] = true end, [Enum.HumanoidStateType.Freefall] = function() sounds.FreeFalling.Volume = 0 stopPlayingLoopedSounds(sounds.FreeFalling) playingLoopedSounds[sounds.FreeFalling] = true end, [Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSounds() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 75 then sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1) playSound(sounds.Landing) end end, [Enum.HumanoidStateType.Running] = function() stopPlayingLoopedSounds(sounds.Running) sounds.Running.Playing = true playingLoopedSounds[sounds.Running] = true end, [Enum.HumanoidStateType.Climbing] = function() local sound = sounds.Climbing if math.abs(rootPart.Velocity.Y) > 0.1 then sound.Playing = true stopPlayingLoopedSounds(sound) else stopPlayingLoopedSounds() end playingLoopedSounds[sound] = true end, [Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSounds() playSound(sounds.Died) end, } -- updaters for looped sounds local loopedSoundUpdaters = { [sounds.Climbing] = function(dt, sound, vel) sound.Playing = vel.Magnitude > 0.1 end, [sounds.FreeFalling] = function(dt, sound, vel) if vel.Magnitude > 75 then sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1) else sound.Volume = 0 end end, [sounds.Running] = function(dt, sound, vel) --sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5 sound.SoundId = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).SoundId sound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).PlaybackSpeed * (vel.Magnitude/20) sound.Volume = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).Volume * (vel.Magnitude/12) * Players.LocalPlayer.Character:WaitForChild("ACS_Client"):WaitForChild("Stances"):WaitForChild("Loudness").Value sound.EmitterSize = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).Volume * (vel.Magnitude/12) * 50 * Players.LocalPlayer.Character:WaitForChild("ACS_Client"):WaitForChild("Stances"):WaitForChild("Loudness").Value if FootstepsSoundGroup:FindFirstChild(humanoid.FloorMaterial) == nil then sound.SoundId = FootstepsSoundGroup:WaitForChild("nil Sound").SoundId sound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild("nil Sound").PlaybackSpeed sound.EmitterSize = FootstepsSoundGroup:WaitForChild("nil Sound").Volume sound.Volume = FootstepsSoundGroup:WaitForChild("nil Sound").Volume end end, } -- state substitutions to avoid duplicating entries in the state table local stateRemap = { [Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running, } local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState() local activeConnections = {} local stateChangedConn = humanoid.StateChanged:Connect(function(_, state) state = stateRemap[state] or state if state ~= activeState then local transitionFunc = stateTransitions[state] if transitionFunc then transitionFunc() end activeState = state end end) local steppedConn = RunService.Stepped:Connect(function(_, worldDt) -- update looped sounds on stepped for sound in pairs(playingLoopedSounds) do local updater = loopedSoundUpdaters[sound] if updater then updater(worldDt, sound, rootPart.Velocity) end end end) local humanoidAncestryChangedConn local rootPartAncestryChangedConn local characterAddedConn local function terminate() stateChangedConn:Disconnect() steppedConn:Disconnect() humanoidAncestryChangedConn:Disconnect() rootPartAncestryChangedConn:Disconnect() characterAddedConn:Disconnect() end humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) characterAddedConn = player.CharacterAdded:Connect(terminate) end local function playerAdded(player) local function characterAdded(character) -- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications: -- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically. -- ** must use a waitForFirst on everything and listen for hierarchy changes. -- * the character might not be in the dm by the time CharacterAdded fires -- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again -- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented. -- * RootPart probably won't exist immediately. -- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented. if not character.Parent then waitForFirst(character.AncestryChanged, player.CharacterAdded) end if player.Character ~= character or not character.Parent then return end local humanoid = character:FindFirstChildOfClass("Humanoid") while character:IsDescendantOf(game) and not humanoid do waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded) humanoid = character:FindFirstChildOfClass("Humanoid") end if player.Character ~= character or not character:IsDescendantOf(game) then return end -- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals local rootPart = character:FindFirstChild("HumanoidRootPart") while character:IsDescendantOf(game) and not rootPart do waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded) rootPart = character:FindFirstChild("HumanoidRootPart") end if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then initializeSoundSystem(player, humanoid, rootPart) end end if player.Character then characterAdded(player.Character) end player.CharacterAdded:Connect(characterAdded) end Players.PlayerAdded:Connect(playerAdded) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end repeat wait() until game.Players.LocalPlayer.Character local Character = game.Players.LocalPlayer.Character local Head = Character:WaitForChild("HumanoidRootPart") local RunningSound = Head:WaitForChild("Running") local Humanoid = Character:WaitForChild("Humanoid") local vel = 0 Humanoid.Changed:Connect(function(property) end) Humanoid.Running:connect(function(a) RunningSound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).PlaybackSpeed * (a/20) * (math.random(30,50)/40) RunningSound.Volume = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).Volume * (vel/12) RunningSound.EmitterSize = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).Volume * (vel/12) * 50 vel = a end)
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") ServerControl = Tool:WaitForChild("ServerControl") function InvokeServer(Mode, Value) pcall(function() ServerControl:InvokeServer(Mode, Value) end) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end Mouse.Button1Down:connect(function() InvokeServer("Click", true) end) Mouse.KeyDown:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = true}) end) end function Unequipped() end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[=[ @class MerchBooth ]=]
local module = { -- Server APIs addItemAsync = addItemAsync(serverStore), removeItem = removeItem(serverStore), addProximityButton = addProximityButton(serverStore), removeProximityButton = removeProximityButton(serverStore), -- Client APIs configure = configure(clientStore), resetConfiguration = resetConfiguration(clientStore), setCatalogSort = setCatalogSort(clientStore), setEnabled = setEnabled(clientStore), setControlKeyCodes = setControlKeyCodes(clientStore), -- UI states functions (client only) openMerchBooth = uiStatesFunctions.openMerchBooth(clientStore), openItemView = uiStatesFunctions.openItemView(clientStore), closeMerchBooth = uiStatesFunctions.closeMerchBooth(clientStore), toggleCatalogButton = uiStatesFunctions.toggleCatalogButton(clientStore), isMerchBoothOpen = uiStatesFunctions.isMerchBoothOpen(clientStore), isMerchBoothEnabled = uiStatesFunctions.isMerchBoothEnabled(clientStore), -- UI states events (client only) merchBoothOpened = uiStatesEvents.merchBoothOpened.Event, merchBoothClosed = uiStatesEvents.merchBoothClosed.Event, catalogViewOpened = uiStatesEvents.catalogViewOpened.Event, catalogViewClosed = uiStatesEvents.catalogViewClosed.Event, itemViewOpened = uiStatesEvents.itemViewOpened.Event, itemViewClosed = uiStatesEvents.itemViewClosed.Event, -- Server and client APIs getItems = getItems(serverStore, clientStore), itemAdded = itemEvents.itemAdded.Event, itemRemoved = itemEvents.itemRemoved.Event, -- Enums Controls = enums.Controls, }
--//Settings
BlurAmount = 50 -- Change this to increase or decrease the blur size
--[[ Calls the given analytics function and passes the given values. Every analytics function sends the categoryIndex and subcategoryIndex from the store. assetTypeId: optional ]]
local function getUserId(state) if state.LocalUserId then return state.LocalUserId end if state.RobloxUser and state.RobloxUser.rbxuid then return tostring(state.RobloxUser.rbxuid) end return nil end return function(analyticsFunction, value, assetTypeId) return function(store) local categoryIndex = store:getState().AvatarExperience.AvatarEditor.Categories.category local subcategoryIndex = store:getState().AvatarExperience.AvatarEditor.Categories.subcategory local userId = getUserId(store:getState()) analyticsFunction(value, categoryIndex, subcategoryIndex, assetTypeId, userId) end end
---Simply process a completed message.
local COMPLETED_MESSAGE_PROCESSOR = 1 local module = {} local methods = {} methods.__index = methods function methods:SendSystemMessageToSelf(message, channelObj, extraData) local messageData = { ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = channelObj.Name, IsFiltered = true, MessageLength = string.len(message), Message = message, MessageType = ChatConstants.MessageTypeSystem, Time = os.time(), ExtraData = extraData, } channelObj:AddMessageToChannel(messageData) end function module.new() local obj = setmetatable({}, methods) obj.COMMAND_MODULES_VERSION = COMMAND_MODULES_VERSION obj.KEY_COMMAND_PROCESSOR_TYPE = KEY_COMMAND_PROCESSOR_TYPE obj.KEY_PROCESSOR_FUNCTION = KEY_PROCESSOR_FUNCTION obj.IN_PROGRESS_MESSAGE_PROCESSOR = IN_PROGRESS_MESSAGE_PROCESSOR obj.COMPLETED_MESSAGE_PROCESSOR = COMPLETED_MESSAGE_PROCESSOR return obj end return module.new()
--Controls
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end end) end function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --No texting while driving if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and _TMode=="Manual" and (not _ClutchOn) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and _TMode=="Manual" and (not _ClutchOn) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true end elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or (input.UserInputType == _CTRL["MouseThrottle"] and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle end elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or (input.UserInputType == _CTRL["MouseBrake"] and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle _GBrake = 0 _GSteerT = 0 _ClutchOn = true end elseif _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end end if input.UserInputType.Name:find("Gamepad") then if input.KeyCode == _CTRL["ContlrSteer"] then if math.abs(input.Position.X)>_Tune.ControlDZone then _GSteerT = math.abs(input.Position.X-_Tune.ControlDZone)*(input.Position.X/math.abs(input.Position.X))/(1-_Tune.ControlDZone) else _GSteerT = 0 end elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle,input.Position.Z) elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
--Unlock Script --Unless you know what you're doing, do not modify this script.
