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--// Ported from Kronos
return function(data) local gTable local window = client.UI.Make("Window",{ Name = "Aliases"; Title = "Alias Editor"; Size = {420, 240}; AllowMultiple = false; }) local template = { Alias = "", Args = {Names = {}, Defaults = {}}, Command = "", Description = "" } for i,v in pairs(template) do if not data[i] then data[i] = v end end if window then local bg = window:Add("ScrollingFrame", { BackgroundColor3 = Color3.fromRGB(31, 31, 31):lerp(Color3.new(1,1,1), 0.2); Size = UDim2.new(1, -10, 1, -10); Position = UDim2.new(0, 5, 0, 5) }) local content = bg:Add("ScrollingFrame", { Size = UDim2.new(1, -10, 1, -35); Position = UDim2.new(0, 5, 0, 5); BackgroundTransparency = 0.5; }) local draw; local curArgName, curArgDefault, argIndex; local argBox; argBox = window:Add("Frame", { Visible = false; Size = UDim2.new(0, 200, 0, 150); Position = UDim2.new(0.5, -100, 0.5, -75); Children = { { Class = "TextLabel"; Text = "Argument Name:"; Position = UDim2.new(0, 0, 0, 10); Size = UDim2.new(1, 0, 0, 20); BackgroundTransparency = 1; }; { Class = "TextLabel"; Text = "Default:"; Position = UDim2.new(0, 0, 0, 65); Size = UDim2.new(1, 0, 0, 20); BackgroundTransparency = 1; }; { Class = "TextButton"; Text = "Save"; Position = UDim2.new(0.5, 0, 1, -30); Size = UDim2.new(0.5, -20, 0, 20); BackgroundTransparency = 1; OnClicked = function() if argIndex == 0 then table.insert(data.Args.Names, curArgName) table.insert(data.Args.Defaults, curArgDefault or "") else data.Args.Names[argIndex] = curArgName data.Args.Defaults[argIndex] = curArgDefault or "" end draw() curArgName = nil curArgDefault = nil argBox.Visible = false end }; } }) local endBtn = argBox:Add({ Class = "TextButton"; Text = "Remove"; Position = UDim2.new(0, 10, 1, -30); Size = UDim2.new(0.5, -20, 0, 20); BackgroundTransparency = 1; OnClicked = function() if argIndex ~= 0 then table.remove(data.Args.Names, argIndex) table.remove(data.Args.Defaults, argIndex) end draw() curArgName = nil curArgDefault = nil argBox.Visible = false end }) local argNameBox = argBox:Add("TextBox", { Text = curArgName or "name"; Position = UDim2.new(0, 10, 0, 35); Size = UDim2.new(1, -20, 0, 20); TextChanged = function(newText, enter, box) curArgName = newText end }); local argDefaultBox = argBox:Add("TextBox", { Text = curArgDefault or ""; Position = UDim2.new(0, 10, 0, 90); Size = UDim2.new(1, -20, 0, 20); TextChanged = function(newText, enter, box) curArgDefault = newText end }); argBox.BackgroundColor3 = argBox.BackgroundColor3:lerp(Color3.new(1, 1, 1), 0.05) argNameBox.BackgroundColor3 = argNameBox.BackgroundColor3:lerp(Color3.new(1, 1, 1), 0.1) argDefaultBox.BackgroundColor3 = argNameBox.BackgroundColor3 local function showArgBox(argData) if not argBox.Visible then if argData then curArgName = argData.Name curArgDefault = argData.Default end if argIndex == 0 then endBtn.Text = "Cancel" else endBtn.Text = "Remove" end argNameBox.Text = curArgName or "name" argDefaultBox.Text = curArgDefault or "" argBox.Visible = true end end function draw() content:ClearAllChildren(); local i = 1 content:Add("TextLabel", { Text = " ".."Alias"..": "; ToolTip = "Set the alias Adonis should check for in chat"; BackgroundTransparency = (i%2 == 0 and 0) or 0.2; Size = UDim2.new(1, -10, 0, 30); Position = UDim2.new(0, 5, 0, (30*(i-1))+5); TextXAlignment = "Left"; Children = { [data.ExistingAlias and "TextLabel" or "TextBox"] = { Text = data.Alias or ""; Size = UDim2.new(0, 200, 1, 0); Position = UDim2.new(1, -200, 0, 0); BackgroundTransparency = 1; TextChanged = not data.ExistingAlias and function(text, enter, new) data.Alias = text end or nil } } }) i = i + 1 content:Add("TextLabel", { Text = " ".."Command"..": "; ToolTip = "Set the command(s) Adonis should execute when finding the alias"; BackgroundTransparency = (i%2 == 0 and 0) or 0.2; Size = UDim2.new(1, -10, 0, 30); Position = UDim2.new(0, 5, 0, (30*(i-1))+5); TextXAlignment = "Left"; Children = { TextBox = { Text = data.Command or ""; Size = UDim2.new(0, 200, 1, 0); Position = UDim2.new(1, -200, 0, 0); BackgroundTransparency = 1; TextChanged = function(text, enter, new) data.Command = text end } } }) i = i + 1 content:Add("TextLabel", { Text = " ".."Description"..": "; ToolTip = "What does the alias do?"; BackgroundTransparency = (i%2 == 0 and 0) or 0.2; Size = UDim2.new(1, -10, 0, 30); Position = UDim2.new(0, 5, 0, (30*(i-1))+5); TextXAlignment = "Left"; Children = { TextBox = { Text = data.Description or ""; Size = UDim2.new(0, 200, 1, 0); Position = UDim2.new(1, -200, 0, 0); BackgroundTransparency = 1; TextChanged = function(text, enter, new) data.Description = text end } } }) i = i + 2 content:Add("TextButton", { Text = "Add Argument", BackgroundTransparency = (i%2 == 0 and 0) or 0.2; Size = UDim2.new(1, -10, 0, 30); Position = UDim2.new(0, 5, 0, (30*(i-1))+5); OnClicked = function(button) argIndex = 0 showArgBox() end }) for index,arg in ipairs(data.Args.Names) do i = i + 1 content:Add("TextButton", { Text = "Argument: ".. arg .." | Default: "..data.Args.Defaults[index]; BackgroundTransparency = (i%2 == 0 and 0) or 0.2; Size = UDim2.new(1, -10, 0, 30); Position = UDim2.new(0, 5, 0, (30*(i-1))+5); OnClicked = function(button) argIndex = index showArgBox({Name = arg, Default = data.Args.Defaults[index]}) end }) end content:ResizeCanvas(false, true, false, false, 5, 5) bg:Add("TextButton", { Text = "Cancel"; Position = UDim2.new(0, 5, 1, -25); Size = UDim2.new(1/3, -8, 0, 20); OnClicked = function(button) window:Close() end }) bg:Add("TextButton", { Text = "Remove"; Position = UDim2.new(1/3, 3, 1, -25); Size = UDim2.new(1/3, -7, 0, 20); OnClicked = function(button) if data.ExistingAlias then client.Functions.RemoveAlias(data.Alias) client.UI.Remove("UserPanel") client.UI.Make("UserPanel", {Tab = "Aliases"}) end window:Close() end }) bg:Add("TextButton", { Text = "Save"; Position = UDim2.new(2/3, 3, 1, -25); Size = UDim2.new(1/3, -8, 0, 20); OnClicked = function(button) if data.Alias == "" or data.Command == "" then client.UI.Make("Output", {Message = "A required field is missing!"}) else client.Functions.SetAlias(data.Alias, data) client.UI.Remove("UserPanel") client.UI.Make("UserPanel", {Tab = "Aliases"}) window:Close() end end }) end draw() gTable = window.gTable window:Ready() end end
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {3,7} --- Vertical Recoil ,HRecoil = {3,7} --- Horizontal Recoil ,AimRecover = 1 ---- Between 0 & 1 ,RecoilPunch = .25 ,VPunchBase = 5 --- Vertical Punch ,HPunchBase = 1.5 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 1 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = 1 ,MaxRecoilPower = 3 ,RecoilPowerStepAmount = .5 ,MinSpread = 5 --- Min bullet spread value | Studs ,MaxSpread = 40 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 2.5 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 1 --- Max sway value based on player stamina | Studs
