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-- ROBLOX deviation: wrap in function to pass jests methods (it, describe, etc) |
local each = function(jestMethods_: Object?)
local jestMethods = (if jestMethods_ ~= nil then jestMethods_ else {}) :: Object
--[[
ROBLOX deviation START: TestEZ it/test/describe are functions, make them callable objects
to handle them the same way as jest's API and support both.
]]
Array.forEach(Object.keys(jestMethods), function(key)
local maybeMethod = jestMethods[key]
jestMethods[key] = if typeof(maybeMethod) == "function"
then setmetatable({}, {
__call = function(_self, ...)
return maybeMethod(...)
end,
})
else maybeMethod
end)
-- ROBLOX deviation END
return setmetatable({
withGlobal = function(g: Global)
return function(table_: Global_EachTable, ...)
return install(g, maybeHandleTemplateString(table_), ...)
end
end,
}, {
__call = function(_self, table_: Global_EachTable, ...): ReturnType<typeof(install)>
-- ROBLOX deviation: jestMethods, are passed as parameters, not taken from global
return install(jestMethods :: Global, maybeHandleTemplateString(table_), ...)
end,
})
end
exports.bind = bind
exports.default = each
exports.NIL = NIL
return exports
|
--HumanoidRootPart.Velocity = Velocity |
script:Destroy()
|
--[[ Script Variables ]] | --
while not Players.LocalPlayer do
wait()
end
local LocalPlayer = Players.LocalPlayer
local DPadFrame = nil
local TouchObject = nil
local OnInputEnded = nil -- defined in Create()
|
--/Other |
module.EnableLaser = true
module.EnableFlashlight = false
module.InfraRed = false
|
-- SETTINGS |
local brakeColor_on = BrickColor.new("Really red")
local brakeColor_off = BrickColor.new("Reddish brown")
local lightColor_on = BrickColor.new("Institutional white")
local lightColor_off = light_L.BrickColor
print("headlight off color will be " .. lightColor_off.Name)
local smokeOpacity_throttleOn = 0.5
local smokeOpacity_throttleOff = 0.1
local fireSize_big = 7
local fireSize_small = 3
function seatChildAddedHandler(child)
if child.Name=="SeatWeld" then
print("Turn car ON")
driverInSeat = true
smoke.Enabled = true
smoke.Opacity = smokeOpacity_throttleOff
light_L.BrickColor = lightColor_on
light_R.BrickColor = lightColor_on
fire.Size = fireSize_big
fire.Enabled = true
wait(0.3)
fire.Size = fireSize_small
if seat.Throttle==0 then
fire.Enabled = false
end
end
end
function seatChildRemovedHandler(child)
if child.Name=="SeatWeld" then
print("Turn car OFF")
driverInSeat = false
smoke.Enabled = false
light_L.BrickColor = lightColor_off
light_R.BrickColor = lightColor_off
end
end
function showBigFire()
fire.Size = fireSize_big
fire.Enabled = true
wait(0.3)
if seat.Throttle==1 then
fire.Size = fireSize_small
end
wait(1)
if seat.Throttle==1 then
fire.Enabled = false
end
end
local tiltForce = 84000
local tiltTime = 1
function tiltJeepBack()
print("tiltJeepBack()")
wait(tiltTime)
end
function tiltJeepForward()
print("tiltJeepForward()")
wait(tiltTime)
end
function seatChangedHandler(prop)
if prop=="Throttle" then
if seat.Throttle==1 then
-- Throttle Forward
brake_L.BrickColor = brakeColor_off
brake_R.BrickColor = brakeColor_off
smoke.Opacity = smokeOpacity_throttleOn
local co = coroutine.create(showBigFire)
coroutine.resume(co)
local co2 = coroutine.create(tiltJeepBack)
coroutine.resume(co2)
elseif seat.Throttle==0 then
-- Throttle Off
brake_L.BrickColor = brakeColor_on
brake_R.BrickColor = brakeColor_on
smoke.Opacity = smokeOpacity_throttleOff
fire.Enabled = false
wait(0.9)
if brake_L.BrickColor==brakeColor_on then
brake_L.BrickColor = brakeColor_off
end
if brake_R.BrickColor==brakeColor_on then
brake_R.BrickColor = brakeColor_off
end
elseif seat.Throttle==-1 then
-- Throttle Reverse
brake_L.BrickColor = lightColor_on
brake_R.BrickColor = lightColor_on
smoke.Opacity = smokeOpacity_throttleOff
fire.Enabled = false
local co = coroutine.create(tiltJeepForward)
coroutine.resume(co)
end
end
end
|
--Put in Starter Characater Script |
local Human = script.Parent:WaitForChild("Humanoid")
local LastHealth = Human.Health
Human.Changed:Connect(function()
if Human.Health > LastHealth then
LastHealth = Human.Health
end
if Human.Health < LastHealth and LastHealth > 30 then
LastHealth = Human.Health
local Tracks = script:GetChildren()
local RandomTracks = math.random(1,#Tracks)
local ChosenTrack = Tracks[RandomTracks]
if ChosenTrack ~= nil then
ChosenTrack:play()
end
end
end)
|
-- move back UI -- |
titleStart = {}
titleStart.Position = UDim2.new(-1, 0, 0, 0)
soloStart = {}
soloStart.Position = UDim2.new(-1, 0, 0.4, 0)
customizeStart = {}
customizeStart.Position = UDim2.new(-1, 0 , 0.55, 0)
achievementsStart = {}
achievementsStart.Position = UDim2.new(-1, 0 , 0.7, 0)
settingsStart = {}
settingsStart.Position = UDim2.new(-1, 0 , 0.85, 0)
backStart = {}
backStart.Position = UDim2.new(0.5, 0, 0.85, 0) |
-- How many times per second the gun can fire |
local FireRate = 1 / 1.25 |
--[[function Global:SyncMemberWithClient(object,memberName,value,player)
if player then
game.ReplicatedStorage.PublicMembers.SyncMember:FireClient(player,object,memberName,value)
else
game.ReplicatedStorage.PublicMembers.SyncMember:FireAllClients(object,memberName,value)
end
end]] |
return Global
|
--[[ The Module ]] | --
local TransparencyController = {}
TransparencyController.__index = TransparencyController
function TransparencyController.new()
local self = setmetatable({}, TransparencyController)
self.lastUpdate = tick()
self.transparencyDirty = false
self.enabled = false
self.lastTransparency = nil
self.descendantAddedConn, self.descendantRemovingConn = nil, nil
self.toolDescendantAddedConns = {}
self.toolDescendantRemovingConns = {}
self.cachedParts = {}
return self
end
function TransparencyController:HasToolAncestor(object: Instance)
if object.Parent == nil then return false end
return object.Parent:IsA('Tool') or self:HasToolAncestor(object.Parent)
end
function TransparencyController:IsValidPartToModify(part: BasePart)
if part:IsA('BasePart') or part:IsA('Decal') then
return not self:HasToolAncestor(part)
end
return false
end
function TransparencyController:CachePartsRecursive(object)
if object then
if self:IsValidPartToModify(object) then
self.cachedParts[object] = true
self.transparencyDirty = true
end
for _, child in pairs(object:GetChildren()) do
self:CachePartsRecursive(child)
end
end
end
function TransparencyController:TeardownTransparency()
for child, _ in pairs(self.cachedParts) do
child.LocalTransparencyModifier = 0
end
self.cachedParts = {}
self.transparencyDirty = true
self.lastTransparency = nil
if self.descendantAddedConn then
self.descendantAddedConn:disconnect()
self.descendantAddedConn = nil
end
if self.descendantRemovingConn then
self.descendantRemovingConn:disconnect()
self.descendantRemovingConn = nil
end
for object, conn in pairs(self.toolDescendantAddedConns) do
conn:Disconnect()
self.toolDescendantAddedConns[object] = nil
end
for object, conn in pairs(self.toolDescendantRemovingConns) do
conn:Disconnect()
self.toolDescendantRemovingConns[object] = nil
end
end
function TransparencyController:SetupTransparency(character)
self:TeardownTransparency()
if self.descendantAddedConn then self.descendantAddedConn:disconnect() end
self.descendantAddedConn = character.DescendantAdded:Connect(function(object)
-- This is a part we want to invisify
if self:IsValidPartToModify(object) then
self.cachedParts[object] = true
self.transparencyDirty = true
-- There is now a tool under the character
elseif object:IsA('Tool') then
if self.toolDescendantAddedConns[object] then self.toolDescendantAddedConns[object]:Disconnect() end
self.toolDescendantAddedConns[object] = object.DescendantAdded:Connect(function(toolChild)
self.cachedParts[toolChild] = nil
if toolChild:IsA('BasePart') or toolChild:IsA('Decal') then
-- Reset the transparency
toolChild.LocalTransparencyModifier = 0
end
end)
if self.toolDescendantRemovingConns[object] then self.toolDescendantRemovingConns[object]:disconnect() end
self.toolDescendantRemovingConns[object] = object.DescendantRemoving:Connect(function(formerToolChild)
wait() -- wait for new parent
if character and formerToolChild and formerToolChild:IsDescendantOf(character) then
if self:IsValidPartToModify(formerToolChild) then
self.cachedParts[formerToolChild] = true
self.transparencyDirty = true
end
end
end)
end
end)
if self.descendantRemovingConn then self.descendantRemovingConn:disconnect() end
self.descendantRemovingConn = character.DescendantRemoving:connect(function(object)
if self.cachedParts[object] then
self.cachedParts[object] = nil
-- Reset the transparency
object.LocalTransparencyModifier = 0
end
end)
self:CachePartsRecursive(character)
end
function TransparencyController:Enable(enable: boolean)
if self.enabled ~= enable then
self.enabled = enable
self:Update()
end
end
function TransparencyController:SetSubject(subject)
local character = nil
if subject and subject:IsA("Humanoid") then
character = subject.Parent
end
if subject and subject:IsA("VehicleSeat") and subject.Occupant then
character = subject.Occupant.Parent
end
if character then
self:SetupTransparency(character)
else
self:TeardownTransparency()
end
end
function TransparencyController:Update()
local instant = false
local now = tick()
local currentCamera = workspace.CurrentCamera
if currentCamera then
local transparency = 0
if not self.enabled then
instant = true
else
local distance = (currentCamera.Focus.p - currentCamera.CoordinateFrame.p).magnitude
transparency = (distance<2) and (1.0-(distance-0.5)/1.5) or 0 --(7 - distance) / 5
if transparency < 0.5 then
transparency = 0
end
if self.lastTransparency then
local deltaTransparency = transparency - self.lastTransparency
-- Don't tween transparency if it is instant or your character was fully invisible last frame
if not instant and transparency < 1 and self.lastTransparency < 0.95 then
local maxDelta = MAX_TWEEN_RATE * (now - self.lastUpdate)
deltaTransparency = math.clamp(deltaTransparency, -maxDelta, maxDelta)
end
transparency = self.lastTransparency + deltaTransparency
else
self.transparencyDirty = true
end
transparency = math.clamp(Util.Round(transparency, 2), 0, 1)
end
if self.transparencyDirty or self.lastTransparency ~= transparency then
for child, _ in pairs(self.cachedParts) do
child.LocalTransparencyModifier = transparency
end
self.transparencyDirty = false
self.lastTransparency = transparency
end
end
self.lastUpdate = now
end
return TransparencyController
|
--[[
Packs an array of numbers into a given animatable data type.
If the type is not animatable, nil will be returned.
FUTURE: When Luau supports singleton types, those could be used in
conjunction with intersection types to make this function fully statically
type checkable.
]] |
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local Oklab = require(Package.Colour.Oklab)
local function packType(numbers: {number}, typeString: string): PubTypes.Animatable?