local unlocked = false --This creates a bool for the door's status. script.Parent.Touched:Connect(function(hit) --This detects a touch on the part. if hit.Parent.Name == "Key" and unlocked == false then --This ensures the touching part is a key. unlocked = true --This sets the door's status to unlocked. script.Parent.Anchored = false --This unanchors the padlock. script.Parent.Unlock:Play() --This plays the unlock sound. wait(1) --This waits for 1 second to open the door. script.Parent.Parent.Parent.Open:Play() --This plays the open sound. script.Parent.Parent.Parent.Transparency = 0.25 --This causes the door to be slightly transparent. script.Parent.Parent.Parent.CanCollide = false --This causes the door to stop colliding. script.Parent.Parent.Parent.DoorScript.Disabled = false --This allows the door script to run. script.Parent.Parent.Parent.NPCDoorScript.Disabled = false --This allows the NPC script to run. end end)
--- This will cause a brick to go in motion unanchored or not! ---
while true do wait() for i= 1, 270 do script.Parent.CFrame = script.Parent.CFrame * CFrame.new(0,1,0) wait() end for i= 1, 270 do script.Parent.CFrame = script.Parent.CFrame * CFrame.new(0,-1,0) wait() end end
--[[Status Vars]]
local snsrs = car.Body.Sensors local _IsOn = _Tune.AutoStart if _Tune.AutoStart then car.DriveSeat.IsOn.Value=true end local _GSteerT=0 local _GSteerC=0 local _GThrot=0 local _GBrake=0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 local _PGear = _CGear local _spLimit = 0 local _TMode = _Tune.TransModes[1] local _MSteer = false local _SteerL = false local _SteerR = false local _PBrake = false local _TCS = _Tune.TCSEnabled local _TCSActive = false local _ABS = _Tune.ABSEnabled local _ABSActive = false local FlipWait=tick() local FlipDB=false local _InControls = false script.Parent.DriveMode.Changed:Connect(function() if script.Parent.DriveMode.Value == "SportPlus" then if _Tune.TCSEnabled and _IsOn then _TCS = false end else if _Tune.TCSEnabled and _IsOn then _TCS = true end end end)
--[[ icon_controller:header ## Functions #### setGameTheme ```lua IconController.setGameTheme(theme) ``` Sets the default theme which is applied to all existing and future icons. ---- #### setDisplayOrder ```lua IconController.setDisplayOrder(number) ``` Changes the DisplayOrder of the TopbarPlus ScreenGui to the given value. ---- #### setTopbarEnabled ```lua IconController.setTopbarEnabled(bool) ``` When set to ``false``, hides all icons created with TopbarPlus. This can also be achieved by calling ``starterGui:SetCore("TopbarEnabled", false)``. ---- #### setGap ```lua IconController.setGap(integer, alignment) ``` Defines the offset width (i.e. gap) between each icon for the given alignment, ``left``, ``mid``, ``right``, or all alignments if not specified. ---- #### updateTopbar ```lua IconController.updateTopbar() ``` Determines how icons should be positioned on the topbar and moves them accordingly. ---- #### clearIconOnSpawn ```lua IconController.clearIconOnSpawn(icon) ``` Calls destroy on the given icon when the player respawns. This is useful for scenarious where you wish to cleanup icons that are constructed within a Gui with ``ResetOnSpawn`` set to ``true``. For example: ```lua -- Place at the bottom of your icon creator localscript local icons = IconController.getIcons() for _, icon in pairs(icons) do IconController.clearIconOnSpawn(icon) end ``` ---- #### getIcons ```lua local arrayOfIcons = IconController.getIcons() ``` Returns all icons as an array. ---- #### getIcon ```lua local icon = IconController.getIcon(name) ``` Returns the icon with the given name (or ``false`` if not found). If multiple icons have the same name, then one will be returned randomly. ---- ## Properties #### topbarEnabled {read-only} ```lua local bool = IconController.topbarEnabled ``` ---- #### controllerModeEnabled {read-only} ```lua local bool = IconController.controllerModeEnabled ``` ---- #### leftGap {read-only} ```lua local gapNumber = IconController.leftGap --[default: '12'] ``` ---- #### midGap {read-only} ```lua local gapNumber = IconController.midGap --[default: '12'] ``` ---- #### rightGap {read-only} ```lua local gapNumber = IconController.rightGap --[default: '12'] ``` --]]
--Control Mapping
Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.ButtonB , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.ButtonL3 , }
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
local path local waypoint local chaseName = nil function GetTorso(part) local chars = game.Workspace:GetDescendants() local chaseRoot = nil local chaseTorso = nil local chasePlr = nil local chaseHuman = nil local mag = SearchDistance for i = 1, #chars do chasePlr = chars[i] if chasePlr:IsA'Model' and not chasePlr:FindFirstChild("Enemy") and chasePlr:FindFirstChild("Seen") then chaseHuman = getHumanoid(chasePlr) chaseRoot = chasePlr:FindFirstChild'HumanoidRootPart' if chaseRoot ~= nil and chaseHuman ~= nil and chaseHuman.Health > 0 and not chaseHuman:FindFirstChild("Enemy") and not chasePlr:FindFirstChild("Helper") then if (chaseRoot.Position - part).magnitude < mag then chaseName = chasePlr.Name chaseTorso = chaseRoot mag = (chaseRoot.Position - part).magnitude end end end end return chaseTorso end function GetPlayersBodyParts(t) local torso = t if torso then local figure = torso.Parent for _, v in pairs(figure:GetChildren())do if v:IsA'Part' then return v.Name end end else return "HumanoidRootPart" end end
--// Core
return function() 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, tick, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, elapsedTime, 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, tick, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, elapsedTime, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay local script = script local service = service local client = client local Anti, Core, Functions, Process, Remote, UI, Variables local function Init() UI = client.UI; Anti = client.Anti; Core = client.Core; Variables = client.Variables Functions = client.Functions; Process = client.Process; Remote = client.Remote; end getfenv().client = nil getfenv().service = nil getfenv().script = nil client.Core = { Init = Init; Name = script.Name; Special = script.Name; MakeGui = client.UI.Make; GetGui = client.UI.Get; RemoveGui = client.UI.Remove; ScriptCache = {}; GetEvent = function() if Core.RemoteEvent then Core.RemoteEvent.Event:Disconnect() Core.RemoteEvent.Security:Disconnect() Core.RemoteEvent = nil end Core.RemoteEvent = {} local rindex = 0 local firstSearch local timer = 1 local prevTime = 0 local start = os.time() local events = {} local found local function finishEvent(event) if event then local rFunc = event:FindFirstChildOfClass("RemoteFunction") if rFunc then Core.RemoteEvent.Object = event Core.RemoteEvent.Function = rFunc rFunc.OnClientInvoke = Process.Remote; Core.RemoteEvent.FireServer = event.FireServer Core.RemoteEvent.Event = event.OnClientEvent:Connect(Process.Remote)--]] Core.RemoteEvent.Security = event.Changed:Connect(function(p) if Core.RemoteEvent.Function then Core.RemoteEvent.Function.OnClientInvoke = Process.Remote; end if p == "RobloxLocked" and Anti.RLocked(event) then client.Kill("RemoteEvent Locked") elseif not event or not event.Parent then Core.GetEvent() end end) rFunc.Changed:Connect(function() rFunc.OnClientInvoke = Process.Remote; end) --SetFireServer(service.MetaFunc(event.FireServer)) if not Core.Key then Remote.Fire(client.DepsName.."GET_KEY") end else client.Kill("RemoteFunction not found") end else client.Kill("RemoteEvent not found") end end local function search() local children = {} for i,child in next,service.JointsService:GetChildren() do if string.sub(child.Name,1,#client.RemoteName) == client.RemoteName then table.insert(children, child) end end for ind,e in next,events do e.Event:Disconnect() events[ind] = nil end for i,child in next,children do if not Anti.ObjRLocked(child) and child:IsA("RemoteEvent") and child:FindFirstChildOfClass("RemoteFunction") then local index = rindex+1 rindex = index if not events[child] then local eventTab; eventTab = { Event = child.OnClientEvent:Connect(function(com, ...) if com == "TrustCheck" and select(1,...) == Core.Special and not found then found = child Core.RemoteEvent.Event = eventTab.Event finishEvent(child) for ind,e in next,events do if ind ~= child then e.Event:Disconnect() events[ind] = nil end end elseif found and found == child then --Process.Remote(com, ...) end end); Object = child; } events[child] = eventTab end child:FireServer(client.Module, "TrustCheck") end end end repeat if os.time() > prevTime then prevTime = os.time() timer = timer+1 if timer%10 == 0 or not firstSearch then firstSearch = true local event = service.JointsService:FindFirstChild(client.RemoteName) if event then found = event finishEvent(event) end --search() end end until found or not wait(0.01) end; LoadPlugin = function(plugin) local plug = require(plugin) local func = setfenv(plug,GetEnv(getfenv(plug))) cPcall(func) end; LoadBytecode = function(str, env) return require(client.Deps.FiOne)(str, env) end; LoadCode = function(str, env) return Core.LoadBytecode(str, env) end; CheckClient = function() if tick() - Core.LastUpdate >= 55 then wait(math.random()) --// De-sync everyone's client checks local returner = math.random() local ret = Remote.Send("ClientCheck", {Sent = 0;--[[Remote.Sent]] Received = Remote.Received}, client.DepsName, returner) --[[if ret and ret == returner then Core.LastUpdate = tick() else client.Kill("Client check failed") end--]] end end; StartAPI = function() local ScriptCache = Core.ScriptCache local FiOne = client.Deps.FiOne local Get = Remote.Get local G_API = client.G_API local Allowed_API_Calls = client.Allowed_API_Calls local NewProxy = service.NewProxy local MetaFunc = service.MetaFunc local ReadOnly = service.ReadOnly local StartLoop = service.StartLoop local ReadOnly = service.ReadOnly local UnWrap = service.UnWrap local service = nil local client = nil local _G = _G local setmetatable = setmetatable local type = type local print = print local error = error local pairs = pairs local warn = warn local next = next local table = table local rawset = rawset local rawget = rawget local getfenv = getfenv local setfenv = setfenv local require = require local tostring = tostring local client = client local Routine = Routine local cPcall = cPcall --// Get Settings local API_Special = { } setfenv(1,setmetatable({}, {__metatable = getmetatable(getfenv())})) local API_Specific = { API_Specific = { Test = function() print("We ran the api specific stuff") end }; Service = service; } local API = { Access = ReadOnly({}, nil, nil, true); --[[ Access = service.MetaFunc(function(...) local args = {...} local key = args[1] local ind = args[2] local targ setfenv(1,setmetatable({}, {__metatable = getmetatable(getfenv())})) if API_Specific[ind] then targ = API_Specific[ind] elseif client[ind] and client.Allowed_API_Calls[ind] then targ = client[ind] end if client.G_Access and key == client.G_Access_Key and targ and client.Allowed_API_Calls[ind] then if type(targ) == "table" then return service.NewProxy { __index = function(tab,inde) if targ[inde] ~= nil and API_Special[inde] == nil or API_Special[inde] == true then if targ[inde]~=nil and type(targ[inde]) == "table" and client.G_Access_Perms == "Read" then return service.ReadOnly(targ[inde]) else return targ[inde] end elseif API_Special[inde] == false then error("Access Denied: "..tostring(inde)) else error("Could not find "..tostring(inde)) end end; __newindex = function(tabl,inde,valu) error("Read-only") end; __metatable = true; } end else error("Incorrect key or G_Access is disabled") end end); --]] Scripts = ReadOnly({ ExecutePermission = MetaFunc(function(code) local exists; for i,v in next,ScriptCache do if UnWrap(v.Script) == getfenv(2).script then exists = v end end if exists and exists.noCache ~= true and (not exists.runLimit or (exists.runLimit and exists.Executions <= exists.runLimit)) then exists.Executions = exists.Executions+1 return exists.Source, exists.Loadstring end local data = Get("ExecutePermission",UnWrap(getfenv(3).script), code, true) if data and data.Source then local module; if not exists then module = require(FiOne:Clone()) table.insert(ScriptCache,{ Script = getfenv(2).script; Source = data.Source; Loadstring = module; noCache = data.noCache; runLimit = data.runLimit; Executions = data.Executions; }) else module = exists.Loadstring exists.Source = data.Source end return data.Source, module end end); ReportLBI = MetaFunc(function(scr, origin) if origin == "Local" then return true end end); }, nil, nil, true); } AdonisGTable = NewProxy{ __index = function(tab,ind) if ind == "Scripts" then return API.Scripts elseif G_API and Allowed_API_Calls.Client == true then if type(API[ind]) == "function" then return MetaFunc(API[ind]) else return API[ind] end else error("_G API is disabled") end end; __newindex = function(tabl,ind,new) error("Read-only") end; __metatable = "API"; } if not _G.Adonis then rawset(_G,"Adonis",AdonisGTable) StartLoop("APICheck",1,function() rawset(_G,"Adonis",AdonisGTable) end, true) end end; }; end
-- functions
function onRunning(speed) if isSeated then return end if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() isSeated = false 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() isSeated = true pose = "Seated" print("Seated") end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1 LeftShoulder.DesiredAngle = -1 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveClimb() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() print("Move Sit") RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() kidTable = Figure:children() if (kidTable ~= nil) then numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then
-- functions
function onRunning(speed) if isSeated then return end if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() isSeated = false 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() isSeated = true pose = "Seated" print("Seated") end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveClimb() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() print("Move Sit") RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() kidTable = Figure:children() if (kidTable ~= nil) then numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = 1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Climbing") then moveClimb() return end if (pose == "Seated") then moveSit() return end RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 if (pose == "Running") then amplitude = 1 frequency = 9 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder.DesiredAngle = desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle local tool = getTool() if tool ~= nil then animStringValueObject = getToolAnim(tool) if animStringValueObject ~= nil then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
--print("no building or player")
target = nil targetType = nil lastLock = tick() end end -- end of wtd end) scanCoroutine()