--while true do -- wait(0.1) -- while Tool.Parent~=workspace do -- wait(0.1) -- end -- --Tool is in workspace, assumed dropped -- Holster:Destroy() -- print("Destroying holster!!!") -- while Tool.Parent==workspace do -- wait(0.1) -- end -- --Tool is not in workspace anymore, assumed picked up by player in either a backpack or in the player model
--[=[ @within Plasma @function create @param className string -- The class name of the Instance to create @param props CreateProps @return Instance -- The created instance @tag utilities A function that creates an Instance tree. CreateProps is a table: - String keys are interpreted as properties to set - Numerical keys are interpreted as children - Function values are interpreted as event handlers - Table keys can be used to get references to instances deep in the tree, the value becomes the key in the table This function doesn't do anything special. It just creates an instance. ```lua create("Frame", { BackgroundTransparency = 1, Name = "Checkbox", create("TextButton", { BackgroundColor3 = Color3.fromRGB(54, 54, 54), Size = UDim2.new(0, 30, 0, 30), create("UICorner", { CornerRadius = UDim.new(0, 8), }), Activated = function() setClicked(true) end, }), }) ``` Getting references to instances deep in a tree: ```lua local ref = {} create("Frame", { create("TextButton", { [ref] = "button", Text = "hi" }) }) print(ref.button.Text) --> hi ``` ]=]
local function create(className, props) props = props or {} local eventCallback = Runtime.useEventCallback() local instance = Instance.new(className) for key, value in pairs(props) do if type(value) == "function" then if eventCallback then eventCallback(instance, key, value) else instance[key]:Connect(value) end elseif type(key) == "number" then value.Parent = instance elseif type(key) == "table" then key[value] = instance if props.Name == nil then instance.Name = value end else instance[key] = value end end return instance end return create
--// gets gun values from configuration folders
function module.getValue(folder : Instance, name : string) return folder:WaitForChild(name,1000).Value end function module.loadAnimation(folder : Instance, name : string, animator : Animator) return animator:LoadAnimation(folder:WaitForChild(name, 1000)) end function module.getHumanoidFromPart(part : BasePart) local parent = part.Parent if parent ~= workspace and not parent:IsA("Accessory") then local Humanoid = parent:FindFirstChildWhichIsA("Humanoid",true) return Humanoid elseif part.Parent:IsA("Accessory") then parent = part.Parent.Parent local Humanoid = parent:FindFirstChildWhichIsA("Humanoid",true) return Humanoid end end function module.getRandomInstanceOfType(folder : Instance, instanceType : string) local folderChildren = folder:GetChildren() local random repeat random = folderChildren[math.random(1,#folderChildren)] until random:IsA(instanceType) return random end function module.normalIdFromVector(vector) print(vector) local epsilon = 0.01 for _, normalId in pairs(Enum.NormalId:GetEnumItems()) do if vector.unit:Dot(Vector3.FromNormalId(normalId)) > 1 - epsilon then print(normalId) return normalId end end end function module.SetStatValue(player : Player, statName : string, newValue : number) local leaderstatsFolder = player:WaitForChild("leaderstats", 1000) if leaderstatsFolder then local stat = leaderstatsFolder:WaitForChild(statName, 1000) if stat then stat.Value = newValue else return false end else return false end end function module.GetStatValue(player : Player, statName : string) local leaderstatsFolder = player:WaitForChild("leaderstats", 1000) if leaderstatsFolder then local stat = leaderstatsFolder:WaitForChild(statName, 1000) if stat then return stat.Value else return false end else return false end end return module
--------LEFT DOOR --------
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(21)
-- Комбинации данных
DataStore2.Combine(DB, "stage")
-- RemoteProperty -- Stephen Leitnick -- December 20, 2021
local Players = game:GetService("Players") local Util = require(script.Parent.Parent.Util) local Types = require(script.Parent.Parent.Types) local RemoteSignal = require(script.Parent.RemoteSignal) local None = Util.None
--[[ 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) if object.Parent == nil then return false end return false end function TransparencyController:IsValidPartToModify(part) 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 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) 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
-- ======================================== -- Local action functions -- ======================================== -- Returns whether part is in the map folder
local function isInMap(part) local mapAncestor = part:FindFirstAncestor("Map") return mapAncestor and mapAncestor:IsA("Folder") end
-- Subtracting position from the CFrame leaves you with just the rotational elements of the CFrame
local rotationOffset = (npcModel.PrimaryPart.CFrame - npcModel.PrimaryPart.CFrame.Position):Inverse() local Animations = { SuperheroIdle = 616111295, Wave = 507770239, } local NPC = { Waist = npcModel.UpperTorso.Waist, Root = npcModel.LowerTorso.Root, Neck = npcModel.Head.Neck, } local TwistProportions = { Root = .2, Waist = .3, Neck = .5, Full = 1, }
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer local Track1 : Animation = script:WaitForChild("Anim01") Track1 = Player.Character:WaitForChild("Humanoid"):LoadAnimation(script.Anim01) local PrevWalkSpeed = nil local PrevJumpPower = nil local Tween = game:GetService("TweenService") local Gui = Player.PlayerGui:WaitForChild("Mochi_Skill_List".. Player.Name):WaitForChild("Frame") local Cooldown = 7 UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.C and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Tool.Active.Value = "3BuzzCutDough" Gui:FindFirstChild(Tool.Active.Value).Frame.Size = UDim2.new(1, 0, 1, 0) PrevWalkSpeed = Player.Character:WaitForChild("Humanoid").WalkSpeed PrevJumpPower = Player.Character:WaitForChild("Humanoid").JumpPower Player.Character:WaitForChild("Humanoid").WalkSpeed = 2.5 Player.Character:WaitForChild("Humanoid").JumpPower = 0 Track1:Play() Track1:AdjustSpeed(0) wait(0.15) script.Fire:FireServer("hold") end end) UIS.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.C and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "3BuzzCutDough" then Debounce = false Tool.Active.Value = "3BuzzCutDough" Player.Character:WaitForChild("Humanoid").WalkSpeed = 0 Track1:Stop() script.Fire:FireServer("unhold") wait(1.5) local hum = Player.Character.Humanoid local CamOffsetMulti = 6 for i = 1,20 do hum.CameraOffset = Vector3.new( math.random(-CamOffsetMulti,CamOffsetMulti), math.random(-CamOffsetMulti,CamOffsetMulti), math.random(-CamOffsetMulti,CamOffsetMulti)) CamOffsetMulti = CamOffsetMulti/1.05 wait() end hum.CameraOffset = Vector3.new(0,0,0) Tween:Create(Gui:FindFirstChild(Tool.Active.Value).Frame, TweenInfo.new(Cooldown), {Size = UDim2.new(0, 0, 1, 0)}):Play() Tool.Active.Value = "None" Player.Character:WaitForChild("Humanoid").WalkSpeed = PrevWalkSpeed Player.Character:WaitForChild("Humanoid").JumpPower = PrevJumpPower wait(Cooldown) Debounce = true end end)
-- Destroy script 10 seconds later (prevents multiple things trying to set parent at same time)
