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--// Ammo Settings
Ammo = 17; StoredAmmo = 17; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 0;
-- Class
local CubicSpline = {} CubicSpline.__index = CubicSpline
-------------------------------------------------------------------------------------- --------------------[ ANIMATIONS ]---------------------------------------------------- --------------------------------------------------------------------------------------
local AnimAng = {0, 0, 0, 0, 0} local AnimCF = function(State, Ang) if State ~= "Running" then if (not Aimed) then if State == "Idleing" then return CF( RAD(SIN(Ang)) / 2 * StanceSway, 1 + RAD(SIN(Ang * 5 / 2)) / 2 * StanceSway, 0 ) elseif State == "Walking" then return CF( RAD(SIN(Ang)) * 2 * StanceSway, 1 + RAD(ABS(SIN(Ang))) * 2 * StanceSway, 0 ) * CFANG(0, RAD(SIN(Ang)) / 3, 0) end elseif Aimed then if State == "Idleing" then return CF( RAD(SIN(Ang)) / 4 * StanceSway, 1 + RAD(SIN(Ang * 5 / 2)) / 4 * StanceSway, 0 ) elseif State == "Walking" then return CF( RAD(SIN(Ang)) / 3 * StanceSway, 1 + RAD(ABS(SIN(Ang))) / 3 * StanceSway, 0 ) end end elseif State == "Running" then return CF( SIN(Ang) / 6 * StanceSway, 0.9 + ABS(SIN(Ang)) / 5 * StanceSway, 0 ) * CFANG(0, -RAD(SIN(Ang)) * 7, 0) end end function Animate() local IsIdleing = false local IsWalking = false local IsRunning = false spawn(function() while Selected do IsIdleing = Idleing and (not Walking) and (not Reloading) and (not Knifing) and (not ThrowingGrenade) and Selected IsWalking = (not Idleing) and Walking and (not Running) and (not Reloading) and (not Knifing) and (not ThrowingGrenade) and Selected IsRunning = (not Idleing) and Walking and Running and (not Aiming) and (not Knifing) and (not ThrowingGrenade) and Selected RS:wait() end IsIdleing = false IsWalking = false IsRunning = false end) spawn(function() if S.PlayerAnimations then TweenJoint(LWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15) TweenJoint(RWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15) local PreviousArmTilt = ArmTilt while Selected do repeat RS:wait() until (ArmTilt ~= PreviousArmTilt) or (not Selected) if (not IsRunning) and (not Aimed) and (not Reloading) and (not Knifing) and (not ThrowingGrenade) and Selected then PreviousArmTilt = ArmTilt TweenJoint(LWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15) TweenJoint(RWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15) end RS:wait() end end end) spawn(function() while Selected do if IsIdleing then if (not Aimed) and (not Aiming) then Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 70, 0, 70), UDim2.new(0, -35, 0, -35), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, S.PlayerAnimations and 0.15 or 0, true ) if S.PlayerAnimations then TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, 0.15) TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, 0.15) TweenJoint(AnimWeld, AnimCF("Idleing", AnimAng[1]), CF(), Sine, 0.15) TweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, 0.15) else if (not LWeld:FindFirstChild("TweenCode")) and (not RWeld:FindFirstChild("TweenCode")) and (not ABWeld:FindFirstChild("TweenCode")) and (not AnimWeld:FindFirstChild("TweenCode")) then LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_UnAimed.Left RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_UnAimed.Right AnimWeld.C0 = CF(0, 1, 0) Grip.C1 = CFANG(0, RAD(20), 0) end end elseif Aimed and (not Aiming) then if S.PlayerAnimations then TweenJoint(LWeld, ArmC0[1], S.ArmC1_Aimed.Left, Sine, 0.15) TweenJoint(RWeld, ArmC0[2], S.ArmC1_Aimed.Right, Sine, 0.15) TweenJoint(AnimWeld, AnimCF("Idleing", AnimAng[2]), CF(), Sine, 0.15) else if (not LWeld:FindFirstChild("TweenCode")) and (not RWeld:FindFirstChild("TweenCode")) and (not ABWeld:FindFirstChild("TweenCode")) and (not AnimWeld:FindFirstChild("TweenCode")) then LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_Aimed.Left RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_Aimed.Right AnimWeld.C0 = CF(0, 1, 0) Grip.C1 = Aimed_GripCF end end end if S.PlayerAnimations then wait(0.15) RunTween = false while IsIdleing do if (not LWeld:FindFirstChild("TweenCode")) and (not RWeld:FindFirstChild("TweenCode")) and (not ABWeld:FindFirstChild("TweenCode")) and (not AnimWeld:FindFirstChild("TweenCode")) then if (not Aimed) and (not Aiming) then AnimWeld.C0 = AnimCF("Idleing", AnimAng[1]) AnimAng[1] = AnimAng[1] + 0.03 * StanceSway elseif Aimed and (not Aiming) then AnimWeld.C0 = AnimCF("Idleing", AnimAng[2]) AnimAng[2] = AnimAng[2] + 0.015 * StanceSway end end RS:wait() end AnimAng[1], AnimAng[2] = 0, 0 end end if IsWalking then if (not Aimed) and (not Aiming) then Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 150, 0, 150), UDim2.new(0, -75, 0, -75), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, S.PlayerAnimations and 0.15 or 0, true ) if S.PlayerAnimations then TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, 0.15) TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, 0.15) TweenJoint(AnimWeld, AnimCF("Walking", AnimAng[3]), CF(), Sine, 0.15) TweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, 0.15) else if (not LWeld:FindFirstChild("TweenCode")) and (not RWeld:FindFirstChild("TweenCode")) and (not ABWeld:FindFirstChild("TweenCode")) and (not AnimWeld:FindFirstChild("TweenCode")) then LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_UnAimed.Left RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_UnAimed.Right AnimWeld.C0 = CF(0, 1, 0) Grip.C1 = CFANG(0, RAD(20), 0) end end elseif Aimed and (not Aiming) then if S.PlayerAnimations then TweenJoint(LWeld, ArmC0[1], S.ArmC1_Aimed.Left, Sine, 0.15) TweenJoint(RWeld, ArmC0[2], S.ArmC1_Aimed.Right, Sine, 0.15) TweenJoint(AnimWeld, AnimCF("Walking", AnimAng[4]), CF(), Sine, 0.15) else if (not LWeld:FindFirstChild("TweenCode")) and (not RWeld:FindFirstChild("TweenCode")) and (not ABWeld:FindFirstChild("TweenCode")) and (not AnimWeld:FindFirstChild("TweenCode")) then LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_Aimed.Left RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_Aimed.Right AnimWeld.C0 = CF(0, 1, 0) Grip.C1 = Aimed_GripCF end end end if S.PlayerAnimations then wait(0.15) RunTween = false while IsWalking do if (not LWeld:FindFirstChild("TweenCode")) and (not RWeld:FindFirstChild("TweenCode")) and (not ABWeld:FindFirstChild("TweenCode")) and (not AnimWeld:FindFirstChild("TweenCode"))then if (not Aimed) and (not Aiming) then AnimWeld.C0 = AnimCF("Walking", AnimAng[3]) AnimAng[3] = AnimAng[3] + 0.15 * StanceSway elseif Aimed and (not Aiming) then AnimWeld.C0 = AnimCF("Walking", AnimAng[4]) AnimAng[4] = AnimAng[4] + 0.1 * StanceSway end end RS:wait() end AnimAng[3], AnimAng[4] = 0, 0 end end if IsRunning then Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 200, 0, 200), UDim2.new(0, -100, 0, -100), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, S.PlayerAnimations and 0.15 or 0, true ) local LArmCF = CF(0, 0.7 - (SIN(AnimAng[5]) + 1)/15, 0) local LArmAng = CFANG(RAD(ABS(COS(AnimAng[5]))) * 10 + RAD(35), RAD(-30), RAD((SIN(AnimAng[5]) + 1) * 15 - 40)) local RArmCF = CF(0, (SIN(AnimAng[5]) + 1)/2, 0) local RArmAng = CFANG(RAD(ABS(COS(AnimAng[5]))) * 10 + RAD(20), 0, RAD(50 + (SIN(AnimAng[5]) + 1) * 5)) if S.PlayerAnimations then TweenJoint(LWeld, ArmC0[1], LArmCF * LArmAng, Sine, 0.15) TweenJoint(RWeld, ArmC0[2], RArmCF * RArmAng, Sine, 0.15) TweenJoint(AnimWeld, AnimCF("Running", AnimAng[5]), CF(), Sine, 0.15) TweenJoint(Grip, Grip.C0, CFANG(0, RAD(-5), 0), Sine, 0.15) else LWeld.C0, LWeld.C1 = ArmC0[1], LArmCF * LArmAng RWeld.C0, RWeld.C1 = ArmC0[2], RArmCF * RArmAng AnimWeld.C0 = CF(0, 0.9, 0) Grip.C1 = CFANG(0, RAD(-5), 0) end if S.PlayerAnimations then RunTween = true wait(0.15) while IsRunning do if (not Aiming) then AnimWeld.C0 = AnimCF("Running", AnimAng[5]) AnimAng[5] = AnimAng[5] + 0.18 end RS:wait() end AnimAng[5] = 0 end end RS:wait() end end) end
--[[Engine]]
--Torque Curve Tune.Horsepower = 429 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--// Services
local L_70_ = game:GetService('RunService').RenderStepped local L_71_ = game:GetService('UserInputService')
--[[Engine]]
--Torque Curve Tune.Horsepower = 135 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 500 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 1900 -- Use sliders to manipulate values Tune.Redline = 2700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 2500 Tune.PeakSharpness = 2.5 Tune.CurveMult = 0.15 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- BrailleGen 3D BETA
Align = true This = script.Parent Btn = This.Parent Lift = Btn.Parent.Parent.Parent Config = require(Lift.CustomLabel) Characters = require(script.Characters) CustomLabel = Config["CUSTOMFLOORLABEL"][tonumber(Btn.Name)] function ChangeFloor(SF) if Align == true then if string.len(SF) == 1 then SetLabel(1,SF,0.045) SetLabel(2,"NIL",0) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 2 then SetLabel(1,SF:sub(1,1),0.03) SetLabel(2,SF:sub(2,2),0.03) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 3 then SetLabel(1,SF:sub(1,1),0.015) SetLabel(2,SF:sub(2,2),0.015) SetLabel(3,SF:sub(3,3),0.015) SetLabel(4,"NIL",0) elseif string.len(SF) == 4 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,SF:sub(3,3),0) SetLabel(4,SF:sub(4,4),0) end else if string.len(SF) == 1 then SetLabel(1,SF,0) SetLabel(2,"NIL",0) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 2 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 3 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,SF:sub(3,3),0) SetLabel(4,"NIL",0) elseif string.len(SF) == 4 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,SF:sub(3,3),0) SetLabel(4,SF:sub(4,4),0) end end end function SetLabel(ID,CHAR,OFFSET) if This:FindFirstChild("BR"..ID) and Characters[CHAR] ~= nil then for i,l in pairs(Characters[CHAR]) do This["BR"..ID].Mesh.MeshId = "rbxassetid://"..l end if CHAR == "A" or CHAR == "1" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, -0.014) elseif CHAR == "B" or CHAR == "2" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, -0.006) elseif CHAR == "C" or CHAR == "3" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, -0.014) elseif CHAR == "D" or CHAR == "4" or CHAR == "E" or CHAR == "5" or CHAR == "F" or CHAR == "6" or CHAR == "G" or CHAR == "7" or CHAR == "H" or CHAR == "8" or CHAR == "I" or CHAR == "9" or CHAR == "J" or CHAR == "0" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, -0.006) elseif CHAR == "K" or CHAR == "L" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, 0) elseif CHAR == "." or CHAR == "+" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.006) elseif CHAR == "-" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.014) elseif CHAR == ";" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.006) elseif CHAR == "*" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET+0.006, 0, 0) else This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0) end end end ChangeFloor("UP") script:Destroy()
--All sounds are referenced by this ID
local SFX = { Died = 0; Running = 1; Swimming = 2; Climbing = 3, Jumping = 4; GettingUp = 5; FreeFalling = 6; FallingDown = 7; Landing = 8; Splash = 9; } local Humanoid = nil local Head = nil
--------------------------CHARACTER CONTROL-------------------------------
local function CreateController() local this = {} this.TorsoLookPoint = nil function this:SetTorsoLookPoint(point) local humanoid = findPlayerHumanoid(Player) if humanoid then humanoid.AutoRotate = false end this.TorsoLookPoint = point self:UpdateTorso() delay(2, function() -- this isnt technically correct for detecting if this is the last issue to the setTorso function if this.TorsoLookPoint == point then this.TorsoLookPoint = nil if humanoid then humanoid.AutoRotate = true end end end) end function this:UpdateTorso(point) if this.TorsoLookPoint then point = this.TorsoLookPoint else return end local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso if torso then local lookVec = (point - torso.CFrame.p).unit local squashedLookVec = Vector3.new(lookVec.X, 0, lookVec.Z).unit torso.CFrame = CFrame.new(torso.CFrame.p, torso.CFrame.p + squashedLookVec) end end return this end local CharacterControl = CreateController()
--Visiblity
uis = game:GetService("UserInputService") ismobile = uis.TouchEnabled button.Visible = ismobile local states = { OFF = "rbxasset://textures/ui/[email protected]", ON = "rbxasset://textures/ui/[email protected]" } local MAX_LENGTH = 900000 local active = false local ENABLED_OFFSET = CFrame.new(1.7, 0, 0) local DISABLED_OFFSET = CFrame.new(-1.7, 0, 0) local function UpdateImage(STATE) button.Image = states[STATE] end local function UpdateAutoRotate(BOOL) humanoid.AutoRotate = BOOL end local function GetUpdatedCameraCFrame(ROOT, CAMERA) return CFrame.new(root.Position, Vector3.new(CAMERA.CFrame.LookVector.X * MAX_LENGTH, root.Position.Y, CAMERA.CFrame.LookVector.Z * MAX_LENGTH)) end local function EnableShiftlock() UpdateAutoRotate(false) UpdateImage("ON") root.CFrame = GetUpdatedCameraCFrame(root, camera) camera.CFrame = camera.CFrame * ENABLED_OFFSET end local function DisableShiftlock() UpdateAutoRotate(true) UpdateImage("OFF") camera.CFrame = camera.CFrame * DISABLED_OFFSET pcall(function() active:Disconnect() active = nil end) end UpdateImage("OFF") active = false function ShiftLock() if not active then active = runservice.RenderStepped:Connect(function() EnableShiftlock() end) else DisableShiftlock() end end local ShiftLockButton = CAS:BindAction("ShiftLOCK", ShiftLock, false, "On") CAS:SetPosition("ShiftLOCK", UDim2.new(0.8, 0, 0.8, 0)) button.MouseButton1Click:Connect(function() if not active then active = runservice.RenderStepped:Connect(function() EnableShiftlock() end) else DisableShiftlock() end end) return MobileCameraFramework
-- Hola soy Google y este script va en el DoorMain
local Can = true local Open = false script.Parent.Event.OnServerEvent:connect(function(Player) local Mag = (script.Parent.Center.Position-Player.Character.HumanoidRootPart.Position).magnitude if Mag <= script.Parent.Range.Value then if Can then Can = false if Open == false then local finish = script.Parent.PrimaryPart.CFrame*CFrame.Angles(0,math.rad(90),0) for i = 0,1,.1 do local cfm = script.Parent.PrimaryPart.CFrame:lerp(finish,i) script.Parent:SetPrimaryPartCFrame(cfm) wait() end Open = true else Open = false local finish = script.Parent.PrimaryPart.CFrame*CFrame.Angles(0,-math.rad(90),0) for i = 0,1,.1 do local cfm = script.Parent.PrimaryPart.CFrame:lerp(finish,i) script.Parent:SetPrimaryPartCFrame(cfm) wait() end end Can = true end end end)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["RoactRodux"]["RoactRodux"]) return Package
-----------------------------------------------------------------------------------------------
script.Parent:WaitForChild("Speedo") script.Parent:WaitForChild("Tach") script.Parent:WaitForChild("ln") script.Parent:WaitForChild("Gear") script.Parent:WaitForChild("Speed") local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Car.Value car.DriveSeat.HeadsUpDisplay = false local _Tune = require(car["A-Chassis Tune"]) local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000) local dm = script.Parent.Parent:WaitForChild("DriveMode")
--[[ to make more products just copy and past like this: module.Products = { { ProductPrice = 0, --The price from the Developer Product. ProductId = 0 -- The ID from the Developer Product. }, { ProductPrice = 0, --The price from the Developer Product. ProductId = 0 -- The ID from the Developer Product. }, { ProductPrice = 0, --The price from the Developer Product. ProductId = 0 -- The ID from the Developer Product. }, } For the more advanced scripters, READ THIS! if you're already using the function ProcessReceipt then you must add custom code for this board to work, as only one of these functions may be used in a game. to disable the ProcessReceipt function from this board, unquote this above the 'return module' line: module.AbortCustomPurchases = true you can update the boards datastore with this line: game:GetService("DataStoreService"):GetOrderedDataStore("TopDonators"):IncrementAsync(PlayerId, ProductPrice) -PlayerId, the id from the player who bought the pruduct. -ProductPrice, the developer products price (In Rs!) --]]
--Basically checks if the toucher of the button is a player, then adds money to that player. Here ya go, gama. :D
--Tool.Spray.Transparency = 1 --Tool.Spray.Script.Disabled = false --Tool.Nossle.Spray.Enabled = true
event:FireServer("Button1Down") end function OB1U(mouse) hold = false
--// Aim|Zoom|Sensitivity Customization
ZoomSpeed = 0.2; -- The lower the number the slower and smoother the tween AimZoom = 15; -- Default zoom AimSpeed = 0.2; UnaimSpeed = 0.2; CycleAimZoom = 50; -- Cycled zoom MouseSensitivity = 0.25; -- Number between 0.1 and 1 SensitivityIncrement = 0.05; -- No touchy
-- Don't touch anything below this point unless you know what you're doing!