------------------------------------------------
local screenGuis = {} local freeCamEnabled = false local stateRot = Vector2.new() local panDeltaGamepad = Vector2.new() local panDeltaMouse = Vector2.new() local velSpring = Spring.new(7/9, 1/3, 1, Vector3.new()) local rotSpring = Spring.new(7/9, 1/3, 1, Vector2.new()) local fovSpring = Spring.new(2, 1/3, 1, 0) local letterbox = LETTERBOX and CreateLetterBox() local gp_x = 0 local gp_z = 0 local gp_l1 = 0 local gp_r1 = 0 local rate_fov = 0 local SpeedModifier = 1
-- LOCAL
local Enum = {} local enums = {} Enum.enums = enums
--Tune
OverheatSpeed = .2 --How fast the car will overheat CoolingEfficiency = .03 --How fast the car will cool down RunningTemp = 85 --In degrees Fan = true --Cooling fan FanTemp = 100 --At what temperature the cooling fan will activate FanTempAlpha = 95 --At what temperature the cooling fan will deactivate FanSpeed = .05 --How fast the car will cool down FanVolume = .2 --Sound volume BlowupTemp = 115 --At what temperature the engine will blow up GUI = true --GUI temperature gauge
--Gear Ratios
Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries' local Signal = require(Libraries:WaitForChild 'Signal') local Make = require(Libraries:WaitForChild 'Make')
--Made by Luckymaxer
Figure = script.Parent Torso = Figure:WaitForChild("Torso")
--Optimization--
local rad = math.rad local Clamp = math.clamp local NewCFrame = CFrame.new local Angles = CFrame.Angles local NewVector = Vector3.new local CFLookAt = CFrame.lookAt local EulerAngles = CFrame.fromEulerAnglesYXZ function actions.aim() local aimPos = NewVector() local sightIndex = 50 status:set("weaponAimed",true) myHuman.AutoRotate = false bodyRotate.Enabled = true myHuman.WalkSpeed = 10 while true do local target = status:get("currentTarget") if myHuman.Health <=0 or not target or not target.Parent then break elseif not status:get("m4Equipped") and not status:get("reloading") then break end local target = status:get("currentTarget") local dist = core.checkDist(target,myTorso) local canSee = core.checkSight(target) if not canSee then sightIndex = sightIndex - 1 else sightIndex = 50 end if not canSee and myRoot.Velocity.Magnitude > 3 and sightIndex <= 0 then local walkPoint = myHuman.WalkToPoint local myPos = myRoot.Position local dir = (NewVector(walkPoint.X,0,walkPoint.Z) - NewVector(myPos.X,0,myPos.Z)).Unit * 20 aimPos = myRoot.Position + NewVector(0,1.5,0) + dir else aimPos = target.Position + target.Velocity/(10 - dist/50) end local tilt = (myRoot.Position.Y - aimPos.Y) / (dist*0.04) tilt = Clamp(tilt,-45,45) rootJoint.C0 = rootJointOrg * EulerAngles(rad(tilt),0,0) lHip.C0 = lHipOrg * EulerAngles(0,0,rad(-tilt)) rHip.C0 = rHipOrg * EulerAngles(0,0,rad(tilt)) xAxisAttach.WorldCFrame = CFLookAt(m4.Position,aimPos) m4Hinge.Attachment0.WorldCFrame = NewCFrame(m4Hinge.Attachment0.WorldPosition) * EulerAngles(rad(0),rad(myRoot.Orientation.Y),0) m4Hinge.TargetAngle = xAxisAttach.Orientation.X headHinge.TargetAngle = xAxisAttach.Orientation.X torsoHingeAttach.Position = torsoHingAttachOrgPos + NewVector(0,tilt/90,0) yAxisAttach.WorldCFrame = CFLookAt(m4.Position,NewVector( aimPos.X, myRoot.Position.Y, aimPos.Z )) if status:get("m4Equipped") then neck.C0 = NewCFrame(0,1,0) * Angles(-1.5 + rad(xAxisAttach.Orientation.X),rad(15),rad(180)) else neck.C0 = NewCFrame(0,1,0) * Angles(-1.5 + rad(xAxisAttach.Orientation.X),0,rad(180)) end runService.Heartbeat:Wait() runService.Heartbeat:Wait() end actions.resetHead() bodyRotate.Enabled = false myHuman.WalkSpeed = 16 myHuman.AutoRotate = true rootJoint.C0 = rootJointOrg lHip.C0 = lHipOrg rHip.C0 = rHipOrg status:set("weaponAimed",false) end function actions.reload() status:set("weaponAimed",false) reloadSound:Play() status:set("reloading",true) actions.yieldM4() m4Weld.Part0 = nil m4.CFrame = lArm.CFrame * NewCFrame(0.5,-0.2,0) * Angles(rad(-90),rad(180),rad(0)) m4Weld.Part0 = lArm reloadAnimation:Play() reloadAnimation:AdjustSpeed(3) wait(0.2) local fakeMag = magazine:Clone() fakeMag.CanCollide = true fakeMag.Parent = workspace debrisService:AddItem(fakeMag,4) magazine.Transparency = 1 reloadAnimation.Stopped:Wait() magazine.Transparency = 0 status:set("reloading",false) status:set("mag",marine.Settings.MagSize.Value) actions.drawM4() end function actions.drawM4() actions.yieldKnife() if not status:get("m4Equipped") and not status:get("reloading") then status:set("m4Equipped",true) status:set("m4Lowered",false) m4.Equip:Play() xAxisAttach.CFrame = myTorso.CFrame --M4 Setup m4Weld.Part0 = nil m4.CFrame = myRoot.CFrame * NewCFrame(0.3,0.85,1.3) * Angles(rad(-180),rad(180),rad(0)) m4HingeAttach.WorldPosition = torsoHingeAttach.WorldPosition m4Hinge.Enabled = true --Right Arm Setup rShoulder.Part1 = nil rArmWeld.Part1 = nil --x 1.25 rArmWeld.Enabled = false rArm.CFrame = m4.CFrame * NewCFrame(-0.6,-0.5,-0.5) * Angles(rad(-80),rad(-180),rad(-15)) rArmWeld.Part1 = rArm rArmWeld.Enabled = true --Left Arm Setup lShoulder.Part1 = nil lArmWeld.Part1 = nil lArm.CFrame = m4.CFrame * NewCFrame(0.7,-0.3,0) * Angles(rad(-90),rad(183),rad(28)) --x84 lArmWeld.Part1 = lArm wait(0.5) end end function actions.yieldM4() if status:get("m4Equipped") or status:get("m4Lowered") then status:set("m4Equipped",false) status:set("weaponAimed",false) status:set("m4Lowered",false) m4.Equip:Play() --Right Arm setup rArmWeld.Part1 = nil rShoulder.Part1 = rArm --Left Arm Setup lArmWeld.Part1 = nil lShoulder.Part1 = lArm --M4 Setup m4Weld.Part0 = nil m4Hinge.Enabled = false m4.CFrame = myTorso.CFrame * NewCFrame(0,0,0.7) * Angles(rad(-90),rad(-135),rad(270)) m4Weld.Part0 = myTorso end end function actions.lowerM4() if not status:get("m4Lowered") and status:get("m4Equipped") and not status:get("reloading") then status:set("m4Equipped",false) status:set("m4Lowered",true) m4.Equip:Play() --M4 Setup m4Hinge.Enabled = false m4Weld.Part0 = nil m4.CFrame = myTorso.CFrame * NewCFrame(-0.2,-1,-1) * Angles(rad(75),rad(55),rad(-75)) -- z 35 x 0 m4Weld.Part0 = myTorso --Right Arm Setup rShoulder.Part1 = nil rArmWeld.Part1 = nil rArm.CFrame = myRoot.CFrame * NewCFrame(1.3,-0.2,-0.3) * Angles(rad(30),rad(14),rad(-25)) rArmWeld.Part1 = rArm --Left Arm Setup lShoulder.Part1 = nil lArmWeld.Part1 = nil lArm.CFrame = myRoot.CFrame * NewCFrame(-1.3,-0.1,-0.3) * Angles(rad(40),rad(-3),rad(10)) --x84 lArmWeld.Part1 = lArm wait(0.5) end end local knife = marine.Knife function actions.drawKnife() if not status:get("knifeEquipped") then actions.yieldM4() knife.Equip:Play() status:set("knifeEquipped",true) knife.Weld.Part0 = nil knife.CFrame = rArm.CFrame * NewCFrame(0,-1,-1) * Angles(rad(90),rad(180),rad(180)) knife.Weld.Part0 = rArm end end function actions.yieldKnife() if status:get("knifeEquipped") then status:set("knifeEquipped",false) knife.Weld.Part0 = nil knife.CFrame = myTorso.CFrame * NewCFrame(-1,-1,0.5) * Angles(rad(-65),0,rad(180)) knife.Weld.Part0 = myTorso end end function actions.yieldWeapons() actions.yieldKnife() actions.yieldM4() end function actions.resetHead() tweenService:Create(neck,TweenInfo.new(0.5),{C0 = NewCFrame(0,1,0) * Angles(rad(-90),0,rad(180))}):Play() end local faces = myHead.Faces function actions.updateFace(newStatus,recovered) if status:get("mood") ~= "Dead" then if status:get("mood") ~= "Hurt" or recovered or newStatus == "Dead" then local currentFace = status:get("currentFace") currentFace.Parent = faces status:set("currentFace",faces["face"..newStatus]) status:get("currentFace").Parent = myHead end status:set("mood",newStatus) end end return actions
--[[ Public API ]]
-- function MasterControl:Init() local renderStepFunc = function() if LocalPlayer and LocalPlayer.Character then local humanoid = getHumanoid() if not humanoid then return end if humanoid and not humanoid.PlatformStand and isJumping then humanoid.Jump = isJumping end moveFunc(LocalPlayer, moveValue, true) end end local success = pcall(function() RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, renderStepFunc) end) if not success then if RenderSteppedCon then return end RenderSteppedCon = RunService.RenderStepped:connect(renderStepFunc) end end function MasterControl:Disable() local success = pcall(function() RunService:UnbindFromRenderStep("MasterControlStep") end) if not success then if RenderSteppedCon then RenderSteppedCon:disconnect() RenderSteppedCon = nil end end moveValue = Vector3.new(0,0,0) isJumping = false end function MasterControl:AddToPlayerMovement(playerMoveVector) moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, moveValue.Z + playerMoveVector.Z) end function MasterControl:SetIsJumping(jumping) isJumping = jumping end function MasterControl:DoJump() local humanoid = getHumanoid() if humanoid then humanoid.Jump = true end end return MasterControl
--[=[ @param motor Enum.VibrationMotor @return boolean Returns `true` if the given motor is supported. ```lua -- Pulse the trigger (e.g. shooting a weapon), but fall back to -- the large motor if not supported: local motor = Enum.VibrationMotor.Large if gamepad:IsMotorSupported(Enum.VibrationMotor.RightTrigger) then motor = Enum.VibrationMotor.RightTrigger end gamepad:PulseMotor(motor, 1, 0.1) ``` ]=]
function Gamepad:IsMotorSupported(motor: Enum.VibrationMotor): boolean return HapticService:IsMotorSupported(self._gamepad, motor) end
-- unlocked
["Smile"] = {id = "rbxassetid://144080495", locked = false, image = "https://www.roblox.com/asset-thumbnail/image?assetId=144080495&width=420&height=420&format=png"}, ["Cunning"] = {"rbxassetid://21635489", locked = false, image = "https://www.roblox.com/asset-thumbnail/image?assetId=21635489&width=420&height=420&format=png"}, ["Laughing"] = {"rbxassetid://26424652", locked = false, image = "https://www.roblox.com/asset-thumbnail/image?assetId=26424652&width=420&height=420&format=png"}, ["Chill"] = {"rbxassetid://7074749", locked = false, image = "https://www.roblox.com/asset-thumbnail/image?assetId=7074749&width=420&height=420&format=png"}, ["Unamused"] = {"rbxassetid://20418518", locked = false, image = "https://www.roblox.com/asset-thumbnail/image?assetId=20418518&width=420&height=420&format=png"}, ["Freckles"] = {"rbxassetid://12145059", locked = false, image = "https://www.roblox.com/asset-thumbnail/image?assetId=12145059&width=420&height=420&format=png"}, ["Beardy"] = {"rbxassetid://110287880", locked = false, image = "https://www.roblox.com/asset-thumbnail/image?assetId=110287880&width=420&height=420&format=png"}, }, hair = { ["Blonde Dream"] = {id = "rbxassetid://185812332", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=185812332&width=420&height=420&format=png"}, ["Blonde Spiked"] = {id = "rbxassetid://376524487", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=376524487&width=420&height=420&format=png"}, ["New Shaggy Black"] = {id = "rbxassetid://1191118998", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=1191118998&width=420&height=420&format=png"}, ["Brunette Ponytail"] = {id = "rbxassetid://2042026822", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=2042026822&width=420&height=420&format=png"}, ["Blonde Anime"] = {id = "rbxassetid://185812297", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=185812297&width=420&height=420&format=png"}, ["Noob Blonde"] = {id = "rbxassetid://376526888", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=376526888&width=420&height=420&format=png"}, ["Long Hair"] = {id = "rbxassetid://12519986", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=12519986&width=420&height=420&format=png"}, ["Chestnut Style"] = {id = "rbxassetid://212967757", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=212967757&width=420&height=420&format=png"}, ["Black Ponytail"] = {id = "rbxassetid://376527350", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=376527350&width=420&height=420&format=png"}, ["New Shaggy"] = {id = "rbxassetid://417457139", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=417457139&width=420&height=420&format=png"}, ["Lovely Blonde"] = {id = "rbxassetid://295457258", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=295457258&width=420&height=420&format=png"}, ["Telamon"] = {id = "rbxassetid://31312357", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=31312357&width=420&height=420&format=png"}, ["Black Manga"] = {id = "rbxassetid://398672920", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=398672920&width=420&height=420&format=png"}, ["Black Dreamy"] = {id = "rbxassetid://295456068", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=295456068&width=420&height=420&format=png"}, ["Brown Scene"] = {id = "rbxassetid://323476364", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=323476364&width=420&height=420&format=png"}, ["Man Bun"] = {id = "rbxassetid://343584973", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=343584973&width=420&height=420&format=png"}, ["Beautiful Adurite"] = {id = "rbxassetid://1191145114", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=1191145114&width=420&height=420&format=png"}, ["Blue Charmer"] = {id = "rbxassetid://376809157", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=376809157&width=420&height=420&format=png"}, ["Red Charmer"] = {id = "rbxassetid://417457737", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=417457737&width=420&height=420&format=png"}, ["Auburn Winner"] = {id = "rbxassetid://74891249", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=74891249&width=420&height=420&format=png"}, ["Blonde Charmer"] = {id = "rbxassetid://80921949", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=80921949&width=420&height=420&format=png"}, ["Burning Hair"] = {id = "rbxassetid://2566043868", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=2566043868&width=420&height=420&format=png"}, ["Purple Ponytail"] = {id = "rbxassetid://398673423", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=398673423&width=420&height=420&format=png"}, ["Blonde Ponytail"] = {id = "rbxassetid://398673196", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=398673196&width=420&height=420&format=png"}, ["Red Ponytail"] = {id = "rbxassetid://1513252656", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=1513252656&width=420&height=420&format=png"}, ["Candy Apple Hair"] = {id = "rbxassetid://417457909", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=417457909&width=420&height=420&format=png"}, ["Trecky Hair"] = {id = "rbxassetid://32278814", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=32278814&width=420&height=420&format=png"}, ["Teal Anime Hair"] = {id = "rbxassetid://835064879", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=835064879&width=420&height=420&format=png"}, ["Red Anime Hair"] = {id = "rbxassetid://175136000", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=175136000&width=420&height=420&format=png"}, ["Black Faux Hawk"] = {id = "rbxassetid://81708953", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=81708953&width=420&height=420&format=png"}, ["Normal Boy Hair"] = {id = "rbxassetid://13477818", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=13477818&width=420&height=420&format=png"}, ["Charming Brown Hair"] = {id = "rbxassetid://83013207", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=83013207&width=420&height=420&format=png"}, ["Fro"] = {id = "rbxassetid://12270336", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=12270336&width=420&height=420&format=png"}, ["Auburn Bun"] = {id = "rbxassetid://81688919", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=81688919&width=420&height=420&format=png"}, ["Blonde Bun"] = {id = "rbxassetid://77800073", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=77800073&width=420&height=420&format=png"}, ["Amber Bun"] = {id = "rbxassetid://25308317", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=25308317&width=420&height=420&format=png"}, ["Black Bun"] = {id = "rbxassetid://80922251", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=80922251&width=420&height=420&format=png"}, ["Brown Charm"] = {id = "rbxassetid://376548738", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=376548738&width=420&height=420&format=png"}, ["True Blue"] = {id = "rbxassetid://451221329", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=451221329&width=420&height=420&format=png"}, ["Pal Hair"] = {id = "rbxassetid://63690008", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=63690008&width=420&height=420&format=png"}, ["Beautiful Space Hair"] = {id = "rbxassetid://564449640", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=564449640&width=420&height=420&format=png"}, ["Super Puple Swoop"] = {id = "rbxassetid://241544111", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=241544111&width=420&height=420&format=png"}, ["Long Brown Hair"] = {id = "rbxassetid://301818464", locked = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=301818464&width=420&height=420&format=png"},