wait(10) script:destroy()
--]]
function getHumanoid(model) for _, v in pairs(model:GetChildren()) do if v:IsA'Humanoid' then return v end end end local ai = script.Parent local human = getHumanoid(ai) local hroot = ai.HumanoidRootPart local zspeed = hroot.Velocity.magnitude local pfs = game:GetService("PathfindingService") function GetPlayerNames() local players = game:GetService('Players'):GetChildren() local name = nil for _, v in pairs(players) do if v:IsA'Player' then name = tostring(v.Name) end end return name end function GetPlayersBodyParts(t) local torso = t if torso then local figure = torso.Parent for _, v in pairs(figure:GetChildren()) do if v:IsA'Part' then return v.Name end end else return "HumanoidRootPart" end end function GetTorso(part) local chars = game.Workspace:GetChildren() local torso = nil for _, v in pairs(chars) do if v:IsA'Model' and v ~= script.Parent and v.Name == GetPlayerNames() then local charRoot = v:FindFirstChild'HumanoidRootPart' if (charRoot.Position - part).magnitude < SearchDistance then torso = charRoot end end end return torso end for _, zambieparts in pairs(ai:GetChildren()) do if zambieparts:IsA'Part' then zambieparts.Touched:connect(function(p) if p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= ai.Name then -- damage local enemy = p.Parent local enemyhuman = getHumanoid(enemy) enemyhuman:TakeDamage(aiDamage) end end) end end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed > 0.01 then playAnimation("walk", 0.1, Humanoid) if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then setAnimationSpeed(speed / 14.5) end pose = "Running" else if emoteNames[currentAnim] == nil then playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / 12.0) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end 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 getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow() if window.Visible then window.Visible = false else opened.Visible = true window.Visible = true end end
-- @Return Model
function WeaponRuntimeData:GetOwningCharacter() return self.character end function WeaponRuntimeData:SetMaxAmmo() self.currentAmmo = self.weaponDefinition:GetMaxAmmo() end
-- Written by Coercii
local Verifier = {} function Verifier.typeValid(data) return type(data) ~= "userdata", typeof(data) end function Verifier.scanValidity(tbl, passed, path) if type(tbl) ~= "table" then return Verifier.scanValidity({input = tbl}, {}, {}) end passed, path = passed or {}, path or {"input"} passed[tbl] = true local tblType do local key = next(tbl) if type(key) == "number" then tblType = "Array" else tblType = "Dictionary" end end local last = 0 for key, value in next, tbl do path[#path + 1] = tostring(key) if type(key) == "number" then if tblType == "Dictionary" then return false, path, "Mixed Array/Dictionary" elseif key%1 ~= 0 then -- if not an integer return false, path, "Non-integer index" elseif key == math.huge or key == -math.huge then return false, path, "(-)Infinity index" end elseif type(key) ~= "string" then return false, path, "Non-string key", typeof(key) elseif tblType == "Array" then return false, path, "Mixed Array/Dictionary" end if tblType == "Array" then if last ~= key - 1 then return false, path, "Array with non-sequential indexes" end last = key end local isTypeValid, valueType = Verifier.typeValid(value) if not isTypeValid then return false, path, "Invalid type", valueType end if type(value) == "table" then if passed[value] then return false, path, "Cyclic" end local isValid, keyPath, reason, extra = Verifier.scanValidity(value, passed, path) if not isValid then return isValid, keyPath, reason, extra end end path[#path] = nil end passed[tbl] = nil return true end function Verifier.getStringPath(path) return table.concat(path, ".") end function Verifier.testValidity(input) local isValid, keyPath, reason, extra = Verifier.scanValidity(input) if not isValid then if extra then return "Invalid at "..Verifier.getStringPath(keyPath).." because: "..reason.." ("..tostring(extra)..")" else return "Invalid at "..Verifier.getStringPath(keyPath).." because: "..reason end end end return Verifier
----- NO EDITING BELOW -----
local weldedParts = {} table.insert(weldedParts,mainPart) function Weld(x, y) weld = Instance.new("Weld") weld.Part0 = x weld.Part1 = y local CJ = CFrame.new(x.Position) weld.C0 = x.CFrame:inverse() * CJ weld.C1 = y.CFrame:inverse() * CJ weld.Parent = x table.insert(weldedParts,y) end function WeldRec(instance) local childs = instance:GetChildren() for _,v in pairs(childs) do if v:IsA("BasePart") or v:IsA("MeshPart") then if v.Name ~= "WeldPart" and v.Name ~= "A" and v.Name ~= "B" then Weld(mainPart, v) end end if v.Name ~= "AnimationParts" then WeldRec(v) end end end wait(1) WeldRec(P)
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.TimeToFly-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--------------------------UTIL LIBRARY-------------------------------
local Utility = {} do local Signal = {} function Signal.Create() local sig = {} local mSignaler = Instance.new('BindableEvent') local mArgData = nil local mArgDataCount = nil function sig:fire(...) mArgData = {...} mArgDataCount = select('#', ...) mSignaler:Fire() end function sig:connect(f) if not f then error("connect(nil)", 2) end return mSignaler.Event:connect(function() f(unpack(mArgData, 1, mArgDataCount)) end) end function sig:wait() mSignaler.Event:wait() assert(mArgData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.") return unpack(mArgData, 1, mArgDataCount) end return sig end Utility.Signal = Signal function Utility.Create(instanceType) return function(data) local obj = Instance.new(instanceType) for k, v in pairs(data) do if type(k) == 'number' then v.Parent = obj else obj[k] = v end end return obj end end local function ViewSizeX() local camera = workspace.CurrentCamera local x = camera and camera.ViewportSize.X or 0 local y = camera and camera.ViewportSize.Y or 0 if x == 0 then return 1024 else if x > y then return x else return y end end end Utility.ViewSizeX = ViewSizeX local function ViewSizeY() local camera = workspace.CurrentCamera local x = camera and camera.ViewportSize.X or 0 local y = camera and camera.ViewportSize.Y or 0 if y == 0 then return 768 else if x > y then return y else return x end end end Utility.ViewSizeY = ViewSizeY local function AspectRatio() return ViewSizeX() / ViewSizeY() end Utility.AspectRatio = AspectRatio local function FindChacterAncestor(part) if part then local humanoid = part:FindFirstChild("Humanoid") if humanoid then return part, humanoid else return FindChacterAncestor(part.Parent) end end end Utility.FindChacterAncestor = FindChacterAncestor local function GetUnitRay(x, y, viewWidth, viewHeight, camera) return camera:ScreenPointToRay(x, y) end Utility.GetUnitRay = GetUnitRay local function Raycast(ray, ignoreNonCollidable, ignoreList) local ignoreList = ignoreList or {} local hitPart, hitPos = RayCastIgnoreList(workspace, ray, ignoreList) if hitPart then if ignoreNonCollidable and hitPart.CanCollide == false then table.insert(ignoreList, hitPart) return