local DefaultRig = Rigs[0] local function Update(Character) local Humanoid = Character:FindFirstChildOfClass("Humanoid") if not Humanoid or Humanoid.Health <= 0 or Humanoid.RigType ~= Enum.HumanoidRigType.R15 then return end Humanoid:UnequipTools() local ConvertTo = Rigs[RigVersion] if IgnoreBodyParts then for _, Part in pairs(ConvertTo:GetDescendants()) do if Character:FindFirstChild(Part.Name) and Part:IsA("BasePart") then Humanoid:ReplaceBodyPartR15(Part.Name, Part:Clone()) end end else for _, Part in pairs(Character:GetChildren()) do if Part:IsA("MeshPart") then local EquivalentDefault = DefaultRig:FindFirstChild(Part.Name) local EquivalentSkinned = ConvertTo:FindFirstChild(Part.Name) if EquivalentDefault and EquivalentSkinned and EquivalentDefault.MeshId == Part.MeshId then Humanoid:ReplaceBodyPartR15(Part.Name, EquivalentSkinned:Clone()) end end end end end local function PlayerJoined(Player) Player.CharacterAppearanceLoaded:Connect(Update) end game:GetService("Players").PlayerAdded:Connect(PlayerJoined)
-- Script GUID: {A9313008-ED82-4E7E-86EA-83A84F627A60} -- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; function ScreenShake() return true; end; local u1 = require(game.ReplicatedStorage.Modules:WaitForChild("CameraShaker")); local l__CurrentCamera__2 = workspace.CurrentCamera; local l__LocalPlayer__3 = game.Players.LocalPlayer; function v1.SmallBump(p1) if ScreenShake() == true then if typeof(p1) ~= "Vector3" then p1 = p1.Position; end; local v2 = u1.new(Enum.RenderPriority.Camera.Value, function(p2) l__CurrentCamera__2.CFrame = l__CurrentCamera__2.CFrame * p2; end); if (l__LocalPlayer__3.Character.HumanoidRootPart.Position - p1).Magnitude <= 20 then v2:Start(); v2:Shake(u1.Presets.Bump); end; end; end; function v1.TinyShake(p3) if ScreenShake() == true then if typeof(p3) ~= "Vector3" then p3 = p3.Position; end; local v3 = u1.new(Enum.RenderPriority.Camera.Value, function(p4) l__CurrentCamera__2.CFrame = l__CurrentCamera__2.CFrame * p4; end); if (l__LocalPlayer__3.Character.HumanoidRootPart.Position - p3).Magnitude <= 20 then v3:Start(); v3:Shake(u1.Presets.Bump); end; end; end; function v1.TinyShake3(p5) if ScreenShake() == true then if typeof(p5) ~= "Vector3" then p5 = p5.Position; end; local v4 = u1.new(Enum.RenderPriority.Camera.Value, function(p6) l__CurrentCamera__2.CFrame = l__CurrentCamera__2.CFrame * p6; end); if (l__LocalPlayer__3.Character.HumanoidRootPart.Position - p5).Magnitude <= 100 then v4:Start(); v4:Shake(u1.Presets.Bump2); end; end; end; function v1.TinyShake4(p7) if ScreenShake() == true then if typeof(p7) ~= "Vector3" then p7 = p7.Position; end; local v5 = u1.new(Enum.RenderPriority.Camera.Value, function(p8) l__CurrentCamera__2.CFrame = l__CurrentCamera__2.CFrame * p8; end); if (l__LocalPlayer__3.Character.HumanoidRootPart.Position - p7).Magnitude <= 100 then v5:Start(); v5:Shake(u1.Presets.Bump2); end; end; end; function v1.TinyShake5(p9) if ScreenShake() == true then if typeof(p9) ~= "Vector3" then p9 = p9.Position; end; local v6 = u1.new(Enum.RenderPriority.Camera.Value, function(p10) l__CurrentCamera__2.CFrame = l__CurrentCamera__2.CFrame * p10; end); if (l__LocalPlayer__3.Character.HumanoidRootPart.Position - p9).Magnitude <= 100 then v6:Start(); v6:Shake(u1.Presets.Bump4); end; end; end; function v1.Bump(p11) if ScreenShake() == true then if typeof(p11) ~= "Vector3" then p11 = p11.Position; end; local v7 = u1.new(Enum.RenderPriority.Camera.Value, function(p12) l__CurrentCamera__2.CFrame = l__CurrentCamera__2.CFrame * p12; end); if (l__LocalPlayer__3.Character.HumanoidRootPart.Position - p11).Magnitude <= 40 then v7:Start(); v7:Shake(u1.Presets.Bump2); end; end; end; function v1.Explosion(p13) if ScreenShake() == true then if typeof(p13) ~= "Vector3" then p13 = p13.Position; end; local v8 = u1.new(Enum.RenderPriority.Camera.Value, function(p14) l__CurrentCamera__2.CFrame = l__CurrentCamera__2.CFrame * p14; end); if (l__LocalPlayer__3.Character.HumanoidRootPart.Position - p13).Magnitude <= 125 then v8:Start(); v8:Shake(u1.Presets.Explosion); end; end; end; function v1.StrongExplosion(p15) if ScreenShake() == true then if typeof(p15) ~= "Vector3" then p15 = p15.Position; end; local v9 = u1.new(Enum.RenderPriority.Camera.Value, function(p16) l__CurrentCamera__2.CFrame = l__CurrentCamera__2.CFrame * p16; end); if (l__LocalPlayer__3.Character.HumanoidRootPart.Position - p15).Magnitude <= 125 then v9:Start(); v9:Shake(u1.Presets.StrongExplosion); end; end; end; function v1.SmallExplosion(p17) if ScreenShake() == true then if typeof(p17) ~= "Vector3" then p17 = p17.Position; end; local v10 = u1.new(Enum.RenderPriority.Camera.Value, function(p18) l__CurrentCamera__2.CFrame = l__CurrentCamera__2.CFrame * p18; end); if (l__LocalPlayer__3.Character.HumanoidRootPart.Position - p17).Magnitude <= 125 then v10:Start(); v10:Shake(u1.Presets.Explosion2); end; end; end; function v1.CamShakeBig(p19) if ScreenShake() == true then if typeof(p19) ~= "Vector3" then p19 = p19.Position; end; local v11 = u1.new(Enum.RenderPriority.Camera.Value, function(p20) l__CurrentCamera__2.CFrame = l__CurrentCamera__2.CFrame * p20; end); if (l__LocalPlayer__3.Character.HumanoidRootPart.Position - p19).Magnitude <= 125 then v11:Start(); v11:Shake(u1.Presets.Explosion); end; end; end; function v1.CamShakeBig2(p21, p22) if ScreenShake() == true then if typeof(p21) ~= "Vector3" then p21 = p21.Position; end; local v12 = u1.new(Enum.RenderPriority.Camera.Value, function(p23) l__CurrentCamera__2.CFrame = l__CurrentCamera__2.CFrame * p23; end); if (l__LocalPlayer__3.Character.HumanoidRootPart.Position - p21).Magnitude <= (p22 or 125) then v12:Start(); v12:Shake(u1.Presets.Explosion2); end; end; end; return v1;
--Creates both buffer and non-buffer rockets.
function RocketCreator:CreateRocket(IsBufferRocket) --Create the base parts and mesh. local Rocket = Instance.new("Part") Rocket.Name = "Rocket" Rocket.Size = Vector3.new(1,1,4) Rocket.CanCollide = false local Mesh = Instance.new("SpecialMesh") Mesh.Name = "RocketMesh" Mesh.MeshId = "http://www.roblox.com/asset/?id=94690081" Mesh.TextureId = "http://www.roblox.com/asset/?id=94689966" Mesh.Parent = Rocket if IsBufferRocket then --If it is a buffer rocket, add the effects, physics, and scripts. Mesh.Scale = Vector3.new(2.5,2.5,2) local Fire = Instance.new("Fire") Fire.Heat = 5 Fire.Size = 2 Fire.Parent = Rocket local Light = Instance.new("PointLight") Light.Name = "Light" Light.Color = Color3.new(1,170/255,0) Light.Range = 10 Light.Shadows = true Light.Parent = Rocket local BodyGyro = Instance.new("BodyGyro") BodyGyro.MaxTorque = Vector3.new(10^99,10^99,10^99) BodyGyro.Parent = Rocket local RocketPropulsion = Instance.new("BodyVelocity") RocketPropulsion.MaxForce = Vector3.new(10^99,10^99,10^99) RocketPropulsion.Parent = Rocket local SwooshSound = Instance.new("Sound") SwooshSound.Name = "SwooshSound" SwooshSound.MaxDistance = 10000 SwooshSound.Looped = true SwooshSound.SoundId = "rbxasset://sounds/Rocket whoosh 01.wav" SwooshSound.Volume = 1 SwooshSound.Parent = Rocket local ExplosionSound = Instance.new("Sound") ExplosionSound.Name = "ExplosionSound" ExplosionSound.MaxDistance = 10000 ExplosionSound.SoundId = "rbxasset://sounds/collide.wav" ExplosionSound.Volume = 1 ExplosionSound.PlayOnRemove = true ExplosionSound.Parent = Rocket local NewRocketScript = RocketScript:Clone() NewRocketScript.Disabled = false NewRocketScript.Parent = Rocket PlayerDamagerScript:Clone().Parent = NewRocketScript ConfigurationScript:Clone().Parent = NewRocketScript end return Rocket end return RocketCreator
--
end else print("sh") end else print("arms") end end function Key(key) if key then key = string.lower(key) if (key=="c") then if on == 1 then on = 0 Tool.Accuracy.Value = Tool.Accuracy.Value - 1 Tool.Pose.Value = 1 elseif on == 0 then on = 1 Tool.Accuracy.Value = Tool.Accuracy.Value + 1 Tool.Pose.Value = 2 end Crouch(on) end end end function Equip(mouse) mouse.KeyDown:connect(Key) end script.Parent.Equipped:connect(Equip)
-- bezier class
local Bezier = {} Bezier.__index = Bezier
-- COLOR SETTINGS --[[ COLOR PRESETS: Headlights - OEM White - Xenon - Pure White - Brilliant Blue - Light Green - Golden Yellow - Bubu's Purple - Yellow Indicators - Light Orange - Dark Orange - Yellow - Red For custom color use Color3.fromRGB(R, G, B). You can get your RGB code from the "Color" property. ]]
-- local Low_Beam_Color = "OEM White" local High_Beam_Color = "OEM White" local Running_Light_Color = "OEM White" local Interior_Light_Color = "OEM White" local Front_Indicator_Color = "Dark Orange" local Rear_Indicator_Color = "Dark Orange" local Fog_Light_Color = "Golden Yellow" local Plate_Light_Color = "OEM White"
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name
return function(data, env) if env then setfenv(1, env) end local gui = script.Parent.Parent local bar = gui.TextLabel local playergui = service.PlayerGui --[[ local TopbarMatchAdmin = client.GetReturn("Setting","TopbarMatchAdmin") local TopbarColor = client.GetReturn("Setting","TopbarColor") local TopbarTransparency = client.GetReturn("Setting","TopbarTransparency") local TopbarText = client.GetReturn("Setting","TopbarText") if not TopbarMatchAdmin then local text=TopbarText if text=="%TIME" then cPcall(function() repeat local t4=GetTime() local nt4 local hour=t4:match("%d+") if tonumber(hour)>12 or tonumber(hour)<1 then nt4=`{math.abs(tonumber(hour)-12)}{t4:match(":%d+")} PM` else nt4=`{t4} AM` end bar.Text=`{t4} / {nt4}` until not wait(1) end) else bar.Text=TopbarText end bar.BackgroundColor3=TopbarColor bar.BorderSizePixel=0 bar.BackgroundTransparency=TopbarTransparency end --]] bar.Position=UDim2.new(0,0,0,-40) gTable:Ready() end
--!nonstrict
local function strict(t, name) name = name or tostring(t) return setmetatable(t, { __index = function(_self, key) local message = ("%q (%s) is not a valid member of %s"):format(tostring(key), typeof(key), name) error(message, 2) end, __newindex = function(_self, key, _value) local message = ("%q (%s) is not a valid member of %s"):format(tostring(key), typeof(key), name) error(message, 2) end, }) end return strict
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") Camera = game:GetService("Workspace").CurrentCamera Animations = {} LocalObjects = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") Rate = (1 / 60) SpeedMultiplier = 1.5 CameraSpeed = { X = 40*SpeedMultiplier, Z = 60*SpeedMultiplier } Controls = { Forward = { Mode = false, Keys = {Key = "w", ByteKey = 17} }, Backward = { Mode = false, Keys = {Key = "s", ByteKey = 18} }, Left = { Mode = false, Keys = {Key = "a", ByteKey = 20} }, Right = { Mode = false, Keys = {Key = "d", ByteKey = 19} }, } ToolEquipped = false function HandleFlightControl() if not CheckIfAlive() then return end if FightMonitor then FightMonitor:disconnect() end FightMonitor = Torso.ChildAdded:connect(function(Child) if Flying then return end if Child.Name == "FlightHold" then local FlightSpin = Torso:FindFirstChild("FlightSpin") local FlightPower = Torso:FindFirstChild("FlightPower") local FlightHold = Torso:FindFirstChild("FlightHold") if not FlightSpin or not FlightPower or not FlightHold then return end Flying = true Humanoid.WalkSpeed = 0 Humanoid.PlatformStand = true Humanoid.AutoRotate = false DisableJump(true) Torso.Velocity = Vector3.new(0, 0, 0) Torso.RotVelocity = Vector3.new(0, 0, 0) local IsMoving = false while Flying and FlightSpin.Parent and FlightPower.Parent and FlightHold.Parent and CheckIfAlive() do local NewPush = Vector3.new(0, 0, 0) local ForwardVector = Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(0, 0, -1)) local SideVector = Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(-1, 0, 0)) local CoordinateFrame = Camera.CoordinateFrame local localControlVector = CFrame.new(Vector3.new(0,0,0),CoordinateFrame.lookVector*Vector3.new(1,0,1)):vectorToObjectSpace(Humanoid.MoveDirection) NewPush = NewPush + ((ForwardVector * CameraSpeed.Z * -localControlVector.z) or NewPush) NewPush = NewPush + ((SideVector * CameraSpeed.X * -localControlVector.x) or NewPush) --NewPush = (NewPush + (((Controls.Forward.Mode and not Controls.Backward.Mode) and (ForwardVector * CameraSpeed.Z)) or ((not Controls.Forward.Mode and Controls.Backward.Mode) and (ForwardVector * CameraSpeed.Z * -1)) or NewPush)) --NewPush = (NewPush + (((Controls.Left.Mode and not Controls.Right.Mode) and (SideVector * CameraSpeed.X)) or ((not Controls.Left.Mode and Controls.Right.Mode) and (SideVector * CameraSpeed.X * -1)) or NewPush)) FlightSpin.cframe = CFrame.new(Vector3.new(0, 0, 0), ForwardVector) if NewPush.magnitude < 1 then FlightHold.maxForce = Vector3.new((FlightHold.P * 100), (FlightHold.P * 100), (FlightHold.P * 100)) FlightPower.maxForce = Vector3.new(0, 0, 0) if IsMoving then FlightHold.position = Torso.Position end IsMoving = false else IsMoving = true FlightHold.maxForce = Vector3.new(0, 0, 0) FlightPower.maxForce = Vector3.new((FlightPower.P * 100), (FlightPower.P * 100), (FlightPower.P * 100)) end FlightPower.velocity = NewPush wait(Rate) end Flying = false if CheckIfAlive() then Torso.Velocity = Vector3.new(0, 0, 0) Torso.RotVelocity = Vector3.new(0, 0, 0) Humanoid.WalkSpeed = 16 Humanoid.PlatformStand = false Humanoid.AutoRotate = true DisableJump(false) Humanoid:ChangeState(Enum.HumanoidStateType.Freefall) end end end) end function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end end end function DisableJump(Boolean) if PreventJump then PreventJump:disconnect() end if Boolean then PreventJump = Humanoid.Changed:connect(function(Property) if Property == "Jump" then Humanoid.Jump = false end end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function KeyPress(Key, Down) local Key = string.lower(Key) local ByteKey = string.byte(Key) for i, v in pairs(Controls) do if Key == v.Keys.Key or ByteKey == v.Keys.ByteKey then Controls[i].Mode = Down end end end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("HumanoidRootPart") ToolEquipped = true if not CheckIfAlive() then return end Mouse.KeyDown:connect(function(Key) KeyPress(Key, true) end) Mouse.KeyUp:connect(function(Key) KeyPress(Key, false) end) Spawn(HandleFlightControl) end function Unequipped() Flying = false LocalObjects = {} for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end for i, v in pairs({PreventJump, FightMonitor}) do if v then v:disconnect() end end for i, v in pairs(Controls) do Controls[i].Mode = false end Animations = {} ToolEquipped = false end function InvokeServer(mode, value) local ServerReturn pcall(function() ServerReturn = ServerControl:InvokeServer(mode, value) end) return ServerReturn end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- organises springs by speed and damping, for batch processing
local springBuckets: {[number]: {[number]: Set<Spring>}} = {}
--NPC Script --This script opens the door if an NPC touches it. --Unless you know what you're doing, do not modify this script.