-- you can mess with these settings
CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.F;} -- lets you move your mouse around in firstperson CanViewBody = true -- whether you see your body Sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1 Smoothness = 0.05 -- recommend anything between 0~1 FieldOfView = 70 -- fov HeadOffset = CFrame.new(0,0.7,0) -- how far your camera is from your head local cam = game.Workspace.CurrentCamera local player = players.LocalPlayer local m = player:GetMouse() m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon local character = player.Character or player.CharacterAdded:wait() local human = character.Humanoid local humanoidpart = character.HumanoidRootPart local head = character:WaitForChild("Head") local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p local AngleX,TargetAngleX = 0,0 local AngleY,TargetAngleY = 0,0 local running = true local freemouse = false local defFOV = FieldOfView local w, a, s, d, lshift = false, false, false, false, false
--CFrame.new ( number x, number y, number z, number R00, number R01, number R02, number R10, number R11, number R12, number R20, number R21, number R22 ) --CFrame:GetComponents ( ) x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22,
local comps = {} local cf = CFrame.new local CFrameEasing = {} local easing = require(script.Easing) for key, val in pairs(easing) do CFrameEasing[key] = function(b, g, t, d, ...) local bX, bY, bZ, bR00, bR01, bR02, bR10, bR11, bR12, bR20, bR21, bR22 = b:GetComponents() local gX, gY, gZ, gR00, gR01, gR02, gR10, gR11, gR12, gR20, gR21, gR22 = g:GetComponents() return cf( easing[key](t, bX, gX - bX, d, ...), easing[key](t, bY, gY - bY, d, ...), easing[key](t, bZ, gZ - bZ, d, ...), --X, Y, Z easing[key](t, bR00, gR00 - bR00, d, ...), easing[key](t, bR01, gR01 - bR01, d, ...), easing[key](t, bR02, gR02 - bR02, d, ...), --number R00, number R01, number R02 easing[key](t, bR10, gR10 - bR10, d, ...), easing[key](t, bR11, gR11 - bR11, d, ...), easing[key](t, bR12, gR12 - bR12, d, ...), --number R10, number R11, number R12 easing[key](t, bR20, gR20 - bR20, d, ...), easing[key](t, bR21, gR21 - bR21, d, ...), easing[key](t, bR22, gR22 - bR22, d, ...) --number R20, number R21, number R22 ) end end return CFrameEasing
--////////////////////////////// Include --//////////////////////////////////////
local ChatConstants = require(replicatedModules:WaitForChild("ChatConstants")) local Util = require(modulesFolder:WaitForChild("Util")) local ChatLocalization = nil pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization :: any) end) ChatLocalization = ChatLocalization or {} if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then function ChatLocalization:FormatMessageToSend(key,default) return default end end
---
if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.MouseButton1Click:connect(function() if car.Body.Lights.L.L.L.Enabled == false and car.Body.Lights.H.L.L.Enabled == false then script.Parent.BackgroundColor3 = Color3.new(0,255/255,0) script.Parent.TextStrokeColor3 = Color3.new(0,255/255,0) car.Body.Lights.R.L.L.Enabled = true car.Body.Lights.PLATE.L.GUI.Enabled = true car.Body.Lights.light1.light1.light.Enabled = true car.Body.Lights.light2.light1.light.Enabled = true for index, child in pairs(car.Body.Lights.L:GetChildren()) do child.Material = Enum.Material.Neon child.L.Enabled = true end for index, child in pairs(car.Body.Lights.R:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Body.Lights.H:GetChildren()) do child.Material = Enum.Material.SmoothPlastic child.L.Enabled = false end elseif car.Body.Lights.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == false then script.Parent.BackgroundColor3 = Color3.new(0,0,255/255) script.Parent.TextStrokeColor3 = Color3.new(0,0,255/255) car.Body.Lights.R.L.L.Enabled = true car.Body.Lights.PLATE.L.GUI.Enabled = true for index, child in pairs(car.Body.Lights.L:GetChildren()) do child.Material = Enum.Material.Neon child.L.Enabled = true end for index, child in pairs(car.Body.Lights.R:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Body.Lights.H:GetChildren()) do child.Material = Enum.Material.Neon child.L.Enabled = true end elseif car.Body.Lights.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == true then script.Parent.BackgroundColor3 = Color3.new(0,0,0) script.Parent.TextStrokeColor3 = Color3.new(0,0,0) car.Body.Lights.R.L.L.Enabled = false car.Body.Lights.PLATE.L.GUI.Enabled = false car.Body.Lights.light1.light1.light.Enabled = false car.Body.Lights.light2.light1.light.Enabled = false for index, child in pairs(car.Body.Lights.L:GetChildren()) do child.Material = Enum.Material.SmoothPlastic child.L.Enabled = false end for index, child in pairs(car.Body.Lights.R:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end for index, child in pairs(car.Body.Lights.H:GetChildren()) do child.Material = Enum.Material.SmoothPlastic child.L.Enabled = false end end end) script.Parent.Parent.Parent.Values.Brake.Changed:connect(function() if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 and script.Parent.Parent.Parent.IsOn.Value then for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end car.Body.Lights.B.L.L.Enabled = false else for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.Neon end car.Body.Lights.B.L.L.Enabled = true end end) script.Parent.Parent.Parent.Values.Gear.Changed:connect(function() if script.Parent.Parent.Parent.Values.Gear.Value == -1 then for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.Neon car.DriveSeat.Reverse:Play() end else for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.SmoothPlastic car.DriveSeat.Reverse:Stop() end end end) mouse.KeyDown:connect(function(key) if key=="l" then if car.Body.Intlight.L.Enabled == false then car.Body.Intlight.L.Enabled = true else car.Body.Intlight.L.Enabled = false end end end) while wait() do if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300 car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150) else car.DriveSeat.Reverse.Pitch = 1.3 car.DriveSeat.Reverse.Volume = .2 end end
-- Adds sounds to the GUI buttons. -- -- ForbiddenJ
Sound = script.Parent GuiTarget = script.Parent.Parent ButtonBindings = {} -- A table of MouseButton1Down connections indexed by their buttons. function TryBindButton(object) if object:IsA("GuiButton") then ButtonBindings[object] = object.MouseButton1Down:Connect(function() Sound:Play() end) end end for i, item in ipairs(GuiTarget:GetDescendants()) do TryBindButton(item) end GuiTarget.DescendantAdded:Connect(TryBindButton) GuiTarget.DescendantRemoving:Connect(function(object) if ButtonBindings[object] ~= nil then ButtonBindings[object]:Disconnect() ButtonBindings[object] = nil end end)
--[[game.ReplicatedStorage.SpawnRE.OnServerEvent:Connect(function(plr, name) for i,v in pairs(game.ReplicatedStorage.Characters:GetChildren()) do if v.Name == name then local clone = v:Clone() clone.Parent = plr end end plr:LoadCharacter() end) ]]
--// Bar Colors //
local Stamina_Red_Color = Color3.new(255/255, 28/255, 0/255) local Stamina_Yellow_Color = Color3.new(250/255, 235/255, 0) local Stamina_Green_Color = Color3.new(27/255, 252/255, 107/255) local Util = {} do function Util.IsTouchDevice() return UserInputService.TouchEnabled end function Util.Create(instanceType) return function(data) local obj = Instance.new(instanceType) for k, v in pairs(data) do if type(k) == 'number' then v.Parent = obj else obj[k] = v end end return obj end end function Util.Clamp(low, high, input) return math.max(low, math.min(high, input)) end function Util.DisconnectEvent(conn) if conn then conn:disconnect() end return nil end function Util.SetGUIInsetBounds(x1, y1, x2, y2) GuiService:SetGlobalGuiInset(x1, y1, x2, y2) end local humanoidCache = {} function Util.FindPlayerHumanoid(player) local character = player and player.Character if character then local resultHumanoid = humanoidCache[player] if resultHumanoid and resultHumanoid.Parent == character then return resultHumanoid else humanoidCache[player] = nil -- Bust Old Cache for _, child in pairs(character:GetChildren()) do if child:IsA('Humanoid') then humanoidCache[player] = child return child end end end end end end UIS.InputBegan:Connect(function(key) if key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then if (Sprinting == false) and (Stamina.Value > StaminaReductionRate) then TS:Create(plr.Character.Humanoid, TweenInfo.new(3), {WalkSpeed = SprintSpeed}):Play() Sprinting = true repeat wait(StaminaReductionDelay) Stamina.Value = Stamina.Value - StaminaReductionRate until (Sprinting == false) TS:Create(plr.Character.Humanoid, TweenInfo.new(1.2), {WalkSpeed = OriginalWalkSpeed}):Play() end end end) UserInputService.InputEnded:connect(function(inputkey) if inputkey.KeyCode == Enum.KeyCode.LeftShift then if Sprinting == true then Sprinting = false TS:Create(plr.Character.Humanoid, TweenInfo.new(1.2), {WalkSpeed = OriginalWalkSpeed}):Play() end end end) if UserInputService.TouchEnabled then StaminaButton.Visible = true end StaminaButton.MouseButton1Down:Connect(function() if (Sprinting == false) and (Stamina.Value > StaminaReductionRate) then Border.Visible = false Sprinting = true TS:Create(plr.Character.Humanoid, TweenInfo.new(3), {WalkSpeed = SprintSpeed}):Play() repeat wait(StaminaReductionDelay) Stamina.Value = Stamina.Value - StaminaReductionRate until (Sprinting == false) TS:Create(plr.Character.Humanoid, TweenInfo.new(1.2), {WalkSpeed = OriginalWalkSpeed}):Play() elseif Sprinting == true and Stamina.Value < 100 then Border.Visible = false Sprinting = false TS:Create(plr.Character.Humanoid, TweenInfo.new(1.2), {WalkSpeed = OriginalWalkSpeed}):Play() end end) Stamina.Changed:connect(function(value) if (value < StaminaReductionRate) then Sprinting = false end local Bar = script.Parent:WaitForChild('Frame_Bar') local Fill = script.Parent.Frame_Bar:WaitForChild('Frame_BarFill') Fill:TweenSize(UDim2.new(value/100,0,1,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quart, .5, true) local healthColorToPosition = { [Vector3.new(Stamina_Red_Color.r, Stamina_Red_Color.g, Stamina_Red_Color.b)] = 0.1; [Vector3.new(Stamina_Yellow_Color.r, Stamina_Yellow_Color.g, Stamina_Yellow_Color.b)] = 0.5; [Vector3.new(Stamina_Green_Color.r, Stamina_Green_Color.g, Stamina_Green_Color.b)] = 0.8; } local min = 0.1 local minColor = Stamina_Red_Color local max = 0.8 local maxColor = Stamina_Green_Color local function HealthbarColorTransferFunction(staminaPercent) if staminaPercent < min then return minColor elseif staminaPercent > max then return maxColor end local numeratorSum = Vector3.new(0,0,0) local denominatorSum = 0 for colorSampleValue, samplePoint in pairs(healthColorToPosition) do local distance = staminaPercent - samplePoint if distance == 0 then return Color3.new(colorSampleValue.x, colorSampleValue.y, colorSampleValue.z) else local wi = 1 / (distance*distance) numeratorSum = numeratorSum + wi * colorSampleValue denominatorSum = denominatorSum + wi end end local result = numeratorSum / denominatorSum return Color3.new(result.x, result.y, result.z) end local staminaPercent = Stamina.Value / 100 if Stamina.Value == 2 then Border.Visible = false end staminaPercent = Util.Clamp(0, 1, staminaPercent) local staminaColor = HealthbarColorTransferFunction(staminaPercent) Fill.BackgroundColor3 = staminaColor end) while true do wait(RegenerateDelay) if (Sprinting == false) and (Stamina.Value < 100) then Stamina.Value = Stamina.Value + RegenerateValue end end
--[ Hooks ]-- -- Controls
Mouse.KeyDown:connect(function(Key) if (Hold ~= nil) then return end if (string.upper(Key) ~= "Z") and (string.lower(Key) ~= " ") then return end Hold = true if (Torso:FindFirstChild("LegWeld") == nil) and (string.lower(Key) ~= " ") then -- Right Leg RH.Part1 = nil CreateWeld(RL, CFrame.new(-0.4, 1.25, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(90),-0.25,0)) -- Left Leg LH.Part1 = nil CreateWeld(LL, CFrame.new(0.4, 1.25, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(90),0.25,0)) -- Lower Character RJ.C0 = CFrame.new(0, -2, 0) * CFrame.Angles(0, 0, 0) RJ.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0) -- Slow Walk Speed Humanoid.CameraOffset = Vector3.new(0, -2, 0) Humanoid.WalkSpeed = 4 else StandUp() Humanoid.WalkSpeed = 16 -- Normal Walk Speed if Humanoid.CameraOffset == Vector3.new(0,1.25,0) then Humanoid.CameraOffset = Vector3.new(0, 0, 0) Humanoid.WalkSpeed = 16 end end wait(0.5) Hold = nil end)
-- Domukas3123 click regen script -- just place the button to the model
location = script.Parent.Parent.Parent regen = script.Parent.Parent save = regen:clone() function onClicked() back = save:clone() back.Parent = location back:MakeJoints() end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--This is SML879's Close Button
print("Close button loaded") button = script.Parent window = script.Parent.Parent.Parent.Parent function onClicked(GUI) window:remove() end script.Parent.MouseButton1Click:connect(onClicked)
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 13 local lunge_damage = 17 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(.3) swordOut() wait(.3) force.Parent = nil wait(.5) 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)
--// Although this feature is pretty much ready, it needs some UI design still.