Raycast(ray, ignoreNonCollidable, ignoreList) end return hitPart, hitPos end return nil, nil end Utility.Raycast = Raycast Utility.Round = function(num, roundToNearest) roundToNearest = roundToNearest or 1 return math_floor((num + roundToNearest/2) / roundToNearest) * roundToNearest end local function AveragePoints(positions) local avgPos = ZERO_VECTOR2 if #positions > 0 then for i = 1, #positions do avgPos = avgPos + positions[i] end avgPos = avgPos / #positions end return avgPos end Utility.AveragePoints = AveragePoints local function FuzzyEquals(numa, numb) return numa + 0.1 > numb and numa - 0.1 < numb end Utility.FuzzyEquals = FuzzyEquals local LastInput = 0 UIS.InputBegan:connect(function(inputObject, wasSunk) if not wasSunk then if inputObject.UserInputType == Enum.UserInputType.Touch or inputObject.UserInputType == Enum.UserInputType.MouseButton1 or inputObject.UserInputType == Enum.UserInputType.MouseButton2 then LastInput = tick() end end end) Utility.GetLastInput = function() return LastInput end end local humanoidCache = {} local function findPlayerHumanoid(player) local character = player and player.Character if character then local resultHumanoid = humanoidCache[player] if resultHumanoid and resultHumanoid.Parent == character then return resultHumanoid else humanoidCache[player] = nil -- Bust Old Cache local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then humanoidCache[player] = humanoid end return humanoid end end end local GetThetaBetweenCFrames; do local components = CFrame.new().components local inverse = CFrame.new().inverse local acos = math.acos GetThetaBetweenCFrames = function(c0, c1) -- (CFrame from, CFrame to) -> (float theta) local _, _, _, xx, yx, zx, xy, yy, zy, xz, yz, zz = components(inverse(c0)*c1) local cosTheta = (xx + yy + zz - 1)/2 if cosTheta >= 0.999 then -- Same rotation return 0 elseif cosTheta <= -0.999 then -- Oposite rotations return math_pi else return acos(cosTheta) end end end
-------------------------
function onClicked() R.Function1.Disabled = true FX.CRUSH.BrickColor = BrickColor.new("Really red") FX.CRUSH.loop.Disabled = true FX.JET.BrickColor = BrickColor.new("Really red") FX.JET.loop.Disabled = true FX.LPF.BrickColor = BrickColor.new("Really red") FX.LPF.loop.Disabled = true FX.NOISE.BrickColor = BrickColor.new("Really red") FX.NOISE.loop.Disabled = true FX.HPF.BrickColor = BrickColor.new("Really red") FX.HPF.loop.Disabled = true R.loop.Disabled = false R.Function2.Disabled = false end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- constants
local PLAYER = Players.LocalPlayer local NUM_SLASHES = 10 local SLASH_SIZE = 10 local SLASH_DISTANCE = 6 local SLASH_TIME = 0.1 return function(character) local effects = character.Effects local rootPart = character.HumanoidRootPart for i = 1, NUM_SLASHES do spawn(function() local center = rootPart.Position + Vector3.new(0, 1, 0) local slice = script.Slice:Clone() slice.CFrame = CFrame.new(center) * CFrame.Angles(math.rad(math.random(360)), math.rad(math.random(360)), math.rad(math.random(360))) slice.Size = Vector3.new(0.3, 1, 1) slice.Mesh.Scale = Vector3.new(1, 0, 0) slice.Mesh.Offset = Vector3.new(0, 0, SLASH_DISTANCE) slice.Parent = effects rootPart.Velocity = slice.CFrame.LookVector * 50 local infoA = TweenInfo.new(SLASH_TIME/2, Enum.EasingStyle.Quad, Enum.EasingDirection.In) local infoB = TweenInfo.new(SLASH_TIME/2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) local tweenA = TweenService:Create(slice.Mesh, infoA, {Scale = Vector3.new(1, 1, SLASH_SIZE); Offset = Vector3.new()}) tweenA:Play() wait(SLASH_TIME/2) local tweenB = TweenService:Create(slice.Mesh, infoA, {Scale = Vector3.new(1, 0, 0); Offset = Vector3.new(0, 0, -SLASH_DISTANCE)}) tweenB:Play() wait(SLASH_TIME/2) slice:Destroy() end) wait(SLASH_TIME/2) end end
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end function keyFrameReachedFunc(frameName) if (frameName == "End") then local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.0, Humanoid) setAnimationSpeed(animSpeed) end end
--// SS3.33T Police Edit originally for 2017 Mercedes-Benz E300 by Itzt and MASERATl, base SS by Inspare
wait(0.1) local player = game.Players.LocalPlayer local HUB = script.Parent.HUB local limitButton = HUB:FindFirstChild("Name") 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()
--Note this must be used with the accompanying weld script --This is an edited version of my V3 KeyCommand Script. --Heavily edited from a free model crouch script, ~ukwarrior6~
------------------------------------------------------------------------ -- emulation of TValue macros (these are from lobject.h) -- * TValue is a table since lcode passes references around -- * tt member field removed, using Lua's type() instead -- * for setsvalue, sethvalue, parameter L (deleted here) in lobject.h -- is used in an assert for testing, see checkliveness(g,obj) ------------------------------------------------------------------------
function luaK:ttisnumber(o) if o then return type(o.value) == "number" else return false end end function luaK:nvalue(o) return o.value end function luaK:setnilvalue(o) o.value = nil end function luaK:setsvalue(o, x) o.value = x end luaK.setnvalue = luaK.setsvalue luaK.sethvalue = luaK.setsvalue luaK.setbvalue = luaK.setsvalue
--[[ game["Run Service"].RenderStepped:connect(function() local s = script.Parent.Parent.Sound if s and s.IsPlaying then local pbl = s.PlaybackLoudness Tool.UpdatePlaybackLoudness:FireServer(pbl) end end) ]]
-- local GetPlaybackLoudness = Tool.RemoteFunction GetPlaybackLoudness.OnClientInvoke = function() local s = script.Parent.Parent.Sound if s and s.IsPlaying then local pbl = s.PlaybackLoudness return pbl end return 0 end
--[[Tires]]
-- -- Tire Curve Profiler: https://www.desmos.com/calculator/og4x1gyzng Tune.TireCylinders = 6 -- How many cylinders are used for the tires. More means a smoother curve but way more parts meaning lag. (Default = 4) Tune.TiresVisible = false -- Makes the tires visible (Debug)
--[[Engine]]
--Torque Curve Tune.Horsepower = 700 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 7500 -- Copy and paste slider values into the respective tune values Tune.ComfortShift = 3500 Tune.EqPoint = 7500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--end of key up function
bin.Deselected:connect(onDeselected) bin.Selected:connect(onSelected)
--------- MODULE BEGIN ---------