if typeString == "number" then
return numbers[1]
elseif typeString == "CFrame" then
return
CFrame.new(numbers[1], numbers[2], numbers[3]) *
CFrame.fromAxisAngle(
Vector3.new(numbers[4], numbers[5], numbers[6]).Unit,
numbers[7]
)
elseif typeString == "Color3" then
return Oklab.from(
Vector3.new(numbers[1], numbers[2], numbers[3]),
false
)
elseif typeString == "ColorSequenceKeypoint" then
return ColorSequenceKeypoint.new(
numbers[4],
Oklab.from(
Vector3.new(numbers[1], numbers[2], numbers[3]),
false
)
)
elseif typeString == "DateTime" then
return DateTime.fromUnixTimestampMillis(numbers[1])
elseif typeString == "NumberRange" then
return NumberRange.new(numbers[1], numbers[2])
elseif typeString == "NumberSequenceKeypoint" then
return NumberSequenceKeypoint.new(numbers[2], numbers[1], numbers[3])
elseif typeString == "PhysicalProperties" then
return PhysicalProperties.new(numbers[1], numbers[2], numbers[3], numbers[4], numbers[5])
elseif typeString == "Ray" then
return Ray.new(
Vector3.new(numbers[1], numbers[2], numbers[3]),
Vector3.new(numbers[4], numbers[5], numbers[6])
)
elseif typeString == "Rect" then
return Rect.new(numbers[1], numbers[2], numbers[3], numbers[4])
elseif typeString == "Region3" then
-- FUTURE: support rotated Region3s if/when they become constructable
local position = Vector3.new(numbers[1], numbers[2], numbers[3])
local halfSize = Vector3.new(numbers[4] / 2, numbers[5] / 2, numbers[6] / 2)
return Region3.new(position - halfSize, position + halfSize)
elseif typeString == "Region3int16" then
return Region3int16.new(
Vector3int16.new(numbers[1], numbers[2], numbers[3]),
Vector3int16.new(numbers[4], numbers[5], numbers[6])
)
elseif typeString == "UDim" then
return UDim.new(numbers[1], numbers[2])
elseif typeString == "UDim2" then
return UDim2.new(numbers[1], numbers[2], numbers[3], numbers[4])
elseif typeString == "Vector2" then
return Vector2.new(numbers[1], numbers[2])
elseif typeString == "Vector2int16" then
return Vector2int16.new(numbers[1], numbers[2])
elseif typeString == "Vector3" then
return Vector3.new(numbers[1], numbers[2], numbers[3])
elseif typeString == "Vector3int16" then
return Vector3int16.new(numbers[1], numbers[2], numbers[3])
else
return nil
end
end
return packType
|
------------------------------------------------------------ |
local TwinService = game:GetService("TweenService")
local AnimationHighLight = TweenInfo.new(1, Enum.EasingStyle.Sine ,Enum.EasingDirection.InOut)
local Info1 = {Position = Vector3.new(pos1,Positionn,pos3)}
local Info2 = {Position = Vector3.new(pos1,Positionn2,pos3)}
local AnimkaUp = TwinService:Create(Danger, AnimationHighLight, Info1 )
local AnimkaDown = TwinService:Create(Danger, AnimationHighLight, Info2 )
while true do
AnimkaDown:Play()
wait(2)
AnimkaUp:Play()
wait(2)
end
|
--[[Engine]] |
local fFD = _Tune.FinalDrive*_Tune.FDMult
--Horsepower Curve
local fgc_h=_Tune.Horsepower/100
local fgc_n=_Tune.PeakRPM/1000
local fgc_a=_Tune.PeakSharpness
local fgc_c=_Tune.CurveMult
function FGC(x)
x=x/1000
return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1))))
end
local PeakFGC = FGC(_Tune.PeakRPM)
--Plot Current Horsepower
local cGrav = workspace.Gravity/32.2
function GetCurve(x)
local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0)
local iComp =(car.DriveSeat.CFrame.lookVector.y)*_Tune.InclineComp*cGrav
if _CGear==-1 then iComp=-iComp end
return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[_CGear+2]*fFD*math.max(1,(1+iComp))*hpScaling
end
--Powertrain
function Engine()
--Neutral Gear
if _CGear==0 then _ClutchOn = false end
--Car Is Off
local revMin = _Tune.IdleRPM
if not _IsOn then
revMin = 0
_CGear = 0
_ClutchOn = false
_GThrot = _Tune.IdleThrottle/100
end
--Determine RPM
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFD*30/math.pi,_Tune.Redline+100),revMin)
local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
_RPM = _RPM*clutchP + aRPM*(1-clutchP)
_HP,_OutTorque = GetCurve(_RPM)
else
if _GThrot-(_Tune.IdleThrottle/100)>0 then
_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)
else
_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
end
_OutTorque = 0
end
--Rev Limiter
local spLimit = 0
if _RPM>_Tune.Redline then
if _CGear<#_Tune.Ratios-2 then
_RPM = _RPM-_Tune.RevBounce
spLimit = 0
else
_RPM = _RPM-_Tune.RevBounce*.5
end
else
spLimit = (_Tune.Redline+100)*math.pi/(30*_Tune.Ratios[_CGear+2]*fFD)
end
--Automatic Transmission
if _TMode == "Auto" and _IsOn then
_ClutchOn = true
if _CGear == 0 then _CGear = 1 end
if _CGear >= 1 then
if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then
_CGear = -1
else
if _Tune.AutoShiftMode == "RPM" then
if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFD*30/math.pi,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then
_CGear=math.max(_CGear-1,1)
end
else
if car.DriveSeat.Velocity.Magnitude > math.ceil(wDia*math.pi*(_Tune.PeakRPM+_Tune.AutoUpThresh)/60/_Tune.Ratios[_CGear+2]/fFD) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDia*math.pi*(_Tune.PeakRPM-_Tune.AutoDownThresh)/60/_Tune.Ratios[_CGear+1]/fFD) then
_CGear=math.max(_CGear-1,1)
end
end
end
else
if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then
_CGear = 1
end
end
end
--Average Rotational Speed Calculation
local fwspeed=0
local fwcount=0
local rwspeed=0
local rwcount=0
for i,v in pairs(car.Wheels:GetChildren()) do
if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then
fwspeed=fwspeed+v.RotVelocity.Magnitude
fwcount=fwcount+1
elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then
rwspeed=rwspeed+v.RotVelocity.Magnitude
rwcount=rwcount+1
end
end
fwspeed=fwspeed/fwcount
rwspeed=rwspeed/rwcount
local cwspeed=(fwspeed+rwspeed)/2
--Update Wheels
for i,v in pairs(car.Wheels:GetChildren()) do
--Reference Wheel Orientation
local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*CFrame.Angles(math.pi/2,-math.pi/2,0)).lookVector),v.Position)*CFrame.Angles(0,math.pi,0)).lookVector
local aRef=1
local diffMult=1
if v.Name=="FL" or v.Name=="RL" then aRef=-1 end
--AWD Torque Scaling
if _Tune.Config == "AWD" then _OutTorque = _OutTorque*(2^.5)/2 end
--Differential/Torque-Vectoring
if v.Name=="FL" or v.Name=="FR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
elseif v.Name=="RL" or v.Name=="RR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
end
_TCSActive = false
_ABSActive = false
--Output
if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then
--PBrake
if v["#AV"]:IsA("BodyAngularVelocity") then
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce
v["#AV"].angularvelocity=Vector3.new()
else
v["#AV"].MotorMaxTorque=PBrakeForce
v["#AV"].AngularVelocity=0
end
else
--Apply Power
if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then
local driven = false
for _,a in pairs(Drive) do if a==v then driven = true end end
if driven then
local on=1
if not script.Parent.IsOn.Value then on=0 end
local throt = _GThrot
if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end
--Apply TCS
local tqTCS = 1
if _TCS then
tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))
end
if tqTCS < 1 then
_TCSActive = true
end
--Update Forces
local dir = 1
if _CGear==-1 then dir = -1 end
if v["#AV"]:IsA("BodyAngularVelocity") then
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on
v["#AV"].angularvelocity=Ref*aRef*spLimit*dir
else
if v.Name=="FR" or v.Name=="RR" then dir=-dir end
v["#AV"].MotorMaxTorque =_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on
v["#AV"].AngularVelocity=spLimit*dir
end
else
if v["#AV"]:IsA("BodyAngularVelocity") then
v["#AV"].maxTorque=Vector3.new()
v["#AV"].angularvelocity=Vector3.new()
else
v["#AV"].MotorMaxTorque=0
v["#AV"].AngularVelocity=0
end
end
--Brakes
else
local brake = _GBrake
if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end
--Apply ABS
local tqABS = 1
if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then
tqABS = 0
end
if tqABS < 1 then
_ABSActive = true
end
--Update Forces
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
if v["#AV"]:IsA("BodyAngularVelocity") then
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS
else
v["#AV"].MotorMaxTorque=FBrakeForce*brake*tqABS
end
else
if v["#AV"]:IsA("BodyAngularVelocity") then
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS
else
v["#AV"].MotorMaxTorque=RBrakeForce*brake*tqABS
end
end
if v["#AV"]:IsA("BodyAngularVelocity") then
v["#AV"].angularvelocity=Vector3.new()
else
v["#AV"].AngularVelocity=0
end
end
end
end
end
|
--| Object |-- |
local Access = Replicated.Access
local Anims = Access.Animations
local Remotes = Access.Remotes
local State = script.Parent:WaitForChild("State")
|
-----------------
--| Constants |--
----------------- |
local GRAVITY_ACCELERATION = workspace.Gravity
local RELOAD_TIME = 3 -- Seconds until tool can be used again
local ROCKET_SPEED = 175 -- Speed of the projectile
local MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534'
local MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25)
local ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27)
|
--Var |
local ModuleCollection = {}
local Modules = {}
local StartQueue = {}
|
--//Remote Functions\\-- |
fire.OnServerEvent:Connect(function(player, mouseHit)
local character = player.Character
local humanoid = character:FindFirstChild("Humanoid")
local weaponAccuracy = Vector3.new(math.random(-accuracy.Value * 2, accuracy.Value * 2), math.random(-accuracy.Value * 2, accuracy.Value * 2), math.random(-accuracy.Value * 2, accuracy.Value * 2))
if humanoid and humanoid ~= 0 then
local projectile = Instance.new("Part", workspace)
local trail = Instance.new("Trail", projectile)
trail.FaceCamera = true
trail.Lifetime = 0.3
trail.MinLength = 0.15
trail.LightEmission = 0.25
local attachment0 = Instance.new("Attachment", projectile)
attachment0.Position = Vector3.new(0.35, 0, 0)
attachment0.Name = "Attachment1"
local attachment1 = Instance.new("Attachment", projectile)
attachment1.Position = Vector3.new(-0.35, 0, 0)
attachment1.Name = "Attachment1"
trail.Attachment0 = attachment0
trail.Attachment1 = attachment1
projectile.Name = "Bullet"
projectile.BrickColor = BrickColor.new("Smoky gray")
projectile.Shape = "Ball"
projectile.Material = Enum.Material.Metal
projectile.TopSurface = 0
projectile.BottomSurface = 0
projectile.Size = Vector3.new(1, 1, 1)
projectile.Transparency = 1
projectile.CFrame = CFrame.new(muzzle.CFrame.p, mouseHit.p)
projectile.CanCollide = false
local transparencyPoints = {}
local startColor = Color3.new(255, 255, 0)
local endColor = Color3.new(213, 115, 61)
table.insert(transparencyPoints, NumberSequenceKeypoint.new(0, 1))
table.insert(transparencyPoints, NumberSequenceKeypoint.new(0.25, 0))
table.insert(transparencyPoints, NumberSequenceKeypoint.new(1, 1))
local determinedTransparency = NumberSequence.new(transparencyPoints)
local determinedColors = ColorSequence.new(startColor, endColor)
trail.Transparency = determinedTransparency
trail.Color = determinedColors
local bodyVelocity = Instance.new("BodyVelocity", projectile)
bodyVelocity.MaxForce = Vector3.new(9e9, 9e9, 9e9)
bodyVelocity.Velocity = (mouseHit.lookVector * velocity.Value) + weaponAccuracy
debris:AddItem(projectile, 20)
projectile.Touched:Connect(function(hit)
local eHumanoid = hit.Parent:FindFirstChild("Humanoid") or hit.Parent.Parent:FindFirstChild("Humanoid")
local damage = math.random(minDamage.Value, maxDamage.Value)
if not eHumanoid and not hit.Anchored and not hit:IsDescendantOf(character) then
projectile:Destroy()
elseif eHumanoid and eHumanoid ~= humanoid and eHumanoid.Health > 0 and hit ~= projectile then
if hit.Name == "Head" or hit:IsA("Hat") then
damage = damage * 1.5
end
local criticalPoint = maxDamage.Value
DamageAndTagHumanoid(player, eHumanoid, damage)
if showDamageText then
DynamicText(damage, criticalPoint, eHumanoid)
else
end
projectile:Destroy()
elseif hit.CanCollide == true and not hit:IsDescendantOf(player.Character) and hit.Anchored == true then
projectile:Destroy()
end
end)
handle.Fire:Play()
muzzleEffect.Visible = true
muzzleEffect.Rotation = math.random(-360, 360)
delay(0.1, function()
muzzleEffect.Visible = false
end)
end
end)
activateSpecial.OnServerEvent:Connect(function(player)
accuracy.Value, fireRate.Value = accuracy.Value / 2, fireRate.Value / 2
minDamage.Value, maxDamage.Value = minDamage.Value / 2, maxDamage.Value / 2
spawn(function()
local chargeSound = Instance.new("Sound", player.PlayerGui)
chargeSound.Name = "ChargeSound"
chargeSound.SoundId = "rbxassetid://163619849"
chargeSound:Play()
chargeSound.Ended:Connect(function() chargeSound:Destroy() end)
local sparkles = Instance.new("Sparkles", handle)
sparkles.SparkleColor = Color3.fromRGB(248, 248, 248)
local activatedGui = Instance.new("ScreenGui", player.PlayerGui)
activatedGui.Name = "SpecialActivated"
local textLabel = Instance.new("TextLabel", activatedGui)
textLabel.TextColor3 = Color3.fromRGB(0, 180, 30)
textLabel.Text = "CHAOS MODE"
textLabel.Font = Enum.Font.SourceSans
textLabel.TextScaled = true
textLabel.TextStrokeTransparency = 0
textLabel.Size = UDim2.new(0, 300, 0, 50)
textLabel.Position = UDim2.new(2.5, 0, 0.15, -10)
textLabel.BackgroundTransparency = 1
textLabel:TweenPosition(UDim2.new(0.5, -(textLabel.Size.X.Offset / 2), 0.1, -10), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 1)
debris:AddItem(sparkles, specialDuration.Value)
debris:AddItem(chargeSound, 3)
wait(3)
TextEffects(textLabel, 200, Enum.EasingDirection.InOut, Enum.EasingStyle.Quint, 1)
end)
for i = specialDuration.Value, 0, -1 do
wait(1)
print("Special activated: "..i)
end
accuracy.Value, fireRate.Value = accuracy.Value * 2, fireRate.Value * 2
minDamage.Value, maxDamage.Value = minDamage.Value * 2, maxDamage.Value * 2
activateSpecial:FireClient(player)
end)
|
--[=[
Cleans up whatever `Object` was set to this namespace by the 3rd parameter of [Janitor.Add](#Add).
```lua
local Obliterator = Janitor.new()
Obliterator:Add(workspace.Baseplate, "Destroy", "Baseplate")
Obliterator:Remove("Baseplate")
```
```ts
import { Workspace } from "@rbxts/services";
import { Janitor } from "@rbxts/janitor";
const Obliterator = new Janitor<{ Baseplate: Part }>();
Obliterator.Add(Workspace.FindFirstChild("Baseplate") as Part, "Destroy", "Baseplate");
Obliterator.Remove("Baseplate");
```
@param Index any -- The index you want to remove.
@return Janitor
]=] |
function Janitor:Remove(Index: any)
local This = self[IndicesReference]
if This then
local Object = This[Index]
if Object then
local MethodName = self[Object]
if MethodName then
if MethodName == true then
Object()
else
local ObjectMethod = Object[MethodName]
if ObjectMethod then
ObjectMethod(Object)
end
end
self[Object] = nil
end
This[Index] = nil
end
end
return self
end
|
-- Remotes |
local Events = ReplicatedStorage.Events
local NewPlayer = Events.NewPlayer
|
--[[**
<description>
Saves the data to the data store. Called when a player leaves.
</description>
**--]] |
function DataStore:Save()
if not self.valueUpdated then
warn(("Data store %s was not saved as it was not updated."):format(self.name))
return
end
if game.VIPServerId ~= "" then
return
end
if game:GetService("RunService"):IsStudio() and not SaveInStudio then
warn(("Data store %s attempted to save in studio while SaveInStudio is false."):format(self.name))
if not SaveInStudioObject then
warn("You can set the value of this by creating a BoolValue named SaveInStudio in ServerStorage.")
end
return
end
if self.backup then
warn("This data store is a backup store, and thus will not be saved.")