module.RightClickToLeaveChannelEnabled = false module.MessageHistoryLengthPerChannel = 60
-- On Startup
for _, anim in ipairs(replacementAnimations) do --Check if there is an animation to load, if so, continue this script. if anim.id ~= "" then print("Valid Animation ID found. Replacing default animation") anim.isLoaded = true else warn(anim.name.." animation ID is blank. Keeping default animation") end end
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.Jumper
--/////////////--
PhysicsService:CreateCollisionGroup(CollisionGroupName) PhysicsService:CollisionGroupSetCollidable(CollisionGroupName, CollisionGroupName, false)
--------------------- Mobile fixer ---------------------------
game:GetService("RunService").RenderStepped:Connect(function() if canjump == 10 then l__Humanoid__2.JumpPower = 40; end end)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Eggplant",Paint) end)
-- 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() assert(self._connected, "Can't disconnect a connection twice.", 2) 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
-- declarations
local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Zombie") Humanoid.Health=500
--module
local Settings = require(Tool.SwordSettings)
--[[Misc]]
-- Tune.LoadDelay = 1 -- Delay before initializing chassis (in seconds, increase for more reliable initialization) Tune.AutoStart = false -- Set to false if using manual ignition plugin Tune.AutoUpdate = true -- Automatically applies minor updates to the chassis if any are found. -- Will NOT apply major updates, but will notify you of any. -- Set to false to mute notifications, or if using modified Drive. Tune.Debug = false -- Enable to see all of the chassis parts upon initialization. -- Useful for tuning the chassis until perfect. -- Will turn on any value with the label (Debug)
-- This function converts 4 different, redundant enumeration types to one standard so the values can be compared
function CameraUtils.ConvertCameraModeEnumToStandard(enumValue: Enum.TouchCameraMovementMode | Enum.ComputerCameraMovementMode | Enum.DevTouchCameraMovementMode | Enum.DevComputerCameraMovementMode): Enum.ComputerCameraMovementMode | Enum.DevComputerCameraMovementMode if enumValue == Enum.TouchCameraMovementMode.Default then return Enum.ComputerCameraMovementMode.Follow end if enumValue == Enum.ComputerCameraMovementMode.Default then return Enum.ComputerCameraMovementMode.Classic end if enumValue == Enum.TouchCameraMovementMode.Classic or enumValue == Enum.DevTouchCameraMovementMode.Classic or enumValue == Enum.DevComputerCameraMovementMode.Classic or enumValue == Enum.ComputerCameraMovementMode.Classic then return Enum.ComputerCameraMovementMode.Classic end if enumValue == Enum.TouchCameraMovementMode.Follow or enumValue == Enum.DevTouchCameraMovementMode.Follow or enumValue == Enum.DevComputerCameraMovementMode.Follow or enumValue == Enum.ComputerCameraMovementMode.Follow then return Enum.ComputerCameraMovementMode.Follow end if enumValue == Enum.TouchCameraMovementMode.Orbital or enumValue == Enum.DevTouchCameraMovementMode.Orbital or enumValue == Enum.DevComputerCameraMovementMode.Orbital or enumValue == Enum.ComputerCameraMovementMode.Orbital then return Enum.ComputerCameraMovementMode.Orbital end if enumValue == Enum.ComputerCameraMovementMode.CameraToggle or enumValue == Enum.DevComputerCameraMovementMode.CameraToggle then return Enum.ComputerCameraMovementMode.CameraToggle end -- Note: Only the Dev versions of the Enums have UserChoice as an option if enumValue == Enum.DevTouchCameraMovementMode.UserChoice or enumValue == Enum.DevComputerCameraMovementMode.UserChoice then return Enum.DevComputerCameraMovementMode.UserChoice end -- For any unmapped options return Classic camera return Enum.ComputerCameraMovementMode.Classic end return CameraUtils
--These values are angles, so a good value for very strong wind is 45 ----------------- --[[MAIN CODE]]-- -----------------
function CircleCFrame(Origin) --Able to cast a CFrame in a circle around an origin point. local X = math.random(0, EffectRadius) - (EffectRadius / 2) local Z = math.random(0, EffectRadius) - (EffectRadius / 2) local Y = math.random(0, EffectRadius) + 5 return CFrame.new(Origin) * CFrame.new(X, Y, Z) end function CreateRain(OriginPoint) --Create local Part = Instance.new("Part") Part.TopSurface = Enum.SurfaceType.Smooth Part.BottomSurface = Enum.SurfaceType.Smooth Part.CanCollide = false Part.Size = Vector3.new(DropWidth, DropLength, DropWidth) Part.Color = Color Part.Material = Material Part.Transparency = 0.25 Part.CFrame = CircleCFrame(OriginPoint) Part.Orientation = Vector3.new(X_SPEED, 0, Z_SPEED) Part.Velocity = Part.CFrame.upVector * -100 --Parent Part.Parent = workspace.CurrentCamera game:GetService("Debris"):AddItem(Part, 10) end while wait(1/Rate) do CreateRain(workspace.CurrentCamera.CoordinateFrame.p) end
--02fzx
local FlingAmount = 555 --sky local sound = true --well i mean its overkill so.. local sit = false --If it makes the player sit. local e = false --Do not change. local explode = true --This one just kills you function hit(Touch) local blender = Touch.Parent:FindFirstChild("Head") if not (blender == nil) then if e == false then e = true local bv = Instance.new("BodyVelocity") bv.P = 1250 bv.MaxForce = Vector3.new(math.huge,math.huge,math.huge) bv.Velocity = blender.CFrame.lookVector*-FlingAmount bv.Parent = blender if sit == true then Touch.Parent:FindFirstChild("Humanoid").Sit = true end if sound == true then local s = script.Parent.Yeet:Clone() local MAAAA = script.Parent.Scream:Clone() local random = math.random(8,12)/10 s.Parent = blender s.PlaybackSpeed = 1 s:Play() Touch.Parent:FindFirstChild("Humanoid").Health = 1 MAAAA.Parent = blender MAAAA:Play() MAAAA.STOP.Disabled = false end wait(.05) bv:Destroy() wait(.2) e = false wait(1) if explode == true then Touch.Parent:FindFirstChild("Humanoid").Health = 1 end end end end script.Parent.Touched:connect(hit)
-- Class
local MaidClass = {} MaidClass.__index = MaidClass MaidClass.ClassName = "Maid"
-- Fire with stock ray
function FastCast:Fire(origin, directionWithMagnitude, velocity, cosmeticBulletObject, ignoreDescendantsInstance, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, penetrationData) assert(getmetatable(self) == FastCast, ERR_NOT_INSTANCE:format("Fire", "FastCast.new()")) BaseFireMethod(self, origin, directionWithMagnitude, velocity, cosmeticBulletObject, ignoreDescendantsInstance, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, nil, nil, penetrationData) end
-- Requires
LoadSceneRemoteEventModule.DefaultLoadScene = require(script.Parent.Parent.Utilities.DefaultLoadScene) LoadSceneRemoteEventModule.GetSceneByName = require(script.Parent.Parent.Modules.GetSceneByName) LoadSceneRemoteEventModule.UpdateLightModule = require(script.Parent.UpdateLightingModule) local enums = require(script.Parent.Parent.enums)
--Rescripted by Luckymaxer
Functions = {} Players = game:GetService("Players") Debris = game:GetService("Debris") ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Bullet"} function Functions.IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function Functions.Round(Number, Decimal) Decimal = (Decimal or 0) local Multiplier = (10 ^ Decimal) return (math.floor(Number * Multiplier + 0.5) / Multiplier) end function Functions.SigNum(Number) if Number == 0 then return 1 end return (math.abs(Number) / Number) end function Functions.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 Functions.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 Functions.FindCharacterAncestor(Object) if Object and Object ~= game:GetService("Workspace") then if Object:FindFirstChild("Humanoid") then return Object else return Functions.FindCharacterAncestor(Object.Parent) end end return nil end function Functions.WeldBetween(Part1, Part2) local Weld = Instance.new("Weld") Weld.Part0 = Part1 Weld.Part1 = Part2 Weld.C0 = CFrame.new() Weld.C1 = Part2.CFrame:inverse() * Part1.CFrame Weld.Parent = Part1 return Weld end function CheckTableForString(Table, String) for i, v in pairs(Table) do if string.lower(v) == string.lower(String) then return true end end return false end function CheckIntangible(Hit) if Hit and Hit.Parent then if Hit.Transparency > 0.8 or CheckTableForString(ProjectileNames, Hit.Name) then return true end end return false end function Functions.CastRay(StartPos, Vec, Length, Ignore, DelayIfHit) local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore) if RayHit and CheckIntangible(RayHit) then if DelayIfHit then wait() end RayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit) end return RayHit, RayPos, RayNormal end return Functions
-- 7 SEGMENT / 30 CHARACTERS
display = { {1, 2, 3, 4, 5, 6}, -- 0 {2, 3}, -- 1 {1, 2, 4, 5, 7}, -- 2 {1, 2, 3, 4, 7}, -- 3 {2, 3, 6, 7}, -- 4 {1, 3, 4, 6, 7}, -- 5 {1, 3, 4, 5, 6, 7}, -- 6 {1, 2, 3}, -- 7 {1, 2, 3, 4, 5, 6, 7}, -- 8 {1, 2, 3, 4, 6, 7}, -- 9 {1, 2, 3, 5, 6, 7}, -- A {3, 4, 5, 6, 7}, -- B {1, 4, 5, 6}, -- C {4, 5, 7}, -- c (Lowercase) {2, 3, 4, 5, 7}, -- D {1, 4, 5, 6, 7}, -- E {1, 2, 4, 5, 6, 7}, -- e (Lowercase) {1, 5, 6, 7}, -- F {2, 3, 5, 6, 7}, -- H {2, 3, 4, 5}, -- J {4, 5, 6}, -- L {3, 5, 7}, -- n {3, 4, 5, 7}, -- o {1, 2, 5, 6, 7}, -- P {5, 7}, -- r {4, 5, 6, 7}, -- t {2, 3, 4, 5, 6}, -- U {3, 4, 5}, -- u (Lowercase) {2, 3, 4, 6, 7}, -- y {} -- Blank } function clear() for _,a in pairs(script.Parent:GetChildren()) do if a.ClassName == "Frame" then a.Visible = false end end end script.Parent.Value.Changed:connect(function() if script.Parent.Value.Value <= #display and script.Parent.Value.Value > 0 then clear() for _,b in pairs(display[script.Parent.Value.Value]) do script.Parent[tostring(b)].Visible = true end end end)
--[[ strings-override Theta Technologies 2021 eFlex Next Generation It's all at the door... ]]
local doorvalue = script.Parent.Parent.Parent.Outputs.DoorOpen function MoveDoor(angle) local tweenservice = game:GetService("TweenService") local tweeninfo = TweenInfo.new(2.5 , Enum.EasingStyle.Sine , Enum.EasingDirection.InOut) local tween = tweenservice:Create(script.Parent.Door.Hinge.HingeConstraint , tweeninfo , {TargetAngle = angle}) tween:Play() end doorvalue.Changed:Connect(function(newdoorvalue) wait(0.5) if script.Parent.Parent.Parent.Outputs.DoorOpen.Value == false then MoveDoor(0) return end if newdoorvalue then MoveDoor(90) else MoveDoor(0) end end)
-- Management of which options appear on the Roblox User Settings screen
do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic) if FFlagUserCameraToggle then PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle) end end function CameraModule.new() local self = setmetatable({},CameraModule) -- Current active controller instances self.activeCameraController = nil self.activeOcclusionModule = nil self.activeTransparencyController = nil self.activeMouseLockController = nil self.currentComputerCameraMovementMode = nil -- Connections to events self.cameraSubjectChangedConn = nil self.cameraTypeChangedConn = nil -- Adds CharacterAdded and CharacterRemoving event handlers for all current players for _,player in pairs(Players:GetPlayers()) do self:OnPlayerAdded(player) end -- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future Players.PlayerAdded:Connect(function(player) self:OnPlayerAdded(player) end) self.activeTransparencyController = TransparencyController.new() self.activeTransparencyController:Enable(true)
--Weld stuff here
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end)
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") ClientControl.OnClientInvoke = (function(Mode, Value) if Mode == "PlaySound" and Value then Value:Play() end end) function InvokeServer(Mode, Value, arg) pcall(function() ServerControl:InvokeServer(Mode, Value, arg) end) end function Equipped(Mouse) local Character = Tool.Parent local Player = Players:GetPlayerFromCharacter(Character) local Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end Mouse.Button1Down:connect(function() InvokeServer("Click", true, Mouse.Hit.p) end) end local function Unequipped() end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) --[[ ]]
--Up here is just so if you run the game the script gets destroyed.