local textService = game:GetService("TextService") local runService = game:GetService("RunService") local animationCount = 0 function getLayerCollector(frame) if not frame then return nil elseif frame:IsA("LayerCollector") then return frame elseif frame and frame.Parent then return getLayerCollector(frame.Parent) else return nil end end function shallowCopy(tab) local ret = {} for key, value in pairs(tab) do ret[key] = value end return ret end function getColorFromString(value) if richText.ColorShortcuts[value] then return richText.ColorShortcuts[value] else local r, g, b = value:match("(%d+),(%d+),(%d+)") return Color3.new(r / 255, g / 255, b / 255) end end function getVector2FromString(value) local x, y = value:match("(%d+),(%d+)") return Vector2.new(x, y) end function setHorizontalAlignment(frame, alignment) if alignment == "Left" then frame.AnchorPoint = Vector2.new(0, 0) frame.Position = UDim2.new(0, 0, 0, 0) elseif alignment == "Center" then frame.AnchorPoint = Vector2.new(0.5, 0) frame.Position = UDim2.new(0.5, 0, 0, 0) elseif alignment == "Right" then frame.AnchorPoint = Vector2.new(1, 0) frame.Position = UDim2.new(1, 0, 0, 0) end end function richText:New(frame, text, startingProperties, allowOverflow, prevTextObject) for _, v in pairs(frame:GetChildren()) do v:Destroy() end if allowOverflow == nil then allowOverflow = true end local properties = {} local defaultProperties = {} if prevTextObject then text = prevTextObject.Text startingProperties = prevTextObject.StartingProperties end local lineFrames = {} local textFrames = {} local frameProperties = {} local linePosition = 0 local overflown = false local textLabel = Instance.new("TextLabel") local imageLabel = Instance.new("ImageLabel") local layerCollector = getLayerCollector(frame) local applyProperty, applyMarkup, formatLabel, printText, printImage, printSeries ----- Apply properties / markups ----- function applyMarkup(key, value) --print(key,value) key = propertyShortcuts[key] or key if value == "/" then if defaultProperties[key] then value = defaultProperties[key] else warn("Attempt to default <"..key.."> to value with no default") end end if tonumber(value) then value = tonumber(value) elseif value == "false" or value == "true" then value = value == "true" end properties[key] = value if applyProperty(key, value) then -- Ok elseif key == "ContainerHorizontalAlignment" and lineFrames[#lineFrames] then setHorizontalAlignment(lineFrames[#lineFrames].Container, value) elseif defaults[key] then -- Ok elseif key == "Img" then printImage(value) else -- Unknown value return false end return true end function applyProperty(name, value, frame) local propertyType local ret = false for _, label in pairs(frame and {frame} or {textLabel, imageLabel}) do local isProperty = pcall(function() propertyType = typeof(label[name]) end) -- is there a better way to check if it's a property? if isProperty then if propertyType == "Color3" then label[name] = getColorFromString(value) elseif propertyType == "Vector2" then label[name] = getVector2FromString(value) else label[name] = value end ret = true end end return ret end ----- Set up default properties ----- for name, value in pairs(defaults) do applyMarkup(name, value) defaultProperties[propertyShortcuts[name] or name] = properties[propertyShortcuts[name] or name] end for name, value in pairs(startingProperties or {}) do applyMarkup(name, value) defaultProperties[propertyShortcuts[name] or name] = properties[propertyShortcuts[name] or name] end if prevTextObject then properties = prevTextObject.OverflowPickupProperties for name, value in pairs(properties) do applyMarkup(name, value) end end ----- Get vertical size ----- local function getTextSize() if properties.TextScaled == true then local relativeHeight if properties.TextScaleRelativeTo == "Screen" then relativeHeight = layerCollector.AbsoluteSize.Y elseif properties.TextScaleRelativeTo == "Frame" then relativeHeight = frame.AbsoluteSize.Y end return math.min(properties.TextScale * relativeHeight, 100) else return properties.TextSize end end ----- Lines ----- local contentHeight = 0 local function newLine() local lastLineFrame = lineFrames[#lineFrames] if lastLineFrame then contentHeight = contentHeight + lastLineFrame.Size.Y.Offset if not allowOverflow and contentHeight + getTextSize() > frame.AbsoluteSize.Y then overflown = true return end end local lineFrame = Instance.new("Frame") lineFrame.Name = string.format("Line%03d", #lineFrames + 1) lineFrame.Size = UDim2.new(0, 0, 0, 0) lineFrame.BackgroundTransparency = 1 local textContainer = Instance.new("Frame", lineFrame) textContainer.Name = "Container" textContainer.Size = UDim2.new(0, 0, 0, 0) textContainer.BackgroundTransparency = 1 setHorizontalAlignment(textContainer, properties.ContainerHorizontalAlignment) lineFrame.Parent = frame table.insert(lineFrames, lineFrame) textFrames[#lineFrames] = {} linePosition = 0 end newLine() ----- Label printing ----- local function addFrameProperties(frame) frameProperties[frame] = shallowCopy(properties) frameProperties[frame].InitialSize = frame.Size frameProperties[frame].InitialPosition = frame.Position frameProperties[frame].InitialAnchorPoint = frame.AnchorPoint end function formatLabel(newLabel, labelHeight, labelWidth, endOfLineCallback) local lineFrame = lineFrames[#lineFrames] local verticalAlignment = tostring(properties.TextYAlignment) if verticalAlignment == "Top" then newLabel.Position = UDim2.new(0, linePosition, 0, 0) newLabel.AnchorPoint = Vector2.new(0, 0) elseif verticalAlignment == "Center" then newLabel.Position = UDim2.new(0, linePosition, 0.5, 0) newLabel.AnchorPoint = Vector2.new(0, 0.5) elseif verticalAlignment == "Bottom" then newLabel.Position = UDim2.new(0, linePosition, 1, 0) newLabel.AnchorPoint = Vector2.new(0, 1) end linePosition = linePosition + labelWidth if linePosition > frame.AbsoluteSize.X and not (linePosition == labelWidth) then -- Newline, get rid of label and retry it on the next line newLabel:Destroy() local lastLabel = textFrames[#lineFrames][#textFrames[#lineFrames]] if lastLabel:IsA("TextLabel") and lastLabel.Text == " " then -- get rid of trailing space lineFrame.Container.Size = UDim2.new(0, linePosition - labelWidth - lastLabel.Size.X.Offset, 1, 0) lastLabel:Destroy() table.remove(textFrames[#lineFrames]) end newLine() endOfLineCallback() else -- Label is ok newLabel.Size = UDim2.new(0, labelWidth, 0, labelHeight) lineFrame.Container.Size = UDim2.new(0, linePosition, 1, 0) lineFrame.Size = UDim2.new(1, 0, 0, math.max(lineFrame.Size.Y.Offset, labelHeight)) newLabel.Name = string.format("Group%03d", #textFrames[#lineFrames] + 1) newLabel.Parent = lineFrame.Container table.insert(textFrames[#lineFrames], newLabel) addFrameProperties(newLabel) properties.AnimateYield = 0 end end function printText(text) if text == "\n" then newLine() return elseif text == " " and linePosition == 0 then return -- no leading spaces end local textSize = getTextSize() local textWidth = textService:GetTextSize(text, textSize, textLabel.Font, Vector2.new(layerCollector.AbsoluteSize.X, textSize)).X local newTextLabel = textLabel:Clone() newTextLabel.TextScaled = false newTextLabel.TextSize = textSize newTextLabel.Text = text -- This text is never actually displayed. We just use it as a reference for knowing what the group string is. newTextLabel.TextTransparency = 1 newTextLabel.TextStrokeTransparency = 1 newTextLabel.TextWrapped = false -- Keep the real text in individual frames per character: local charPos = 0 local i = 1 for first, last in utf8.graphemes(text) do local character = string.sub(text, first, last) local characterWidth = textService:GetTextSize(character, textSize, textLabel.Font, Vector2.new(layerCollector.AbsoluteSize.X, textSize)).X local characterLabel = textLabel:Clone() characterLabel.Text = character