return
end
if self.value ~= nil then
local save = clone(self.value)
if self.beforeSave then
local success, newSave = pcall(self.beforeSave, save, self)
if success then
save = newSave
else
warn("Error on BeforeSave: "..newSave)
return
end
end
if not Verifier.warnIfInvalid(save) then return warn("Invalid data while saving") end
local key = (self.mostRecentKey or 0) + 1
self.dataStore:SetAsync(key, save)
self.orderedDataStore:SetAsync(key, key)
self.mostRecentKey = key
for _, afterSave in pairs(self.afterSave) do
local success, err = pcall(afterSave, save, self)
if not success then
warn("Error on AfterSave: "..err)
end
end
print("saved "..self.name)
end
end
|
--// Input Connections |
L_106_.InputBegan:connect(function(L_310_arg1, L_311_arg2)
if not L_311_arg2 and L_15_ then
if L_310_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_310_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_78_ and not L_77_ and not L_76_ and L_24_.CanAim and not L_73_ and L_15_ and not L_65_ and not L_66_ then
if not L_63_ then
if not L_64_ then
L_3_.Humanoid.WalkSpeed = 10
L_154_ = 10
L_153_ = 0.008
end
if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then
L_96_ = L_50_
end
L_132_.target = L_55_.CFrame:toObjectSpace(L_44_.CFrame).p
L_114_:FireServer(true)
L_63_ = true
end
end;
if L_310_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_79_ and not L_80_ then
L_79_ = true
L_81_ = false
L_80_ = true
LeanRight()
end
if L_310_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_79_ and not L_81_ then
L_79_ = true
L_80_ = false
L_81_ = true
LeanLeft()
end
if L_310_arg1.KeyCode == L_24_.AlternateAimKey and not L_78_ and not L_77_ and not L_76_ and L_24_.CanAim and not L_73_ and L_15_ and not L_65_ and not L_66_ then
if not L_63_ then
if not L_64_ then
L_3_.Humanoid.WalkSpeed = 10
L_154_ = 10
L_153_ = 0.008
end
L_96_ = L_50_
L_132_.target = L_55_.CFrame:toObjectSpace(L_44_.CFrame).p
L_114_:FireServer(true)
L_63_ = true
end
end;
if L_310_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_310_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_78_ and not L_76_ and L_68_ and L_15_ and not L_65_ and not L_66_ and not L_73_ then
L_67_ = true
if not Shooting and L_15_ and not L_82_ then
if L_102_ > 0 then
Shoot()
end
elseif not Shooting and L_15_ and L_82_ then
if L_104_ > 0 then
Shoot()
end
end
end;
if L_310_arg1.KeyCode == (L_24_.LaserKey or L_310_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then
local L_312_ = L_1_:FindFirstChild("LaserLight")
L_121_.KeyDown[1].Plugin()
end;
if L_310_arg1.KeyCode == (L_24_.LightKey or L_310_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then
local L_313_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light')
local L_314_ = false
L_313_.Enabled = not L_313_.Enabled
end;
if L_15_ and L_310_arg1.KeyCode == (L_24_.FireSelectKey or L_310_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_78_ and not L_69_ and not L_77_ then
L_69_ = true
if L_91_ == 1 then
if Shooting then
Shooting = false
end
if L_24_.AutoEnabled then
L_91_ = 2
L_82_ = false
L_68_ = L_83_
elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_91_ = 3
L_82_ = false
L_68_ = L_83_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
L_91_ = 4
L_82_ = false
L_68_ = L_83_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_91_ = 6
L_82_ = true
L_83_ = L_68_
L_68_ = L_84_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then
L_91_ = 1
L_82_ = false
L_68_ = L_83_
end
elseif L_91_ == 2 then
if Shooting then
Shooting = false
end
if L_24_.BurstEnabled then
L_91_ = 3
L_82_ = false
L_68_ = L_83_
elseif not L_24_.BurstEnabled and L_24_.BoltAction then
L_91_ = 4
L_82_ = false
L_68_ = L_83_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_91_ = 6
L_82_ = true
L_83_ = L_68_
L_68_ = L_84_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_91_ = 1
L_82_ = false
L_68_ = L_83_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then
L_91_ = 2
L_82_ = false
L_68_ = L_83_
end
elseif L_91_ == 3 then
if Shooting then
Shooting = false
end
if L_24_.BoltAction then
L_91_ = 4
L_82_ = false
L_68_ = L_83_
elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_91_ = 6
L_82_ = true
L_83_ = L_68_
L_68_ = L_84_
elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_91_ = 1
L_82_ = false
L_68_ = L_83_
elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_91_ = 2
L_82_ = false
L_68_ = L_83_
elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then
L_91_ = 3
L_82_ = false
L_68_ = L_83_
end
elseif L_91_ == 4 then
if Shooting then
Shooting = false
end
if L_24_.ExplosiveEnabled then
L_91_ = 6
L_82_ = true
L_83_ = L_68_
L_68_ = L_84_
elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_91_ = 1
L_82_ = false
L_68_ = L_83_
elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_91_ = 2
L_82_ = false
L_68_ = L_83_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_91_ = 3
L_82_ = false
L_68_ = L_83_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then
L_91_ = 4
L_82_ = false
L_68_ = L_83_
end
elseif L_91_ == 6 then
if Shooting then
Shooting = false
end
L_84_ = L_68_
if L_24_.SemiEnabled then
L_91_ = 1
L_82_ = false
L_68_ = L_83_
elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_91_ = 2
L_82_ = false
L_68_ = L_83_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_91_ = 3
L_82_ = false
L_68_ = L_83_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
L_91_ = 4
L_82_ = false
L_68_ = L_83_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then
L_91_ = 6
L_82_ = true
L_83_ = L_68_
L_68_ = L_84_
end
end
UpdateAmmo()
FireModeAnim()
IdleAnim()
L_69_ = false
end;
if L_310_arg1.KeyCode == (Enum.KeyCode.F or L_310_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_78_ and not L_76_ and not L_77_ and not L_66_ and not L_69_ and not L_63_ and not L_65_ and not Shooting and not L_75_ then
if not L_72_ and not L_73_ then
L_73_ = true
Shooting = false
L_68_ = false
L_134_ = time()
delay(0.6, function()
if L_102_ ~= L_24_.Ammo and L_102_ > 0 then
CreateShell()
end
end)
BoltBackAnim()
L_72_ = true
elseif L_72_ and L_73_ then
BoltForwardAnim()
Shooting = false
L_68_ = true
if L_102_ ~= L_24_.Ammo and L_102_ > 0 then
L_102_ = L_102_ - 1
elseif L_102_ >= L_24_.Ammo then
L_68_ = true
end
L_72_ = false
L_73_ = false
IdleAnim()
L_74_ = false
end
UpdateAmmo()
end;
if L_310_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_310_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_76_ and L_145_ then
L_70_ = true
if L_15_ and not L_69_ and not L_66_ and L_70_ and not L_64_ and not L_73_ then
Shooting = false
L_63_ = false
L_66_ = true
delay(0, function()
if L_66_ and not L_65_ then
L_63_ = false
L_71_ = true
end
end)
L_96_ = 80
L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed
L_154_ = L_24_.SprintSpeed
L_153_ = 0.4
end
end;
if L_310_arg1.KeyCode == (Enum.KeyCode.R or L_310_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_78_ and not L_77_ and not L_76_ and L_15_ and not L_65_ and not L_63_ and not Shooting and not L_66_ and not L_73_ then
if not L_82_ then
if L_103_ > 0 and L_102_ < L_24_.Ammo then
Shooting = false
L_65_ = true
for L_315_forvar1, L_316_forvar2 in pairs(game.Players:GetChildren()) do
if L_316_forvar2 and L_316_forvar2:IsA('Player') and L_316_forvar2 ~= L_2_ and L_316_forvar2.TeamColor == L_2_.TeamColor then
if (L_316_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then
if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then
L_118_:FireServer(L_7_.AHH, L_99_[math.random(0, 23)])
end
end
end
end
ReloadAnim()
if L_102_ <= 0 then
if not L_24_.CanSlideLock then
BoltBackAnim()
BoltForwardAnim()
end
end
IdleAnim()
L_68_ = true
if L_102_ <= 0 then
if (L_103_ - (L_24_.Ammo - L_102_)) < 0 then
L_102_ = L_102_ + L_103_
L_103_ = 0
else
L_103_ = L_103_ - (L_24_.Ammo - L_102_)
L_102_ = L_24_.Ammo
end
elseif L_102_ > 0 then
if (L_103_ - (L_24_.Ammo - L_102_)) < 0 then
L_102_ = L_102_ + L_103_ + 1
L_103_ = 0
else
L_103_ = L_103_ - (L_24_.Ammo - L_102_)
L_102_ = L_24_.Ammo + 1
end
end
L_65_ = false
if not L_74_ then
L_68_ = true
end
end;
elseif L_82_ then
if L_104_ > 0 then
Shooting = false
L_65_ = true
nadeReload()
IdleAnim()
L_65_ = false
L_68_ = true
end
end;
UpdateAmmo()
end;
if L_310_arg1.KeyCode == Enum.KeyCode.RightBracket and L_63_ then
if (L_51_ < 1) then
L_51_ = L_51_ + L_24_.SensitivityIncrement
end
end
if L_310_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_63_ then
if (L_51_ > 0.1) then
L_51_ = L_51_ - L_24_.SensitivityIncrement
end
end
if L_310_arg1.KeyCode == (Enum.KeyCode.T or L_310_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then
if not L_85_ then
L_55_ = L_1_:WaitForChild("AimPart2")
L_50_ = L_24_.CycleAimZoom
if L_63_ then
L_96_ = L_24_.CycleAimZoom
end
L_85_ = true
else
L_55_ = L_1_:FindFirstChild("AimPart")
L_50_ = L_24_.AimZoom
if L_63_ then
L_96_ = L_24_.AimZoom
end
L_85_ = false
end;
end;
if L_310_arg1.KeyCode == L_24_.InspectionKey and not L_78_ and not L_77_ then
if not L_76_ then
L_76_ = true
InspectAnim()
IdleAnim()
L_76_ = false
end
end;
if L_310_arg1.KeyCode == L_24_.AttachmentKey and not L_78_ and not L_76_ then
if L_15_ then
if not L_77_ then
L_66_ = false
L_63_ = false
L_68_ = false
L_77_ = true
AttachAnim()
elseif L_77_ then
L_66_ = false
L_63_ = false
L_68_ = true
L_77_ = false
IdleAnim()
end
end
end;
if L_310_arg1.KeyCode == Enum.KeyCode.P and not L_76_ and not L_77_ and not L_63_ and not L_66_ and not L_64_ and not L_65_ and not Recoiling and not L_66_ then
if not L_78_ then
L_78_ = true
L_14_:Create(L_45_, TweenInfo.new(0.2), {
C1 = L_24_.SprintPos
}):Play()
wait(0.2)
L_111_:FireServer("Patrol", L_24_.SprintPos)
else
L_78_ = false
L_14_:Create(L_45_, TweenInfo.new(0.2), {
C1 = CFrame.new()
}):Play()
wait(0.2)
L_111_:FireServer("Unpatrol")
end
end;
end
end)
L_106_.InputEnded:connect(function(L_317_arg1, L_318_arg2)
if not L_318_arg2 and L_15_ then
if L_317_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_317_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_76_ and L_24_.CanAim and not L_77_ then
if L_63_ then
if not L_64_ then
L_3_.Humanoid.WalkSpeed = 16
L_154_ = 17
L_153_ = .25
end
L_96_ = 70
L_132_.target = Vector3.new()
L_114_:FireServer(false)
L_63_ = false
end
end;
if L_317_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_79_ then
Unlean()
L_79_ = false
L_81_ = false
L_80_ = false
end
if L_317_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_79_ then
Unlean()
L_79_ = false
L_81_ = false
L_80_ = false
end
if L_317_arg1.KeyCode == L_24_.AlternateAimKey and not L_76_ and L_24_.CanAim then
if L_63_ then
if not L_64_ then
L_3_.Humanoid.WalkSpeed = 16
L_154_ = 17
L_153_ = .25
end
L_96_ = 70
L_132_.target = Vector3.new()
L_114_:FireServer(false)
L_63_ = false
end
end;
if L_317_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_317_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_76_ then
L_67_ = false
if Shooting then
Shooting = false
end
end;
if L_317_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
local L_319_ = L_42_:WaitForChild('GameGui')
if L_16_ then
L_319_:WaitForChild('AmmoFrame').Visible = false
L_16_ = false
end
end;
if L_317_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_317_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_76_ and not L_69_ and not L_64_ then -- SPRINT
L_70_ = false
if L_66_ and not L_63_ and not Shooting and not L_70_ then
L_66_ = false
L_71_ = false
L_96_ = 70
L_3_.Humanoid.WalkSpeed = 16
L_154_ = 17
L_153_ = .25
end
end;
end
end)
L_106_.InputChanged:connect(function(L_320_arg1, L_321_arg2)
if not L_321_arg2 and L_15_ and L_24_.FirstPersonOnly and L_63_ then
if L_320_arg1.UserInputType == Enum.UserInputType.MouseWheel then
if L_320_arg1.Position.Z == 1 and (L_51_ < 1) then
L_51_ = L_51_ + L_24_.SensitivityIncrement
elseif L_320_arg1.Position.Z == -1 and (L_51_ > 0.1) then
L_51_ = L_51_ - L_24_.SensitivityIncrement
end
end
end
end)
L_106_.InputChanged:connect(function(L_322_arg1, L_323_arg2)
if not L_323_arg2 and L_15_ then
local L_324_, L_325_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_55_.CFrame.p, (L_55_.CFrame.lookVector).unit * 10000), IgnoreList);
if L_324_ then
local L_326_ = (L_325_ - L_6_.Position).magnitude
L_33_.Text = math.ceil(L_326_) .. ' m'
end
end
end)
|
------------------------------------------------------------ |
local pos1 = Danger.Orientation.Y
local pos2 = Danger.Orientation.X
local pos3 = Danger.Orientation.Z |
-- << LOCAL VARIABLES >> |
local broadcastData = {}
local pollData = {}
local alertData = {}
local pollCount = 0
local topics = {
DisplayPollResultsToServer = "DisplayPollResultsToServer";
BeginPoll = "BeginPoll";
GetAmountOfServers = "GetAmountOfServers";
GlobalAlert = "GlobalAlert";
GlobalCommands = "GlobalCommands"
}
|
-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected |
local onlyTriggersForThrottle = false
local function onThrottleAccel(actionName, inputState, inputObject)
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle))
CurrentThrottle = (inputState == Enum.UserInputState.End or Deccelerating) and 0 or -1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
Accelerating = not (inputState == Enum.UserInputState.End)
if (inputState == Enum.UserInputState.End) and Deccelerating then
CurrentThrottle = 1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
end
end
local function onThrottleDeccel(actionName, inputState, inputObject)
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle))
CurrentThrottle = (inputState == Enum.UserInputState.End or Accelerating) and 0 or 1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
Deccelerating = not (inputState == Enum.UserInputState.End)
if (inputState == Enum.UserInputState.End) and Accelerating then
CurrentThrottle = -1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
end
end
local function onSteerRight(actionName, inputState, inputObject)
MasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, 0))
CurrentSteer = (inputState == Enum.UserInputState.End or TurningLeft) and 0 or 1
MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))
TurningRight = not (inputState == Enum.UserInputState.End)
if (inputState == Enum.UserInputState.End) and TurningLeft then
CurrentSteer = -1
MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))
end
end
local function onSteerLeft(actionName, inputState, inputObject)
MasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, 0))
CurrentSteer = (inputState == Enum.UserInputState.End or TurningRight) and 0 or -1
MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))
TurningLeft = not (inputState == Enum.UserInputState.End)
if (inputState == Enum.UserInputState.End) and TurningRight then
CurrentSteer = 1
MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))
end
end
local function getHumanoid()
local character = LocalPlayer and LocalPlayer.Character
if character then
for _,child in pairs(character:GetChildren()) do
if child:IsA('Humanoid') then
return child
end
end
end
end
local function getClosestFittingValue(value)
if value > 0.5 then
return 1
elseif value < -0.5 then
return -1
end
return 0
end
local function onRenderStepped()
if CurrentVehicleSeat then
local moveValue = MasterControl:GetMoveVector()
local didSetThrottleSteerFloat = false
didSetThrottleSteerFloat = pcall(function()
if game:GetService("UserInputService"):GetGamepadConnected(Enum.UserInputType.Gamepad1) and onlyTriggersForThrottle and useTriggersForThrottle then
CurrentVehicleSeat.ThrottleFloat = -CurrentThrottle
else
CurrentVehicleSeat.ThrottleFloat = -moveValue.z
end
CurrentVehicleSeat.SteerFloat = moveValue.x
end)
if didSetThrottleSteerFloat == false then
if game:GetService("UserInputService"):GetGamepadConnected(Enum.UserInputType.Gamepad1) and onlyTriggersForThrottle and useTriggersForThrottle then
CurrentVehicleSeat.Throttle = -CurrentThrottle
else
CurrentVehicleSeat.Throttle = getClosestFittingValue(-moveValue.z)
end
CurrentVehicleSeat.Steer = getClosestFittingValue(moveValue.x)
end
end
end
local function onSeated(active, currentSeatPart)
if active then
if currentSeatPart and currentSeatPart:IsA('VehicleSeat') then
CurrentVehicleSeat = currentSeatPart
if useTriggersForThrottle then
ContextActionService:BindAction("throttleAccel", onThrottleAccel, false, Enum.KeyCode.ButtonR2)
ContextActionService:BindAction("throttleDeccel", onThrottleDeccel, false, Enum.KeyCode.ButtonL2)
end
ContextActionService:BindAction("arrowSteerRight", onSteerRight, false, Enum.KeyCode.Right)
ContextActionService:BindAction("arrowSteerLeft", onSteerLeft, false, Enum.KeyCode.Left)
local success = pcall(function() RunService:BindToRenderStep("VehicleControlStep", Enum.RenderPriority.Input.Value, onRenderStepped) end)
if not success then
if RenderSteppedCn then return end
RenderSteppedCn = RunService.RenderStepped:connect(onRenderStepped)
end
end
else
CurrentVehicleSeat = nil
if useTriggersForThrottle then
ContextActionService:UnbindAction("throttleAccel")
ContextActionService:UnbindAction("throttleDeccel")
end
ContextActionService:UnbindAction("arrowSteerRight")
ContextActionService:UnbindAction("arrowSteerLeft")
MasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, -CurrentThrottle))
CurrentThrottle = 0
CurrentSteer = 0
local success = pcall(function() RunService:UnbindFromRenderStep("VehicleControlStep") end)
if not success and RenderSteppedCn then
RenderSteppedCn:disconnect()
RenderSteppedCn = nil
end
end
end
local function CharacterAdded(character)
local humanoid = getHumanoid()
while not humanoid do
task.wait()
humanoid = getHumanoid()
end
--
if HumanoidSeatedCn then
HumanoidSeatedCn:disconnect()
HumanoidSeatedCn = nil
end
HumanoidSeatedCn = humanoid.Seated:connect(onSeated)
end
if LocalPlayer.Character then
CharacterAdded(LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:connect(CharacterAdded)
return VehicleController
|
--> Variables |
local Timer = Fountain:GetAttribute("Timer") -- How long you must wait to heal (in seconds)
local Cooldown = {}
|
--> Functions |
local function MoveCamera(newCamPart)
local camera = workspace.CurrentCamera
camera.CFrame = newCamPart.CFrame
end
|
-- Variables |
local Animations = ServerStorage.Animations
local replacementAnimations = {
{
name = "run",
id = (Animations.WalkAnimationID.Value ~= ""
and "http://www.roblox.com/asset/?id=" .. Animations.WalkAnimationID.Value) or "",
isLoaded = false,
},
{
name = "idle",
id = (Animations.IdleAnimationID.Value ~= ""
and "http://www.roblox.com/asset/?id=" .. Animations.IdleAnimationID.Value) or "",
isLoaded = false,
},
{
name = "cheer",
id = (Animations.CheerAnimationID.Value ~= ""
and "http://www.roblox.com/asset/?id=" .. Animations.CheerAnimationID.Value) or "",
isLoaded = false,
},
}
|
--[[ Camera Maths Utilities Library ]] | --
local Util = require(script.Parent:WaitForChild("CameraUtils"))
|
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about
-- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees |
local MIN_Y = math.rad(-80)
local MAX_Y = math.rad(80)
local VR_ANGLE = math.rad(15)
local VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0)
local VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0)
local VR_LOW_INTENSITY_REPEAT = 0.1
local VR_HIGH_INTENSITY_REPEAT = 0.4
local ZERO_VECTOR2 = Vector2.new(0,0)
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local TOUCH_SENSITIVTY = Vector2.new( 0.002 * math.pi, 0.0015 * math.pi)
local MOUSE_SENSITIVITY = Vector2.new( 0.002 * math.pi, 0.0015 * math.pi )
local MAX_TIME_FOR_DOUBLE_TAP = 1.5
local MAX_TAP_POS_DELTA = 15
local MAX_TAP_TIME_DELTA = 0.75
local SEAT_OFFSET = Vector3.new(0,5,0)
local VR_SEAT_OFFSET = Vector3.new(0,4,0)
local HEAD_OFFSET = Vector3.new(0,1.5,0)
local R15_HEAD_OFFSET = Vector3.new(0,2,0)
local bindAtPriorityFlagExists, bindAtPriorityFlagEnabled = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserPlayerScriptsBindAtPriority")
end)
local FFlagPlayerScriptsBindAtPriority = bindAtPriorityFlagExists and bindAtPriorityFlagEnabled
local newDefaultCameraAngleFlagExists, newDefaultCameraAngleFlagEnabled = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserNewDefaultCameraAngle")
end)
local FFlagUserNewDefaultCameraAngle = newDefaultCameraAngleFlagExists and newDefaultCameraAngleFlagEnabled
local Util = require(script.Parent:WaitForChild("CameraUtils"))
local ZoomController = require(script.Parent:WaitForChild("ZoomController"))
|
--!strict |
local Sift = script.Parent.Parent
local None = require(Sift.None)
local copyDeep = require(script.Parent.copyDeep)
|
--Declarations |
local target = AItorso -- is of type torso
local torsoPos = AItorso.Position
local targpos = target.Position |
-- Functions |
local function getRotationBetween(u, v, axis)
local dot, uxv = u:Dot(v), u:Cross(v)
if (dot < -0.99999) then return CFrame.fromAxisAngle(axis, math.pi) end
return CFrame.new(0, 0, 0, uxv.x, uxv.y, uxv.z, 1 + dot)
end
local function twistAngle(cf, direction)
local axis, theta = cf:ToAxisAngle()
local w, v = math.cos(theta/2), math.sin(theta/2)*axis
local proj = v:Dot(direction)*direction
local twist = CFrame.new(0, 0, 0, proj.x, proj.y, proj.z, w)
local nAxis, nTheta = twist:ToAxisAngle()
return math.sign(v:Dot(direction))*nTheta
end
|
--[[
Constructs a new computed state object, which follows the value of another
state object using a spring simulation.
]] |
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local Types = require(Package.Types)
local logError = require(Package.Logging.logError)
local logErrorNonFatal = require(Package.Logging.logErrorNonFatal)
local unpackType = require(Package.Animation.unpackType)
local SpringScheduler = require(Package.Animation.SpringScheduler)
local useDependency = require(Package.Dependencies.useDependency)
local initDependency = require(Package.Dependencies.initDependency)
local updateAll = require(Package.Dependencies.updateAll)
local xtypeof = require(Package.Utility.xtypeof)
local unwrap = require(Package.State.unwrap)
local class = {}
local CLASS_METATABLE = {__index = class}
local WEAK_KEYS_METATABLE = {__mode = "k"}
|
-- Convenience function so that calling code does not have to first get the activeController
-- and then call GetMoveVector on it. When there is no active controller, this function returns
-- nil so that this case can be distinguished from no current movement (which returns zero vector). |
function ControlModule:GetMoveVector()
if self.activeController then
return self.activeController:GetMoveVector()
end
return Vector3.new(0,0,0)
end
function ControlModule:GetActiveController()
return self.activeController
end
function ControlModule:Enable(enable)
if not self.activeController then
return
end
if enable == nil then
enable = true
end
if enable then
if self.touchControlFrame then
self.activeController:Enable(true, self.touchControlFrame)
else
if self.activeControlModule == ClickToMove then
-- For ClickToMove, when it is the player's choice, we also enable the full keyboard controls.
-- When the developer is forcing click to move, the most keyboard controls (WASD) are not available, only spacebar to jump.
self.activeController:Enable(true, Players.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice)
else
self.activeController:Enable(true)
end
end
else
self:Disable()
end
end
|
--You can change the values below to suit your needs |
local max_mode = 6 --The maximum amount of modes forwards. Set to 0 to disable forwards motion.
local min_mode = -6 --The minimum amount of modes backwards. Set to 0 to disable backwards motion.
local increment_speed = 0.5 --The amount in which the speed value increments with every mode.
|
-- When players fail to load data, their key is put in a list so that their
-- data does not save and override existing data |
local tempData = {}
|
--[[
Destroys all systems
]] |
function SystemManager.destroySystems()
for _, system in pairs(systems) do
system:destroy()
end
end
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data |
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Classes.Base.Smasher.XP.Value < 20
end
|
--local function lastInputTypeChanged(inputType)
-- if inputType == Enum.UserInputType.Touch then | |
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local autoscaling = false --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH" ,
scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 280 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 370 ,
spInc = 40 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 400 ,
spInc = 40 , -- Increment between labelled notches
}
}
|
-------- OMG HAX |
r = game:service("RunService")
local damage = 5
local slash_damage = 12
local lunge_damage = 35
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7
local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function lunge()
damage = lunge_damage
LungeSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
force.Parent = Tool.Parent.Torso
wait(.2)
swordOut()
wait(.2)
force.Parent = nil
wait(.4)
swordUp()
damage = slash_damage
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(1,0,0)
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
t = r.Stepped:wait()
if (t - last_attack < .2) then
lunge()
else
attack()
end
last_attack = t
--wait(.5)
Tool.Enabled = true
end
function onEquipped()
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
----- |
local plr = game.Players.LocalPlayer
local char = plr.Character
local hum = char:WaitForChild("Humanoid")
local gaurdingAnimation = hum.Animator:LoadAnimation(RS.Animations.Combat.Player:WaitForChild("Block"))
local CD = 1
|
------------------------------------[[PLAYLIST]--------------------------------------------------------------------------------------------------------------------- |
song1 = "http://www.roblox.com/asset/?id=4924940868" --insert the ID number after the "/?id="
song2 = "http://www.roblox.com/asset/?id=2087798404"
song3 = "http://www.roblox.com/asset/?id=1608398085"
song4 = "http://www.roblox.com/asset/?id=1327798905"
song5 = "http://www.roblox.com/asset/?id=2868925132"
song6 = "http://www.roblox.com/asset/?id=5466929560"
song7 = "http://www.roblox.com/asset/?id=1572404379"
song8 = "http://www.roblox.com/asset/?id=1859222085"
song9 = "http://www.roblox.com/asset/?id=4924940868"
song10 = "http://www.roblox.com/asset/?id=5625100862"
song11 = "http://www.roblox.com/asset/?id=2023642240"
song12 = "http://www.roblox.com/asset/?id=1572323159"
|
--[[
CameraModule - This ModuleScript implements a singleton class to manage the
selection, activation, and deactivation of the current camera controller,
character occlusion controller, and transparency controller. This script binds to
RenderStepped at Camera priority and calls the Update() methods on the active
controller instances.
The camera controller ModuleScripts implement classes which are instantiated and
activated as-needed, they are no longer all instantiated up front as they were in
the previous generation of PlayerScripts.
2018 PlayerScripts Update - AllYourBlox
--]] |
local CameraModule = {}
CameraModule.__index = CameraModule
local FFlagUserRemoveTheCameraApi do
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserRemoveTheCameraApi")
end)
FFlagUserRemoveTheCameraApi = success and result
end
|
--EDIT BELOW---------------------------------------------------------------------- |
settings.PianoSoundRange = 150
settings.KeyAesthetics = true
settings.PianoSounds = {
"269058581",
"269058744",
"269058842",
"269058899",
"269058974",
"269059048"
} |
--// Ammo Settings |
Ammo = 15;
StoredAmmo = 15;
MagCount = 8; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
ExplosiveAmmo = 3;
--// Damage Setting
BaseDamage = script.Parent.Damage.Value; -- Torso Damage
LimbDamage = 35; -- Arms and Legs
ArmorDamage = 35; -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 60; -- If you set this to 100, there's a chance the player won't die because of the heal script
|
-- Returns the common parts of the given paths or {} if no
-- common parts were found. |
function Path:_commonParts(...: string)
local common_parts: Array<string> = {}
local paths: Array<string> = { ... }
local split_paths = {}
for _, path in ipairs(paths) do
table.insert(split_paths, self:_splitBySeparators(path))
end
for part_i = 1, #split_paths[1] do
local test_part = split_paths[1][part_i]
for path_i = 2, #split_paths do
local part = split_paths[path_i][part_i]
if not self:pathsEqual(test_part, part) then
return common_parts
end
end
table.insert(common_parts, test_part)
end
return common_parts
end
|
------------------------- |
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "k" then --Camera controls
if cam == ("car") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Custom")
cam = ("freeplr")
Camera.FieldOfView = 70
elseif cam == ("freeplr") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Attach")
cam = ("lockplr")
Camera.FieldOfView = 45
elseif cam == ("lockplr") then
Camera.CameraSubject = carSeat
Camera.CameraType = ("Custom")
cam = ("car")
Camera.FieldOfView = 70
end
elseif key == "[" then -- volume down
if carSeat.Parent.Body.MP.Sound.Volume >= 0 then
handler:FireServer('volumedown', true)
carSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = ("Vol: "..carSeat.Parent.MPL.Sound.Volume)
end
elseif key == "]" then -- volume up
if carSeat.Parent.Body.MP.Sound.Volume <= 10 then
handler:FireServer('volumeup', true)
carSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = ("Vol: "..carSeat.Parent.MPL.Sound.Volume)
end
elseif key == "u" then
handler:FireServer("Radio")
elseif key == "g" then
handler:FireServer("Delete")
elseif key == "n" then
handler:FireServer("Tabs")
end
end)
HUB.Sport.MouseButton1Click:connect(function() --Hide tracker names
handler:FireServer('Sport')
end)
HUB.Comfort.MouseButton1Click:connect(function() --Hide tracker names
handler:FireServer('Comfort')
end)
HUB.Dynamic.MouseButton1Click:connect(function() --Hide tracker names
handler:FireServer('Dynamic')
end)
carSeat.Indicator.Changed:connect(function()
if carSeat.Indicator.Value == true then
script.Parent.Indicator:Play()
else
script.Parent.Indicator2:Play()
end
end)
game.Lighting.Changed:connect(function(prop)
if prop == "TimeOfDay" then
handler:FireServer('TimeUpdate')
end
end)
if game.Workspace.FilteringEnabled == true then
handler:FireServer('feON')
elseif game.Workspace.FilteringEnabled == false then
handler:FireServer('feOFF')
end
carSeat.LI.Changed:connect(function()
if carSeat.LI.Value == true then
carSeat.Parent.Body.Dash.Spd.G.Indicator.Visible = true
script.Parent.HUB.Left.Visible = true
else
carSeat.Parent.Body.Dash.Spd.G.Indicator.Visible = false
script.Parent.HUB.Left.Visible = false
end
end)
carSeat.RI.Changed:connect(function()
if carSeat.RI.Value == true then
carSeat.Parent.Body.Dash.Tac.G.Indicator.Visible = true
script.Parent.HUB.Right.Visible = true
else
carSeat.Parent.Body.Dash.Tac.G.Indicator.Visible = false
script.Parent.HUB.Right.Visible = false
end
end)
while wait() do
carSeat.Parent.Body.Dash.DashSc.G.Spd.Text = (math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88))).." mph")
carSeat.Parent.Body.Dash.Screen.G.Screen.StatusBar.Time.Text = game.Lighting.TimeOfDay
carSeat.Parent.Body.Dash.DashSc2.G.Time.Text = game.Lighting.TimeOfDay
end
|
--Precalculated paths |
local t,f,n=true,false,{}
local r={
[58]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58},t},
[49]={{25,26,27,28,44,45,49},t},
[16]={n,f},
[19]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19},t},
[59]={{25,26,27,28,29,31,32,34,35,39,41,59},t},
[63]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t},
[34]={{25,26,27,28,29,31,32,34},t},
[21]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,21},t},
[48]={{25,26,27,28,44,45,49,48},t},
[27]={{25,26,27},t},
[14]={n,f},
[31]={{25,26,27,28,29,31},t},
[56]={{25,26,27,28,29,31,32,34,35,39,41,30,56},t},
[29]={{25,26,27,28,29},t},
[13]={n,f},
[47]={{25,26,27,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{25,26,27,28,44,45},t},
[57]={{25,26,27,28,29,31,32,34,35,39,41,30,56,57},t},
[36]={{25,26,27,28,29,31,32,33,36},t},
[25]={{25},t},
[71]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71},t},
[20]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20},t},
[60]={{25,26,27,28,29,31,32,34,35,39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t},
[22]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t},
[74]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t},
[62]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{25,26,27,28,29,31,32,33,36,37},t},
[2]={n,f},
[35]={{25,26,27,28,29,31,32,34,35},t},
[53]={{25,26,27,28,44,45,49,48,47,52,53},t},
[73]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t},
[72]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71,72},t},
[33]={{25,26,27,28,29,31,32,33},t},
[69]={{25,26,27,28,29,31,32,34,35,39,41,60,69},t},
[65]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t},
[26]={{25,26},t},
[68]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76},t},
[50]={{25,26,27,28,44,45,49,48,47,50},t},
[66]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{25,24},t},
[23]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,23},t},
[44]={{25,26,27,28,44},t},
[39]={{25,26,27,28,29,31,32,34,35,39},t},
[32]={{25,26,27,28,29,31,32},t},
[3]={n,f},
[30]={{25,26,27,28,29,31,32,34,35,39,41,30},t},
[51]={{25,26,27,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t},
[61]={{25,26,27,28,29,31,32,34,35,39,41,59,61},t},
[55]={{25,26,27,28,44,45,49,48,47,52,53,54,55},t},
[46]={{25,26,27,28,44,45,49,48,47,46},t},
[42]={{25,26,27,28,29,31,32,34,35,38,42},t},
[40]={{25,26,27,28,29,31,32,34,35,40},t},
[52]={{25,26,27,28,44,45,49,48,47,52},t},
[54]={{25,26,27,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{25,26,27,28,29,31,32,34,35,39,41},t},
[17]={n,f},
[38]={{25,26,27,28,29,31,32,34,35,38},t},
[28]={{25,26,27,28},t},
[5]={n,f},
[64]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t},
}
return r
|
--[=[
@param instance Instance
@return RBXScriptConnection
Attaches the trove to a Roblox instance. Once this
instance is removed from the game (parent or ancestor's
parent set to `nil`), the trove will automatically
clean up.