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.5 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2 , --[[ 3 ]] 1.5 , --[[ 4 ]] 1.1 , --[[ 5 ]] 0.8 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Input end
userInputService.InputEnded:connect(function(inputObject, gameProcessedEvent) if inputObject.KeyCode == Enum.KeyCode.W then if movement.Y == 1 then movement = Vector2.new(movement.X, 0) end elseif inputObject.KeyCode == Enum.KeyCode.A then if movement.X == -1 then movement = Vector2.new(0, movement.Y) end elseif inputObject.KeyCode == Enum.KeyCode.S then if movement.Y == -1 then movement = Vector2.new(movement.X, 0) end elseif inputObject.KeyCode == Enum.KeyCode.D then if movement.X == 1 then movement = Vector2.new(0, movement.Y) end end end) local force = 0 local damping = 0 local mass = 0 for i, v in pairs(car:GetChildren()) do if v:IsA("BasePart") then mass = mass + (v:GetMass() * 196.2) end end force = mass * stats.Suspension.Value damping = force / stats.Bounce.Value local bodyVelocity = Instance.new("BodyVelocity", car.Chassis) bodyVelocity.velocity = Vector3.new(0, 0, 0) bodyVelocity.maxForce = Vector3.new(0, 0, 0) local bodyAngularVelocity = Instance.new("BodyAngularVelocity", car.Chassis) bodyAngularVelocity.angularvelocity = Vector3.new(0, 0, 0) bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0) local rotation = 0 local function UpdateThruster(thruster) --Make sure we have a bodythrust to move the wheel local bodyThrust = thruster:FindFirstChild("BodyThrust") if not bodyThrust then bodyThrust = Instance.new("BodyThrust", thruster) end --Do some raycasting to get the height of the wheel local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) local thrusterHeight = (position - thruster.Position).magnitude if hit and hit.CanCollide then --If we're on the ground, apply some forces to push the wheel up bodyThrust.force = Vector3.new(0, ((stats.Height.Value - thrusterHeight)^2) * (force / stats.Height.Value^2), 0) local thrusterDamping = thruster.CFrame:toObjectSpace(CFrame.new(thruster.Velocity + thruster.Position)).p * damping bodyThrust.force = bodyThrust.force - Vector3.new(0, thrusterDamping.Y, 0) else bodyThrust.force = Vector3.new(0, 0, 0) end --Wheels local wheelWeld = thruster:FindFirstChild("WheelWeld") if wheelWeld then wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0) -- Wheel turning local offset = car.Chassis.CFrame:inverse() * thruster.CFrame local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity) if offset.Z < 0 then local direction = 1 if speed.Z > 0 then direction = -1 end wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0) end wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(rotation, 0, 0) end end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function stepAnimate(currentTime) local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.2, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") local requireHandleCheck = true if tool and ((requireHandleCheck and tool.RequiresHandle) or tool:FindFirstChild("Handle")) then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
------------------------------------------------------------------------ -- NEW ADDITION: ALLOWS EXTERNAL SCRIPTS TO TOGGLE
local ForceToggleShiftLock = Instance.new('BindableEvent') ForceToggleShiftLock.Name = "ToggleShiftLock" ForceToggleShiftLock.Parent = script ForceToggleShiftLock.Event:Connect(onShiftLockToggled)
-- modules
local module = {} function module.Create(self, item) local itemModule = { Item = item; Equipped = false; Connections = {}; } -- variables local animations = {} local character = item.Parent.Parent local handle = item:WaitForChild("Handle") local muzzle = handle:WaitForChild("Muzzle") local config = CONFIG:GetConfig(item) local canShoot = true local clicking = false local reloading = false local rCancelled = false local equipTime = 0 local ammo = item:WaitForChild("Ammo").Value local aiming = false -- functions local function CanShoot() return itemModule.Equipped and canShoot and ammo > 0 end local function Reload() if (not reloading) and itemModule.Equipped and ammo < config.Magazine then reloading = true rCancelled = false local storedAmmo = character.Ammo[config.Size].Value if storedAmmo > 0 then MOUSE.Reticle = "Reloading" REMOTES.Reload:FireServer(item) EFFECTS:Effect("Reload", item) animations.Reload:Play(0.1, 1, 1/config.ReloadTime) local start = tick() local elapsed = 0 repeat elapsed = tick() - start RunService.Stepped:wait() until elapsed >= config.ReloadTime or rCancelled or (not itemModule.Equipped) animations.Reload:Stop() if itemModule.Equipped then if elapsed >= config.ReloadTime then local magazine = config.Magazine local needed = magazine - ammo if storedAmmo >= needed then ammo = ammo + needed else ammo = ammo + storedAmmo end end MOUSE.Reticle = config.Reticle or "Gun" EVENTS.Gun:Fire("Update", ammo) end end reloading = false end end local function Shoot() ammo = ammo - 1 local direction = (MOUSE.WorldPosition - muzzle.WorldPosition).Unit if config.AimCorrection then direction = (direction + Vector3.new(0, config.AimCorrection / 100, 0)).Unit end local projectileID = EVENTS.GetProjectileID:Invoke() EVENTS.Projectile:Fire(PLAYER, item, projectileID, muzzle.WorldPosition, direction) REMOTES.RocketLauncher:FireServer(item, "Fire", projectileID, muzzle.WorldPosition, direction) if aiming then animations.AimShoot:Play(0, math.random(5, 10) / 10, 1) else animations.Shoot:Play(0, math.random(5, 10) / 10, 1) end EFFECTS:Effect("RocketLauncher", item, "Fire", ammo > 0) EVENTS.Gun:Fire("Update", ammo) EVENTS.Recoil:Fire(Vector3.new(math.random(-config.Recoil, config.Recoil) / 4, 0, math.random(config.Recoil / 2, config.Recoil))) if ammo > 0 then animations.Reload:Play(0.1, 1, 1 / config.Cooldown) end end -- module functions function itemModule.Connect(self) local character = PLAYER.Character local humanoid = character:WaitForChild("Humanoid") for _, animation in pairs(self.Item:WaitForChild("Animations"):GetChildren()) do animations[animation.Name] = humanoid:LoadAnimation(animation) end table.insert(self.Connections, INPUT.ActionBegan:connect(function(action, processed) if self.Equipped and (not processed) then if action == "Reload" then Reload() end end end)) table.insert(self.Connections, item.Attachments.ChildAdded:connect(function() config = CONFIG:GetConfig(item) if self.Equipped then EVENTS.Zoom:Fire(config.Zoom) EVENTS.Scope:Fire(config.Scope) end end)) table.insert(self.Connections, item.Attachments.ChildRemoved:connect(function() config = CONFIG:GetConfig(item) if self.Equipped then EVENTS.Zoom:Fire(config.Zoom) EVENTS.Scope:Fire(config.Scope) end end)) table.insert(self.Connections, EVENTS.Aim.Event:connect(function(a) aiming = a if self.Equipped then if aiming then animations.Idle:Stop() animations.Aim:Play() else animations.Aim:Stop() animations.Idle:Play() end end end)) end function itemModule.Disconnect(self) for _, connection in pairs(self.Connections) do connection:Disconnect() end self.Connections = {} end function itemModule.Equip(self) EVENTS.Zoom:Fire(config.Zoom) EVENTS.Scope:Fire(config.Scope) MOUSE.Reticle = config.Reticle or "Gun" if aiming then animations.Aim:Play() else animations.Idle:Play() end animations.Equip:Play(0, 1, 1) ammo = item.Ammo.Value EVENTS.Gun:Fire("Enable", config.Size, ammo) self.Equipped = true equipTime = tick() if ammo == 0 then spawn(function() Reload() end) end end function itemModule.Unequip(self) EVENTS.Zoom:Fire() EVENTS.Scope:Fire(false) MOUSE.Reticle = "Default" for _, animation in pairs(animations) do animation:Stop() end EVENTS.Gun:Fire("Disable", config.Size, ammo) self.Equipped = false end function itemModule.Activate(self) clicking = true if CanShoot() then rCancelled = true canShoot = false Shoot() wait(config.Cooldown) canShoot = true end end function itemModule.Deactivate(self) clicking = false end return itemModule end return module
--// Declarables
local L_14_ = false local L_15_ = L_1_:WaitForChild('Resource') local L_16_ = L_15_:WaitForChild('FX') local L_17_ = L_15_:WaitForChild('Events') local L_18_ = L_15_:WaitForChild('HUD') local L_19_ = L_15_:WaitForChild('Modules') local L_20_ = L_15_:WaitForChild('SettingsModule') local L_21_ = require(L_20_:WaitForChild("ClientConfig")) local L_22_ = L_15_:WaitForChild('Vars') local L_23_ local L_24_ local L_25_ local L_26_ local L_27_ local L_28_ local L_29_ local L_30_ local L_31_ = L_21_.AimZoom local L_32_ = L_21_.MouseSensitivity local L_33_ = L_12_.MouseDeltaSensitivity
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ 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 = 150 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 230 , spInc = 40 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 400 , spInc = 40 , -- Increment between labelled notches } }
--[[ Grabs devProduct info - cleaner alternative to GetProductInfo. Caches and may potentially yield. Functions.GetProductInfo( id, <-- |REQ| ID of devProduct. (w/o link) ) --]]
return function(id) --- Check cache if cachedProductInfo[id] == nil then --- Get product info local productInfo = _L.MarketplaceService:GetProductInfo(id, Enum.InfoType.Product) --- Update cache if productInfo ~= nil then cachedProductInfo[id] = productInfo end -- return productInfo else --- Return cache return cachedProductInfo[id] end end
-- the Tool, reffered to here as "Block." Do not change it!
Block = script.Parent.Parent.Bell3 -- You CAN change the name in the quotes "Example Tool"
--// Gun Parts
local L_28_ = L_1_.Bolt local L_29_ = L_1_.Mag local L_30_ = L_1_.FirePart local L_31_ = L_5_:WaitForChild('FX') local L_32_
-- Decompiled with the Synapse X Luau decompiler.
local u1 = tick() - 5; return function() if tick() < u1 + 0.32 then return; end; u1 = tick(); local l__TweenService__1 = game:GetService("TweenService"); for v2, v3 in pairs(game:GetService("CollectionService"):GetTagged("WindowLight")) do local v4, v5 = pcall(function() coroutine.wrap(function() delay(math.random(0, 10) / 100, function() l__TweenService__1:Create(v3.Lightning, TweenInfo.new(0.03, Enum.EasingStyle.Back, Enum.EasingDirection.InOut, 3, true, 0), { Brightness = 2 }):Play(); v3.Attachment.Thunder.Pitch = 1 + math.random(-100, 100) / 1000; v3.Attachment.Thunder:Play(); if v3.Parent:FindFirstChild("Sally") then v3.Parent:FindFirstChild("Sally"):Destroy(); end; end); end)(); end); if v5 then warn(v5); end; end; local v6, v7, v8 = pairs(game.Workspace:GetDescendants()); while true do local v9, v10 = v6(v7, v8); if not v9 then break; end; if v10.Name == "Skybox" then l__TweenService__1:Create(v10, TweenInfo.new(0.15, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out, 0, true, 0), { Color = Color3.fromRGB(72, 70, 85) }):Play(); end; if v10.Name == "Lightning" and v10:IsA("BasePart") then l__TweenService__1:Create(v10, TweenInfo.new(0.03, Enum.EasingStyle.Back, Enum.EasingDirection.InOut, 3, true, 0), { Brightness = 2 }):Play(); end; if v10.Name == "Thunder" and v10:IsA("Sound") then v10.Pitch = 1 + math.random(-100, 100) / 1000; v10:Play(); end; end; end;
--[[Misc]]
Tune.LoadDelay = .9 -- Delay before initializing chassis (in seconds) Tune.AutoStart = true -- Set to false if using manual ignition plugin Tune.AutoFlip = true -- Set to false if using manual flip plugin
-- горизонатальный вектор
function module.lookAt(target, eye) local forwardVector = (eye - target) local upVector = Vector3.new(0, 1, 0) -- You have to remember the right hand rule or google search to get this right local rightVector = forwardVector:Cross(upVector)
--- Builds and returns a button for each item in the scope hierarchy. -- @returns ScopeHierarchyItemButton[]
function ScopeHUD:BuildScopeHierarchyButtons() local Hierarchy = {} local Buttons = {} -- Navigate up hierarchy from scope target local CurrentScopePosition = self.state.ScopeTarget or self.state.Scope while (CurrentScopePosition ~= nil) and (CurrentScopePosition ~= Workspace.Parent) do table.insert(Hierarchy, 1, CurrentScopePosition) CurrentScopePosition = CurrentScopePosition.Parent end -- Create button for each scope hierarchy item for Index, ScopePosition in ipairs(Hierarchy) do Buttons[Index] = new(ScopeHierarchyItemButton, { Instance = ScopePosition; IsTarget = (self.state.ScopeTarget == ScopePosition); IsScopeParent = self.state.Scope and (self.state.Scope.Parent == ScopePosition); IsScope = (self.state.Scope == ScopePosition); IsScopable = (self.state.ScopeTarget == ScopePosition) and IsItemScopable(ScopePosition); IsScopeLocked = self.state.IsScopeLocked; SetScopeFromButton = self.SetScopeFromButton; IsAltDown = self.state.IsAltDown; LayoutOrder = Index + 1; }) end -- Add hotkey tooltip if alt not held down if not self.state.IsAltDown then Buttons[#Hierarchy + 1] = new(HotkeyTooltip, { IsAltDown = false; DisplayAltHotkey = UserInputService.KeyboardEnabled; LayoutOrder = #Hierarchy + 2; }) end -- Return list of buttons return Buttons end return ScopeHUD
--integer Order --* responses are sorted by this number in order to determine in which order they appear.