local opening = false --This creates a bool to check if the door is opening. script.Parent.Touched:Connect(function(hit) --This detects a touch on the door. local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") --This identifies the humanoid. if humanoid ~= nil and script.Parent.CanCollide == true then --This checks if a character touched the door and the door is closed. local humanoidwalkspeed --This creates a value to save the walk speed of the humanoid. local player = game.Players:GetPlayerFromCharacter(hit.Parent) --This finds a player in the server. if player == nil and opening == false then --This ensures that there is no connected player to the character and that the door isn't opening yet. opening = true --This ensures that the script does not repeat the currently running code. humanoidwalkspeed = humanoid.WalkSpeed --This saves the current walk speed of the humanoid. wait(0.001) --This gives the script time to completely save the humanoid's current walk speed. humanoid.WalkSpeed = 0 --This stops the humanoid from walking. script.Parent.Unlock:Play() --This plays the "Door Knob" sound. wait(1.1) --There is a delay for opening the door. script.Parent.Open:Play() --This plays the door open sound. script.Parent.Transparency = 0.25 --This causes the door to be slightly transparent. script.Parent.CanCollide = false --This causes the door to stop colliding. wait(1) --The NPC will delay before walking through the door. humanoid.WalkSpeed = humanoidwalkspeed --This resets the humanoid walk speed to the original. wait(1) --This gives the NPC time to stop touching the door. opening = false --This allows the script to run the code again as long as the door is closed. end end end)
-- Implements Javascript's `Array.prototype.map` as defined below -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/some
return function<T, U>(t: Array<T>, callback: callbackFn<T> | callbackFnWithThisArg<T, U>, thisArg: U?) if typeof(t) ~= "table" then error(string.format("Array.some called on %s", typeof(t))) end if typeof(callback) ~= "function" then error("callback is not a function") end for i, value in ipairs(t) do if thisArg ~= nil then if value ~= nil and (callback :: callbackFnWithThisArg<T, U>)(thisArg, value, i, t) then return true end else if value ~= nil and (callback :: callbackFn<T>)(value, i, t) then return true end end end return false end
--Tune
local _Select = "AllSeason" --(AllSeason, Slicks, SemiSlicks, AllTerrain, DragRadials, Custom) Caps and space sensitive local _Custom = { TireWearOn = true , --Friction and Wear FWearSpeed = .2 , --How fast your tires will degrade (Front) FTargetFriction = .58 , --Friction in optimal conditions (Front) FMinFriction = 0.35 , --Friction in worst conditions (Front) RWearSpeed = .2 , --How fast your tires will degrade (Rear) RTargetFriction = .63 , --Friction in optimal conditions (Rear) RMinFriction = 0.35 , --Friction in worst conditions (Rear) --Tire Slip TCSOffRatio = 1 , --How much optimal grip your car will lose with TCS off, set to 1 if you dont want any losses. WheelLockRatio = 1/6 , --How much grip your car will lose when locking the wheels WheelspinRatio = 1/1.2 , --How much grip your car will lose when spinning the wheels --Wheel Properties FFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) (PGS) RFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) (PGS) FLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) RLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) FElasticity = 0 , --How much your wheel will bounce (Front) (PGS) RElasticity = 0 , --How much your wheel will bounce (Rear) (PGS) FLgcyElasticity = 0 , --How much your wheel will bounce (Front) RLgcyElasticity = 0 , --How much your wheel will bounce (Rear) FElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) (PGS) RElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) (PGS) FLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) RLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _AllSeason = { TireWearOn = true , --Friction and Wear FWearSpeed = .2 , --Don't change this FTargetFriction = .6 , -- .58 to .63 FMinFriction = 0.35 , --Don't change this RWearSpeed = .2 , --Don't change this RTargetFriction = .6 , -- .58 to .63 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 2 , --Don't change this RFrictionWeight = 2 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _Slicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .6 , --Don't change this FTargetFriction = .93 , -- .88 to .93 FMinFriction = 0.35 , --Don't change this RWearSpeed = .6 , --Don't change this RTargetFriction = .93 , -- .88 to .93 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _SemiSlicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .5 , --Don't change this FTargetFriction = .78 , -- .73 to .78 FMinFriction = 0.35 , --Don't change this RWearSpeed = .5 , --Don't change this RTargetFriction = .78 , -- .73 to .78 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _AllTerrain = { TireWearOn = true , --Friction and Wear FWearSpeed = .3 , --Don't change this FTargetFriction = .5 , -- .48 to .53 FMinFriction = 0.35 , --Don't change this RWearSpeed = .3 , --Don't change this RTargetFriction = .5 , -- .48 to .53 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 10 , --Don't change this RFrictionWeight = 10 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _DragRadials = { TireWearOn = true , --Friction and Wear FWearSpeed = 30 , --Don't change this FTargetFriction = 1.2 , -- 1.18 to 1.23 FMinFriction = 0.35 , --Don't change this RWearSpeed = 30 , --Don't change this RTargetFriction = 1.2 , -- 1.18 to 1.23 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 1 , --Don't change this RFrictionWeight = 1 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 20 , --Don't change this } local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local cValues = script.Parent.Parent:WaitForChild("Values") local _WHEELTUNE = _AllSeason if _Select == "DragRadials" then _WHEELTUNE = _DragRadials elseif _Select == "Custom" then _WHEELTUNE = _Custom elseif _Select == "AllTerrain" then _WHEELTUNE = _AllTerrain elseif _Select == "Slicks" then _WHEELTUNE = _Slicks elseif _Select == "SemiSlicks" then _WHEELTUNE = _SemiSlicks else _WHEELTUNE = _AllSeason end car.DriveSeat.TireStats.Fwear.Value = _WHEELTUNE.FWearSpeed car.DriveSeat.TireStats.Ffriction.Value = _WHEELTUNE.FTargetFriction car.DriveSeat.TireStats.Fminfriction.Value = _WHEELTUNE.FMinFriction car.DriveSeat.TireStats.Ffweight.Value = _WHEELTUNE.FFrictionWeight car.DriveSeat.TireStats.Rwear.Value = _WHEELTUNE.RWearSpeed car.DriveSeat.TireStats.Rfriction.Value = _WHEELTUNE.RTargetFriction car.DriveSeat.TireStats.Rminfriction.Value = _WHEELTUNE.RMinFriction car.DriveSeat.TireStats.Rfweight.Value = _WHEELTUNE.RFrictionWeight car.DriveSeat.TireStats.TCS.Value = _WHEELTUNE.TCSOffRatio car.DriveSeat.TireStats.Lock.Value = _WHEELTUNE.WheelLockRatio car.DriveSeat.TireStats.Spin.Value = _WHEELTUNE.WheelspinRatio car.DriveSeat.TireStats.Reg.Value = _WHEELTUNE.RegenSpeed
--[[ Returns a new promise that: * is resolved when all input promises resolve * is rejected if ANY input promises reject ]]
function Promise._all(traceback, promises, amount) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.all"), 3) end -- We need to check that each value is a promise here so that we can produce -- a proper error rather than a rejected promise with our error. for i, promise in pairs(promises) do if not Promise.is(promise) then error(string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.all", tostring(i)), 3) end end -- If there are no values then return an already resolved promise. if #promises == 0 or amount == 0 then return Promise.resolve({}) end return Promise._new(traceback, function(resolve, reject, onCancel) -- An array to contain our resolved values from the given promises. local resolvedValues = {} local newPromises = {} -- Keep a count of resolved promises because just checking the resolved -- values length wouldn't account for promises that resolve with nil. local resolvedCount = 0 local rejectedCount = 0 local done = false local function cancel() for _, promise in ipairs(newPromises) do promise:cancel() end end -- Called when a single value is resolved and resolves if all are done. local function resolveOne(i, ...) if done then return end resolvedCount = resolvedCount + 1 if amount == nil then resolvedValues[i] = ... else resolvedValues[resolvedCount] = ... end if resolvedCount >= (amount or #promises) then done = true resolve(resolvedValues) cancel() end end onCancel(cancel) -- We can assume the values inside `promises` are all promises since we -- checked above. for i, promise in ipairs(promises) do newPromises[i] = promise:andThen( function(...) resolveOne(i, ...) end, function(...) rejectedCount = rejectedCount + 1 if amount == nil or #promises - rejectedCount < amount then cancel() done = true reject(...) end end ) end if done then cancel() end end) end function Promise.all(promises) return Promise._all(debug.traceback(nil, 2), promises) end function Promise.some(promises, amount) assert(type(amount) == "number", "Bad argument #2 to Promise.some: must be a number") return Promise._all(debug.traceback(nil, 2), promises, amount) end function Promise.any(promises) return Promise._all(debug.traceback(nil, 2), promises, 1):andThen(function(values) return values[1] end) end function Promise.allSettled(promises) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.allSettled"), 2) end -- We need to check that each value is a promise here so that we can produce -- a proper error rather than a rejected promise with our error. for i, promise in pairs(promises) do if not Promise.is(promise) then error(string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.allSettled", tostring(i)), 2) end end -- If there are no values then return an already resolved promise. if #promises == 0 then return Promise.resolve({}) end return Promise._new(debug.traceback(nil, 2), function(resolve, _, onCancel) -- An array to contain our resolved values from the given promises. local fates = {} local newPromises = {} -- Keep a count of resolved promises because just checking the resolved -- values length wouldn't account for promises that resolve with nil. local finishedCount = 0 -- Called when a single value is resolved and resolves if all are done. local function resolveOne(i, ...) finishedCount = finishedCount + 1 fates[i] = ... if finishedCount >= #promises then resolve(fates) end end onCancel(function() for _, promise in ipairs(newPromises) do promise:cancel() end end) -- We can assume the values inside `promises` are all promises since we -- checked above. for i, promise in ipairs(promises) do newPromises[i] = promise:finally( function(...) resolveOne(i, ...) end ) end end) end
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); local u2 = {}; return function(p1) if u2[p1] then return u2[p1]; end; local u3 = nil; pcall(function() u3 = u1.MarketplaceService:GetProductInfo(p1, Enum.InfoType.GamePass); end); if u3 then u2[p1] = u3; end; return u3; end;
-- declarations
local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid") Humanoid.Health=150
--I M P O R T A N T-- ------------------------------------------------------------------------ --Don't change any of this unless you know what you are doing. --This script is the blur affect but also the exit button script. ------------------------------------------------------------------------
local blur = game.Lighting.Blur local frame = script.Parent local close = script.Parent.CloseButton local player = game.Players.LocalPlayer if frame.Visible == true then blur.Enabled = true end close.MouseButton1Click:Connect(function() frame.Visible = false end) close.MouseButton1Click:Connect(function() blur.Enabled = false end)
--NinjaGiant-- --NinjaGiant-- --NinjaGiant-- --NinjaGiant-- --NinjaGiant--
function o(i) local touch = i:findFirstChild("Touch") if (touch == nil) then return end
-- Create class
local FreeDragging = {} FreeDragging.__index = FreeDragging function FreeDragging.new(Tool) local self = { Tool = Tool; -- Dragging state IsDragging = false; StartScreenPoint = nil; StartTarget = nil; CrossthroughCorrection = nil; LastSelection = nil; LastBasePartOffset = nil; Target = nil; TargetPoint = nil; TargetNormal = nil; LastTargetNormal = nil; CornerOffsets = nil; -- Surface alignment state TriggerAlignment = nil; SurfaceAlignment = nil; LastSurfaceAlignment = nil; } setmetatable(self, FreeDragging) -- Listen for free dragging ending self:InstallDragEndListener() -- Return initialized module return self end function FreeDragging:EnableDragging() -- Enables part dragging local function HandleDragStart(Action, State, Input) if State.Name ~= 'Begin' then return Enum.ContextActionResult.Pass end -- Get mouse target local TargetPart = Core.Mouse.Target if (not TargetPart) or Selection.Multiselecting then return Enum.ContextActionResult.Pass end -- Make sure target is draggable, unless snapping local IsSnapping = UserInputService:IsKeyDown(Enum.KeyCode.R) and #Selection.Items > 0 if not Core.IsSelectable({ TargetPart }) and not IsSnapping then return Enum.ContextActionResult.Pass end -- Initialize dragging detection data self.StartTarget = TargetPart self.StartScreenPoint = Vector2.new(Core.Mouse.X, Core.Mouse.Y) -- Select unselected target, if not snapping local _, ScopeTarget = Core.Targeting:UpdateTarget() if not Selection.IsSelected(ScopeTarget) and not IsSnapping then Core.Targeting.SelectTarget(true) Core.Targeting.CancelSelecting() end local function HandlePotentialDragStart(Action, State, Input) if State.Name ~= 'Change' then return Enum.ContextActionResult.Pass end -- Trigger dragging if the mouse is moved over 2 pixels local DragScreenDistance = self.StartScreenPoint and (Vector2.new(Core.Mouse.X, Core.Mouse.Y) - self.StartScreenPoint).Magnitude if DragScreenDistance >= 2 then -- Prepare for dragging BoundingBox.ClearBoundingBox() self:SetUpDragging(self.StartTarget, SnapTracking.Enabled and self.Tool.SnappedPoint or nil) -- Stop watching for potential dragging ContextActionService:UnbindAction 'BT: Watch for dragging' end -- Pass input if not a touch interaction if Input.UserInputType.Name ~= 'Touch' then return Enum.ContextActionResult.Pass end end -- Watch for potential dragging ContextActionService:BindAction('BT: Watch for dragging', HandlePotentialDragStart, false, Enum.UserInputType.MouseMovement, Enum.UserInputType.Touch ) end -- Pay attention to when the user intends to start dragging ContextActionService:BindAction('BT: Start dragging', HandleDragStart, false, Enum.UserInputType.MouseButton1, Enum.UserInputType.Touch ) end function FreeDragging:SetUpDragging(BasePart, BasePoint) -- Sets up and initiates dragging based on the given base part -- Prevent selection while dragging Core.Targeting.CancelSelecting() -- Prepare parts, and start dragging self.InitialPartStates, self.InitialModelStates = self.Tool:PrepareSelectionForDragging() self:StartDragging(BasePart, self.InitialPartStates, self.InitialModelStates, BasePoint) end function FreeDragging:StartDragging(BasePart, InitialPartStates, InitialModelStates, BasePoint) -- Begins dragging the selection -- Ensure dragging is not already ongoing if self.IsDragging then return end -- Indicate that we're dragging self.IsDragging = true -- Track changes self.Tool:TrackChange() -- Disable bounding box calculation BoundingBox.ClearBoundingBox() -- Cache area permissions information local AreaPermissions if Core.Mode == 'Tool' then AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player) end -- Ensure a base part is provided if not InitialPartStates[BasePart] then BasePart = next(InitialPartStates) if not BasePart then return end end -- Determine the base point for dragging local BasePartOffset = -BasePart.CFrame:pointToObjectSpace(Core.Mouse.Hit.p) -- Improve base point alignment for the given increment BasePartOffset = Vector3.new( math.clamp(MoveUtil.GetIncrementMultiple(BasePartOffset.X, self.Tool.Increment), -BasePart.Size.X / 2, BasePart.Size.X / 2), math.clamp(MoveUtil.GetIncrementMultiple(BasePartOffset.Y, self.Tool.Increment), -BasePart.Size.Y / 2, BasePart.Size.Y / 2), math.clamp(MoveUtil.GetIncrementMultiple(BasePartOffset.Z, self.Tool.Increment), -BasePart.Size.Z / 2, BasePart.Size.Z / 2) ) -- Use the given base point instead if any if BasePoint then BasePartOffset = -BasePart.CFrame:pointToObjectSpace(BasePoint) end -- Prepare snapping in case it is enabled, and make sure to override its default target selection SnapTracking.TargetBlacklist = Selection.Items self.Tool.Maid.DragSnapping = self.Tool.PointSnapped:Connect(function (SnappedPoint) -- Align the selection's base point to the snapped point local Rotation = self.SurfaceAlignment or (InitialPartStates[BasePart].CFrame - InitialPartStates[BasePart].CFrame.p) BasePart.CFrame = CFrame.new(SnappedPoint) * Rotation * CFrame.new(BasePartOffset) MoveUtil.TranslatePartsRelativeToPart(BasePart, InitialPartStates, InitialModelStates) -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then BasePart.CFrame = InitialPartStates[BasePart].CFrame MoveUtil.TranslatePartsRelativeToPart(BasePart, InitialPartStates, InitialModelStates) end end) -- Update cache of corner offsets for later crossthrough calculations self.CornerOffsets = GetCornerOffsets(InitialPartStates[BasePart].CFrame, InitialPartStates) -- Provide a callback to trigger alignment self.TriggerAlignment = function () -- Trigger drag recalculation self:DragToMouse(BasePart, BasePartOffset, InitialPartStates, InitialModelStates, AreaPermissions) -- Trigger snapping recalculation if SnapTracking.Enabled then self.Tool.PointSnapped:Fire(self.Tool.SnappedPoint) end end local function HandleDragChange(Action, State, Input) if State.Name == 'Change' then self:DragToMouse(BasePart, BasePartOffset, InitialPartStates, InitialModelStates, AreaPermissions) end return Enum.ContextActionResult.Pass end -- Start up the dragging ContextActionService:BindAction('BT: Dragging', HandleDragChange, false, Enum.UserInputType.MouseMovement, Enum.UserInputType.Touch ) end function FreeDragging:DragToMouse(BasePart, BasePartOffset, InitialPartStates, InitialModelStates, AreaPermissions) -- Drags the selection by `BasePart`, judging area authorization from `AreaPermissions` ---------------------------------------------- -- Check what and where the mouse is aiming at ---------------------------------------------- -- Don't consider other selected parts possible targets local IgnoreList = Support.CloneTable(Selection.Items) table.insert(IgnoreList, Core.Player and Core.Player.Character) -- Perform the mouse target search local Target, TargetPoint, TargetNormal = Workspace:FindPartOnRayWithIgnoreList( Ray.new(Core.Mouse.UnitRay.Origin, Core.Mouse.UnitRay.Direction * 5000), IgnoreList ) self.Target = Target self.TargetPoint = TargetPoint self.TargetNormal = TargetNormal -- Reset any surface alignment and calculated crossthrough if target surface changes if self.LastTargetNormal ~= self.TargetNormal then self.SurfaceAlignment = nil self.CrossthroughCorrection = nil end -- Reset any calculated crossthrough if selection, drag offset, or surface alignment change if (self.LastSelection ~= Selection.Items) or (self.LastBasePartOffset ~= BasePartOffset) or (self.LastSurfaceAlignment ~= self.SurfaceAlignment) then self.CrossthroughCorrection = nil end -- Save last dragging options for change detection self.LastSelection = Selection.Items self.LastBasePartOffset = BasePartOffset self.LastSurfaceAlignment = self.SurfaceAlignment self.LastTargetNormal = self.TargetNormal ------------------------------------------------ -- Move the selection towards any snapped points ------------------------------------------------ -- If snapping is enabled, skip regular dragging if SnapTracking.Enabled then return end ------------------------------------------------------ -- Move the selection towards the right mouse location ------------------------------------------------------ -- Get the increment-aligned target point self.TargetPoint = self:GetAlignedTargetPoint( self.Target, self.TargetPoint, self.TargetNormal, self.Tool.Increment ) -- Move the parts towards their target destination local Rotation = self.SurfaceAlignment or (InitialPartStates[BasePart].CFrame - InitialPartStates[BasePart].CFrame.p) local TargetCFrame = CFrame.new(self.TargetPoint) * Rotation * CFrame.new(BasePartOffset) -- Calculate crossthrough against target plane if necessary if not self.CrossthroughCorrection then self.CrossthroughCorrection = 0 -- Calculate each corner's tentative position for _, CornerOffset in pairs(self.CornerOffsets) do local Corner = TargetCFrame * CornerOffset -- Calculate the corner's target plane crossthrough local CornerCrossthrough = -(self.TargetPoint - Corner):Dot(self.TargetNormal) -- Check if this corner crosses through the most if CornerCrossthrough < self.CrossthroughCorrection then self.CrossthroughCorrection = CornerCrossthrough end end end -- Move the selection, retracted by the max. crossthrough amount BasePart.CFrame = TargetCFrame - (self.TargetNormal * self.CrossthroughCorrection) MoveUtil.TranslatePartsRelativeToPart(BasePart, InitialPartStates, InitialModelStates) ---------------------------------------- -- Check for relevant area authorization ---------------------------------------- -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then BasePart.CFrame = InitialPartStates[BasePart].CFrame MoveUtil.TranslatePartsRelativeToPart(BasePart, InitialPartStates, InitialModelStates) end end function FreeDragging:AlignSelectionToTarget() -- Aligns the selection to the current target surface while dragging -- Ensure dragging is ongoing if not self.IsDragging or not self.TargetNormal then return end -- Get target surface normal as arbitrarily oriented CFrame local TargetNormalCF = CFrame.new(Vector3.new(), self.TargetNormal) -- Use detected surface normal directly if not targeting a part if not self.Target then self.SurfaceAlignment = TargetNormalCF * CFrame.Angles(-math.pi / 2, 0, 0) -- For parts, calculate orientation based on the target surface, and the target part's orientation else -- Set upward direction to match the target surface normal local UpVector, LookVector, RightVector = self.TargetNormal -- Use target's rightward orientation for calculating orientation (when targeting forward or backward directions) local Target, TargetNormal = self.Target, self.TargetNormal if TargetNormal:isClose(Target.CFrame.lookVector, 0.000001) or TargetNormal:isClose(-Target.CFrame.lookVector, 0.000001) then LookVector = TargetNormal:Cross(Target.CFrame.rightVector).unit RightVector = LookVector:Cross(TargetNormal).unit -- Use target's forward orientation for calculating orientation (when targeting any other direction) else RightVector = Target.CFrame.lookVector:Cross(TargetNormal).unit LookVector = TargetNormal:Cross(RightVector).unit end -- Generate rotation matrix based on direction vectors self.SurfaceAlignment = CFrame.new( 0, 0, 0, RightVector.X, UpVector.X, -LookVector.X, RightVector.Y, UpVector.Y, -LookVector.Y, RightVector.Z, UpVector.Z, -LookVector.Z ) end -- Trigger alignment self:TriggerAlignment() end function FreeDragging:GetAlignedTargetPoint(Target, TargetPoint, TargetNormal, Increment) -- Returns the target point aligned to the nearest increment multiple -- By default, use the center of the universe for alignment on all axes local ReferencePoint = CFrame.new() local PlaneAxes = Vector3.new(1, 1, 1) ----------------------------------------------------------------------------- -- Detect appropriate reference points and plane axes for recognized surfaces ----------------------------------------------------------------------------- -- Make sure the target is a part if Target and Target:IsA 'BasePart' and Target.ClassName ~= 'Terrain' then local Size = Target.Size / 2 -- Calculate the direction of a wedge surface local WedgeDirection = (Target.CFrame - Target.CFrame.p) * CFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), math.atan(Target.Size.Z / Target.Size.Y)) -- Calculate the direction of a corner part's Z-axis surface local CornerDirectionZ = (Target.CFrame - Target.CFrame.p) * CFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), math.pi - math.atan(Target.Size.Z / Target.Size.Y)) -- Calculate the direction of a corner part's X-axis surface local CornerDirectionX = (Target.CFrame - Target.CFrame.p) * CFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.Z), math.atan(Target.Size.Y / Target.Size.X)) * CFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), math.pi / 2) * CFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.Z), -math.pi / 2) -- Get the right alignment reference point on a part's front surface if TargetNormal:isClose(Target.CFrame.lookVector, 0.000001) then ReferencePoint = Target.CFrame * CFrame.new(Size.X, Size.Y, -Size.Z) PlaneAxes = Vector3.new(1, 1, 0) -- Get the right alignment reference point on a part's back surface elseif TargetNormal:isClose(-Target.CFrame.lookVector, 0.000001) then ReferencePoint = Target.CFrame * CFrame.new(-Size.X, Size.Y, Size.Z) PlaneAxes = Vector3.new(1, 1, 0) -- Get the right alignment reference point on a part's left surface elseif TargetNormal:isClose(-Target.CFrame.rightVector, 0.000001) then ReferencePoint = Target.CFrame * CFrame.new(-Size.X, Size.Y, -Size.Z) PlaneAxes = Vector3.new(0, 1, 1) -- Get the right alignment reference point on a part's right surface elseif TargetNormal:isClose(Target.CFrame.rightVector, 0.000001) then ReferencePoint = Target.CFrame * CFrame.new(Size.X, Size.Y, Size.Z) PlaneAxes = Vector3.new(0, 1, 1) -- Get the right alignment reference point on a part's upper surface elseif TargetNormal:isClose(Target.CFrame.upVector, 0.000001) then ReferencePoint = Target.CFrame * CFrame.new(Size.X, Size.Y, Size.Z) PlaneAxes = Vector3.new(1, 0, 1) -- Get the right alignment reference point on a part's bottom surface elseif TargetNormal:isClose(-Target.CFrame.upVector, 0.000001) then ReferencePoint = Target.CFrame * CFrame.new(Size.X, -Size.Y, -Size.Z) PlaneAxes = Vector3.new(1, 0, 1) -- Get the right alignment reference point on wedged part surfaces elseif TargetNormal:isClose(WedgeDirection.lookVector, 0.000001) then -- Get reference point oriented to wedge plane ReferencePoint = WedgeDirection * CFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), -math.pi / 2) + (Target.CFrame * Vector3.new(Size.X, Size.Y, Size.Z)) -- Set plane offset axes PlaneAxes = Vector3.new(1, 0, 1) -- Get the right alignment reference point on the Z-axis surface of a corner part elseif TargetNormal:isClose(CornerDirectionZ.lookVector, 0.000001) then -- Get reference point oriented to wedged plane ReferencePoint = CornerDirectionZ * CFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), -math.pi / 2) + (Target.CFrame * Vector3.new(-Size.X, Size.Y, -Size.Z)) -- Set plane offset axes PlaneAxes = Vector3.new(1, 0, 1) -- Get the right alignment reference point on the X-axis surface of a corner part elseif TargetNormal:isClose(CornerDirectionX.lookVector, 0.000001) then -- Get reference point oriented to wedged plane ReferencePoint = CornerDirectionX * CFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), -math.pi / 2) + (Target.CFrame * Vector3.new(Size.X, Size.Y, -Size.Z)) -- Set plane offset axes PlaneAxes = Vector3.new(1, 0, 1) -- Return an unaligned point for unrecognized surfaces else return TargetPoint end end ------------------------------------- -- Calculate the aligned target point ------------------------------------- -- Get target point offset from reference point local ReferencePointOffset = ReferencePoint:inverse() * CFrame.new(TargetPoint) -- Align target point on increment grid from reference point along the plane axes local AlignedTargetPoint = ReferencePoint * (Vector3.new( MoveUtil.GetIncrementMultiple(ReferencePointOffset.X, Increment), MoveUtil.GetIncrementMultiple(ReferencePointOffset.Y, Increment), MoveUtil.GetIncrementMultiple(ReferencePointOffset.Z, Increment) ) * PlaneAxes) -- Return the aligned target point return AlignedTargetPoint end function FreeDragging:FinishDragging() -- Releases parts and registers position changes from dragging -- Make sure dragging is active if not self.IsDragging then return end -- Indicate that we're no longer dragging self.IsDragging = false -- Clear any surface alignment self.SurfaceAlignment = nil -- Stop the dragging action ContextActionService:UnbindAction 'BT: Dragging' -- Stop, clean up snapping point tracking SnapTracking.StopTracking() self.Tool.Maid.DragSnapping = nil -- Restore the original state of each part for Part, State in pairs(self.InitialPartStates) do Part:MakeJoints() Core.RestoreJoints(State.Joints) Part.CanCollide = State.CanCollide Part.Anchored = State.Anchored end -- Register changes self.Tool:RegisterChange() end
-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:Connect(function(msg) local emote = "" if (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid) end end)
-- A ModuleScript inside your hooks folder.
return function (registry) registry:RegisterHook("BeforeRun", function(context) if context.Group == "DefaultAdmin" and context.Executor.UserId ~= game.CreatorId then return "You don't have permission to run this command" end end) end
--on
script.Parent.Cover.Transparency = 0 else on = false
--[[Engine]] --Torque Curve
Tune.Horsepower = 480 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 500 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 3900 -- Use sliders to manipulate values Tune.Redline = 4500 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 4500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16
---Basic_Settings:---
local light = true -- Set to false if u dont have light added local maxv = 114 -- Max Speed In REAL KT.. Check Online for the real Aviation speed for this plane local minspeed = -30 -- min speed In real KT local Spd_keep = true-- Set to false if U dont want the function to Speed up/down if u hold M/N down, and after release it stops
--script.Parent.Keyhole.ClickDetector.MouseClick:connect(onClicked)
-- ROBLOX deviation START: exporting types without a namespace prefix
export type MatcherState = JestMatcherState export type Matcher<R> = MatcherInterface<R>
--//SS6 PLUGIN; SPLASH//--
--//INSPARE 2017//-- local ai = script.Parent.Main_Frame.A.Frame.ImageLabel local bi = script.Parent.Main_Frame.B.Frame.ImageLabel local ci = script.Parent.Main_Frame.C.Frame.ImageLabel local di = script.Parent.Main_Frame.D.Frame.ImageLabel local ei = script.Parent.Main_Frame.E.Frame.ImageLabel ai.Size = UDim2.new(15,0,9,0) bi.Size = UDim2.new(15,0,9,0) ci.Size = UDim2.new(15,0,9,0) di.Size = UDim2.new(15,0,9,0) ei.Size = UDim2.new(15,0,9,0) wait(.2) script.Parent.SplashFade.WI:Play() while true do for i=1,2 do for i=1,4 do ai.Position = ai.Position - UDim2.new(3,0,0,0) bi.Position = bi.Position - UDim2.new(3,0,0,0) ci.Position = ci.Position - UDim2.new(3,0,0,0) di.Position = di.Position - UDim2.new(3,0,0,0) ei.Position = ei.Position - UDim2.new(3,0,0,0) wait(.045) end ai.Position = ai.Position + UDim2.new(12,0,-3,0) bi.Position = bi.Position + UDim2.new(12,0,-3,0) ci.Position = ci.Position + UDim2.new(12,0,-3,0) di.Position = di.Position + UDim2.new(12,0,-3,0) ei.Position = ei.Position + UDim2.new(12,0,-3,0) wait(.045) end for i=1,2 do ai.Position = ai.Position - UDim2.new(3,0,0,0) bi.Position = bi.Position - UDim2.new(3,0,0,0) ci.Position = ci.Position - UDim2.new(3,0,0,0) di.Position = di.Position - UDim2.new(3,0,0,0) ei.Position = ei.Position - UDim2.new(3,0,0,0) wait(.045) end ai.Position = ai.Position + UDim2.new(6,0,6,0) bi.Position = bi.Position + UDim2.new(6,0,6,0) ci.Position = ci.Position + UDim2.new(6,0,6,0) di.Position = di.Position + UDim2.new(6,0,6,0) ei.Position = ei.Position + UDim2.new(6,0,6,0) wait(.045) end
--[=[ @interface ItemInfo A table containing information about one of the items that has been registered with the Merch Booth. You can interface with these objects using the [MerchBooth.getItems] function. .assetId number -- Add ID of the item, as passed to [MerchBooth.addItemAsync] .title string -- Name of the item as it appears in the catalog .price number -- Price in Robux of the item .description string -- Description of the item as it appears in the catalog .assetType Enum.AssetType -- Type of asset that as it appears in the Marketplace .viewportObject Accessory -- A 3D object to represent the item .creatorName string -- Name of the user or group that created the asset .creatorType Enum.CreatorType -- Type of the user/group that created the asset @within MerchBooth ]=]
export type ItemInfo = { assetId: number, title: string?, price: number?, description: string?, assetType: Enum.AssetType?, viewportObject: Accessory?, creatorName: string?, creatorType: Enum.CreatorType?, hiddenFromCatalog: boolean, isOwned: boolean?, productType: Enum.InfoType?, iconId: number?, }
-- print("Loading anims " .. name)
table.insert(animTable[name].connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
--[[** ensures value is a table and all keys pass keyCheck and all values pass valueCheck @param keyCheck The function to use to check the keys @param valueCheck The function to use to check the values @returns A function that will return true iff the condition is passed **--]]
function t.map(keyCheck, valueCheck) assert(t.callback(keyCheck), t.callback(valueCheck)) local keyChecker = t.keys(keyCheck) local valueChecker = t.values(valueCheck) return function(value) local keySuccess, keyErr = keyChecker(value) if not keySuccess then return false, keyErr or "" end local valueSuccess, valueErr = valueChecker(value) if not valueSuccess then return false, valueErr or "" end return true end end
---------------------------------------------------------------------------------------------------- -----------------=[ General ]=---------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
TeamKill = false --- Enable TeamKill? ,TeamDamageMultiplier = 1 --- Between 0-1 | This will make you cause less damage if you hit your teammate ,ReplicatedBullets = true --- Keep in mind that some bullets will pass through surfaces... ,AntiBunnyHop = true --- Enable anti bunny hop system? ,JumpCoolDown = 3 --- Seconds before you can jump again ,JumpPower = 50 --- Jump power, default is 50 ,RealisticLaser = false --- True = Laser line is invisible ,ReplicatedLaser = true ,ReplicatedFlashlight = true ,EnableRagdoll = true --- Enable ragdoll death? ,TeamTags = true --- Aaaaaaa ,HitmarkerSound = false --- GGWP MLG 360 NO SCOPE xD
--- Sets whether the command is in a valid state or not. -- Cannot submit if in invalid state.