:::caution
Will throw an error if `instance` is not a descendant
of the game hierarchy.
:::
]=] |
function Trove:AttachToInstance(instance: Instance)
if self._cleaning then
error("Cannot call trove:AttachToInstance() while cleaning", 2)
elseif not instance:IsDescendantOf(game) then
error("Instance is not a descendant of the game hierarchy", 2)
end
return self:Connect(instance.Destroying, function()
self:Destroy()
end)
end
|
--Main Settings: |
HANDBRAKE = true
PADDLE_SHIFTER = true
PEDALS = true
SHIFTER = true
STEERING_WHEEL = true
|
--[[
Returns the height offset from the bottom of a character to the middle of its HumanoidRootPart
--]] |
local function getHumanoidRootPartOffset(humanoid: Humanoid)
local rootPart = humanoid.RootPart
assert(rootPart, "Humanoid has no RootPart set")
return (rootPart.Size.Y * 0.5) + humanoid.HipHeight
end
return getHumanoidRootPartOffset
|
---[[ Fade Out and In Settings ]] |
module.ChatWindowBackgroundFadeOutTime = 0.5 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 30 --Chat text will fade out after this many seconds.
module.ChatDefaultFadeDuration = 0.8
module.ChatShouldFadeInFromNewInformation = true
module.ChatAnimationFPS = 60.0
|
--// Tables |
local L_75_ = {
"285421759";
"151130102";
"151130171";
"285421804";
"287769483";
"287769415";
"285421687";
"287769261";
"287772525";
"287772445";
"287772351";
"285421819";
"287772163";
}
local L_76_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Folder", workspace)
L_76_.Name = "BulletModel: " .. L_2_.Name
local L_77_
local L_78_ = L_23_.Ammo
local L_79_ = L_23_.StoredAmmo * L_23_.MagCount
local L_80_ = L_23_.ExplosiveAmmo
IgnoreList = {
L_3_,
L_76_,
L_5_
}
|
-- listen for jumping and landing and apply Sway and camera mvoement to the Viewmodel |
Humanoid.StateChanged:Connect(function(oldstate, newstate)
if isFirstPerson == true and IncludeJumpSway == true then -- dont apply camera/Viewmodel changes if we aren't in first person
if newstate == Enum.HumanoidStateType.Landed then
-- animate the camera's landing "thump"
--
-- tween a dummy cframe value for camera recoil
local camedit = Instance.new("CFrameValue")
camedit.Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(-0.75)*SwaySize,0,0)
local landedrecoil = TweenService:Create(camedit, TweenInfo.new((0.03*6)/Sensitivity, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; landedrecoil:Play() ; game.Debris:AddItem(landedrecoil, 2)
landedrecoil.Completed:Connect(function()
camedit.Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0.225)*SwaySize,0,0)
local landedrecovery = TweenService:Create(camedit, TweenInfo.new((0.03*24)/Sensitivity, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; landedrecovery:Play(); game.Debris:AddItem(landedrecovery, 3)
end)
-- apply the camera adjustments
spawn(function()
for i = 1,60 do
Camera.CFrame = Camera.CFrame*camedit.Value
RunService.Heartbeat:Wait()
end
end)
-- animate the jump Sway to make the Viewmodel thump down on landing
local viewmodelrecoil = TweenService:Create(JumpSwayGoal, TweenInfo.new(0.15/Sensitivity, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)*CFrame.Angles(-math.rad(5)*SwaySize,0,0)}) ; viewmodelrecoil:Play(); game.Debris:AddItem(viewmodelrecoil, 2)
viewmodelrecoil.Completed:Connect(function()
local viewmodelrecovery = TweenService:Create(JumpSwayGoal, TweenInfo.new(0.7/Sensitivity, Enum.EasingStyle.Quart, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; viewmodelrecovery:Play() ; game.Debris:AddItem(viewmodelrecovery, 2)
end)
elseif newstate == Enum.HumanoidStateType.Freefall then
-- animate jump Sway when the Character is falling or jumping
local viewmodeljump = TweenService:Create(JumpSwayGoal, TweenInfo.new(0.5/Sensitivity, Enum.EasingStyle.Sine), {Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(7.5)*SwaySize,0,0)}) ; viewmodeljump:Play() ; game.Debris:AddItem(viewmodeljump, 2)
end
end
end)
local ArmCoroutine |
-- Get the policy info for the user |
local success, result = pcall(PolicyService.GetPolicyInfoForPlayerAsync, PolicyService, player)
if success and result then
if not result.AreAdsAllowed then
-- Destroy all Main Portal Template instances on the user's client if ads are not allowed
mainPortal:Destroy()
mainImageAdUnit:Destroy()
end
else
print("Failed to get policy for player", player.Name, "Exception:", result)
end
|
-----------------------------------------------| Save Stats |------------------------------------------------------------ |
local DataStoreService = game:GetService("DataStoreService")
local myDataStore = DataStoreService:GetDataStore("myDataStore")
game.Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local Time = Instance.new("IntValue")
Time.Name = "Time"
Time.Parent = leaderstats
local playerUserId = "Player"..player.UserId
local data
local success, errormessage = pcall(function()
data = myDataStore:GetAsync(playerUserId)
end)
if success then
Time.Value = data
end
while wait(1) do
player.leaderstats.Time.Value = player.leaderstats.Time.Value + 0 --Don't change it or it will make it go up twice
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local playerUserId = "Player"..player.UserId
local data = player.leaderstats.Time.Value
myDataStore:SetAsync(playerUserId, data)
end)
|
--!nonstrict
--[[
-- Original By Kip Turner, Copyright Roblox 2014
-- Updated by Garnold to utilize the new PathfindingService API, 2017
-- 2018 PlayerScripts Update - AllYourBlox
--]] | |
--!strict |
local PhysicsService = game:GetService("PhysicsService")
local OPT_CREATE_GROUPS = true
local OPT_GROUP_ATTRIBUTE = "CollisionGroup"
local ERR_NO_GROUP = "No %q attribute has been set on %s"
local fmt = string.format
local Util = {}
Util.__index = Util
function Util.new(instance: Instance)
local self = setmetatable({}, Util)
self._events = {}
self._target = instance
self._group = instance:GetAttribute(OPT_GROUP_ATTRIBUTE)
if type(self._group) ~= "string" then
error(fmt(ERR_NO_GROUP, OPT_GROUP_ATTRIBUTE, instance:GetFullName()), 2)
end
self:ApplyCollisionGroup()
table.insert(self._events, self._target.DescendantAdded:Connect(function(child)
if child:IsA("BasePart") then
self:ApplyCollisionGroupToPart(child::BasePart)
end
end))
return self
end
function Util:CreateCollisionGroupIfNotExists()
if OPT_CREATE_GROUPS == false then
return
end
if not PhysicsService:GetCollisionGroupId(self._group) then
PhysicsService:CreateCollisionGroup(self._group)
end
end
function Util:ApplyCollisionGroupToPart(part: BasePart)
PhysicsService:SetPartCollisionGroup(part, self._group)
end
function Util:ApplyCollisionGroup()
self:CreateCollisionGroupIfNotExists()
if self._target:IsA("BasePart") then
self:ApplyCollisionGroupToPart(self._target::BasePart)
else
for _, child: BasePart in ipairs(self._target:GetDescendants()) do
if not child:IsA("BasePart") then
continue
end
self:ApplyCollisionGroupToPart(child)
end
end
end
function Util:Destroy()
for _, event: RBXScriptConnection in ipairs(self._events) do
event:Disconnect()
end
end
return Util
|
--[[
Provides a client API to connect and disconnect UILayers from Zones.
A connected UILayer opens on the local player's screen when the player enters the connected zone.
--]] |
local CollectionService = game:GetService("CollectionService")
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UIHandler = require(script.Parent.UIHandler)
local UILayerId = require(ReplicatedStorage.Source.SharedConstants.UILayerId)
local ZoneIdTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.ZoneIdTag)
local localPlayer = Players.LocalPlayer :: Player
type ConnectionsByName = {
-- [ConnectionName] = Connection
[string]: RBXScriptConnection,
}
type ConnectionsByLayerId = {
-- [UILayerId]
[string]: ConnectionsByName,
}
type ConnectionsByZoneId = {
-- [ZoneId]
[string]: ConnectionsByLayerId,
}
local UIZoneHandler = {}
UIZoneHandler._uiConnectionsByZoneId = {} :: ConnectionsByZoneId
function UIZoneHandler.connectUiToZone(uiLayerId: UILayerId.EnumType, zoneId: ZoneIdTag.EnumType)
local characterMaybe = localPlayer.Character
if characterMaybe and CollectionService:HasTag(characterMaybe, zoneId) then
UIHandler.show(uiLayerId)
else
UIHandler.hide(uiLayerId)
end
local connectionsByLayerId: ConnectionsByLayerId = UIZoneHandler._uiConnectionsByZoneId[zoneId] or {}
local connectionsByName: ConnectionsByName = connectionsByLayerId[uiLayerId] or {}
if not connectionsByName.instanceAddedSignal then
connectionsByName.instanceAddedSignal = CollectionService:GetInstanceAddedSignal(zoneId)
:Connect(function(instance: Instance)
if instance ~= localPlayer.Character then
return
end
UIHandler.show(uiLayerId)
end)
end
if not connectionsByName.instanceRemovedSignal then
connectionsByName.instanceRemovedSignal = CollectionService:GetInstanceRemovedSignal(zoneId)
:Connect(function(instance: Instance)
if instance ~= localPlayer.Character then
return
end
UIHandler.hide(uiLayerId)
end)
end
connectionsByLayerId[uiLayerId] = connectionsByName
UIZoneHandler._uiConnectionsByZoneId[zoneId] = connectionsByLayerId
end
function UIZoneHandler.disconnectUiFromZone(uiLayerId: UILayerId.EnumType, zoneId: ZoneIdTag.EnumType)
local connectionsByLayerId = UIZoneHandler._uiConnectionsByZoneId[zoneId]
if not connectionsByLayerId then
return
end
local connectionsByName = connectionsByLayerId[uiLayerId]
if not connectionsByName then
return
end
for _, connection in pairs(connectionsByName) do
connection:Disconnect()
end
connectionsByLayerId[uiLayerId] = nil
end
return UIZoneHandler
|
-- весь интерфейс GUI размещать во фрейме frmContext
-- весьма желательно с якорем в (0.5,0.5) от центра формы |
me.ramka.Size = UDim2.new(1,0,1,0)
me.Visible=false
|
-- ================================================================================
-- Settings - Overdrive
-- ================================================================================ |
local Settings = {}
Settings.DefaultSpeed = 250 -- Speed when not boosted [Studs/second, Range 50-300]
Settings.BoostSpeed = 400 -- Speed when boosted [Studs/second, Maximum: 400]
Settings.BoostAmount = 4 -- Duration of boost in seconds
Settings.Steering = 5 -- How quickly the speeder turns [Range: 1-10] |
-- Deprecated in favour of GetMessageModeTextButton
-- Retained for compatibility reasons. |
function methods:GetMessageModeTextLabel()
return self:GetMessageModeTextButton()
end
function methods:IsFocused()
if self.UserHasChatOff then
return false
end
return self:GetTextBox():IsFocused()
end
function methods:GetVisible()
return self.GuiObject.Visible
end
function methods:CaptureFocus()
if not self.UserHasChatOff then
self:GetTextBox():CaptureFocus()
end
end
function methods:ReleaseFocus(didRelease)
self:GetTextBox():ReleaseFocus(didRelease)
end
function methods:ResetText()
self:GetTextBox().Text = ""
end
function methods:SetText(text)
self:GetTextBox().Text = text
end
function methods:GetEnabled()
return self.GuiObject.Visible
end
function methods:SetEnabled(enabled)
if self.UserHasChatOff then
-- The chat bar can not be removed if a user has chat turned off so that
-- the chat bar can display a message explaining that chat is turned off.