characterLabel.TextScaled = false characterLabel.TextSize = textSize characterLabel.Position = UDim2.new(0, charPos, 0, 0) characterLabel.Size = UDim2.new(0, characterWidth + 1, 0, textSize) characterLabel.Name = string.format("Char%03d", i) characterLabel.Parent = newTextLabel characterLabel.Visible = false addFrameProperties(characterLabel) charPos = charPos + characterWidth i = i + 1 end formatLabel(newTextLabel, textSize, textWidth, function() if not overflown then printText(text) end end) end function printImage(imageId) local imageHeight = getTextSize() local imageWidth = imageHeight -- Would be nice if we could get aspect ratio of image to get width properly. local newImageLabel = imageLabel:Clone() if richText.ImageShortcuts[imageId] then newImageLabel.Image = typeof(richText.ImageShortcuts[imageId]) == "number" and "rbxassetid://"..richText.ImageShortcuts[imageId] or richText.ImageShortcuts[imageId] else newImageLabel.Image = "rbxassetid://"..imageId end newImageLabel.Size = UDim2.new(0, imageHeight, 0, imageWidth) newImageLabel.Visible = false formatLabel(newImageLabel, imageHeight, imageWidth, function() if not overflown then printImage(imageId) end end) end function printSeries(labelSeries) for _, t in pairs(labelSeries) do local markupKey, markupValue = string.match(t, "<(.+)=(.+)>") if markupKey and markupValue then if not applyMarkup(markupKey, markupValue) then warn("Could not apply markup: ", t) end else printText(t) end end end ----- Text traversal + parsing ----- local overflowText local textPos = 1 local textLength = #text local labelSeries = {} if prevTextObject then textPos = prevTextObject.OverflowPickupIndex end while textPos and textPos <= textLength do local nextMarkupStart, nextMarkupEnd = string.find(text, "<.->", textPos) local nextSpaceStart, nextSpaceEnd = string.find(text, "[ \t\n]", textPos) local nextBreakStart, nextBreakEnd, breakIsWhitespace if nextMarkupStart and nextMarkupEnd and (not nextSpaceStart or nextMarkupStart < nextSpaceStart) then nextBreakStart, nextBreakEnd = nextMarkupStart, nextMarkupEnd else nextBreakStart, nextBreakEnd = nextSpaceStart or textLength + 1, nextSpaceEnd or textLength + 1 breakIsWhitespace = true end local nextWord = nextBreakStart > textPos and string.sub(text, textPos, nextBreakStart - 1) or nil local nextBreak = nextBreakStart <= textLength and string.sub(text, nextBreakStart, nextBreakEnd) or nil table.insert(labelSeries, nextWord) if breakIsWhitespace then printSeries(labelSeries) if overflown then break end printSeries({nextBreak}) if overflown then textPos = nextBreakStart break end labelSeries = {} else table.insert(labelSeries, nextBreak) end textPos = nextBreakEnd + 1 --textPos = utf8.offset(text, 2, nextBreakEnd) end if not overflown then printSeries(labelSeries) end ----- Alignment layout ----- local listLayout = Instance.new("UIListLayout") listLayout.HorizontalAlignment = properties.ContainerHorizontalAlignment listLayout.VerticalAlignment = properties.ContainerVerticalAlignment listLayout.Parent = frame ----- Calculate content size ----- local contentHeight = 0 local contentLeft = frame.AbsoluteSize.X local contentRight = 0 for _, lineFrame in pairs(lineFrames) do contentHeight = contentHeight + lineFrame.Size.Y.Offset local container = lineFrame.Container local left, right if container.AnchorPoint.X == 0 then left = container.Position.X.Offset right = container.Size.X.Offset elseif container.AnchorPoint.X == 0.5 then left = lineFrame.AbsoluteSize.X / 2 - container.Size.X.Offset / 2 right = lineFrame.AbsoluteSize.X / 2 + container.Size.X.Offset / 2 elseif container.AnchorPoint.X == 1 then left = lineFrame.AbsoluteSize.X - container.Size.X.Offset right = lineFrame.AbsoluteSize.X end contentLeft = math.min(contentLeft, left) contentRight = math.max(contentRight, right) end ----- Animation ----- animationCount = animationCount + 1 local animationDone = false local allTextReached = false local overrideYield = false local animationRenderstepBinding = "TextAnimation"..animationCount local animateQueue = {} local function updateAnimations() if allTextReached and #animateQueue == 0 or animationDone then animationDone = true runService:UnbindFromRenderStep(animationRenderstepBinding) animateQueue = {} return end local t = tick() for i = #animateQueue, 1, -1 do local set = animateQueue[i] local properties = set.Settings local animateStyle = animationStyles[properties.AnimateStyle] if not animateStyle then warn("No animation style found for: ", properties.AnimateStyle, ", defaulting to Appear") animateStyle = animationStyles.Appear end local animateAlpha = math.min((t - set.Start) / properties.AnimateStyleTime, 1) animateStyle(set.Char, animateAlpha, properties) if animateAlpha >= 1 then table.remove(animateQueue, i) end end end local function setFrameToDefault(frame) frame.Position = frameProperties[frame].InitialPosition frame.Size = frameProperties[frame].InitialSize frame.AnchorPoint = frameProperties[frame].InitialAnchorPoint for name, value in pairs(frameProperties[frame]) do applyProperty(name, value, frame) end end local function setGroupVisible(frame, visible) frame.Visible = visible for _, v in pairs(frame:GetChildren()) do v.Visible = visible if visible then setFrameToDefault(v) end end if visible and frame:IsA("ImageLabel") then setFrameToDefault(frame) end end local function animate(waitForAnimationToFinish) animationDone = false runService:BindToRenderStep(animationRenderstepBinding, Enum.RenderPriority.Last.Value, updateAnimations) local stepGrouping local stepTime local stepFrequency local numAnimated -- Make everything invisible to start for lineNum, list in pairs(textFrames) do for _, frame in pairs(list) do setGroupVisible(frame, false) end end local function animateCharacter(char, properties) table.insert(animateQueue, {Char = char, Settings = properties, Start = tick()}) end local function yield() if not overrideYield and numAnimated % stepFrequency == 0 and stepTime >= 0 then local yieldTime = stepTime > 0 and stepTime or nil wait(yieldTime) end end for lineNum, list in pairs(textFrames) do for _, frame in pairs(list) do local properties = frameProperties[frame] if not (properties.AnimateStepGrouping == stepGrouping) or not (properties.AnimateStepFrequency == stepFrequency) then numAnimated = 0 end stepGrouping = properties.AnimateStepGrouping stepTime = properties.AnimateStepTime stepFrequency = properties.AnimateStepFrequency if properties.AnimateYield > 0 then wait(properties.AnimateYield) end if stepGrouping == "Word" or stepGrouping == "All" then --if not (frame:IsA("TextLabel") and (frame.Text == " ")) then if frame:IsA("TextLabel") then frame.Visible = true for _, v in pairs(frame:GetChildren()) do animateCharacter(v, frameProperties[v]) end else animateCharacter(frame, properties) end if stepGrouping == "Word" then numAnimated = numAnimated + 1 yield() end --end elseif stepGrouping == "Letter" then if frame:IsA("TextLabel") --[[and not (frame.Text == " ") ]]then frame.Visible = true local text = frame.Text local i = 1 while true do local sound = script.NPCSound:Clone() sound.Parent = game.Players.LocalPlayer.PlayerGui sound:Play() game:GetService("Debris"):AddItem(sound,.3) local v = frame:FindFirstChild(string.format("Char%03d", i)) if not v then break end animateCharacter(v, frameProperties[v]) numAnimated = numAnimated + 1 yield() if animationDone then return end i = i + 1 end else animateCharacter(frame, properties) numAnimated = numAnimated + 1 yield() end else warn("Invalid step grouping: ", stepGrouping) end if animationDone then return end end end allTextReached = true if waitForAnimationToFinish then while #animateQueue > 0 do runService.RenderStepped:Wait() end end end local textObject = {} ----- Overflowing ----- textObject.Overflown = overflown textObject.OverflowPickupIndex = textPos textObject.StartingProperties = startingProperties textObject.OverflowPickupProperties = properties textObject.Text = text if prevTextObject then prevTextObject.NextTextObject = textObject end -- to overflow: check if textObject.Overflown, then use richText:ContinueOverflow(newFrame, textObject) to continue to another frame. ----- Return object API ----- textObject.ContentSize = Vector2.new(contentRight - contentLeft, contentHeight) function textObject:Animate(yield) if yield then animate() else coroutine.wrap(animate)() end if self.NextTextObject then self.NextTextObject:Animate(yield) end end function textObject:Show(finishAnimation) if finishAnimation then overrideYield = true else animationDone = true for lineNum, list in pairs(textFrames) do for _, frame in pairs(list) do setGroupVisible(frame, true) end end end if self.NextTextObject then self.NextTextObject:Show(finishAnimation) end end function textObject:Hide() animationDone = true for lineNum, list in pairs(textFrames) do for _, frame in pairs(list) do setGroupVisible(frame, false) end end if self.NextTextObject then self.NextTextObject:Hide() end end return textObject end function richText:ContinueOverflow(newFrame, prevTextObject) return richText:New(newFrame, nil, nil, false, prevTextObject) end return richText
--Made by Stickmasterluke
sp = script.Parent speedboost = 19 --100% speed bonus jump = 2.5 speedforsmoke = 10 --smoke apears when character running >= 10 studs/second. local tooltag = script:WaitForChild("ToolTag",2) if tooltag~=nil then local tool=tooltag.Value local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16+16*speedboost h.JumpPower=50+50*jump local hrp = sp:FindFirstChild("HumanoidRootPart") if hrp ~= nil then smokepart=Instance.new("Part") smokepart.FormFactor="Custom" smokepart.Size=Vector3.new(0,0,0) smokepart.TopSurface="Smooth" smokepart.BottomSurface="Smooth" smokepart.CanCollide=false smokepart.Transparency=1 local weld=Instance.new("Weld") weld.Name="SmokePartWeld" weld.Part0 = hrp weld.Part1=smokepart weld.C0=CFrame.new(0,-3.5,0)*CFrame.Angles(math.pi/4,0,0) weld.Parent=smokepart smokepart.Parent=sp smoke=Instance.new("Smoke") smoke.Enabled = hrp.Velocity.magnitude>speedforsmoke smoke.RiseVelocity=2 smoke.Opacity=0 smoke.Size=.5 smoke.Parent=smokepart h.Running:connect(function(speed) if smoke and smoke~=nil then smoke.Enabled=speed>speedforsmoke end end) end end while tool~=nil and tool.Parent==sp and h~=nil do sp.ChildRemoved:wait() end local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16 h.JumpPower=50 end end if smokepart~=nil then smokepart:Destroy() end script:Destroy()
--Gas.InputChanged:Connect(TouchThrottle)
local function TouchBrake(input, GPE) if input.UserInputState == Enum.UserInputState.Begin then _InBrake = 1 else _InBrake = 0 end end Brake.InputBegan:Connect(TouchBrake) Brake.InputEnded:Connect(TouchBrake)
-- Game services
local Configurations = require(ServerStorage.Configurations) local DisplayManager = require(script.Parent.DisplayManager)
-- walking
local FOVChanges2 = { FieldOfView = 70 } local TweenInformation2 = TweenInfo.new( 1, --tween length Enum.EasingStyle.Quint, --easing Style Enum.EasingDirection.Out, --easing Direction 0, --repitition time false, --reverse? 0 --delay ) local tween2 = TweeningService:Create(camera,TweenInformation2,FOVChanges2)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 20 -- cooldown for use of the tool again BoneModelName = "X event" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
--// Firemode Settings
CanSelectFire = true; BurstEnabled = false; SemiEnabled = false; AutoEnabled = true; BoltAction = false; ExplosiveEnabled = true;
-- Mapping side handles to axes
ArcHandles.SideToAxis = { Top = 'Z', Bottom = 'Z', Left = 'Y', Right = 'Y', Front = 'X', Back = 'X' } ArcHandles.AxisToSide = { X = 'Front', Y = 'Right', Z = 'Top' }
-- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
idx = idx + 1 end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
--[=[ @within Shake @prop RotationInfluence Vector3 This is similar to `Amplitude` but multiplies against each axis of the resultant shake vector, and only affects the rotation vector. Defaults to `Vector3.one`. ]=]
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build "..ver) --Runtime Loop while wait() do --Steering Steering() --Powertrain Engine() --Flip if _Tune.AutoFlip then Flip() end --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * 5250 / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity end
--- Returns a new ArgumentContext, an object that handles parsing and validating arguments
function Argument.new (command, argumentObject, value) local self = { Command = command; -- The command that owns this argument Type = nil; -- The type definition Name = argumentObject.Name; -- The name for this specific argument Object = argumentObject; -- The raw ArgumentObject (definition) Required = argumentObject.Default == nil and argumentObject.Optional ~= true; -- If the argument is required or not. Executor = command.Executor; -- The player who is running the command RawValue = value; -- The raw, unparsed value RawSegments = {}; -- The raw, unparsed segments (if the raw value was comma-sep) TransformedValues = {}; -- The transformed value (generated later) Prefix = ""; -- The prefix for this command (%Team) TextSegmentInProgress = ""; -- The text of the raw segment the user is currently typing. RawSegmentsAreAutocomplete = false; } if type(argumentObject.Type) == "table" then self.Type = argumentObject.Type else local parsedType, parsedRawValue, prefix = Util.ParsePrefixedUnionType( command.Cmdr.Registry:GetTypeName(argumentObject.Type), value ) self.Type = command.Dispatcher.Registry:GetType(parsedType) self.RawValue = parsedRawValue self.Prefix = prefix if self.Type == nil then error(string.format("%s has an unregistered type %q", self.Name or "<none>", parsedType or "<none>")) end end setmetatable(self, Argument) self:Transform() return self end function Argument:GetDefaultAutocomplete() if self.Type.Autocomplete then local strings, options = self.Type.Autocomplete(self:TransformSegment("")) return strings, options or {} end return {} end