function Window:SetIsValidInput(isValid, errorText) Entry.TextBox.TextColor3 = isValid and Color3.fromRGB(255, 255, 255) or Color3.fromRGB(255, 73, 73) self.Valid = isValid self._errorText = errorText end
--XxMegamanxX
function onTouch(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and hit.Parent:findFirstChild("Sling") == nil then local suit = script.Parent.Parent["Sling"]:clone() suit.Parent = hit.Parent local G = suit:getChildren() for i=1, #G do if G[i].className == "Part" or "UnionOperation" or "MeshPart" then local suitW = Instance.new("Weld") suitW.Part0 = suit.MainPart suitW.Part1 = G[i] local autoW = CFrame.new(suit.MainPart.Position) suitW.C0 = suit.MainPart.CFrame:inverse()*autoW suitW.C1 = G[i].CFrame:inverse()*autoW suitW.Parent = suit.MainPart end local bpW = Instance.new("Weld") bpW.Part0 = hit.Parent["Torso"] bpW.Part1 = suit.MainPart bpW.C0 = CFrame.new(0, 0, 0) bpW.Parent = suit.MainPart end local c = suit:getChildren() for i=1, #c do c[i].Anchored = false c[i].CanCollide = false end end end script.Parent.Touched:connect(onTouch)
-- Was called OnMoveTouchEnded in previous version
function DynamicThumbstick:OnInputEnded() self.moveTouchObject = nil self.moveVector = ZERO_VECTOR3 self:FadeThumbstick(false) end function DynamicThumbstick:FadeThumbstick(visible) if not visible and self.moveTouchObject then return end if self.isFirstTouch then return end if self.startImageFadeTween then self.startImageFadeTween:Cancel() end if self.endImageFadeTween then self.endImageFadeTween:Cancel() end for i = 1, #self.middleImages do if self. middleImageFadeTweens[i] then self.middleImageFadeTweens[i]:Cancel() end end if visible then self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0 }) self.startImageFadeTween:Play() self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0.2 }) self.endImageFadeTween:Play() for i = 1, #self.middleImages do self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = MIDDLE_TRANSPARENCIES[i] }) self.middleImageFadeTweens[i]:Play() end else self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.startImageFadeTween:Play() self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.endImageFadeTween:Play() for i = 1, #self.middleImages do self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.middleImageFadeTweens[i]:Play() end end end function DynamicThumbstick:FadeThumbstickFrame(fadeDuration, fadeRatio) self.fadeInAndOutHalfDuration = fadeDuration * 0.5 self.fadeInAndOutBalance = fadeRatio self.tweenInAlphaStart = tick() end function DynamicThumbstick:InputInFrame(inputObject) local frameCornerTopLeft = self.thumbstickFrame.AbsolutePosition local frameCornerBottomRight = frameCornerTopLeft + self.thumbstickFrame.AbsoluteSize local inputPosition = inputObject.Position if inputPosition.X >= frameCornerTopLeft.X and inputPosition.Y >= frameCornerTopLeft.Y then if inputPosition.X <= frameCornerBottomRight.X and inputPosition.Y <= frameCornerBottomRight.Y then return true end end return false end function DynamicThumbstick:DoFadeInBackground() local playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") local hasFadedBackgroundInOrientation = false -- only fade in/out the background once per orientation if playerGui then if playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight then hasFadedBackgroundInOrientation = self.hasFadedBackgroundInLandscape self.hasFadedBackgroundInLandscape = true elseif playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait then hasFadedBackgroundInOrientation = self.hasFadedBackgroundInPortrait self.hasFadedBackgroundInPortrait = true end end if not hasFadedBackgroundInOrientation then self.fadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT self.fadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT self.tweenInAlphaStart = tick() end end function DynamicThumbstick:DoMove(direction) local currentMoveVector = direction -- Scaled Radial Dead Zone local inputAxisMagnitude = currentMoveVector.magnitude if inputAxisMagnitude < self.radiusOfDeadZone then currentMoveVector = Vector3.new() else currentMoveVector = currentMoveVector.unit*( 1 - math.max(0, (self.radiusOfMaxSpeed - currentMoveVector.magnitude)/self.radiusOfMaxSpeed) ) currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y) end self.moveVector = currentMoveVector end function DynamicThumbstick:LayoutMiddleImages(startPos, endPos) local startDist = (self.thumbstickSize / 2) + self.middleSize local vector = endPos - startPos local distAvailable = vector.magnitude - (self.thumbstickRingSize / 2) - self.middleSize local direction = vector.unit local distNeeded = self.middleSpacing * NUM_MIDDLE_IMAGES local spacing = self.middleSpacing if distNeeded < distAvailable then spacing = distAvailable / NUM_MIDDLE_IMAGES end for i = 1, NUM_MIDDLE_IMAGES do local image = self.middleImages[i] local distWithout = startDist + (spacing * (i - 2)) local currentDist = startDist + (spacing * (i - 1)) if distWithout < distAvailable then local pos = endPos - direction * currentDist local exposedFraction = math.clamp(1 - ((currentDist - distAvailable) / spacing), 0, 1) image.Visible = true image.Position = UDim2.new(0, pos.X, 0, pos.Y) image.Size = UDim2.new(0, self.middleSize * exposedFraction, 0, self.middleSize * exposedFraction) else image.Visible = false end end end function DynamicThumbstick:MoveStick(pos) local vector2StartPosition = Vector2.new(self.moveTouchStartPosition.X, self.moveTouchStartPosition.Y) local startPos = vector2StartPosition - self.thumbstickFrame.AbsolutePosition local endPos = Vector2.new(pos.X, pos.Y) - self.thumbstickFrame.AbsolutePosition self.endImage.Position = UDim2.new(0, endPos.X, 0, endPos.Y) self:LayoutMiddleImages(startPos, endPos) end function DynamicThumbstick:BindContextActions() local function inputBegan(inputObject) if self.moveTouchObject then return Enum.ContextActionResult.Pass end if not self:InputInFrame(inputObject) then return Enum.ContextActionResult.Pass end if self.isFirstTouch then self.isFirstTouch = false local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out,0,false,0) TweenService:Create(self.startImage, tweenInfo, {Size = UDim2.new(0, 0, 0, 0)}):Play() TweenService:Create( self.endImage, tweenInfo, {Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize), ImageColor3 = Color3.new(0,0,0)} ):Play() end self.moveTouchLockedIn = false self.moveTouchObject = inputObject self.moveTouchStartPosition = inputObject.Position self.moveTouchFirstChanged = true if FADE_IN_OUT_BACKGROUND then self:DoFadeInBackground() end return Enum.ContextActionResult.Pass end local function inputChanged(inputObject) if inputObject == self.moveTouchObject then if self.moveTouchFirstChanged then self.moveTouchFirstChanged = false local startPosVec2 = Vector2.new( inputObject.Position.X - self.thumbstickFrame.AbsolutePosition.X, inputObject.Position.Y - self.thumbstickFrame.AbsolutePosition.Y ) self.startImage.Visible = true self.startImage.Position = UDim2.new(0, startPosVec2.X, 0, startPosVec2.Y) self.endImage.Visible = true self.endImage.Position = self.startImage.Position self:FadeThumbstick(true) self:MoveStick(inputObject.Position) end self.moveTouchLockedIn = true local direction = Vector2.new( inputObject.Position.x - self.moveTouchStartPosition.x, inputObject.Position.y - self.moveTouchStartPosition.y ) if math.abs(direction.x) > 0 or math.abs(direction.y) > 0 then self:DoMove(direction) self:MoveStick(inputObject.Position) end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end local function inputEnded(inputObject) if inputObject == self.moveTouchObject then self:OnInputEnded() if self.moveTouchLockedIn then return Enum.ContextActionResult.Sink end end return Enum.ContextActionResult.Pass end local function handleInput(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then return inputBegan(inputObject) elseif inputState == Enum.UserInputState.Change then return inputChanged(inputObject) elseif inputState == Enum.UserInputState.End then return inputEnded(inputObject) elseif inputState == Enum.UserInputState.Cancel then self:OnInputEnded() end end ContextActionService:BindActionAtPriority( DYNAMIC_THUMBSTICK_ACTION_NAME, handleInput, false, DYNAMIC_THUMBSTICK_ACTION_PRIORITY, Enum.UserInputType.Touch) end function DynamicThumbstick:Create(parentFrame) if self.thumbstickFrame then self.thumbstickFrame:Destroy() self.thumbstickFrame = nil if self.onRenderSteppedConn then self.onRenderSteppedConn:Disconnect() self.onRenderSteppedConn = nil end end self.thumbstickSize = 45 self.thumbstickRingSize = 20 self.middleSize = 10 self.middleSpacing = self.middleSize + 4 self.radiusOfDeadZone = 2 self.radiusOfMaxSpeed = 20 local screenSize = parentFrame.AbsoluteSize local isBigScreen = math.min(screenSize.x, screenSize.y) > 500 if isBigScreen then self.thumbstickSize = self.thumbstickSize * 2 self.thumbstickRingSize = self.thumbstickRingSize * 2 self.middleSize = self.middleSize * 2 self.middleSpacing = self.middleSpacing * 2 self.radiusOfDeadZone = self.radiusOfDeadZone * 2 self.radiusOfMaxSpeed = self.radiusOfMaxSpeed * 2 end local function layoutThumbstickFrame(portraitMode) if portraitMode then self.thumbstickFrame.Size = UDim2.new(1, 0, 0.4, 0) self.thumbstickFrame.Position = UDim2.new(0, 0, 0.6, 0) else self.thumbstickFrame.Size = UDim2.new(0.4, 0, 2/3, 0) self.thumbstickFrame.Position = UDim2.new(0, 0, 1/3, 0) end end self.thumbstickFrame = Instance.new("Frame") self.thumbstickFrame.BorderSizePixel = 0 self.thumbstickFrame.Name = "DynamicThumbstickFrame" self.thumbstickFrame.Visible = false self.thumbstickFrame.BackgroundTransparency = 1.0 self.thumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0) self.thumbstickFrame.Active = false layoutThumbstickFrame(false) self.startImage = Instance.new("ImageLabel") self.startImage.Name = "ThumbstickStart" self.startImage.Visible = true self.startImage.BackgroundTransparency = 1 self.startImage.Image = TOUCH_CONTROLS_SHEET self.startImage.ImageRectOffset = Vector2.new(1,1) self.startImage.ImageRectSize = Vector2.new(144, 144) self.startImage.ImageColor3 = Color3.new(0, 0, 0) self.startImage.AnchorPoint = Vector2.new(0.5, 0.5) self.startImage.Position = UDim2.new(0, self.thumbstickRingSize * 3.3, 1, -self.thumbstickRingSize * 2.8) self.startImage.Size = UDim2.new(0, self.thumbstickRingSize * 3.7, 0, self.thumbstickRingSize * 3.7) self.startImage.ZIndex = 10 self.startImage.Parent = self.thumbstickFrame self.endImage = Instance.new("ImageLabel") self.endImage.Name = "ThumbstickEnd" self.endImage.Visible = true self.endImage.BackgroundTransparency = 1 self.endImage.Image = TOUCH_CONTROLS_SHEET self.endImage.ImageRectOffset = Vector2.new(1,1) self.endImage.ImageRectSize = Vector2.new(144, 144) self.endImage.AnchorPoint = Vector2.new(0.5, 0.5) self.endImage.Position = self.startImage.Position self.endImage.Size = UDim2.new(0, self.thumbstickSize * 0.8, 0, self.thumbstickSize * 0.8) self.endImage.ZIndex = 10 self.endImage.Parent = self.thumbstickFrame for i = 1, NUM_MIDDLE_IMAGES do self.middleImages[i] = Instance.new("ImageLabel") self.middleImages[i].Name = "ThumbstickMiddle" self.middleImages[i].Visible = false self.middleImages[i].BackgroundTransparency = 1 self.middleImages[i].Image = TOUCH_CONTROLS_SHEET self.middleImages[i].ImageRectOffset = Vector2.new(1,1) self.middleImages[i].ImageRectSize = Vector2.new(144, 144) self.middleImages[i].ImageTransparency = MIDDLE_TRANSPARENCIES[i] self.middleImages[i].AnchorPoint = Vector2.new(0.5, 0.5) self.middleImages[i].ZIndex = 9 self.middleImages[i].Parent = self.thumbstickFrame end local CameraChangedConn = nil local function onCurrentCameraChanged() if CameraChangedConn then CameraChangedConn:Disconnect() CameraChangedConn = nil end local newCamera = workspace.CurrentCamera if newCamera then local function onViewportSizeChanged() local size = newCamera.ViewportSize local portraitMode = size.X < size.Y layoutThumbstickFrame(portraitMode) end CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(onViewportSizeChanged) onViewportSizeChanged() end end workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged) if workspace.CurrentCamera then onCurrentCameraChanged() end self.moveTouchStartPosition = nil self.startImageFadeTween = nil self.endImageFadeTween = nil self.middleImageFadeTweens = {} self.onRenderSteppedConn = RunService.RenderStepped:Connect(function() if self.tweenInAlphaStart ~= nil then local delta = tick() - self.tweenInAlphaStart local fadeInTime = (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance) self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeInTime, 1) if delta > fadeInTime then self.tweenOutAlphaStart = tick() self.tweenInAlphaStart = nil end elseif self.tweenOutAlphaStart ~= nil then local delta = tick() - self.tweenOutAlphaStart local fadeOutTime = (self.fadeInAndOutHalfDuration * 2) - (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance) self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA + FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeOutTime, 1) if delta > fadeOutTime then self.tweenOutAlphaStart = nil end end end) self.onTouchEndedConn = UserInputService.TouchEnded:connect(function(inputObject) if inputObject == self.moveTouchObject then self:OnInputEnded() end end) GuiService.MenuOpened:connect(function() if self.moveTouchObject then self:OnInputEnded() end end) local playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") while not playerGui do Players.LocalPlayer.ChildAdded:wait() playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") end local playerGuiChangedConn = nil local originalScreenOrientationWasLandscape = playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight local function longShowBackground() self.fadeInAndOutHalfDuration = 2.5 self.fadeInAndOutBalance = 0.05 self.tweenInAlphaStart = tick() end playerGuiChangedConn = playerGui.Changed:connect(function(prop) if prop == "CurrentScreenOrientation" then if (originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait) or (not originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation ~= Enum.ScreenOrientation.Portrait) then playerGuiChangedConn:disconnect() longShowBackground() if originalScreenOrientationWasLandscape then self.hasFadedBackgroundInPortrait = true else self.hasFadedBackgroundInLandscape = true end end end end) self.thumbstickFrame.Parent = parentFrame spawn(function() if game:IsLoaded() then longShowBackground() else game.Loaded:wait() longShowBackground() end end) end return DynamicThumbstick
--RustyBomb
game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local Humanoid = character:WaitForChild("Humanoid") Humanoid.Died:connect(function() if player.RustyBomb.Value == 2 then player.RustyBomb.Value = 1 end end) end) end) game.Players.PlayerRemoving:Connect(function(player) if player.RustyBomb.Value == 2 then player.RustyBomb.Value = 1 end end)
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean
return function(val: any): boolean return not not val and val ~= 0 and val ~= "" and not Number.isNaN(val) end
--script
script.Parent.MouseButton1Click:Connect(function() if play then GoodSound.Volume = 1.2 --volume from the music when it's on play = false script.Parent.Text = "Mute music" else --you can change the text from the button here between "" GoodSound.Volume = 0 --volume from the music when it's off play = true script.Parent.Text = "Play music" --you can change the text from the button here between "" end end)
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name
return function(data, env) if env then setfenv(1, env) end local gui = script.Parent.Parent local playergui = service.PlayerGui local str = data.Message local time = data.Time or 15 local log = { Type = "Hint"; Title = "Hint"; Message = str; Icon = "rbxassetid://7501175708"; Time = os.date("%X"); Function = nil; } table.insert(client.Variables.CommunicationsHistory, log) service.Events.CommsCenter:Fire(log) --client.UI.Make("HintHolder") local container = client.UI.Get("HintHolder",nil,true) if not container then local holder = service.New("ScreenGui") local hTable = client.UI.Register(holder) local frame = service.New("ScrollingFrame", holder) client.UI.Prepare(holder) hTable.Name = "HintHolder" frame.Name = "Frame" frame.BackgroundTransparency = 1 frame.Size = UDim2.new(1, 0, 0,150) frame.CanvasSize = UDim2.new(0, 0, 0, 0) frame.ChildAdded:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) frame.ChildRemoved:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) container = hTable hTable:Ready() end container = container.Object.Frame --// First things first account for notif :) local notif = client.UI.Get("Notif") local topbar = client.UI.Get("TopBar") container.Position = UDim2.new(0,0,0,((notif and 30) or 0) + ((topbar and 40) or 0) - 35) local children = container:GetChildren() gui.Position = UDim2.new(0,0,0,-100) gui.Frame.msg.Text = str local bounds = gui.Frame.msg.TextBounds.X local function moveGuis(m,ignore) m = m or 0 local max = #container:GetChildren() for i,v in pairs(container:GetChildren()) do if v~=ignore then local y = (i+m)*28 v.Position = UDim2.new(0,0,0,y) if i~=max then v.Size = UDim2.new(1,0,0,28) end end end end local lom = -1 moveGuis(-1) gui.Parent = container if #container:GetChildren()>5 then lom = -2 end UDim2.new(0,0,0,(#container:GetChildren()+lom)*28) moveGuis(-1) --gui:TweenPosition(UDim2.new(0,0,0,(#container:GetChildren()+lom)*28),nil,nil,0.3,true,function() if gui and gui.Parent then moveGuis(-1) end end) if #container:GetChildren()>5 then local gui = container:GetChildren()[1] moveGuis(-2,gui) gui:Destroy() --gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end) end wait(data.Time or 5) if gui and gui.Parent then moveGuis(-2,gui) gui:Destroy() --gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end) end end
--[[ Services ]]
-- local PlayersService = game:GetService('Players') local VRService = game:GetService("VRService") local Util = require(script.Parent:WaitForChild("CameraUtils"))
-- l__Humanoid__9.WalkSpeed = u2 + tonumber(u1);