self.GuiObject.Visible = true
else
self.GuiObject.Visible = enabled
end
end
function methods:SetTextLabelText(text)
if not self.UserHasChatOff then
self.TextLabel.Text = text
end
end
function methods:SetTextBoxText(text)
self.TextBox.Text = text
end
function methods:GetTextBoxText()
return self.TextBox.Text
end
function methods:ResetSize()
self.TargetYSize = 0
self:TweenToTargetYSize()
end
function methods:CalculateSize()
if self.CalculatingSizeLock then
return
end
self.CalculatingSizeLock = true
local lastPos = self.GuiObject.Size
self.GuiObject.Size = UDim2.new(1, 0, 0, 46)
local textSize = nil
local bounds = nil
if self:IsFocused() or self.TextBox.Text ~= "" then
textSize = self.TextBox.textSize
bounds = self.TextBox.TextBounds.Y
else
textSize = self.TextLabel.textSize
bounds = self.TextLabel.TextBounds.Y
end
self.GuiObject.Size = lastPos
local newTargetYSize = bounds - textSize
if (self.TargetYSize ~= newTargetYSize) then
self.TargetYSize = newTargetYSize
self:TweenToTargetYSize()
end
self.CalculatingSizeLock = false
end
function methods:TweenToTargetYSize()
local endSize = UDim2.new(1, 0, 1, self.TargetYSize)
local curSize = self.GuiObject.Size
local curAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y
self.GuiObject.Size = endSize
local endAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y
self.GuiObject.Size = curSize
local pixelDistance = math.abs(endAbsoluteSizeY - curAbsoluteSizeY)
local tweeningTime = math.min(1, (pixelDistance * (1 / self.TweenPixelsPerSecond))) -- pixelDistance * (seconds per pixels)
local success = pcall(function() self.GuiObject:TweenSize(endSize, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, tweeningTime, true) end)
if (not success) then
self.GuiObject.Size = endSize
end
end
function methods:SetTextSize(textSize)
if not self:IsInCustomState() then
if self.TextBox then
self.TextBox.TextSize = textSize
end
if self.TextLabel then
self.TextLabel.TextSize = textSize
end
end
end
function methods:GetDefaultChannelNameColor()
if ChatSettings.DefaultChannelNameColor then
return ChatSettings.DefaultChannelNameColor
end
return Color3.fromRGB(35, 76, 142)
end
function methods:SetChannelTarget(targetChannel)
local messageModeTextButton = self.GuiObjects.MessageModeTextButton
local textBox = self.TextBox
local textLabel = self.TextLabel
self.TargetChannel = targetChannel
if not self:IsInCustomState() then
if targetChannel ~= ChatSettings.GeneralChannelName then
messageModeTextButton.Size = UDim2.new(0, 1000, 1, 0)
messageModeTextButton.Text = string.format("[%s] ", targetChannel)
local channelNameColor = self:GetChannelNameColor(targetChannel)
if channelNameColor then
messageModeTextButton.TextColor3 = channelNameColor
else
messageModeTextButton.TextColor3 = self:GetDefaultChannelNameColor()
end
local xSize = messageModeTextButton.TextBounds.X
messageModeTextButton.Size = UDim2.new(0, xSize, 1, 0)
textBox.Size = UDim2.new(1, -xSize, 1, 0)
textBox.Position = UDim2.new(0, xSize, 0, 0)
textLabel.Size = UDim2.new(1, -xSize, 1, 0)
textLabel.Position = UDim2.new(0, xSize, 0, 0)
else
messageModeTextButton.Text = ""
messageModeTextButton.Size = UDim2.new(0, 0, 0, 0)
textBox.Size = UDim2.new(1, 0, 1, 0)
textBox.Position = UDim2.new(0, 0, 0, 0)
textLabel.Size = UDim2.new(1, 0, 1, 0)
textLabel.Position = UDim2.new(0, 0, 0, 0)
end
end
end
function methods:IsInCustomState()
return self.InCustomState
end
function methods:ResetCustomState()
if self.InCustomState then
self.CustomState:Destroy()
self.CustomState = nil
self.InCustomState = false
self.ChatBarParentFrame:ClearAllChildren()
self:CreateGuiObjects(self.ChatBarParentFrame)
self:SetTextLabelText(
ChatLocalization:Get(
"GameChat_ChatMain_ChatBarText",
'To chat click here or press "/" key'
)
)
end
end
function methods:GetCustomMessage()
if self.InCustomState then
return self.CustomState:GetMessage()
end
return nil
end
function methods:CustomStateProcessCompletedMessage(message)
if self.InCustomState then
return self.CustomState:ProcessCompletedMessage()
end
return false
end
function methods:FadeOutBackground(duration)
self.AnimParams.Background_TargetTransparency = 1
self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
self:FadeOutText(duration)
end
function methods:FadeInBackground(duration)
self.AnimParams.Background_TargetTransparency = 0.6
self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
self:FadeInText(duration)
end
function methods:FadeOutText(duration)
self.AnimParams.Text_TargetTransparency = 1
self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
end
function methods:FadeInText(duration)
self.AnimParams.Text_TargetTransparency = 0.4
self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
end
function methods:AnimGuiObjects()
self.GuiObject.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency
self.GuiObjects.TextBoxFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency
self.GuiObjects.TextLabel.TextTransparency = self.AnimParams.Text_CurrentTransparency
self.GuiObjects.TextBox.TextTransparency = self.AnimParams.Text_CurrentTransparency
self.GuiObjects.MessageModeTextButton.TextTransparency = self.AnimParams.Text_CurrentTransparency
end
function methods:InitializeAnimParams()
self.AnimParams.Text_TargetTransparency = 0.4
self.AnimParams.Text_CurrentTransparency = 0.4
self.AnimParams.Text_NormalizedExptValue = 1
self.AnimParams.Background_TargetTransparency = 0.6
self.AnimParams.Background_CurrentTransparency = 0.6
self.AnimParams.Background_NormalizedExptValue = 1
end
function methods:Update(dtScale)
self.AnimParams.Text_CurrentTransparency = CurveUtil:Expt(
self.AnimParams.Text_CurrentTransparency,
self.AnimParams.Text_TargetTransparency,
self.AnimParams.Text_NormalizedExptValue,
dtScale
)
self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt(
self.AnimParams.Background_CurrentTransparency,
self.AnimParams.Background_TargetTransparency,
self.AnimParams.Background_NormalizedExptValue,
dtScale
)
self:AnimGuiObjects()
end
function methods:SetChannelNameColor(channelName, channelNameColor)
self.ChannelNameColors[channelName] = channelNameColor
if self.GuiObjects.MessageModeTextButton.Text == channelName then
self.GuiObjects.MessageModeTextButton.TextColor3 = channelNameColor
end
end
function methods:GetChannelNameColor(channelName)
return self.ChannelNameColors[channelName]
end
|
--Create the viewport camera |
local Camera = instance("Camera")
local ValidClasses = {
["MeshPart"] = true; ["Part"] = true; ["Accoutrement"] = true;
["Pants"] = true; ["Shirt"] = true;
["Humanoid"] = true; ["UnionOperation"] = true;
}
local function RenderHumanoid(Model, Parent, MainModel)
local ModelParts = Model:GetDescendants()
for i=1, #ModelParts do
local Part = ModelParts[i]
if ValidClasses[Part.ClassName] then
local a = Part.Archivable
Part.Archivable = true
local RenderClone = Part:Clone()
Part.Archivable = a
if (RenderClone.ClassName == "Part" or RenderClone.ClassName == "MeshPart") then
RenderClone.CanCollide = false;
--RenderClone.Anchored = true;
end
if Part.ClassName == "MeshPart" or Part.ClassName == "Part" then
PartUpdater = RunService.Heartbeat:Connect(function()
if Part then
RenderClone.CFrame = Part.CFrame
else
RenderClone:Destroy()
PartUpdater:Disconnect()
end
end)
elseif Part:IsA("Accoutrement") then
PartUpdater = RunService.Heartbeat:Connect(function()
if Part then
if RenderClone.Handle then
RenderClone.Handle.CFrame = Part.Handle.CFrame
end
else
RenderClone:Destroy()
PartUpdater:Disconnect()
end
end)
elseif Part.ClassName == "Humanoid" then
--Disable all states. We only want it for clothing wrapping, not for stupid @$$ performance issues
RenderClone:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Running, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.RunningNoPhysics, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Climbing, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.StrafingNoPhysics, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Landed, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Flying, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Freefall, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Seated, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.PlatformStanding, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Swimming, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Physics, false)
end
RenderClone.Parent = Parent
end
end
end
|
--Change sound id to the id you want to play |
debounce = false
script.Parent.Touched:connect(function(hit)
if not debounce then
debounce = true
if(hit.Parent:FindFirstChild("Humanoid")~=nil)then
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
local sound = script.Parent.Sound:Clone()
sound.Parent = player.PlayerGui
sound:Play()
wait(0.1)--change to how long before the sound plays again after retouching it
end
debounce = false
end
end)
|
--[[ If you add more parts titled "Destination 3" or "Destination 4" etc. Then the platform will work with those new destinations.
Use Ctrl + D to duplicate a destination block while it is selected, which keeps the duplicate under the same folder.
If a destination is outside the folder, then it won't be added to the destination list.
SETTINGS - Edit the settings to change how the platform works.
------------------------------------------------------------------------------------------------------------------------------]] |
moveDelay = 4 -- The delay (in seconds) for moving between destinations.
topSpeed = 30 -- The maximum speed that the platform can move at. |
---Controls UI |
script.Parent.Parent:WaitForChild("Controls")
script.Parent.Parent:WaitForChild("ControlsOpen")
script.Parent:WaitForChild("Window")
script.Parent:WaitForChild("Toggle")
local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local UserInputService = game:GetService("UserInputService")
local cPanel = script.Parent
local Controls = script.Parent.Parent.Controls
local ver = require(car["A-Chassis Tune"].README)
cPanel.Window["//INSPARE"].Text = "A-Chassis "..ver.." // INSPARE"
local controlsOpen = false
local cInputB = nil
local cInputT = nil
local cInput = false
local UIS1 = nil
local UIS2 = nil
for i,v in pairs(_Tune.Peripherals) do
script.Parent.Parent.Controls:WaitForChild(i)
local slider = cPanel.Window.Content[i]
slider.Text = v.."%"
slider.S.CanvasPosition=Vector2.new(v*(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)/100,0)
slider.S.Changed:connect(function(property)
if property=="CanvasPosition" then
Controls[i].Value = math.floor(100*slider.S.CanvasPosition.x/(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset))
slider.Text = Controls[i].Value.."%"
end
end)
end
for i,v in pairs(_Tune.Controls) do
script.Parent.Parent.Controls:WaitForChild(i)
local button = cPanel.Window.Content[i]
button.Text = v.Name
button.MouseButton1Click:connect(function()
if UIS1 ~= nil then UIS1:disconnect() end
if UIS2 ~= nil then UIS2:disconnect() end
UIS1 = UserInputService.InputBegan:connect(function(input)
if cInput then
cInputB = input.KeyCode
cInputT = input.UserInputType
end
end)
UIS2 = UserInputService.InputChanged:connect(function(input)
if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then
cInputB = input.KeyCode
cInputT = input.UserInputType
end
end)
script.Parent.Parent.ControlsOpen.Value = true
cPanel.Window.Overlay.Visible = true
cInput = true
repeat wait() until cInputB~=nil
if UIS1 ~= nil then UIS1:disconnect() end
if UIS2 ~= nil then UIS2:disconnect() end
if cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then
--do nothing
elseif string.find(i,"Contlr")~=nil then
if cInputT.Name:find("Gamepad") then
Controls[i].Value = cInputB.Name
button.Text = cInputB.Name
else
cPanel.Window.Error.Visible = true
end
elseif i=="MouseThrottle" or i=="MouseBrake" then
if cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then
Controls[i].Value = cInputT.Name
button.Text = cInputT.Name
elseif cInputT == Enum.UserInputType.Keyboard then
Controls[i].Value = cInputB.Name
button.Text = cInputB.Name
else
cPanel.Window.Error.Visible = true
end
else
if cInputT == Enum.UserInputType.Keyboard then
Controls[i].Value = cInputB.Name
button.Text = cInputB.Name
else
cPanel.Window.Error.Visible = true
end
end
cInputB = nil
cInputT = nil
cInput = false
wait(.2)
cPanel.Window.Overlay.Visible = false
script.Parent.Parent.ControlsOpen.Value = false
end)
end
cPanel.Window.Error.Changed:connect(function(property)
if property == "Visible" then
wait(3)
cPanel.Window.Error.Visible = false
end
end)
cPanel.Toggle.MouseButton1Click:connect(function()
controlsOpen = not controlsOpen
if controlsOpen then
cPanel.Toggle.BackgroundColor3 = Color3.new(0, 0, 0)
cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
else
if UIS1 ~= nil then UIS1:disconnect() end
if UIS2 ~= nil then UIS2:disconnect() end
cPanel.Toggle.BackgroundColor3 = Color3.new(0, 0, 0)
cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
end
end)
cPanel.Window.Tabs.Keyboard.MouseButton1Click:connect(function()
cPanel.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)
cPanel.Window.Tabs.Mouse.MouseButton1Click:connect(function()
cPanel.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)
cPanel.Window.Tabs.Controller.MouseButton1Click:connect(function()
cPanel.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)
wait(.5)
cPanel.Toggle:TweenPosition(UDim2.new(0.5, -50, 1, -25),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false)
for i=1,6 do
cPanel.Toggle.BackgroundColor3 = Color3.new(0, 0, 0)
wait(.2)
if controlsOpen then
cPanel.Toggle.BackgroundColor3 = Color3.new(0, 0, 0)
else
cPanel.Toggle.BackgroundColor3 = Color3.new(0, 0, 0)
end
wait(.2)
end
|
--[[
signal = Signal.new([maid: Maid])
signal = Signal.Proxy(rbxSignal: RBXScriptSignal [, maid: Maid])
Signal.Is(object: any): boolean
signal:Fire(...)
signal:Wait()
signal:WaitPromise()
signal:Destroy()
signal:DisconnectAll()
connection = signal:Connect((...) -> void)
connection:Disconnect()
connection:IsConnected()
--]] |
local Promise = require(script.Parent.Promise)
local Connection = {}
Connection.__index = Connection
function Connection.new(signal, connection)
local self = setmetatable({
_signal = signal;
_conn = connection;
Connected = true;
}, Connection)
return self
end
function Connection:Disconnect()
if (self._conn) then
self._conn:Disconnect()
self._conn = nil
end
if (not self._signal) then return end
self.Connected = false
local connections = self._signal._connections
local connectionIndex = table.find(connections, self)
if (connectionIndex) then
local n = #connections
connections[connectionIndex] = connections[n]
connections[n] = nil
end
self._signal = nil
end
function Connection:IsConnected()
if (self._conn) then
return self._conn.Connected
end
return false
end
Connection.Destroy = Connection.Disconnect
|
-- functions |
function onRunning(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(3.14)
LeftShoulder:SetDesiredAngle(-3.14)
RightHip:SetDesiredAngle(0)
LeftHip:SetDesiredAngle(0)
end
|
--[[
-- player.User.Id = 1266073872
-- мир в который зашёл
local lastWorld = DataStore2("lastWorld", player) -- связывание переменной со значением в БД
local lw = lastWorld:Get("") -- по умолчанию пустая строка
warn("lw: " .. lw)
pltmp = {}
pltmp.Character = player.Character
pltmp.UserId = string.sub(lw,35)
pltmp.Name = player.Name
]] |
function meAdded(param)
-- warn("build", param,"added")
local creator = player.Name
local object = script.Parent:FindFirstChild(param.Name) -- ищем добавленную постройку
if object then -- если не найдём нам тут делать не чего
local obj_name = object:FindFirstChild("name") --WaitForChild()
if obj_name then
local _obj = obj_name.Value
local _cframe = tostring(object:GetPrimaryPartCFrame())
if _obj and _cframe then
local _var = _obj .. ", " .. _cframe -- значение
build[object.Name] = _var
DataStore2.Combine(BaseName, "building") -- совмещение базы с ключами
local tmp = DataStore2("building", player) -- связывание переменной со значением в БД
-- !!!!! local tmp = DataStore2("building", lw) -- связывание переменной со значением в БД
local lc = tmp:Set(build) -- сохраняем
end
else
warn("build",param,"no found name")
end
else
warn("build",param,"not found")
end
-- print("build table:",build)
end
function meRemove(param)
-- warn("build", param,"remove")
build[param.Name] = nil
-- print("build ", build)
DataStore2.Combine(BaseName, "building") -- совмещение базы с ключами
local tmp = DataStore2("building", player) -- связывание переменной со значением в БД
-- !!!! local tmp = DataStore2("building", lw) -- связывание переменной со значением в БД
local lc = tmp:Set(build) -- сохраняем
end
me.ChildAdded:Connect(meAdded)
me.ChildRemoved:Connect(meRemove)
|
--[=[
@within Shake
@prop SustainTime number
How long it takes for the shake sustains itself after fading in and
before fading out.