Response.Order = 1 function Response:GetOrder() return self.Order end function Response:SetOrder(order) self.Order = order end
--else -- carSeat.Parent.Parent.Wheels.FL.FLDisk.CanCollide = true -- carSeat.Parent.Parent.Wheels.FR.FRDisk.CanCollide = true -- carSeat.Parent.Parent.Wheels.RL.RLDisk.CanCollide = true
--carSeat.Parent.Parent.Wheels.RR.RRDisk.CanCollide = true
--This script enables the zoom value that the tween script checks every .1 seconds if a c.ertain velocity is reached --Simbuilder and TheAmazeman--|--June 23 2012--|
cam_vel = 20 cam_vel2 = -20 while true do wait(.1) head = script.Parent:findFirstChild("Head") local vel = script.V3V vel.Value = head.Velocity local x,y,z = vel.Value.x, vel.Value.y, vel.Value.z x,y,z = x,y,z if vel.Value.x >= cam_vel or vel.Value.y >= cam_vel or vel.Value.z >= cam_vel or vel.Value.x <= cam_vel2 or vel.Value.y <= cam_vel2 or vel.Value.z <= cam_vel2 then script.Tween.Zoom.Value = true print("true") else script.Tween.Zoom.Value = false print("false") end end
--!strict
local Sift = script.Parent.Parent local ToSet = require(Sift.Array.toSet)
-- local ep = Instance.new("Part") -- ep.Name = "Effect" -- ep.FormFactor = Enum.FormFactor.Custom -- ep.Size = Vector3.new(0, 0, 0) -- ep.TopSurface = Enum.SurfaceType.Smooth -- ep.BottomSurface = Enum.SurfaceType.Smooth -- ep.CFrame = cfr -- ep.Anchored = true -- ep.CanCollide = false -- ep.Transparency = 1
local bb = Instance.new("BillboardGui", char.Head) bb.Size = UDim2.new(10, 0, 2, 0) local tl = Instance.new("TextLabel", bb) tl.Name = "Damage" tl.Size = UDim2.new(1, 0, 1, 0) tl.Text = new tl.BackgroundTransparency = 1 tl.TextColor3 = color tl.TextStrokeColor3 = strokecolor tl.TextStrokeTransparency = 0 tl.TextScaled = true tl.Font = Enum.Font.SourceSansBold --local v = Instance.new("BodyVelocity", ep) --v.P = 11 --v.maxForce = Vector3.new(0, 250, 0) --v.velocity = Vector3.new(0, 20, 0) local rai = Game.ReplicatedStorage.Resources.Scripts.Raise:Clone() local ti = Instance.new("IntValue", rai) ti.Name = "Time" ti.Value = time local lb = Instance.new("ObjectValue", rai) lb.Name = "Label" lb.Value = tl --ep.Parent = char.Head rai.Parent = bb rai.Disabled = false --deb(ep, time + 0.1) deb(bb, time + 0.1) end) end
--[[Weight and CG]]
Tune.Weight = 4079 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 8.2 , --[[Height]] 5 , --[[Length]] 19.2 } Tune.WeightDist = 52 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = 1.7 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- Decompiled with the Synapse X Luau decompiler.
local v1 = script:FindFirstAncestor("MainUI"); local l__Bricks__2 = game:GetService("ReplicatedStorage"):WaitForChild("Bricks"); local l__TweenService__1 = game:GetService("TweenService"); return function(p1) if not workspace:FindFirstChild("SeekMoving", true) then warn("cant find elevator!"); return; end; p1 = require(game.Players.LocalPlayer.PlayerGui.MainUI.Initiator.Main_Game) local l__PrimaryPart__3 = workspace:FindFirstChild("SeekMoving", true).PrimaryPart; p1.stopcam = true; p1.freemouse = true; p1.hideplayers = -1; p1.update(); workspace:FindFirstChild("SeekMoving",true).SeekRig.Root.CFrame = workspace.CurrentRooms.Seek.TpSeek.CFrame local l__CamPos1__4 = l__PrimaryPart__3:FindFirstChild("CamPos1", true); local l__CamPos2__5 = l__PrimaryPart__3:FindFirstChild("CamPos2", true); local l__CFrame__6 = p1.cam.CFrame; local v7 = tick() + 1; local l__FieldOfView__8 = p1.cam.FieldOfView; for v9 = 1, 100000 do task.wait(); local v10 = l__TweenService__1:GetValue((1 - math.abs(tick() - v7)) / 1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut); if not (tick() <= v7) then break; end; p1.cam.CFrame = l__CFrame__6:Lerp(l__CamPos1__4.WorldCFrame, v10) * p1.csgo; p1.cam.FieldOfView = l__FieldOfView__8 + (p1.fovspring - l__FieldOfView__8) * v10; end; local v11 = CFrame.new(0, 0, 0); local v12 = tick() + 2; local l__CFrame__13 = p1.cam.CFrame; local l__WorldCFrame__14 = l__PrimaryPart__3:FindFirstChild("CamPos2", true).WorldCFrame; l__TweenService__1:Create(p1.cam, TweenInfo.new(2, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), { FieldOfView = 30 }):Play(); p1.camShaker:ShakeOnce(8, 0.2, 0.5, 100); local l__WorldCFrame__15 = l__CamPos1__4.WorldCFrame; local l__WorldCFrame__16 = l__CamPos2__5.WorldCFrame; local v17 = tick() + 6.25; l__TweenService__1:Create(p1.cam, TweenInfo.new(6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), { FieldOfView = 60 }):Play(); for v18 = 1, 100000 do task.wait(); if not (tick() <= v17) then break; end; p1.cam.CFrame = l__CamPos1__4.WorldCFrame:Lerp(l__CamPos2__5.WorldCFrame, (l__TweenService__1:GetValue((6.25 - math.abs(tick() - v17)) / 6.25, Enum.EasingStyle.Exponential, Enum.EasingDirection.InOut))) * p1.csgo; end; local v19, v20, v21 = CFrame.new(Vector3.new(0, 0, 0), l__PrimaryPart__3.CFrame.LookVector):ToOrientation(); if math.abs(p1.ax - math.deg(v20)) > 180 then p1.ax_t = p1.ax_t - 360; end; p1.ax_t = math.deg(v20); local l__CFrame__22 = p1.cam.CFrame; local v23 = tick() + 1; local l__FieldOfView__24 = p1.cam.FieldOfView; for v25 = 1, 100000 do task.wait(); local v26 = l__TweenService__1:GetValue((1 - math.abs(tick() - v23)) / 1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut); if not (tick() <= v23) then break; end; p1.cam.CFrame = l__CFrame__22:Lerp(p1.basecamcf, v26) * p1.csgo; p1.cam.FieldOfView = l__FieldOfView__24 + (p1.fovspring - l__FieldOfView__24) * v26; end; p1.stopcam = false; p1.freemouse = false; p1.hideplayers = 1; p1.update(); game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = game.Workspace.CurrentRooms.Seek.seektrigger.CFrame end;
----- Loaded services -----
local Players = game:GetService("Players") local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService")
-- map a value from one range to another
local function map(x, inMin, inMax, outMin, outMax) return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin end local function playSound(sound) sound.TimePosition = 0 sound.Playing = true end local function stopSound(sound) sound.Playing = false sound.TimePosition = 0 end local function initializeSoundSystem(player, humanoid, rootPart) local sounds = {} -- initialize sounds for name, props in pairs(SOUND_DATA) do local sound = Instance.new("Sound") sound.Name = name -- set default values sound.Archivable = false sound.EmitterSize = 5 sound.MaxDistance = 150 sound.Volume = 0.65 for propName, propValue in pairs(props) do sound[propName] = propValue end sound.Parent = rootPart sounds[name] = sound end local playingLoopedSounds = {} local function stopPlayingLoopedSounds(except) for sound in pairs(playingLoopedSounds) do if sound ~= except then sound.Playing = false playingLoopedSounds[sound] = nil end end end -- state transition callbacks local stateTransitions = { [Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSounds() playSound(sounds.GettingUp) end, [Enum.HumanoidStateType.Jumping] = function() stopPlayingLoopedSounds() playSound(sounds.Jumping) end, [Enum.HumanoidStateType.Swimming] = function() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 0.1 then sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1) playSound(sounds.Splash) end stopPlayingLoopedSounds(sounds.Swimming) sounds.Swimming.Playing = true playingLoopedSounds[sounds.Swimming] = true end, [Enum.HumanoidStateType.Freefall] = function() sounds.FreeFalling.Volume = 0 stopPlayingLoopedSounds(sounds.FreeFalling) playingLoopedSounds[sounds.FreeFalling] = true end, [Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSounds() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 75 then sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1) playSound(sounds.Landing) end end, [Enum.HumanoidStateType.Running] = function() stopPlayingLoopedSounds(sounds.Running) sounds.Running.Playing = true playingLoopedSounds[sounds.Running] = true end, [Enum.HumanoidStateType.Climbing] = function() local sound = sounds.Climbing if math.abs(rootPart.Velocity.Y) > 0.1 then sound.Playing = true stopPlayingLoopedSounds(sound) else stopPlayingLoopedSounds() end playingLoopedSounds[sound] = true end, [Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSounds() playSound(sounds.Died) end, } -- updaters for looped sounds local loopedSoundUpdaters = { [sounds.Climbing] = function(dt, sound, vel) sound.Playing = vel.Magnitude > 0.1 end, [sounds.FreeFalling] = function(dt, sound, vel) if vel.Magnitude > 75 then sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1) else sound.Volume = 0 end end, [sounds.Running] = function(dt, sound, vel) --sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5 sound.SoundId = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).SoundId sound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).PlaybackSpeed * (vel.Magnitude/20) sound.Volume = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).Volume * (vel.Magnitude/12) * humanoid.Parent.Saude.Stances.Loudness.Value sound.EmitterSize = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).Volume * (vel.Magnitude/12) * 50 * humanoid.Parent.Saude.Stances.Loudness.Value if FootstepsSoundGroup:FindFirstChild(humanoid.FloorMaterial) == nil then sound.SoundId = FootstepsSoundGroup:WaitForChild("nil Sound").SoundId sound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild("nil Sound").PlaybackSpeed sound.EmitterSize = FootstepsSoundGroup:WaitForChild("nil Sound").Volume sound.Volume = FootstepsSoundGroup:WaitForChild("nil Sound").Volume end end, } -- state substitutions to avoid duplicating entries in the state table local stateRemap = { [Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running, } local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState() local activeConnections = {} local stateChangedConn = humanoid.StateChanged:Connect(function(_, state) state = stateRemap[state] or state if state ~= activeState then local transitionFunc = stateTransitions[state] if transitionFunc then transitionFunc() end activeState = state end end) local steppedConn = RunService.Stepped:Connect(function(_, worldDt) -- update looped sounds on stepped for sound in pairs(playingLoopedSounds) do local updater = loopedSoundUpdaters[sound] if updater then updater(worldDt, sound, rootPart.Velocity) end end end) local humanoidAncestryChangedConn local rootPartAncestryChangedConn local characterAddedConn local function terminate() stateChangedConn:Disconnect() steppedConn:Disconnect() humanoidAncestryChangedConn:Disconnect() rootPartAncestryChangedConn:Disconnect() characterAddedConn:Disconnect() end humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) characterAddedConn = player.CharacterAdded:Connect(terminate) end local function playerAdded(player) local function characterAdded(character) -- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications: -- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically. -- ** must use a waitForFirst on everything and listen for hierarchy changes. -- * the character might not be in the dm by the time CharacterAdded fires -- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again -- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented. -- * RootPart probably won't exist immediately. -- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented. if not character.Parent then waitForFirst(character.AncestryChanged, player.CharacterAdded) end if player.Character ~= character or not character.Parent then return end local humanoid = character:FindFirstChildOfClass("Humanoid") while character:IsDescendantOf(game) and not humanoid do waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded) humanoid = character:FindFirstChildOfClass("Humanoid") end if player.Character ~= character or not character:IsDescendantOf(game) then return end -- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals local rootPart = character:FindFirstChild("HumanoidRootPart") while character:IsDescendantOf(game) and not rootPart do waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded) rootPart = character:FindFirstChild("HumanoidRootPart") end if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then initializeSoundSystem(player, humanoid, rootPart) end end if player.Character then characterAdded(player.Character) end player.CharacterAdded:Connect(characterAdded) end Players.PlayerAdded:Connect(playerAdded) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end repeat wait() until game.Players.LocalPlayer.Character local Character = game.Players.LocalPlayer.Character local Head = Character:WaitForChild("HumanoidRootPart") local RunningSound = Head:WaitForChild("Running") local Humanoid = Character:WaitForChild("Humanoid") local vel = 0 Humanoid.Changed:Connect(function(property) end) Humanoid.Running:connect(function(a) RunningSound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).PlaybackSpeed * (a/20) * (math.random(30,50)/40) RunningSound.Volume = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).Volume * (vel/12) RunningSound.EmitterSize = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).Volume * (vel/12) * 50 vel = a end)