end; l__Humanoid__9:GetAttributeChangedSignal("SpeedBoost"):Connect(v3.updatespeed); l__Humanoid__9:GetAttributeChangedSignal("SpeedBoostExtra"):Connect(v3.updatespeed); l__Humanoid__9:GetAttributeChangedSignal("SpeedBoostBehind"):Connect(v3.updatespeed); v3.updatespeed(); l__UserInputService__7.InputBegan:connect(function(p2, p3) if p2.UserInputType == Enum.UserInputType.MouseButton2 then end; if p3 == true then return; end; if p2.KeyCode == Enum.KeyCode.C or p2.KeyCode == Enum.KeyCode.ButtonB or p2.KeyCode == Enum.KeyCode.LeftControl or p2.KeyCode == Enum.KeyCode.LeftShift then v3.crouch(); end; end); l__UserInputService__7.InputEnded:connect(function(p4) if p4.KeyCode == Enum.KeyCode.Space then v2.holdjump = false; end; if p4.UserInputType == Enum.UserInputType.MouseButton2 then -- nil end; end); function v3.titlelocation(p1) coroutine.wrap(function() local v6 = l__Parent__1.MainFrame.Intro:Clone(); if l__Parent__1.MainFrame:FindFirstChild("LiveIntro") then l__Parent__1.MainFrame:FindFirstChild("LiveIntro"):Destroy(); end; local v7 = game:GetService("ReplicatedStorage").Sounds:FindFirstChild("LA_" .. p1); if v7 then v7:Play(); end; v6.Name = "LiveIntro"; v6.Visible = true; v6.Text = p1; v6.Parent = l__Parent__1.MainFrame; l__TweenService__2:Create(v6, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), { TextTransparency = 0, TextStrokeTransparency = 1 }):Play(); l__TweenService__2:Create(v6.Underline, TweenInfo.new(3, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), { Size = UDim2.new(0.5, 0, 0, 6) }):Play(); wait(1); l__TweenService__2:Create(v6, TweenInfo.new(7, Enum.EasingStyle.Exponential, Enum.EasingDirection.In), { BackgroundTransparency = 1, TextTransparency = 1, TextStrokeTransparency = 2 }):Play(); l__TweenService__2:Create(v6.Underline, TweenInfo.new(7, Enum.EasingStyle.Exponential, Enum.EasingDirection.In), { Size = UDim2.new(0.25, 0, 0, 6), ImageTransparency = 1 }):Play(); game.Debris:AddItem(v6, 10); end)(); end; local u3 = {}; local u4 = 0; function v3.remind(p2, p3) coroutine.wrap(function() if table.find(u3, p2) ~= nil then return; end; table.insert(u3, p2); if u4 >= 1 then u4 = u4 + 1; wait((u4 - 1) * 6); end; u4 = u4 + 1; local v8 = l__Parent__1.MainFrame.Tip:Clone(); if p3 == true then v8 = l__Parent__1.MainFrame.Warning:Clone(); end; v8.Name = "LiveTip"; v8.Visible = true; v8.Text = p2; v8.Parent = l__Parent__1.MainFrame; l__TweenService__2:Create(v8, TweenInfo.new(0.8, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), { Position = UDim2.new(0.5, 0, 0.9, 0) }):Play(); l__TweenService__2:Create(v8.Glow, TweenInfo.new(2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 0, true), { Size = UDim2.new(2, 0, 10, 0), ImageTransparency = 0 }):Play(); wait(6); l__TweenService__2:Create(v8, TweenInfo.new(1.2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), { TextTransparency = 1, TextStrokeTransparency = 1 }):Play(); game.Debris:AddItem(v8, 10); u4 = u4 - 1; end)(); end; function v3.caption(p4, p5, p6) local u5 = p6; coroutine.wrap(function() local v9 = l__Parent__1.MainFrame.Caption:Clone(); if l__Parent__1:FindFirstChild("LiveCaption") then l__Parent__1:FindFirstChild("LiveCaption"):Destroy(); end; if p5 == true then v9 = l__Parent__1.MainFrame.Caption:Clone(); end; v9.Name = "LiveCaption"; v9.Visible = true; v9.Text = p4; v9.Parent = l__Parent__1; if not u5 then u5 = 7; end; l__TweenService__2:Create(v9, TweenInfo.new(u5, Enum.EasingStyle.Exponential, Enum.EasingDirection.In), { BackgroundTransparency = 1, TextTransparency = 1, TextStrokeTransparency = 2 }):Play(); l__TweenService__2:Create(v9, TweenInfo.new(1.5, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), { BackgroundColor3 = Color3.new(0, 0, 0) }):Play(); script.Caption:Play(); game.Debris:AddItem(v9, 10); end)(); end; return v3;
--if the path is followable/reachable
if path.Status.Value<3 then for _,v in ipairs(path:GetPointCoordinates()) do humanoid:MoveTo(v); local distance=0; repeat distance=TD and (Vector2.new(v.x,v.z)-Vector2.new(torso.Position.x,torso.Position.z)).magnitude or (v-torso.Position).magnitude; Wait(); until distance<2 end end end
-- Variables
local plr = playerService.LocalPlayer script.Parent.MouseButton1Click:Connect(function () marketplaceService:PromptPurchase(plr, 400812710) -- Prompts the user to get Realism Mod on click end)
-- Public Constructors
function RotatedRegion3.new(cframe, size) local self = setmetatable({}, RotatedRegion3) local set = Vertices.Block(cframe, size/2) self.CFrame = cframe self.Size = size self.Shape = "Block" self.Set = set self.Support = Supports.PointCloud self.Centroid = cframe.p self.AlignedRegion3 = Region3.new(worldBoundingBox(set)) return self end RotatedRegion3.Block = RotatedRegion3.new function RotatedRegion3.Wedge(cframe, size) local self = setmetatable({}, RotatedRegion3) local set = Vertices.Block(cframe, size/2) self.CFrame = cframe self.Size = size self.Shape = "Wedge" self.Set = Vertices.Wedge(cframe, size/2) self.Support = Supports.PointCloud self.Centroid = Vertices.GetCentroid(self.Set) self.AlignedRegion3 = Region3.new(worldBoundingBox(set)) return self end function RotatedRegion3.CornerWedge(cframe, size) local self = setmetatable({}, RotatedRegion3) local set = Vertices.Block(cframe, size/2) self.CFrame = cframe self.Size = size self.Shape = "CornerWedge" self.Set = Vertices.CornerWedge(cframe, size/2) self.Support = Supports.PointCloud self.Centroid = Vertices.GetCentroid(self.Set) self.AlignedRegion3 = Region3.new(worldBoundingBox(set)) return self end function RotatedRegion3.Cylinder(cframe, size) local self = setmetatable({}, RotatedRegion3) local set = Vertices.Block(cframe, size/2) self.CFrame = cframe self.Size = size self.Shape = "Cylinder" self.Set = {cframe, size/2} self.Support = Supports.Cylinder self.Centroid = cframe.p self.AlignedRegion3 = Region3.new(worldBoundingBox(set)) return self end function RotatedRegion3.Ball(cframe, size) local self = setmetatable({}, RotatedRegion3) local set = Vertices.Block(cframe, size/2) self.CFrame = cframe self.Size = size self.Shape = "Ball" self.Set = {cframe, size/2} self.Support = Supports.Ellipsoid self.Centroid = cframe.p self.AlignedRegion3 = Region3.new(worldBoundingBox(set)) return self end function RotatedRegion3.FromPart(part) return RotatedRegion3[Vertices.Classify(part)](part.CFrame, part.Size) end
--[[if script.Parent.Parent.Values.Win.Value == true then script.Parent.Parent.Sound.Win:Play() script.Parent.Parent.Sound.Idle:Stop() script.Parent.Parent.WINNER.Disabled = false end]]
script.Parent.Parent.Configuration.GameOn.Value = false script.Parent.Parent.MainScript.Disabled = false script.Disabled = true end script.Parent.Parent.Sensortwo.Touched:Connect(onTouched)
--// bolekinds
local Time = game:GetService("Lighting") local Bandit = game.ServerStorage.Bandit local BanditSpawns = workspace.BanditSpawns local con local mailboxcon game.Lighting:GetPropertyChangedSignal("ClockTime"):Connect(function() if game.Lighting.ClockTime == 7 then local randomNum = math.random(1, 10) local banditRaid = false if randomNum >= 5 then banditRaid = true end game.ServerStorage.ServerData.Age.Value += 1 game.ServerStorage.ServerData.Day.Value += 1 if mailboxcon then mailboxcon:Disconnect() end if game.ServerStorage.ServerData.Day.Value >= 5 then if game.ServerStorage.ServerData.HasKeys.Value == false then workspace.Door.Knock:Play() workspace.Door.Sparkles.Enabled = true workspace.Door.ProximityPrompt.Enabled = true con = workspace.Door.ProximityPrompt.Triggered:Connect(function(plr) game.ServerStorage.key:Clone().Parent = plr.PlayerGui workspace.Door.Knock:Stop() workspace.Door.Sparkles.Enabled = false workspace.Door.ProximityPrompt.Enabled = false con:Disconnect() end) end end if game.ServerStorage.ServerData.HasKeys.Value == true then if banditRaid == true then workspace.Sound3:Play() game.ReplicatedStorage.Bandit:FireAllClients() repeat task.wait(2.5) local bandit = game.ServerStorage.Bandit:Clone() bandit.HumanoidRootPart.CFrame = BanditSpawns:GetChildren()[math.random(1, #BanditSpawns:GetChildren())].CFrame + Vector3.new(0,10,0) bandit.Parent = workspace.AttackableNPCS until workspace.Sound3.Playing == false for i, v in ipairs(workspace.AttackableNPCS:GetChildren()) do v:Destroy() end for i, v in ipairs(workspace.FloppaBlocker.bandits:GetChildren()) do v:Destroy() end game.ReplicatedStorage.Bandit2:FireAllClients() workspace.Sound3:Stop() workspace.Sound:Play() end workspace.Mailbox.Main.Sparkles.Enabled = true workspace.Mailbox.Main.ProximityPrompt.Enabled = true mailboxcon = workspace.Mailbox.Main.ProximityPrompt.Triggered:Connect(function(plr) workspace.Mailbox.Main.Sparkles.Enabled = false workspace.Mailbox.Main.ProximityPrompt.Enabled = false local c = game.ServerStorage.mailboxthings:GetChildren()[math.random(1,#game.ServerStorage.mailboxthings:GetChildren())]:Clone() c.Parent = plr.PlayerGui mailboxcon:Disconnect() mailboxcon = nil end) end game.ServerStorage.TempData.CanGiveRent.Value = true workspace.Roommate.Head.Dialog["Gimme rent"].ResponseDialog = "Alright" end end) while true do task.wait(0.05) Time:SetMinutesAfterMidnight(Time:GetMinutesAfterMidnight()+0.5) end
-- Gather advanced timing metrics for Profiler subtrees.
exports.enableProfilerTimer = _G.__PROFILE__
--Dia 1 reward
DailyRewardEvents.Reward1.OnServerEvent:Connect(function(player, Quantity) --script local Claimed = player.PlayerConfiguration.LoginState.Claimed1 --Cambiar claimed Claimed.Value = true local GamepassPointsMultiplier = player.PlayerConfiguration.PlayerMultipliers.PointsMultiplier local PlayerMultiplier = player.DataFolder.Multiplier player.DataFolder.Points.Value += (Quantity*GamepassPointsMultiplier.Value*PlayerMultiplier.Value)+(Quantity*GamepassPointsMultiplier.Value) --Reward Message.RewardClaimed:FireClient(player) end) DailyRewardEvents.Reward2.OnServerEvent:Connect(function(player, Quantity) --script local Claimed = player.PlayerConfiguration.LoginState.Claimed2 --Cambiar claimed Claimed.Value = true local GamepassPointsMultiplier = player.PlayerConfiguration.PlayerMultipliers.PointsMultiplier local PlayerMultiplier = player.DataFolder.Multiplier player.DataFolder.Points.Value += (Quantity*GamepassPointsMultiplier.Value*PlayerMultiplier.Value)+(Quantity*GamepassPointsMultiplier.Value) --Reward Message.RewardClaimed:FireClient(player) end) DailyRewardEvents.Reward3.OnServerEvent:Connect(function(player, Quantity) --script local Claimed = player.PlayerConfiguration.LoginState.Claimed3 --Cambiar claimed Claimed.Value = true local GamepassPointsMultiplier = player.PlayerConfiguration.PlayerMultipliers.PointsMultiplier local PlayerMultiplier = player.DataFolder.Multiplier player.DataFolder.Points.Value += (Quantity*GamepassPointsMultiplier.Value*PlayerMultiplier.Value)+(Quantity*GamepassPointsMultiplier.Value) --Reward Message.RewardClaimed:FireClient(player) end) DailyRewardEvents.Reward4.OnServerEvent:Connect(function(player, Quantity) --script local Claimed = player.PlayerConfiguration.LoginState.Claimed4 --Cambiar claimed Claimed.Value = true local GamepassPointsMultiplier = player.PlayerConfiguration.PlayerMultipliers.PointsMultiplier local PlayerMultiplier = player.DataFolder.Multiplier player.DataFolder.Points.Value += (Quantity*GamepassPointsMultiplier.Value*PlayerMultiplier.Value)+(Quantity*GamepassPointsMultiplier.Value) --Reward Message.RewardClaimed:FireClient(player) end) DailyRewardEvents.Reward5.OnServerEvent:Connect(function(player, Quantity) --script local Claimed = player.PlayerConfiguration.LoginState.Claimed5 --Cambiar claimed Claimed.Value = true local GamepassPointsMultiplier = player.PlayerConfiguration.PlayerMultipliers.PointsMultiplier local PlayerMultiplier = player.DataFolder.Multiplier player.DataFolder.Points.Value += (Quantity*GamepassPointsMultiplier.Value*PlayerMultiplier.Value)+(Quantity*GamepassPointsMultiplier.Value) --Reward Message.RewardClaimed:FireClient(player) end) DailyRewardEvents.Reward6.OnServerEvent:Connect(function(player, Quantity) --script local Claimed = player.PlayerConfiguration.LoginState.Claimed6 --Cambiar claimed Claimed.Value = true local GamepassPointsMultiplier = player.PlayerConfiguration.PlayerMultipliers.PointsMultiplier local PlayerMultiplier = player.DataFolder.Multiplier player.DataFolder.Points.Value += (Quantity*GamepassPointsMultiplier.Value*PlayerMultiplier.Value)+(Quantity*GamepassPointsMultiplier.Value) --Reward Message.RewardClaimed:FireClient(player) end)
-------------------------------------------------------------------------------------------------------------------------
model = script.Parent.Parent.Parent.Drop --This is the MODELNAME. you made a desk in the instructions SO name the part called MODELNAME to "Desk". Then change price to what you want. Upgradecost = 0 -- Replace The Price You Want Where It Says 100
--To make the dummy stay in the same place, so the player can't push the npc around
local HumanoidPosition = script.Parent.Parent.Position script.Parent.Position = HumanoidPosition
--
function Raycast.FindPartOnRayWithCallbackWithIgnoreList(ray, list, terrainCellsAreCubes, ignoreWater, loopout, callbackFunc) local maxDistance = ray.Direction.Magnitude local direction = ray.Direction.Unit loopout = loopout or 25 local loopCount = 0 local lastPosition = ray.Origin local distance = 0 local hit, position, normal, material repeat local r = Ray.new(lastPosition, direction * (maxDistance - distance)) hit, position, normal, material = WORKSPACE:FindPartOnRayWithIgnoreList(ray, list, terrainCellsAreCubes, ignoreWater, true) local result = callbackFunc(hit, position, normal, material) if (result == CALLBACKRESULT.Continue) then distance = (ray.Origin - position).Magnitude lastPosition = position elseif (result == CALLBACKRESULT.Finished) then return hit, position, normal, material elseif (result == CALLBACKRESULT.Fail or result == nil) then break end loopCount = loopCount + 1 until (loopCount > loopout or distance >= maxDistance - 0.1) return end function Raycast.FindPartOnRayWithCallbackWithWhiteList(ray, list, terrainCellsAreCubes, ignoreWater, callbackFunc) local maxDistance = ray.Direction.Magnitude local direction = ray.Direction.Unit local lastPosition = ray.Origin local distance = 0 local hit, position, normal, material repeat local r = Ray.new(lastPosition, direction * (maxDistance - distance)) hit, position, normal, material = WORKSPACE:FindPartOnRayWithWhiteList(ray, list, terrainCellsAreCubes, ignoreWater, true) local result = callbackFunc(hit, position, normal, material) if (result == CALLBACKRESULT.Continue) then distance = (ray.Origin - position).Magnitude lastPosition = position elseif (result == CALLBACKRESULT.Finished) then return hit, position, normal, material elseif (result == CALLBACKRESULT.Fail or result == nil) then break end until (distance >= maxDistance - 0.1) return end function Raycast.FindPartOnRayWithCallback(ray, ignore, terrainCellsAreCubes, ignoreWater, callbackFunc) return Raycast.FindPartOnRayWithCallbackWithIgnoreList(ray, {ignore}, terrainCellsAreCubes, ignoreWater, callbackFunc) end
--[[ Sets the velocity of the internal springs, overwriting the existing velocity of this Spring. This doesn't affect position. If the type doesn't match the current type of the spring, an error will be thrown. ]]
function class:setVelocity(newValue: PubTypes.Animatable) local newType = typeof(newValue) if newType ~= self._currentType then logError("springTypeMismatch", nil, newType, self._currentType) end self._springVelocities = unpackType(newValue, newType) SpringScheduler.add(self) end
--Update text
text.Text = "HP: "..math.floor(char:WaitForChild("Humanoid").Health).."/"..char:WaitForChild("Humanoid").MaxHealth
-- Public Functions
function CubicSpline:AtTime(t) local n = #self.Points local ct = math.clamp(t, 0, n) local floor = math.floor(ct) local ft = ct - floor local spline = (floor % (n - 1)) + 1 local a, b, c, d = unpack(self.Coefficients) return a[spline] + b[spline]*ft + c[spline]*ft*ft + d[spline]*ft*ft*ft end function CubicSpline:AtPercentage(p) local t = p * self.TotalLength local lengths = self.Lengths if (p >= 1) then return self.Points[#self.Points] end local spline = 1 while (t > lengths[spline]) do t = t - lengths[spline] spline = spline + 1 end local s = t / lengths[spline] for i = 1, NEWTON_N do s = s - (integrate(self, spline, s) - t) / arcLengthIntegrand(self, spline, s) end return self:AtTime((spline - 1) + s) end
--[[ Use Example local countdownTimersModule = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientCountdownModule")) local localPlayer = game:GetService("Players").LocalPlayer local countdownTimerGUI = localPlayer:WaitForChild("PlayerGui"):WaitForChild("CountdownTimerGUI") local bubbleTimerUI = countdownTimerGUI:WaitForChild("TopFrameUI"):WaitForChild("TimerBubbleUI") local boardTimerUI = workspace :WaitForChild("CountdownBoardPart") :WaitForChild("SurfaceGui") :WaitForChild("TimerScreenUI") function clientTimerReachedFunc() print("Timer Reached!!") end local timer = countdownTimersModule:AddTimer({ Enabled = true, UniversalEventDate = DateTime.fromUniversalTime(2022, 4, 28, 14, 30, 0, 0), -- UTC (year, month, day, hour, minute) BubbleTimerUI = bubbleTimerUI, BoardTimerUI = boardTimerUI, AutomaticallyDisableAfter = 10, -- Seconds after the event date in which the timer will disable itself. DisableBubbleWhenBoardVisible = true, TimerReachedFunction = clientTimerReachedFunc, ReadableBoardDistance = 100, }) -- Just example code for controlling the Enabled state timer.Enabled = false wait(2) timer.Enabled = true ]]