To sustain a shake indefinitely, set `Sustain`
to `true`, and call the `StopSustain()` method to stop the sustain
and fade out the shake effect.
Defaults to `0`.
]=] | |
-- [ LOCALS ] -- |
local Notification = ReplicatedStorage:WaitForChild("Notification")
|
--[[
signal = Signal.new()
signal:Fire(...)
signal:Wait()
signal:WaitPromise()
signal:Destroy()
signal:DisconnectAll()
connection = signal:Connect(functionHandler)
connection.Connected
connection:Disconnect()
connection:IsConnected()
--]] |
local Promise
local Connection = {}
Connection.__index = Connection
function Connection.new(signal, connection)
local self = setmetatable({
_signal = signal;
_conn = connection;
Connected = true;
}, Connection)
return self
end
function Connection:Disconnect()
if (self._conn) then
self._conn:Disconnect()
self._conn = nil
end
if (not self._signal) then return end
self.Connected = false
local connections = self._signal._connections
local connectionIndex = table.find(connections, self)
if (connectionIndex) then
local n = #connections
connections[connectionIndex] = connections[n]
connections[n] = nil
end
self._signal = nil
end
function Connection:IsConnected()
if (self._conn) then
return self._conn.Connected
end
return false
end
Connection.Destroy = Connection.Disconnect
|
--[[
Packages up the internals of Roact and exposes a public API for it.
]] |
local GlobalConfig = require(script.GlobalConfig)
local createReconciler = require(script.createReconciler)
local createReconcilerCompat = require(script.createReconcilerCompat)
local RobloxRenderer = require(script.RobloxRenderer)
local strict = require(script.strict)
local Binding = require(script.Binding)
local robloxReconciler = createReconciler(RobloxRenderer)
local reconcilerCompat = createReconcilerCompat(robloxReconciler)
local Roact = strict {
Component = require(script.Component),
createElement = require(script.createElement),
createFragment = require(script.createFragment),
oneChild = require(script.oneChild),
PureComponent = require(script.PureComponent),
None = require(script.None),
Portal = require(script.Portal),
createRef = require(script.createRef),
createBinding = Binding.create,
joinBindings = Binding.join,
Change = require(script.PropMarkers.Change),
Children = require(script.PropMarkers.Children),
Event = require(script.PropMarkers.Event),
Ref = require(script.PropMarkers.Ref),
mount = robloxReconciler.mountVirtualTree,
unmount = robloxReconciler.unmountVirtualTree,
update = robloxReconciler.updateVirtualTree,
reify = reconcilerCompat.reify,
teardown = reconcilerCompat.teardown,
reconcile = reconcilerCompat.reconcile,
setGlobalConfig = GlobalConfig.set,
-- APIs that may change in the future without warning
UNSTABLE = {
},
}
return Roact
|
--// # key, ManOn |
mouse.KeyDown:connect(function(key)
if key=="h" then
veh.Lightbar.middle.Man:Play()
veh.Lightbar.middle.Wail.Volume = 0
veh.Lightbar.middle.Yelp.Volume = 0
veh.Lightbar.middle.Priority.Volume = 0
script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(215, 135, 110)
end
end)
|
-- regeneration |
function regenHealth()
if regening then return end
regening = true
while Humanoid.Health < Humanoid.MaxHealth do
local s = wait(1)
local health = Humanoid.Health
if health~=0 and health < Humanoid.MaxHealth then
local newHealthDelta = 0.01 * s * Humanoid.MaxHealth
health = health + newHealthDelta
Humanoid.Health = math.min(health,Humanoid.MaxHealth)
end
end
if Humanoid.Health > Humanoid.MaxHealth then
Humanoid.Health = Humanoid.MaxHealth
end
regening = false
end
Humanoid.HealthChanged:connect(regenHealth)
|
----------------------------------------------------------------------
--------------------[ GUNSETUP HANDLING ]-----------------------------
---------------------------------------------------------------------- |
local gunSetup = script:WaitForChild("gunSetup")
function gunSetup.OnServerInvoke(Player, Vars)
--------------------[ CREATING IGNORE MODELS ]--------------------------------
local gunIgnore = Instance.new("Model")
gunIgnore.Name = "gunIgnore_"..Player.Name
gunIgnore.Parent = Vars.ignoreModel
--------------------[ MODIFYING THE PLAYER ]----------------------------------
Vars.Humanoid.AutoRotate = false
Vars.Shoulders.Right.Part1 = nil
Vars.Shoulders.Left.Part1 = nil
local playerFolder = Instance.new("Model")
playerFolder.Name = "playerFolder"
playerFolder.Parent = gunIgnore
local headBase = Instance.new("Part")
headBase.Transparency = 1
headBase.Name = "headBase"
headBase.CanCollide = false
headBase.FormFactor = Enum.FormFactor.Custom
headBase.Size = V3(0.2, 0.2, 0.2)
headBase.BottomSurface = Enum.SurfaceType.Smooth
headBase.TopSurface = Enum.SurfaceType.Smooth
headBase.Parent = playerFolder
local headWeld = Instance.new("Weld")
headWeld.Part0 = Vars.Torso
headWeld.Part1 = headBase
headWeld.C0 = CF(0, 1.5, 0)
headWeld.Parent = Vars.Torso
local headWeld2 = Instance.new("Weld")
headWeld2.Part0 = headBase
headWeld2.Part1 = Vars.Head
headWeld2.Parent = headBase
local animBase = Instance.new("Part")
animBase.Transparency = 1
animBase.Name = "animBase"
animBase.CanCollide = false
animBase.FormFactor = Enum.FormFactor.Custom
animBase.Size = V3(0.2, 0.2, 0.2)
animBase.BottomSurface = Enum.SurfaceType.Smooth
animBase.TopSurface = Enum.SurfaceType.Smooth
animBase.Parent = playerFolder
local animWeld = Instance.new("Weld")
animWeld.Part0 = animBase
animWeld.Part1 = headBase
animWeld.Parent = animBase
local armBase = Instance.new("Part")
armBase.Transparency = 1
armBase.Name = "ArmBase"
armBase.CanCollide = false
armBase.FormFactor = Enum.FormFactor.Custom
armBase.Size = V3(0.2, 0.2, 0.2)
armBase.BottomSurface = Enum.SurfaceType.Smooth
armBase.TopSurface = Enum.SurfaceType.Smooth
armBase.Parent = playerFolder
local ABWeld = Instance.new("Weld")
ABWeld.Part0 = armBase
ABWeld.Part1 = animBase
ABWeld.Parent = armBase
local LArmBase = Instance.new("Part")
LArmBase.Transparency = 1
LArmBase.Name = "LArmBase"
LArmBase.CanCollide = false
LArmBase.FormFactor = Enum.FormFactor.Custom
LArmBase.Size = V3(0.2, 0.2, 0.2)
LArmBase.BottomSurface = Enum.SurfaceType.Smooth
LArmBase.TopSurface = Enum.SurfaceType.Smooth
LArmBase.Parent = playerFolder
local RArmBase = Instance.new("Part")
RArmBase.Transparency = 1
RArmBase.Name = "RArmBase"
RArmBase.CanCollide = false
RArmBase.FormFactor = Enum.FormFactor.Custom
RArmBase.Size = V3(0.2, 0.2, 0.2)
RArmBase.BottomSurface = Enum.SurfaceType.Smooth
RArmBase.TopSurface = Enum.SurfaceType.Smooth
RArmBase.Parent = playerFolder
local LWeld = Instance.new("Weld")
LWeld.Name = "LWeld"
LWeld.Part0 = armBase
LWeld.Part1 = LArmBase
LWeld.C0 = Vars.armC0[1]
LWeld.C1 = Vars.leftArmC1
LWeld.Parent = armBase
local RWeld = Instance.new("Weld")
RWeld.Name = "RWeld"
RWeld.Part0 = armBase
RWeld.Part1 = RArmBase
RWeld.C0 = Vars.armC0[2]
RWeld.C1 = Vars.rightArmC1
RWeld.Parent = armBase
local LWeld2 = Instance.new("Weld")
LWeld2.Name = "LWeld"
LWeld2.Part0 = LArmBase
LWeld2.Part1 = Vars.LArm
LWeld2.Parent = LArmBase
local RWeld2 = Instance.new("Weld")
RWeld2.Name = "RWeld"
RWeld2.Part0 = RArmBase
RWeld2.Part1 = Vars.RArm
RWeld2.Parent = RArmBase
local LLegWeld = Instance.new("Weld")
LLegWeld.Name = "LLegWeld"
LLegWeld.Part0 = Vars.Torso
LLegWeld.Part1 = nil
LLegWeld.C0 = CF(-0.5, -2, 0)
LLegWeld.Parent = Vars.Torso
local RLegWeld = Instance.new("Weld")
RLegWeld.Name = "RLegWeld"
RLegWeld.Part0 = Vars.Torso
RLegWeld.Part1 = nil
RLegWeld.C0 = CF(0.5, -2, 0)
RLegWeld.Parent = Vars.Torso
for _, Tab in pairs(Vars.gunParts) do
Tab.Obj.Anchored = false
local Weld = Instance.new("Weld")
Weld.Name = "mainWeld"
Weld.Part0 = Vars.Handle
Weld.Part1 = Tab.Obj
Weld.C0 = Tab.Obj.weldCF.Value
Weld.Parent = Vars.Handle
Tab.Weld = Weld
end
return gunIgnore, playerFolder, headWeld, headWeld2, animWeld, ABWeld, LWeld, RWeld, LWeld2, RWeld2, LLegWeld, RLegWeld, Vars.gunParts
end
|
-- Camera mod |
local Camera = require(cameraModule)
Camera.UpVector = Vector3.new(0, 1, 0)
Camera.TransitionRate = 0.15
Camera.UpCFrame = IDENTITYCF
function Camera:GetUpVector(oldUpVector)
return oldUpVector
end
function Camera:CalculateUpCFrame()
local oldUpVector = self.UpVector
local newUpVector = self:GetUpVector(oldUpVector)
local backup = game.Workspace.CurrentCamera.CFrame.RightVector
local transitionCF = getRotationBetween(oldUpVector, newUpVector, backup)
local vecSlerpCF = IDENTITYCF:Lerp(transitionCF, self.TransitionRate)
self.UpVector = vecSlerpCF * oldUpVector
self.UpCFrame = vecSlerpCF * self.UpCFrame
end
function Camera:Update(dt)
if self.activeCameraController then
local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt)
self.activeCameraController:ApplyVRTransform()
self:CalculateUpCFrame()
self.activeCameraController:UpdateUpCFrame(self.UpCFrame)
local offset = newCameraFocus:Inverse() * newCameraCFrame
newCameraCFrame = newCameraFocus * self.UpCFrame * offset
if self.activeOcclusionModule then
newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus)
end
game.Workspace.CurrentCamera.CFrame = newCameraCFrame
game.Workspace.CurrentCamera.Focus = newCameraFocus
if self.activeTransparencyController then
self.activeTransparencyController:Update()
end
end
end
|
-------------------------------------------------------------------- |
mouse.KeyDown:connect(function(key)
if key == camkey and enabled == false then
enabled = true
local character = char.Parent
local descendants = character:GetDescendants()
for index, descendant in pairs(descendants) do
if descendant:IsA("Accessory") then
descendant.Handle.Transparency = 1
end
end
elseif key == camkey and enabled == true then
enabled = false
local character = char.Parent
local descendants = character:GetDescendants()
for index, descendant in pairs(descendants) do
if descendant:IsA("Accessory") then
descendant.Handle.Transparency = 0
end
end
end
end)
car.DriveSeat.ChildRemoved:Connect(function(child)
if child.Name == "SeatWeld" then
local character = child.Part1.Parent
local descendants = character:GetDescendants()
for index, descendant in pairs(descendants) do
if descendant:IsA("Accessory") then
descendant.Handle.Transparency = 0
end
end
end
end)
|
--// Handling Settings |
Firerate = 60 / 1100; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!
FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
|
--[[
TouchThumbpad
--]] |
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local GuiService = game:GetService("GuiService")
|
--[[Weight and CG]] |
Tune.Weight = 2000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--========================CAMERA========================-- |
input.InputBegan:connect(function(inp,CanWork)
if inp.KeyCode == Settings.CameraKey and CanWork == false then
if CamV == ("second") then
cam.CameraType = "Custom"
cam.FieldOfView = 70
cam.CameraSubject = plane.PilotSeat
CamV = ("third")
script.Parent.HUD.Visible = false
run=false
elseif CamV == ("third") then
run=true
CamV = ("first")
cam.FieldOfView = 100
script.Parent.HUD.Visible = true
elseif CamV == ("first") then
run=true
CamV = ("second")
cam.FieldOfView = 100
end
end
end)
|
-- Ring3 ascending |
for l = 1,#lifts3 do
if (lifts3[l].className == "Part") then
lifts3[l].BodyPosition.position = Vector3.new((lifts3[l].BodyPosition.position.x),(lifts3[l].BodyPosition.position.y+4),(lifts3[l].BodyPosition.position.z))
end
end
wait(0.1)
for p = 1,#parts3 do
parts3[p].CanCollide = true
end
wait(0.5)
|
-- Protected! |
function DataStoreStage:_afterLoadGetAndApplyStagedData(name, data, defaultValue)
if self._dataToSave and self._dataToSave[name] ~= nil then
if self._dataToSave[name] == DataStoreDeleteToken then
return defaultValue
else
return self._dataToSave[name]
end
elseif self._stores[name] then
if self._stores[name]:HasWritableData() then
local writer = self._stores[name]:GetNewWriter()
local original = Table.deepCopy(data[name] or {})
writer:WriteMerge(original)
return original
end
end
if data[name] == nil then
return defaultValue
else
return data[name]
end
end
|
--[=[
Whenever the ValueObject changes, stores the resulting value in that entry.