----------------------- --| Local Functions |-- -----------------------
local function LimbBehavior(castPoints) for limb, _ in pairs(TrackedLimbs) do castPoints[#castPoints + 1] = limb.Position end end local function MoveBehavior(castPoints) for i = 1, MOVE_CASTS do local position, velocity = HumanoidRootPart.Position, HumanoidRootPart.Velocity local horizontalSpeed = Vector3_new(velocity.X, 0, velocity.Z).Magnitude / 2 local offsetVector = (i - 1) * HumanoidRootPart.CFrame.lookVector * horizontalSpeed castPoints[#castPoints + 1] = position + offsetVector end end local function CornerBehavior(castPoints) local cframe = HumanoidRootPart.CFrame local centerPoint = cframe.p local rotation = cframe - centerPoint local halfSize = Character:GetExtentsSize() / 2 --NOTE: Doesn't update w/ limb animations castPoints[#castPoints + 1] = centerPoint for i = 1, #CORNER_FACTORS do castPoints[#castPoints + 1] = centerPoint + (rotation * (halfSize * CORNER_FACTORS[i])) end end local function CircleBehavior(castPoints) local cframe = nil if Mode == MODE.CIRCLE1 then cframe = HumanoidRootPart.CFrame else local camCFrame = Camera.CoordinateFrame cframe = camCFrame - camCFrame.p + HumanoidRootPart.Position end castPoints[#castPoints + 1] = cframe.p for i = 0, CIRCLE_CASTS - 1 do local angle = (2 * math_pi / CIRCLE_CASTS) * i local offset = 3 * Vector3_new(math_cos(angle), math_sin(angle), 0) castPoints[#castPoints + 1] = cframe * offset end end local function LimbMoveBehavior(castPoints) LimbBehavior(castPoints) MoveBehavior(castPoints) end local function CharacterOutlineBehavior(castPoints) local torsoUp = TorsoPart.CFrame.upVector.unit local torsoRight = TorsoPart.CFrame.rightVector.unit -- Torso cross of points for interior coverage castPoints[#castPoints + 1] = TorsoPart.CFrame.p castPoints[#castPoints + 1] = TorsoPart.CFrame.p + torsoUp castPoints[#castPoints + 1] = TorsoPart.CFrame.p - torsoUp castPoints[#castPoints + 1] = TorsoPart.CFrame.p + torsoRight castPoints[#castPoints + 1] = TorsoPart.CFrame.p - torsoRight if HeadPart then castPoints[#castPoints + 1] = HeadPart.CFrame.p end local cframe = CFrame.new(ZERO_VECTOR3,Vector3_new(Camera.CoordinateFrame.lookVector.X,0,Camera.CoordinateFrame.lookVector.Z)) local centerPoint = (TorsoPart and TorsoPart.Position or HumanoidRootPart.Position) local partsWhitelist = {TorsoPart} if HeadPart then partsWhitelist[#partsWhitelist + 1] = HeadPart end for i = 1, CHAR_OUTLINE_CASTS do local angle = (2 * math_pi * i / CHAR_OUTLINE_CASTS) local offset = cframe * (3 * Vector3_new(math_cos(angle), math_sin(angle), 0)) offset = Vector3_new(offset.X, math_max(offset.Y, -2.25), offset.Z) local ray = Ray.new(centerPoint + offset, -3 * offset) local hit, hitPoint = game.Workspace:FindPartOnRayWithWhitelist(ray, partsWhitelist, false, false) if hit then -- Use hit point as the cast point, but nudge it slightly inside the character so that bumping up against -- walls is less likely to cause a transparency glitch castPoints[#castPoints + 1] = hitPoint + 0.2 * (centerPoint - hitPoint).unit end end end
--[=[ @within TableUtil @function Truncate @param tbl table @param length number @return table Returns a new table truncated to the length of `length`. Any length equal or greater than the current length will simply return a shallow copy of the table. ```lua local t = {10, 20, 30, 40, 50, 60, 70, 80} local tTruncated = TableUtil.Truncate(t, 3) print(tTruncated) --> {10, 20, 30} ``` ]=]
local function Truncate<T>(tbl: { T }, len: number): { T } local n = #tbl len = math.clamp(len, 1, n) return if len == n then table.clone(tbl) else table.move(tbl, 1, len, 1, table.create(len)) end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
local toolAnimName = "" local toolAnimTrack = nil local toolAnimInstance = nil local currentToolAnimKeyframeHandler = nil function toolKeyFrameReachedFunc(frameName: string) if frameName == "End" then -- print("Keyframe : ".. frameName) playToolAnimation(toolAnimName, 0.0, Humanoid) end end function playToolAnimation( animName: string, transitionTime: number, humanoid: Humanoid, priority: Enum.AnimationPriority? ) local roll = Rand:NextInteger(1, animTable[animName].totalWeight) local idx = 1 while roll > animTable[animName][idx].weight do roll = roll - animTable[animName][idx].weight idx = idx + 1 end -- print(animName .. " * " .. idx .. " [" .. origRoll .. "]") local anim = animTable[animName][idx].anim if toolAnimInstance ~= anim then if toolAnimTrack ~= nil then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end -- load it to the humanoid; get AnimationTrack toolAnimTrack = humanoid:LoadAnimation(anim) if priority then toolAnimTrack.Priority = priority end -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName toolAnimInstance = anim currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:Connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if currentToolAnimKeyframeHandler ~= nil then currentToolAnimKeyframeHandler:Disconnect() end toolAnimName = "" toolAnimInstance = nil if toolAnimTrack ~= nil then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end
-- ROBLOX deviation: changed string? to string so that return type could align
function SnapshotState.fail(self: SnapshotState, testName: string, _received: any, key: string): string self._counters[testName] = (self._counters[testName] or 0) + 1 local count = self._counters[testName] key = key or testNameToKey(testName, count) self._uncheckedKeys:delete(key) self.unmatched = self.unmatched + 1 return key end return SnapshotState
-- ROBLOX deviation: predefine variables
local isArrayTable, buildArrayTests, buildTemplateTests, getHeadingKeys, applyArguments export type EachTests = Array<{ title: string, arguments: Array<any>, }>
--[[** Gets the player's rank in the given group. @param [Instance<Player>] Player The player you are checking for. Can also be their UserID. @param [Integer] GroupID The ID of the group you are checking rank in. @returns [Integer] The player's rank. **--]]
function GroupService:GetRankInGroupAsync(Player, GroupID) for _, Group in ipairs(GroupService:GetGroupsAsync(Player)) do if Group.Id == GroupID then return Group.Rank end end return 0 end
-------------------------------------------------------------------------
local function CheckAlive() local humanoid = findPlayerHumanoid(Player) return humanoid ~= nil and humanoid.Health > 0 end local function GetEquippedTool(character) if character ~= nil then for _, child in pairs(character:GetChildren()) do if child:IsA('Tool') then return child end end end end local ExistingPather = nil local ExistingIndicator = nil local PathCompleteListener = nil local PathFailedListener = nil local function CleanupPath() if ExistingPather then ExistingPather:Cancel() ExistingPather = nil end if PathCompleteListener then PathCompleteListener:Disconnect() PathCompleteListener = nil end if PathFailedListener then PathFailedListener:Disconnect() PathFailedListener = nil end if ExistingIndicator then ExistingIndicator:Destroy() end end
--!strict
type Array<T> = { [number]: T } type callbackFn<T> = (element: T, index: number, array: Array<T>) -> () type callbackFnWithThisArg<T, U> = (thisArg: U, element: T, index: number, array: Array<T>) -> () type Object = { [string]: any }
--//////////////////////////////////////////////////////////////////////////////////////////// --///////////// Code to talk to topbar and maintain set/get core backwards compatibility stuff --////////////////////////////////////////////////////////////////////////////////////////////
local Util = {} do function Util.Signal() local sig = {} local mSignaler = Instance.new('BindableEvent') local mArgData = nil local mArgDataCount = nil function sig:fire(...) mArgData = {...} mArgDataCount = select('#', ...) mSignaler:Fire() end function sig:connect(f) if not f then error("connect(nil)", 2) end return mSignaler.Event:connect(function() f(unpack(mArgData, 1, mArgDataCount)) end) end function sig:wait() mSignaler.Event:wait() assert(mArgData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.") return unpack(mArgData, 1, mArgDataCount) end return sig end end function SetVisibility(val) ChatWindow:SetVisible(val) moduleApiTable.VisibilityStateChanged:fire(val) moduleApiTable.Visible = val if (moduleApiTable.IsCoreGuiEnabled) then if (val) then InstantFadeIn() else InstantFadeOut() end end end do moduleApiTable.TopbarEnabled = true moduleApiTable.MessageCount = 0 moduleApiTable.Visible = true moduleApiTable.IsCoreGuiEnabled = true function moduleApiTable:ToggleVisibility() SetVisibility(not ChatWindow:GetVisible()) end function moduleApiTable:SetVisible(visible) if (ChatWindow:GetVisible() ~= visible) then SetVisibility(visible) end end function moduleApiTable:FocusChatBar() ChatBar:CaptureFocus() end function moduleApiTable:EnterWhisperState(player) ChatBar:EnterWhisperState(player) end function moduleApiTable:GetVisibility() return ChatWindow:GetVisible() end function moduleApiTable:GetMessageCount() return self.MessageCount end function moduleApiTable:TopbarEnabledChanged(enabled) self.TopbarEnabled = enabled self.CoreGuiEnabled:fire(game:GetService("StarterGui"):GetCoreGuiEnabled(Enum.CoreGuiType.Chat)) end function moduleApiTable:IsFocused(useWasFocused) return ChatBar:IsFocused() end moduleApiTable.ChatBarFocusChanged = Util.Signal() moduleApiTable.VisibilityStateChanged = Util.Signal() moduleApiTable.MessagesChanged = Util.Signal() moduleApiTable.MessagePosted = Util.Signal() moduleApiTable.CoreGuiEnabled = Util.Signal() moduleApiTable.ChatMakeSystemMessageEvent = Util.Signal() moduleApiTable.ChatWindowPositionEvent = Util.Signal() moduleApiTable.ChatWindowSizeEvent = Util.Signal() moduleApiTable.ChatBarDisabledEvent = Util.Signal() function moduleApiTable:fChatWindowPosition() return ChatWindow.GuiObject.Position end function moduleApiTable:fChatWindowSize() return ChatWindow.GuiObject.Size end function moduleApiTable:fChatBarDisabled() return not ChatBar:GetEnabled() end if FFlagUserHandleChatHotKeyWithContextActionService then local TOGGLE_CHAT_ACTION_NAME = "ToggleChat" -- Callback when chat hotkey is pressed local function handleAction(actionName, inputState, inputObject) if actionName == TOGGLE_CHAT_ACTION_NAME and inputState == Enum.UserInputState.Begin and canChat and inputObject.UserInputType == Enum.UserInputType.Keyboard then DoChatBarFocus() end end ContextActionService:BindAction(TOGGLE_CHAT_ACTION_NAME, handleAction, true, Enum.KeyCode.Slash) else function moduleApiTable:SpecialKeyPressed(key, modifiers) if (key == Enum.SpecialKey.ChatHotkey) then if canChat then DoChatBarFocus() end end end end end moduleApiTable.CoreGuiEnabled:connect(function(enabled) moduleApiTable.IsCoreGuiEnabled = enabled enabled = enabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff) ChatWindow:SetCoreGuiEnabled(enabled) if (not enabled) then ChatBar:ReleaseFocus() InstantFadeOut() else InstantFadeIn() end end) function trimTrailingSpaces(str) local lastSpace = #str while lastSpace > 0 do --- The pattern ^%s matches whitespace at the start of the string. (Starting from lastSpace) if str:find("^%s", lastSpace) then lastSpace = lastSpace - 1 else break end end return str:sub(1, lastSpace) end moduleApiTable.ChatMakeSystemMessageEvent:connect(function(valueTable) if (valueTable["Text"] and type(valueTable["Text"]) == "string") then while (not DidFirstChannelsLoads) do wait() end local channel = ChatSettings.GeneralChannelName local channelObj = ChatWindow:GetChannel(channel) if (channelObj) then local messageObject = { ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = channel, IsFiltered = true, MessageLength = string.len(valueTable.Text), Message = trimTrailingSpaces(valueTable.Text), MessageType = ChatConstants.MessageTypeSetCore, Time = os.time(), ExtraData = valueTable, } channelObj:AddMessageToChannel(messageObject) ChannelsBar:UpdateMessagePostedInChannel(channel) moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1 moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount) end end end) moduleApiTable.ChatBarDisabledEvent:connect(function(disabled) if canChat then ChatBar:SetEnabled(not disabled) if (disabled) then ChatBar:ReleaseFocus() end end end) moduleApiTable.ChatWindowSizeEvent:connect(function(size) ChatWindow.GuiObject.Size = size end) moduleApiTable.ChatWindowPositionEvent:connect(function(position) ChatWindow.GuiObject.Position = position end)