local countdownTimersList = {} local tweenService = game:GetService("TweenService") local secondsPerMinute = 60 local secondsPerHour = secondsPerMinute * 60 local secondsPerDay = secondsPerHour * 24 function updateTimerUI(timerUI, timeUntil) if timerUI and timerUI.Parent and timerUI.Visible then -- Verify children exist local fullTimerFrame = timerUI:FindFirstChild("FullTimerFrame") local simpleTimerFrame = timerUI:FindFirstChild("SimpleTimerFrame") if not fullTimerFrame or not simpleTimerFrame then warn("Could not find FullTimerFrame or SimpleTimerFrame") return end local simpleTimerTextLabel = simpleTimerFrame:FindFirstChild("SimpleTextLabel") if not simpleTimerTextLabel then warn("Could not find SimpleTimerFrame.TextLabel") end local firstPairTextLabel = fullTimerFrame:FindFirstChild("FirstPairTextLabel") local secondPairTextLabel = fullTimerFrame:FindFirstChild("SecondPairTextLabel") local thirdPairTextLabel = fullTimerFrame:FindFirstChild("ThirdPairTextLabel") if not firstPairTextLabel or not secondPairTextLabel or not thirdPairTextLabel then warn("Could not find FirstPairTextLabel or SecondPairTextLabel or ThirdPairTextLabel") end local firstSubTextLabel = firstPairTextLabel:FindFirstChild("SubText") local secondSubTextLabel = secondPairTextLabel:FindFirstChild("SubText") local thirdSubTextLabel = thirdPairTextLabel:FindFirstChild("SubText") if not firstSubTextLabel or not secondSubTextLabel or not thirdSubTextLabel then warn( "Could not find a 'SubText' TextLabel for either FirstPairTextLabel, SecondPairTextLabel, or ThirdPairTextLabel" ) end local days = math.floor(timeUntil / secondsPerDay) local remaining = timeUntil - (days * secondsPerDay) local hours = math.floor(remaining / secondsPerHour) remaining = remaining - (hours * secondsPerHour) local minutes = math.floor(remaining / secondsPerMinute) remaining = remaining - (minutes * secondsPerMinute) local seconds = math.floor(remaining) local shouldBeMini = false if days > 0 then -- Full counter with days fullTimerFrame.Visible = true simpleTimerFrame.Visible = false firstPairTextLabel.Text = string.format("%02i", days) firstSubTextLabel.Text = "DAY" secondPairTextLabel.Text = string.format("%02i", hours) secondSubTextLabel.Text = "HOUR" thirdPairTextLabel.Text = string.format("%02i", minutes) thirdSubTextLabel.Text = "MIN" elseif timeUntil > 10 then -- Full Counter with hours fullTimerFrame.Visible = true simpleTimerFrame.Visible = false firstPairTextLabel.Text = string.format("%02i", hours) firstSubTextLabel.Text = "HOUR" secondPairTextLabel.Text = string.format("%02i", minutes) secondSubTextLabel.Text = "MIN" thirdPairTextLabel.Text = string.format("%02i", seconds) thirdSubTextLabel.Text = "SEC" elseif timeUntil > 0 then -- Final Countdown from 10 seconds fullTimerFrame.Visible = false simpleTimerFrame.Visible = true simpleTimerTextLabel.Text = string.format("%01i", seconds) if timerUI.Name == "TimerBubbleUI" then simpleTimerTextLabel.TextScaled = false shouldBeMini = true end if timerUI:GetAttribute("LastSecond") ~= seconds then timerUI:SetAttribute("LastSecond", seconds) -- Pulse the countdown local pulse = simpleTimerTextLabel:clone() pulse.Name = pulse.Name .. "Pulse" local pulseUIScale = Instance.new("UIScale") pulseUIScale.Parent = pulse pulse.Parent = simpleTimerFrame tweenService:Create( pulse, TweenInfo.new(0.8, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), { TextTransparency = 1 } ):Play() tweenService:Create( pulseUIScale, TweenInfo.new(0.8, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), { Scale = 3 } ):Play() task.delay(1, function() if pulse then pulse:Destroy() end end) end else -- Starting now or time has passed fullTimerFrame.Visible = false simpleTimerFrame.Visible = true simpleTimerTextLabel.Text = "Starting Now..." simpleTimerTextLabel.TextScaled = true end if timerUI.Name == "TimerBubbleUI" then if shouldBeMini then timerUI.Size = UDim2.new(0, 110, 1, 0) else timerUI.Size = UDim2.new(0, 200, 1, 0) end end if timerUI.Name == "TimerScreenUI" then local startingInTextLabel = timerUI:FindFirstChild("StartingInTextLabel") if startingInTextLabel then startingInTextLabel.Visible = timeUntil > 0 end end end end function findSurfaceGui(subject) -- Will go up the parent graph looking for a surface gui and the part it is attached to. if subject and subject.Parent then if subject:IsA("SurfaceGui") then return subject else return findSurfaceGui(subject.Parent) end else warn("Could not find an anscestor surfaceGui for BoardTimerUI.") end end function updateTimerVisuals(timer) local timeUntil = timer.UniversalEventDate.UnixTimestampMillis / 1000 - workspace:GetServerTimeNow() -- Fire TimerReachedFunction if necessary if timeUntil > 0 then timer.PrimedTimerReached = true elseif timer.PrimedTimerReached then timer.PrimedTimerReached = false if typeof(timer.TimerReachedFunction) == "function" then timer.TimerReachedFunction() end end if timer.AutomaticallyDisableAfter and timeUntil * -1 > timer.AutomaticallyDisableAfter then timer.Enabled = false end if timer.BubbleTimerUI then local shouldBeVisible = true -- Check to see if we should hide the bubbleTimerUi because the board is reasonably visible if timer.Enabled and timer.DisableBubbleWhenBoardVisible and timer.BoardTimerUI then local surfaceGui = findSurfaceGui(timer.BoardTimerUI) if surfaceGui then local boardPart = surfaceGui.Adornee or surfaceGui.Parent if boardPart and boardPart:IsA("BasePart") then -- Check to make sure board is close enough to read local camera = workspace.CurrentCamera local boardCameraDistance = (boardPart.Position - camera.CFrame.Position).magnitude if boardCameraDistance <= timer.ReadableBoardDistance then -- Check if board is facing player local surfaceVector = boardPart.CFrame:VectorToWorldSpace(Vector3.FromNormalId(surfaceGui.Face)) local cameraDirectionMatch = surfaceVector:Dot(camera.CFrame.LookVector) if cameraDirectionMatch < -0.5 then -- Check if the board is on screen local worldPoint = boardPart.Position local _, onScreen = camera:WorldToScreenPoint(worldPoint) if onScreen then shouldBeVisible = false end end end end end end timer.BubbleTimerUI.Visible = timer.Enabled and shouldBeVisible end if timer.BoardTimerUI then timer.BoardTimerUI.Visible = timer.Enabled end if timer.Enabled then updateTimerUI(timer.BubbleTimerUI, timeUntil) updateTimerUI(timer.BoardTimerUI, timeUntil) end end function updateTimers() for _, timer in pairs(countdownTimersList) do updateTimerVisuals(timer) end end local heartbeatConn = nil local timerMetatable = { Enabled = true, UniversalEventDate = DateTime.fromUniversalTime(2025, 1, 1, 0, 0, 0, 0), ReadableBoardDistance = 120, } timerMetatable.__index = timerMetatable local countdownTimersModule = {} function countdownTimersModule:AddTimer(timerPropertiesTable) local timer = setmetatable(self, timerMetatable) for property, value in pairs(timerPropertiesTable) do timer[property] = value end table.insert(countdownTimersList, timer) if not heartbeatConn then heartbeatConn = game:GetService("RunService").Heartbeat:Connect(updateTimers) end return timer end function countdownTimersModule:RemoveTimer(timer) local timerIndex = table.find(countdownTimersList, timer) if timerIndex then updateTimerVisuals(timer) table.remove(countdownTimersList, timerIndex) if #countdownTimersList <= 0 and heartbeatConn then heartbeatConn:Disconnect() heartbeatConn = nil end return true else warn("Unable to remove timer because it was not found.") end end function countdownTimersModule:GetTimers() local newList = {} for i, v in ipairs(countdownTimersList) do newList[i] = v end return newList end return countdownTimersModule
--[[ Initialization/Setup ]]
-- local function createTouchGuiContainer() if TouchGui then TouchGui:Destroy() end -- Container for all touch device guis TouchGui = Instance.new('ScreenGui') TouchGui.Name = "TouchGui" TouchGui.Parent = PlayerGui TouchControlFrame = Instance.new('Frame') TouchControlFrame.Name = "TouchControlFrame" TouchControlFrame.Size = UDim2.new(1, 0, 1, 0) TouchControlFrame.BackgroundTransparency = 1 TouchControlFrame.Parent = TouchGui end
-- Global Pet Float
local maxFloat = .75 local floatInc = 0.035 local sw = false local fl = 0 spawn(function() while true do wait() if not sw then fl = fl + floatInc if fl >= maxFloat then sw = true end else fl = fl - floatInc if fl <=-maxFloat then sw = false end end script.Parent.globalPetFloat.Value = fl end end)
--Alarm Light-- -- Proximity Prompts in the Deposit Box--
local depositpr1 = script.Parent.DepositBoxDoor1.Attachment.ProximityPrompt
--[[for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.ZIndex = 4 ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(0.862745, 0.0784314, 0.235294) if i<revEnd*2 then ln2 = ln:clone() ln2.ZIndex = 2 ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end]]
if script.Parent.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0.95, 0,1, 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:TweenPosition(UDim2.new(0.95, 0,1, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 43 + 215 * math.min(1,script.Parent.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Parent.Values.Gear.Value if gearText >= 1 then script.Parent.GearImage.ImageColor3 = Color3.new(0, 1, 0.4) elseif gearText == -1 then script.Parent.GearImage.ImageColor3 = Color3.new(1, 1, 1) end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Parent.Values.Gear.Value if gearText >= 1 then script.Parent.Gear.TextColor3 = Color3.new(0, 1, 0.4) elseif gearText == -1 then script.Parent.Gear.TextColor3 = Color3.new(1, 1, 1) end script.Parent.Gear.Text = gearText end) script.Parent.Tach.Needle.Changed:Connect(function() if script.Parent.Tach.Needle.Rotation >= 235 then script.Parent.GearImage.ImageColor3 = Color3.new(1, 0.16, 0.16) script.Parent.Gear.TextColor3 = Color3.new(1, 0.16, 0.16) elseif script.Parent.Tach.Needle.Rotation < 220 then script.Parent.GearImage.ImageColor3 = script.Parent.GearImage.ImageColor3 script.Parent.Gear.TextColor3 = script.Parent.Gear.TextColor3 end end) function Speed() local SpeedVal = script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude local MPHScale = (10/12) * (60/88) local KPHScale = (10/12) * 1.09728 if SpeedType == "MPH" then if SpeedVal*MPHScale < 100 then if SpeedVal*MPHScale < 10 then script.Parent.Speed.Text = "00"..math.floor(SpeedVal*MPHScale) else script.Parent.Speed.Text = "0"..math.floor(SpeedVal*MPHScale) end else script.Parent.Speed.Text = math.floor(SpeedVal*MPHScale) end end end script.Parent.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 215 * math.min(1,script.Parent.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Parent.Values.Velocity.Changed:connect(function() Speed() end) wait(.1) Speed()
-- A simple function to explode a specified part
function Explode(part) local explosion = Instance.new("Explosion", workspace) explosion.ExplosionType = Enum.ExplosionType.NoCraters explosion.Position = part.Position explosion.BlastRadius = config.ExplosionRadius.Value part:Destroy() script.Parent:remove() end script.Parent.Throw.OnServerEvent:connect(function(player, mousePosition) local handlePos = Vector3.new(tool.Handle.Position.X, 0, tool.Handle.Position.Z) -- remove Y from the equation, it's not needed local mousePos = Vector3.new(mousePosition.X, 0, mousePosition.Z) -- ditto local distance = (handlePos - mousePos).magnitude -- Get the distance between the handle and the mouse local altitude = mousePosition.Y - tool.Handle.Position.Y local angle = AngleOfReach(distance, altitude, config.GrenadeVelocity.Value) -- Calculate the angle tool.Handle.Transparency = 1 local grenade = tool.Handle:Clone() grenade.Parent = workspace grenade.Transparency = 1 grenade.CanCollide = true grenade.CFrame = tool.Handle.CFrame grenade.Velocity = (CFrame.new(grenade.Position, Vector3.new(mousePosition.X, grenade.Position.Y, mousePosition.Z)) * CFrame.Angles(angle, 0, 0)).lookVector * config.GrenadeVelocity.Value -- Throwing 'n stuff, it probably didn't need to be this long spawn(function() if config.ExplodeOnTouch.Value then grenade.Touched:connect(function(hit) if hit.Parent ~= tool.Parent and hit.CanCollide then -- Make sure what we're hitting is collidable Explode(grenade) end end) else wait(config.FuseTime.Value) Explode(grenade) end end) wait(config.Cooldown.Value) tool.Handle.Transparency = 1 end)
-- Whether to allow building outside of private areas
Security.AllowPublicBuilding = true;
--[[ Races a set of Promises and returns the first one that resolves, cancelling the others. ]]
function Promise.race(promises) assert(type(promises) == "table", string.format(ERROR_NON_LIST, "Promise.race")) for i, promise in pairs(promises) do assert(Promise.is(promise), string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.race", tostring(i))) end return Promise._new(debug.traceback(nil, 2), function(resolve, reject, onCancel) local newPromises = {} local finished = false local function cancel() for _, promise in ipairs(newPromises) do promise:cancel() end end local function finalize(callback) return function (...) cancel() finished = true return callback(...) end end if onCancel(finalize(reject)) then return end for i, promise in ipairs(promises) do newPromises[i] = promise:andThen(finalize(resolve), finalize(reject)) end if finished then cancel() end end) end
--[[Front]]
-- Tune.FTireProfile = 2 -- Tire profile, aggressive or smooth Tune.FProfileHeight = .4 -- Profile height, conforming to tire Tune.FTireCompound = 1 -- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear Tune.FTireFriction = 1 -- Your tire's friction in the best conditions.
--[[Engine]]
--Torque Curve Tune.Horsepower = 350 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 9000 -- Use sliders to manipulate values Tune.Redline = 11000 Tune.EqPoint = 5000 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[ OUTLINE: Abilities Needed: - Pathfinding - Picking up Tools - Straffing* --]]
--[=[ @within TableUtil @function Lock @param tbl table @return table Locks the table using `table.freeze`, as well as any nested tables within the given table. This will lock the whole deep structure of the table, disallowing any further modifications. ```lua local tbl = {xyz = {abc = 32}} tbl.xyz.abc = 28 -- Works fine TableUtil.Lock(tbl) tbl.xyz.abc = 64 -- Will throw an error (cannot modify readonly table) ``` ]=]
local function Lock<T>(tbl: T): T local function Freeze(t: { [any]: any }) for k, v in pairs(t) do if type(v) == "table" then t[k] = Freeze(v) end end return table.freeze(t) end return Freeze(tbl :: any) end
--/Sight
module.SightZoom = 0 -- Set to 0 if you want to use weapon's default zoom module.SightZoom2 = 0 -- Set this to alternative zoom or Aimpart2 Zoom
-- ROBLOX deviation START: binding support
type ReactBinding<T> = ReactTypes.ReactBinding<T> type ReactBindingUpdater<T> = ReactTypes.ReactBindingUpdater<T>
-- Local Functions
local function awardBadge(player, badgeId) -- Fetch badge information local success, badgeInfo = pcall(function() return BadgeService:GetBadgeInfoAsync(badgeId) end) if success then -- Confirm that badge can be awarded if badgeInfo.IsEnabled then -- Award badge local awarded, errorMessage = pcall(function() BadgeService:AwardBadge(player.UserId, badgeId) return true end) if not awarded then warn("Error while awarding badge:", errorMessage) return false end end else warn("Error while fetching badge info!") return false end end local function handleCodeRedemption(player, code) -- Check if code is valid local foundIndex = false for codeIndex, badgeId in ipairs (GameSettings.codes) do if codeIndex == code then foundIndex = codeIndex end end if not foundIndex then RedeemCode:FireClient(player, "Invalid code!") return end -- Player has redeemed code, can't redeem again if DataStore:HasRedeemedCode(player, code) then RedeemCode:FireClient(player, "Code already redeemed!") return end local redeemed = DataStore:RedeemCode(player, GameSettings.codes[foundIndex]) if redeemed then -- Give prize based on code if awardBadge(player, GameSettings.codes[foundIndex]) then -- Tell client that code has been redeemed RedeemCode:FireClient(player, "Successfully redeemed!") end end -- Tell client that code has been redeemed RedeemCode:FireClient(player, "Error redeeming code!") end
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local toolAnimName = "" local toolAnimTrack = nil local toolAnimInstance = nil local currentToolAnimKeyframeHandler = nil function toolKeyFrameReachedFunc(frameName) if (frameName == "End") then playToolAnimation(toolAnimName, 0.0, Humanoid) end end function playToolAnimation(animName, transitionTime, humanoid, priority) local idx = rollAnimation(animName) 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
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local function queryPoint(origin, unitDir, dist, lastPos) debug.profilebegin("queryPoint") local originalSize = #blacklist dist = dist + nearPlaneZ local target = origin + unitDir*dist local softLimit = inf local hardLimit = inf local movingOrigin = origin repeat local entryPart, entryPos = workspace:FindPartOnRayWithIgnoreList(ray(movingOrigin, target - movingOrigin), blacklist, false, true) if entryPart then if canOcclude(entryPart) then local wl = {entryPart} local exitPart = workspace:FindPartOnRayWithWhitelist(ray(target, entryPos - target), wl, true) local lim = (entryPos - origin).Magnitude if exitPart then local promote = false if lastPos then promote = workspace:FindPartOnRayWithWhitelist(ray(lastPos, target - lastPos), wl, true) or workspace:FindPartOnRayWithWhitelist(ray(target, lastPos - target), wl, true) end if promote then -- Ostensibly a soft limit, but the camera has passed through it in the last frame, so promote to a hard limit. hardLimit = lim elseif dist < softLimit then -- Trivial soft limit softLimit = lim end else -- Trivial hard limit hardLimit = lim end end blacklist[#blacklist + 1] = entryPart movingOrigin = entryPos - unitDir*1e-3 end until hardLimit < inf or not entryPart eraseFromEnd(blacklist, originalSize) debug.profileend() return softLimit - nearPlaneZ, hardLimit - nearPlaneZ end local function queryViewport(focus, dist) debug.profilebegin("queryViewport") local fP = focus.p local fX = focus.rightVector local fY = focus.upVector local fZ = -focus.lookVector local viewport = camera.ViewportSize local hardBoxLimit = inf local softBoxLimit = inf -- Center the viewport on the PoI, sweep points on the edge towards the target, and take the minimum limits for viewX = 0, 1 do local worldX = fX*((viewX - 0.5)*projX) for viewY = 0, 1 do local worldY = fY*((viewY - 0.5)*projY) local origin = fP + nearPlaneZ*(worldX + worldY) local lastPos = camera:ViewportPointToRay( viewport.x*viewX, viewport.y*viewY ).Origin local softPointLimit, hardPointLimit = queryPoint(origin, fZ, dist, lastPos) if hardPointLimit < hardBoxLimit then hardBoxLimit = hardPointLimit end if softPointLimit < softBoxLimit then softBoxLimit = softPointLimit end end end debug.profileend() return softBoxLimit, hardBoxLimit end local function testPromotion(focus, dist, focusExtrapolation) debug.profilebegin("testPromotion") local fP = focus.p local fX = focus.rightVector local fY = focus.upVector local fZ = -focus.lookVector do -- Dead reckoning the camera rotation and focus debug.profilebegin("extrapolate") local SAMPLE_DT = 0.0625 local SAMPLE_MAX_T = 1.25 local maxDist = (getCollisionPoint(fP, focusExtrapolation.posVelocity*SAMPLE_MAX_T) - fP).Magnitude -- Metric that decides how many samples to take local combinedSpeed = focusExtrapolation.posVelocity.magnitude for dt = 0, min(SAMPLE_MAX_T, focusExtrapolation.rotVelocity.magnitude + maxDist/combinedSpeed), SAMPLE_DT do local cfDt = focusExtrapolation.extrapolate(dt) -- Extrapolated CFrame at time dt if queryPoint(cfDt.p, -cfDt.lookVector, dist) >= dist then return false end end debug.profileend() end do -- Test screen-space offsets from the focus for the presence of soft limits debug.profilebegin("testOffsets") for _, offset in ipairs(SCAN_SAMPLE_OFFSETS) do local scaledOffset = offset local pos = getCollisionPoint(fP, fX*scaledOffset.x + fY*scaledOffset.y) if queryPoint(pos, (fP + fZ*dist - pos).Unit, dist) == inf then return false end end debug.profileend() end debug.profileend() return true end local function Popper(focus, targetDist, focusExtrapolation) debug.profilebegin("popper") subjectRoot = subjectPart and subjectPart:GetRootPart() or subjectPart local dist = targetDist local soft, hard = queryViewport(focus, targetDist) if hard < dist then dist = hard end if soft < dist and testPromotion(focus, targetDist, focusExtrapolation) then dist = soft end subjectRoot = nil debug.profileend() return dist end return Popper
-- Requests the mob to perform a jump if there's an obstacle in the way of it.