@param name string
@param valueObj Instance -- ValueBase object to store on
@return MaidTask
]=] |
function DataStoreStage:StoreOnValueChange(name, valueObj)
assert(type(name) == "string", "Bad name")
assert(typeof(valueObj) == "Instance", "Bad valueObj")
if self._takenKeys[name] then
error(("[DataStoreStage] - Already have a writer for %q"):format(name))
end
self._takenKeys[name] = true
local conn = valueObj.Changed:Connect(function()
self:_doStore(name, valueObj.Value)
end)
self._maid:GiveTask(conn)
return conn
end
|
--Link to online Chat Voice code - not for editing. |
if game:findFirstChild("NetworkServer") == nil then
error("Chat Voice 2.0 can only work in online mode!")
else
require(294547006)(script, Chat_Voice_Settings)
end
|
--Math |
function Util.normalize(normMin, normMax, value, realMin, realMax)
if realMin == nil then
realMin = 0
end
if realMax == nil then
realMax = 1
end
local value = (value - realMin)/(realMax - realMin) * (normMax - normMin) + normMin
return value
end
function Util.denormalize(min, max, value)
return (value * (max - (min)) + (min))
end
function Util.invertValue(value, largestValue, smallestValue)
return (largestValue - value) + smallestValue
end
|
-- Game Services |
local Configurations = require(game.ServerStorage.Configurations)
local Events = game.ReplicatedStorage.Events
local ResetMouseIcon = Events.ResetMouseIcon
local TeamManager = require(script.Parent.TeamManager)
local DisplayManager = require(script.Parent.DisplayManager)
|
-- Do not edit the below. |
script.Parent.Changed:connect(function(child)
SingleDriverMode = script.Parent.SingleMode.Value
if SingleDriverMode == true then
if script.Parent.Occupant ~= nil then
if script.Parent.Occupant.Parent.Name ~= AllowedDriver then
wait(0.15)
script.Parent.Occupant.Jump = true
else end
end
else
for i,v in pairs(Blacklist) do
if script.Parent.Occupant ~= nil then
if script.Parent.Occupant.Parent.Name == Blacklist[i] then
if script.Parent.Occupant.Parent.Name ~= AllowedDriver then
wait(0.15)
script.Parent.Occupant.Jump = true
end
else end
end
end
end
end)
|
--------------| SYSTEM SETTINGS |-------------- |
Prefix = ":"; -- The character you use before every command (e.g. ';jump me').
SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'
QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)
Theme = "Blue"; -- The default UI theme.
NoticeSoundId = 2865227271; -- The SoundId for notices.
NoticeVolume = 0.1; -- The Volume for notices.
NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices.
ErrorSoundId = 2865228021; -- The SoundId for error notifications.
ErrorVolume = 0.1; -- The Volume for error notifications.
ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications.
AlertSoundId = 9161622880; -- The SoundId for alerts.
AlertVolume = 0.5; -- The Volume for alerts.
AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts.
WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.
CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.
SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.
LoopCommands = 3; -- The minimum rank required to use LoopCommands.
MusicList = {}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.
ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};
{"Red", Color3.fromRGB(150, 0, 0), };
{"Orange", Color3.fromRGB(150, 75, 0), };
{"Brown", Color3.fromRGB(120, 80, 30), };
{"Yellow", Color3.fromRGB(130, 120, 0), };
{"Green", Color3.fromRGB(0, 120, 0), };
{"Blue", Color3.fromRGB(0, 100, 150), };
{"Purple", Color3.fromRGB(100, 0, 150), };
{"Pink", Color3.fromRGB(150, 0, 100), };
{"Black", Color3.fromRGB(60, 60, 60), };
};
Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value};
{"r", "Red", Color3.fromRGB(255, 0, 0) };
{"o", "Orange", Color3.fromRGB(250, 100, 0) };
{"y", "Yellow", Color3.fromRGB(255, 255, 0) };
{"g", "Green" , Color3.fromRGB(0, 255, 0) };
{"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) };
{"b", "Blue", Color3.fromRGB(0, 255, 255) };
{"db", "DarkBlue", Color3.fromRGB(0, 50, 255) };
{"p", "Purple", Color3.fromRGB(150, 0, 255) };
{"pk", "Pink", Color3.fromRGB(255, 85, 185) };
{"bk", "Black", Color3.fromRGB(0, 0, 0) };
{"w", "White", Color3.fromRGB(255, 255, 255) };
};
ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow.
[5] = "Yellow";
};
Cmdbar = 1; -- The minimum rank required to use the Cmdbar.
Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2.
ViewBanland = 3; -- The minimum rank required to view the banland.
OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page.
RankRequiredToViewPage = { -- || The pages on the main menu ||
["Commands"] = 0;
["Admin"] = 0;
["Settings"] = 0;
};
RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin ||
["Owner"] = 0;
["HeadAdmin"] = 0;
["Admin"] = 0;
["Mod"] = 0;
["VIP"] = 0;
};
RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||
["Owner"] = 0;
["SpecificUsers"] = 5;
["Gamepasses"] = 0;
["Assets"] = 0;
["Groups"] = 0;
["Friends"] = 0;
["FreeAdmin"] = 0;
["VipServerOwner"] = 0;
};
RankRequiredToViewIcon = 0;
WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.
WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.
WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!"
DisableAllNotices = false; -- Set to true to disable all HD Admin notices.
ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.
IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit'
CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.
["fly"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["fly2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["speed"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["jumpPower"] = {
Limit = 10000;
IgnoreLimit = 3;
};
};
VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers.
GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command.
IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist.
PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.
SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.
CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]
--NoticeName = NoticeDetails;
};
|
--- |
if script.Parent.Parent.Parent.IsOn.Value then
script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.Parent.IsOn.Value then
script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.MouseButton1Click:connect(function()
if car.Misc.Popups.Parts.L.L.L.Enabled == false and car.Body.Lights.H.L.L.Enabled == false then
script.Parent.BackgroundColor3 = Color3.new(0,255/255,0)
script.Parent.TextStrokeColor3 = Color3.new(0,255/255,0)
car.Body.Lights.R.L.L.Enabled = true
car.Body.Lights.PLATE.L.GUI.Enabled = true
for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do
child.Material = Enum.Material.Neon
child.L.Enabled = true
end
for index, child in pairs(car.Body.Lights.R:GetChildren()) do
child.Material = Enum.Material.Neon
end
for index, child in pairs(car.Body.Lights.H:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
child.L.Enabled = false
end
elseif car.Misc.Popups.Parts.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == false then
script.Parent.BackgroundColor3 = Color3.new(0,0,255/255)
script.Parent.TextStrokeColor3 = Color3.new(0,0,255/255)
car.Body.Lights.R.L.L.Enabled = true
car.Body.Lights.PLATE.L.GUI.Enabled = true
for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do
child.Material = Enum.Material.Neon
child.L.Enabled = true
end
for index, child in pairs(car.Body.Lights.R:GetChildren()) do
child.Material = Enum.Material.Neon
end
for index, child in pairs(car.Body.Lights.H:GetChildren()) do
child.Material = Enum.Material.Neon
child.L.Enabled = true
end
elseif car.Misc.Popups.Parts.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == true then
script.Parent.BackgroundColor3 = Color3.new(0,0,0)
script.Parent.TextStrokeColor3 = Color3.new(0,0,0)
car.Body.Lights.R.L.L.Enabled = false
car.Body.Lights.PLATE.L.GUI.Enabled = false
for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
child.L.Enabled = false
end
for index, child in pairs(car.Body.Lights.R:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
for index, child in pairs(car.Body.Lights.H:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
child.L.Enabled = false
end
end
end)
script.Parent.Parent.Parent.Values.Brake.Changed:connect(function()
if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 and script.Parent.Parent.Parent.IsOn.Value then
for index, child in pairs(car.Body.Lights.B:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
car.Body.Lights.B.L.L.Enabled = false
else
for index, child in pairs(car.Body.Lights.B:GetChildren()) do
child.Material = Enum.Material.Neon
end
car.Body.Lights.B.L.L.Enabled = true
end
end)
script.Parent.Parent.Parent.Values.Brake.Changed:connect(function()
if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 then
for index, child in pairs(car.Body.Lights.B:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
car.Body.Lights.B.L.L.Enabled = false
car.Body.a1.Enabled = false
car.Body.a2.Enabled = false
car.Body.a3.Enabled = false
else
for index, child in pairs(car.Body.Lights.B:GetChildren()) do
child.Material = Enum.Material.Neon
end
car.Body.Lights.B.L.L.Enabled = true
car.Body.a1.Enabled = true
car.Body.a2.Enabled = true
car.Body.a3.Enabled = true
end
end)
script.Parent.Parent.Parent.Values.Gear.Changed:connect(function()
if script.Parent.Parent.Parent.Values.Gear.Value == -1 then
for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
child.Material = Enum.Material.Neon
car.DriveSeat.Reverse:Play()
end
else
for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
car.DriveSeat.Reverse:Stop()
end
end
end)
while wait() do
if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then
car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300
car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150)
else
car.DriveSeat.Reverse.Pitch = 1.3
car.DriveSeat.Reverse.Volume = .2
end
end
|
-- Hold:Play()
-- HoldClose:Stop() |
elseif not PlayIdle then |
--- Drops the bag full of money onto the ground.
---@param Player Player
---@param Amount number |
local function Handler(Player, Amount)
local Character = Player.Character
--// Sanity checks
if (Player.Data.Silver.Value < Amount or Amount < 1 or math.sign(Amount) ~= 1) then
return
end
--// Takes away the cash you just dropped from your data
Player.Data.Silver.Value -= Amount
--// I split a lot of the components of this up because it *sucks* looking at a huge wall of property changes, this makes it a bit easier.
local Dropped: BasePart = script.ItemTemplate:Clone()
Dropped.Name = Player.Name.."'s Dropped Silver"
Dropped.BillboardGui.Enabled = true
Amount = math.floor(Amount)
Dropped.BillboardGui.ToolName.Text = Amount
Dropped.CFrame = Character.HumanoidRootPart.CFrame * CFrame.new(0,-2,-3)
Dropped.Parent = workspace.DroppedBags
local HasHit = false
local Connection; --// Moved down here because I literally thought this was a global at first.
Connection = Dropped.Touched:Connect(function(Hit)
if (HasHit) then return end
if (IsCharacter(Hit.Parent)) then
HasHit = GiveSilver(Amount, Hit.Parent); --// We know GiveSilver returns a boolean, so we can just set 'HasHit' to it.
if (HasHit) then
Dropped:Destroy()
Connection:Disconnect()
end
end
end)
end
Event.OnServerEvent:Connect(Handler)
|
-- goro7 |
local plr = game.Players.LocalPlayer
script.Parent.ItemIcon.MouseButton1Click:connect(function()
-- Play sound
plr.PlayerGui.GUIClick:Play()
-- Set as preview
plr.PlayerGui.MainGui.Shop.MainFrame.Preview.Item.Value = script.Parent.Item.Value
end)
|
--// SS3 b controls for AC6 by Itzt, originally for 2009 Kawasaki 1400 GTR. |
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local standButton = HUB.Stand
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local W = script.Parent.W
local ks = carSeat.Parent.Body.KW.swag
local wheel1 = carSeat.Parent.Wheels.F
local wheel2 = carSeat.Parent.Wheels.R
local speed = carSeat.Velocity.magnitude
local speedw = wheel2.RotVelocity.magnitude
local speedw2 = wheel1.RotVelocity.magnitude
local diff = math.abs(((speedw-speed)/190)/(speed/25))+.1
local Burnout = 0
local left = false
local right = false
|
--TODO add map slices |
Map[1] = Vector3.new(0,1,1)
Map[2] = Vector3.new(0,1,1)
WaitUntil(6)
RegenMap()
Map[3] = Vector3.new(1,0,1)
WaitUntil(2)
RegenMap()
|
--[[ Public API ]] | --
function MasterControl:Init()
RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, updateMovement)
end
function MasterControl:Enable()
areControlsEnabled = true
isJumpEnabled = true
if self.ControlState.Current then
self.ControlState.Current:Enable()
end
end
function MasterControl:Disable()
if self.ControlState.Current then
self.ControlState.Current:Disable()
end
--After current control state is disabled, moveValue has been set to zero,
--Call updateMovement one last time to make sure this propagates to the engine -
--Otherwise if disabled while humanoid is moving, humanoid won't stop moving.
updateMovement()
isJumping = false
areControlsEnabled = false
end
function MasterControl:EnableJump()
isJumpEnabled = true
if areControlsEnabled and self.ControlState:IsTouchJumpModuleUsed() then
self.TouchJumpModule:Enable()
end
end
function MasterControl:DisableJump()
isJumpEnabled = false
if self.ControlState:IsTouchJumpModuleUsed() then
self.TouchJumpModule:Disable()
end
end
function MasterControl:AddToPlayerMovement(playerMoveVector)
moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, 0)
end
function MasterControl:GetMoveVector()
return moveValue
end
function MasterControl:SetIsJumping(jumping)
if not isJumpEnabled then return end
isJumping = jumping
local humanoid = self:GetHumanoid()
if humanoid and not humanoid.PlatformStand then
humanoid.Jump = isJumping
end
end
function MasterControl:DoJump()
if not isJumpEnabled then return end
local humanoid = self:GetHumanoid()
if humanoid then
humanoid.Jump = true
end
end
function MasterControl:GetClickToMoveFailStateChanged()
return clickToMoveFailStateChanged
end
return MasterControl
|
--[=[
Returns an observable that takes in a tuple, and emits that tuple, then
completes.
```lua
Rx.packed("a", "b")
:Subscribe(function(first, second)
print(first, second) --> a, b
end)
```
@param ... any
@return Observable
]=] |
function Rx.packed(...)
local args = table.pack(...)
return Observable.new(function(sub)
sub:Fire(unpack(args, 1, args.n))
sub:Complete()
end)
end
|
-- Private |
function ViewportWindow:_createVPF(name, zindex)
local vpf = Instance.new("ViewportFrame")
vpf.LightColor = Color3.new(0, 0, 0)
vpf.Size = UDim2.new(1, 0, 1, 0)
vpf.Position = UDim2.new(0, 0, 0, 0)
vpf.AnchorPoint = Vector2.new(0, 0)
vpf.BackgroundTransparency = 1
vpf.LightDirection = -Lighting:GetSunDirection()
vpf.Ambient = Lighting.Ambient
vpf.Name = name
vpf.ZIndex = zindex
vpf.CurrentCamera = self.camera
vpf.Parent = self.surfaceGui
return vpf
end
function ViewportWindow:_refreshVisibility(cameraCFrame, surfaceCFrame, surfaceSize, marginOfError)
local aabbCF, aabbSize = Helpers.getAABB({
surfaceCFrame * Vector3.new(-surfaceSize.X / 2 + marginOfError, surfaceSize.Y / 2 - marginOfError, -marginOfError),
surfaceCFrame * Vector3.new(surfaceSize.X / 2 - marginOfError, surfaceSize.Y / 2 - marginOfError, -marginOfError),
surfaceCFrame * Vector3.new(surfaceSize.X / 2 - marginOfError, -surfaceSize.Y / 2 + marginOfError, -marginOfError),
surfaceCFrame* Vector3.new(-surfaceSize.X / 2 + marginOfError, -surfaceSize.Y / 2 + marginOfError, -marginOfError),
cameraCFrame.Position,
})
-- region3 is more performant tmk over newer API which allows rotation (which we don't need)
-- local overlap = self.worldRoot:GetPartBoundsInBox(aabbCF, aabbSize)
local overlap = self.worldRoot:FindPartsInRegion3(Region3.new(
aabbCF.Position + aabbSize / 2,
aabbCF.Position - aabbSize / 2
), nil, math.huge)
local overlapped = {}
for _, part in pairs(overlap) do
part.LocalTransparencyModifier = 1
overlapped[part] = true
end
for _, instance in pairs(self.worldRoot:GetDescendants()) do
if instance:IsA("BasePart") and not overlapped[instance] then
instance.LocalTransparencyModifier = 0
end
end
end
|
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