function AI:RequestJump(Mob) if not Mob.Instance then return end local Root: BasePart = Mob.Root local JumpHeight: number = (Mob.Enemy.JumpPower ^ 2) / (2 * workspace.Gravity) * .8 local HipPoint: CFrame = Root.CFrame + (Root.CFrame.LookVector*(Root.Size.Z/2-0.2)) + (Root.CFrame.UpVector/-Root.Size.Y/2) local RaycastResult = workspace:Raycast( HipPoint.Position, HipPoint.LookVector * Mob.Enemy.WalkSpeed/4, RaycastParams ) if RaycastResult then -- There is an obstacle, but they should be able to jump over it! if RaycastResult.Instance ~= workspace.Terrain then local PartHeight: number = (RaycastResult.Instance.Position + Vector3.new(0, RaycastResult.Instance.Size.Y/2, 0)).Y if (HipPoint.Position.Y + JumpHeight) > PartHeight then Mob.Enemy.Jump = true end else Mob.Enemy.Jump = true end end end
-- Discard any excess return values
local function first(x) return x end
-- Place in StarterGui.
local Players = game:GetService("Players") function onPlayerAdded(player) game:GetService("StarterGui"):SetCore("ChatMakeSystemMessage",{ Text = ("[SERVER]: ".. player.Name .. " has entered the game."); Color = Color3.new(255,255,255); Font = Enum.Font.SourceSansBold; FontSize = Enum.FontSize.Size18; }) end Players.PlayerAdded:connect(onPlayerAdded) for _,player in pairs(Players:GetPlayers()) do onPlayerAdded(player) end
--!strict --[=[ @function flatten @within Array @param array {T} -- The array to flatten. @param depth? number -- The depth to flatten the array to. @return {T} -- The flattened array. Flattens an array. If depth is not specified, it will flatten the array as far as it can go. ```lua local array = { { 1, 2, 3 }, { 4, 5, 6 }, { 7, { 8, 9 } }, } local new = Flatten(array) -- { 1, 2, 3, 4, 5, 6, 7, 8, 9 } local new = Flatten(array, 1) -- { 1, 2, 3, 4, 5, 6, 7, { 8, 9 } } ``` ]=]
local function flatten<T>(array: { T }, depth: number?): { T } depth = if type(depth) == "number" then depth else math.huge local result = {} for _, value in ipairs(array) do if type(value) == "table" and depth > 0 then local nested = flatten(value, depth - 1) for _, nestedValue in ipairs(nested) do table.insert(result, nestedValue) end else table.insert(result, value) end end return result end return flatten
-- Do the things.
for i, f in ipairs(autoEvents) do f() end
-- Local Functions
local function OnPlayerAdded(player) -- Setup leaderboard stats local leaderstats = Instance.new("Model", player) leaderstats.Name = "leaderstats" local KWA = Instance.new("StringValue", leaderstats) if Configurations.GRANT_ASSISTS then KWA.Name = "KO - WO - A" KWA.Value = "0 - 0 - 0" else KWA.Name = "KO - WO" KWA.Value = "0 - 0" end ScoreArray[player] = { 0, 0, 0 } -- KOs, WOs, Assists TeamManager:AssignPlayerToTeam(player) player.CharacterAdded:connect(function(character) character:WaitForChild("Humanoid").Died:connect(function() PlayerManager:PlayerDied(player) wait(Configurations.RESPAWN_TIME) if GameRunning then player:LoadCharacter() end end) end) if PlayersCanSpawn then player:LoadCharacter() else DisplayManager:StartIntermission(player) end end local function OnPlayerRemoving(player) TeamManager:RemovePlayer(player) end local function UpdatePlayerScore(player) local KOString = tostring(ScoreArray[player][1]) local WOString = tostring(ScoreArray[player][2]) local AssistString = tostring(ScoreArray[player][3]) if not Configurations.GRANT_ASSISTS then if KOString:len() < WOString:len() then while KOString:len() < WOString:len() do KOString = " " .. KOString end else while WOString:len() < WOString:len() do WOString = WOString .. " " end end player.leaderstats["KO - WO"].Value = KOString .. " - " .. WOString else player.leaderstats["KO - WO - A"].Value = KOString .. " - " .. WOString .. " - " .. AssistString end end
--[[ Sets the given emote as unlocked for the given Player. ]]
local function unlockEmote(runService, emoteManager, changeEmoteLock) if runService:IsServer() then return function(player: Player, emoteName: string): nil assert(t.string(emoteName)) emoteManager:setEmoteIsLockedForPlayer(player, emoteName, false) end else -- Calling unlockEmote from the client is deprecated. To preserve -- backwards compatibility, a remote event is fired to the new server -- side unlockEmote function return function(emoteName: string): nil warn("Calling unlockEmote from the client is deprecated. Please call from a server Script instead.") changeEmoteLock:FireServer(emoteName, false) end end end return unlockEmote
--[[ Sets up the EmoteManager for the given player. ]]
local function setupEmoteManager(player) local humanoid = player.Character:WaitForChild("Humanoid") local humanoidDescription = humanoid:WaitForChild("HumanoidDescription") emoteManager:setup(player, humanoidDescription) local connection connection = humanoid.Died:Connect(function() stopEmote(player) player.CharacterAdded:Wait() setupEmoteManager(player) connection:Disconnect() end) end local function onPlayerAdded(player) if not player.Character then player.CharacterAdded:Wait() end setupEmoteManager(player) end local function onPlayerRemoving(player) stopEmote(player) emoteManager:cleanup(player.UserId) end local function onChangeEmoteLock(player, emoteName, isLocked) assert(onChangeEmoteLockCheck(emoteName, isLocked)) emoteManager:setEmoteIsLockedForPlayer(player, emoteName, isLocked) end emotePlayed.OnServerEvent:Connect(startEmote) emoteStopped.OnServerEvent:Connect(stopEmote) changeEmoteLock.OnServerEvent:Connect(onChangeEmoteLock) Players.PlayerAdded:Connect(onPlayerAdded) Players.PlayerRemoving:Connect(onPlayerRemoving) loadEmoteAssets()
-- Ensures that 'actual' & 'expected' are of type 'number'
local function ensureNumbers(actual: any, expected: any, matcherName: string, options: MatcherHintOptions?): () ensureActualIsNumber(actual, matcherName, options) ensureExpectedIsNumber(expected, matcherName, options) end local function ensureExpectedIsNonNegativeInteger(expected: any, matcherName: string, options: MatcherHintOptions?): () if typeof(expected) ~= "number" or not Number.isSafeInteger(expected) or expected < 0 then local matcherString = matcherName if not options then matcherString = "[.never]" .. matcherString end error( Error( matcherErrorMessage( matcherHint(matcherString, nil, nil, options), EXPECTED_COLOR("expected") .. " value must be a non-negative integer", printWithType("Expected", expected, printExpected) ) ) ) end end
--This script should work. Only 30 lines. Amazing! Feel free to add more buttons in tab to your liking.
local tabs = script.Parent.TABS:GetChildren() for i = 1, #tabs do local buttons = tabs[i]:GetChildren() for i = 1, #buttons do function sell() hint = Instance.new("Hint",script.Parent.Parent.Parent.Parent.PlayerGui) Game:GetService("Debris"):AddItem(hint, 2) local gp = script.Parent.Parent.Parent.Parent.leaderstats:FindFirstChild("Gold") local bp = script.Parent.Parent.Parent.Parent.Backpack local sg = script.Parent.Parent.Parent.Parent.StarterGear local bptool = bp:FindFirstChild(buttons[i].Item.Value) local sgtool = sg:FindFirstChild(buttons[i].Item.Value) local sellvalue = buttons[i].SellPrice.Value if bptool ~= nil and sgtool ~= nil then bptool:Remove() sgtool:Remove() gp.Value = gp.Value + sellvalue hint.Text = "You sold " ..buttons[i].Text.. " for " ..buttons[i].PriceDisplay.Text.. " Gold!" elseif bptool == nil and sgtool ~= nil then sgtool:Remove() gp.Value = gp.Value + sellvalue hint.Text = "You sold " ..buttons[i].Text.. " for " ..buttons[i].PriceDisplay.Text.. " Gold!" else hint.Text = "You don't have " ..buttons[i].Text.. "!" end end buttons[i].MouseButton1Click:connect(sell) end end
--Made by Luckymaxer
local Tool = script.Parent local Handle = Tool:WaitForChild("Handle") local CoilSound = Handle:WaitForChild("CoilSound") local Character = game.Players.LocalPlayer.Character local Head = Character.Humanoid.Head EqualizingForce = (236 / 1.2) -- amount of force required to levitate a mass Gravity = 0.85 -- things float at > 1 GhostEffect = nil MassCon1 = nil MassCon2 = nil function GetTotalMass(root) local force = 0 for _, obj in pairs(root:GetChildren()) do if obj:IsA("BasePart") then force = force + obj:GetMass() * EqualizingForce * Gravity end force = force + GetTotalMass(obj) end return force end function OnMassChanged(child, character) if GhostEffect and GhostEffect.Parent then GhostEffect.force = Vector3.new(0, GetTotalMass(Character), 0) end end function UpdateGhostState(Unequipped) if Unequipped then GhostEffect:Destroy() GhostEffect = nil MassCon1:disconnect() MassCon2:disconnect() else if not GhostEffect then GhostEffect = Instance.new("BodyForce") GhostEffect.Name = "GravityCoilEffect" GhostEffect.force = Vector3.new(0, GetTotalMass(Character), 0) GhostEffect.Parent = Head MassCon1 = Character.ChildAdded:connect(function(Child) OnMassChanged(Child, Character) end) MassCon2 = Character.ChildRemoved:connect(function(Child) OnMassChanged(Child, Character) end) end end end function OnEquipped() Character = Tool.Parent Head = Character:FindFirstChild("Head") if not Head or not Head.Parent then return end CoilSound:Play() UpdateGhostState(false) end function OnUnequipped() UpdateGhostState(true) end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)
--Button size
local ButtonSX = Button.Size.X.Scale local ButtonSY = Button.Size.Y.Scale Button.MouseEnter:Connect(function(x,y) --HolaMousee Button:TweenSize( UDim2.new(ButtonSX + 0.006 , 0,ButtonSY + 0.006, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.2, true ) end) Button.MouseLeave:Connect(function(x,y) --AdiosMousee Button:TweenSize( UDim2.new(ButtonSX, 0,ButtonSY, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.2, true ) end) Button.MouseButton1Down:Connect(function(x,y) --Holding mouse Button:TweenSize( UDim2.new(ButtonSX - 0.006 , 0,ButtonSY - 0.006, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.15, true ) end) Button.MouseButton1Up:Connect(function(x,y) --Holding mouse Button:TweenSize( UDim2.new(ButtonSX + 0.006 ,0, ButtonSY + 0.006, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.15, true ) end)
-- jest --no-expand -- -- Given array of aligned strings with inverse highlight formatting, -- return joined lines with diff formatting (and patch marks, if needed).
local function joinAlignedDiffsNoExpand(diffs: Array<Diff>, options: DiffOptionsNormalized): string local iLength = #diffs local nContextLines = options.contextLines local nContextLines2 = nContextLines + nContextLines -- First pass: count output lines and see if it has patches. local jLength = iLength local hasExcessAtStartOrEnd = false local nExcessesBetweenChanges = 0 local i = 0 while i ~= iLength do local iStart = i while i ~= iLength and diffs[i + 1][1] == DIFF_EQUAL do i += 1 end if iStart ~= i then if iStart == 0 then -- at start if i > nContextLines then jLength -= i - nContextLines -- subtract excess common lines hasExcessAtStartOrEnd = true end elseif i == iLength then -- at end local n = i - iStart if n > nContextLines then jLength -= n - nContextLines -- subtract excess common lines hasExcessAtStartOrEnd = true end else -- between changes local n = i - iStart if n > nContextLines2 then jLength -= n - nContextLines2 -- subtract excess common lines nExcessesBetweenChanges += 1 end end end while i ~= iLength and diffs[i + 1][1] ~= DIFF_EQUAL do i += 1 end end local hasPatch = nExcessesBetweenChanges ~= 0 or hasExcessAtStartOrEnd if nExcessesBetweenChanges ~= 0 then jLength += nExcessesBetweenChanges + 1 -- add patch lines elseif hasExcessAtStartOrEnd then jLength += 1 -- add patch line end local jLast = jLength - 1 local lines: { [number]: string } = {} local jPatchMark = 0 -- index of placeholder line for current patch mark if hasPatch then table.insert(lines, "") -- placeholder line for first patch mark end -- Indexes of expected or received lines in current patch: local aStart = 0 local bStart = 0 local aEnd = 0 local bEnd = 0 local pushCommonLine = function(line: string): () local j = #lines table.insert(lines, printCommonLine(line, j == 0 or j == jLast, options)) aEnd += 1 bEnd += 1 end local pushDeleteLine = function(line: string): () local j = #lines table.insert(lines, printDeleteLine(line, j == 0 or j == jLast, options)) aEnd += 1 end local pushInsertLine = function(line: string): () local j = #lines table.insert(lines, printInsertLine(line, j == 0 or j == jLast, options)) bEnd += 1 end -- Second pass: push lines with diff formatting (and patch marks, if needed). i = 0 while i ~= iLength do local iStart = i while i ~= iLength and diffs[i + 1][1] == DIFF_EQUAL do i += 1 end if iStart ~= i then if iStart == 0 then -- at beginning if i > nContextLines then iStart = i - nContextLines aStart = iStart bStart = iStart aEnd = aStart bEnd = bStart end local iCommon = iStart while iCommon ~= i do pushCommonLine(diffs[iCommon + 1][2]) iCommon += 1 end elseif i == iLength then -- at end local iEnd = i if i - iStart > nContextLines then iEnd = iStart + nContextLines end local iCommon = iStart while iCommon ~= iEnd do pushCommonLine(diffs[iCommon + 1][2]) iCommon += 1 end else -- between changes local nCommon = i - iStart if nCommon > nContextLines2 then local iEnd = iStart + nContextLines local iCommon = iStart while iCommon ~= iEnd do pushCommonLine(diffs[iCommon + 1][2]) iCommon += 1 end lines[jPatchMark + 1] = createPatchMark(aStart, aEnd, bStart, bEnd, options) jPatchMark = #lines table.insert(lines, "") -- placeholder line for next patch mark local nOmit = nCommon - nContextLines2 aStart = aEnd + nOmit bStart = bEnd + nOmit aEnd = aStart bEnd = bStart iCommon = i - nContextLines while iCommon ~= i do pushCommonLine(diffs[iCommon + 1][2]) iCommon += 1 end else local iCommon = iStart while iCommon ~= i do pushCommonLine(diffs[iCommon + 1][2]) iCommon += 1 end end end end while i ~= iLength and diffs[i + 1][1] == DIFF_DELETE do pushDeleteLine(diffs[i + 1][2]) i += 1 end while i ~= iLength and diffs[i + 1][1] == DIFF_INSERT do pushInsertLine(diffs[i + 1][2]) i += 1 end end if hasPatch then lines[jPatchMark + 1] = createPatchMark(aStart, aEnd, bStart, bEnd, options) end return table.concat(lines, "\n") end