--[[-------------------------------------------------------------------- -- Notes: -- * an Instruction is a table with OP, A, B, C, Bx elements; this -- makes the code easy to follow and should allow instruction handling -- to work with doubles and ints -- * WARNING luaP:Instruction outputs instructions encoded in little- -- endian form and field size and positions are hard-coded -- -- Not implemented: -- * -- -- Added: -- * luaP:CREATE_Inst(c): create an inst from a number (for OP_SETLIST) -- * luaP:Instruction(i): convert field elements to a 4-char string -- * luaP:DecodeInst(x): convert 4-char string into field elements -- -- Changed in 5.1.x: -- * POS_OP added, instruction field positions changed -- * some symbol names may have changed, e.g. LUAI_BITSINT -- * new operators for RK indices: BITRK, ISK(x), INDEXK(r), RKASK(x) -- * OP_MOD, OP_LEN is new -- * OP_TEST is now OP_TESTSET, OP_TEST is new -- * OP_FORLOOP, OP_TFORLOOP adjusted, OP_FORPREP is new -- * OP_TFORPREP deleted -- * OP_SETLIST and OP_SETLISTO merged and extended -- * OP_VARARG is new -- * many changes to implementation of OpMode data ----------------------------------------------------------------------]]
local luaP = {}
--// Modules
local L_120_ = require(L_22_:WaitForChild("Utilities")) local L_121_ = require(L_22_:WaitForChild("Spring")) local L_122_ = require(L_22_:WaitForChild("Plugins")) local L_123_ = require(L_22_:WaitForChild("easing")) local L_124_ = L_120_.Fade local L_125_ = L_120_.SpawnCam local L_126_ = L_120_.FixCam local L_127_ = L_120_.tweenFoV local L_128_ = L_120_.tweenCam local L_129_ = L_120_.tweenRoll local L_130_ = L_120_.TweenJoint local L_131_ = L_120_.Weld
-- constants
local GAME_VERSION = configuration.GAME_VERSION local DEBUG_REPORTER = configuration.DEBUG_REPORTER local REPORT_TO_PLAYFAB = configuration.REPORT_TO_PLAYFAB local REPORT_TO_GOOGLE_ANALYTICS = configuration.REPORT_TO_GOOGLE_ANALYTICS local PRINT_SUCCESSFUL_GOOGLE_ANALYTICS = configuration.PRINT_SUCCESSFUL_GOOGLE_ANALYTICS local PRINT_SUCCESSFUL_PLAYFAB = configuration.PRINT_SUCCESSFUL_PLAYFAB
--[[ DO NOT DELETE THIS LOADER IF YOU DO THE ADMIN WILL LOSE 78/100 OF ITS FEAUTURES! -]]
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; GetEnv = nil; gTable = nil; return function(p1) local l__PlayerGui__1 = service.PlayerGui; local l__LocalPlayer__2 = service.Players.LocalPlayer; local l__Parent__3 = script.Parent.Parent; local l__Main__4 = l__Parent__3.Frame.Main; local l__Timer__5 = l__Parent__3.Frame.Timer; local v6 = p1.OnClick; local v7 = p1.OnClose; local v8 = p1.OnIgnore; local l__Title__9 = p1.Title; local v10 = p1.Message or (p1.Text or ""); local l__Time__11 = p1.Time; if v6 and type(v6) == "string" then v6 = client.Core.LoadCode(v6, GetEnv()); end; if v7 and type(v7) == "string" then v7 = client.Core.LoadCode(v7, GetEnv()); end; if v8 and type(v8) == "string" then v8 = client.Core.LoadCode(v8, GetEnv()); end; local v12 = client.UI.Get("NotificationHolder", nil, true); if not v12 then local v13 = service.New("ScreenGui"); local v14 = client.UI.Register(v13); local v15 = service.New("ScrollingFrame", v13); client.UI.Prepare(v13); v14.Name = "NotificationHolder"; v15.Name = "Frame"; v15.BackgroundTransparency = 1; v15.Size = UDim2.new(0, 200, 0.5, 0); v15.Position = UDim2.new(1, -210, 0.5, -10); v15.CanvasSize = UDim2.new(0, 0, 0, 0); v15.ChildAdded:Connect(function(p2) if #v15:GetChildren() == 0 then v15.Visible = false; return; end; v15.Visible = true; end); v15.ChildRemoved:Connect(function(p3) if #v15:GetChildren() == 0 then v15.Visible = false; return; end; v15.Visible = true; end); v12 = v14; v14:Ready(); end; l__Parent__3.Frame.Title.Text = l__Title__9; l__Parent__3.Name = l__Title__9; l__Main__4.Text = v10; local u1 = nil; local function u2(p4, p5) local v16 = {}; for v17, v18 in pairs(p4:GetChildren()) do table.insert(v16, 1, v18); end; for v19, v20 in pairs(v16) do v20.Position = UDim2.new(0, 0, 1, -75 * (v19 + p5)); end; p4.CanvasSize = UDim2.new(0, 0, 0, #p4:GetChildren() * 75); local v21 = #p4:GetChildren() * 75 - p4.AbsoluteWindowSize.Y; if v21 < 0 then v21 = 0; end; p4.CanvasPosition = Vector2.new(0, v21); end; local l__Frame__3 = v12.Object.Frame; l__Main__4.MouseButton1Click:Connect(function() if l__Parent__3 and l__Parent__3.Parent then if v6 then u1 = v6(); end; l__Parent__3:Destroy(); u2(l__Frame__3, 0); end; end); local l__gTable__4 = p1.gTable; l__Parent__3.Frame.Close.MouseButton1Click:Connect(function() if l__Parent__3 and l__Parent__3.Parent then if v7 then u1 = v7(); end; l__gTable__4:Destroy(); u2(l__Frame__3, 0); end; end); u2(l__Frame__3, 1); l__Parent__3.Parent = l__Frame__3; l__Parent__3:TweenPosition(UDim2.new(0, 0, 1, -75), "Out", "Linear", 0.2); spawn(function() local v22 = Instance.new("Sound", service.LocalContainer()); if v10 == "Click here for commands." then v22.SoundId = "rbxassetid://987728667"; elseif l__Title__9 == "Warning!" then v22.SoundId = "rbxassetid://428495297"; else v22.SoundId = "rbxassetid://2275705078"; end; wait(0.1); v22:Play(); wait(1); v22:Destroy(); end); if l__Time__11 then l__Timer__5.Visible = true; local u5 = l__Time__11; spawn(function() while true do l__Timer__5.Text = u5; wait(1); u5 = u5 - 1; if u5 <= 0 then break; end; if not l__Parent__3 then break; end; if not l__Parent__3.Parent then break; end; end; if l__Parent__3 and l__Parent__3.Parent then if v8 then u1 = v8(); end; l__Parent__3:Destroy(); u2(l__Frame__3, 0); end; end); end; while true do wait(); if u1 ~= nil then break; end; if not l__Parent__3 then break; end; if not l__Parent__3.Parent then break; end; end; return nil; end;
-- functions
local function HandleCharacter(character) local player = Players:GetPlayerFromCharacter(character) local playerData if player then playerData = PLAYER_DATA:WaitForChild(player.Name) end if character then local humanoid = character.Humanoid local armor = humanoid.Armor local slots = humanoid.ArmorSlots local lastSlots = slots.Value armor.Changed:connect(function() local activeSlots = math.ceil(armor.Value / SLOT_SIZE) slots.Value = activeSlots end) slots.Changed:connect(function() if slots.Value > lastSlots then REMOTES.Effect:FireAllClients("Booster", character, "Armor") elseif slots.Value < lastSlots then REMOTES.Effect:FireAllClients("Shatter", character, "Armor") end lastSlots = slots.Value -- remove old armor character.Armor:ClearAllChildren() if slots.Value > 0 then local armor = CUSTOMIZATION.Armors.Default if playerData then if CUSTOMIZATION.Armors:FindFirstChild(playerData.Equipped.Armor.Value) then armor = CUSTOMIZATION.Armors[playerData.Equipped.Armor.Value] end end local armor = armor["Tier" .. tostring(slots.Value)]:Clone() local primary = armor.PrimaryPart local attach = character[primary.Name] for _, v in pairs(armor:GetChildren()) do if v:IsA("BasePart") and v ~= primary then v.CanCollide = false v.Massless = true local offset = primary.CFrame:toObjectSpace(v.CFrame) local weld = Instance.new("Weld") weld.Part0 = attach weld.Part1 = v weld.C0 = offset weld.Parent = v v.Anchored = false end end primary:Destroy() armor.Parent = character.Armor end end) end end local function HandlePlayer(player) player.CharacterAdded:connect(HandleCharacter) HandleCharacter(player.Character) end local function AddArmor(character, amount) local armor = character.Humanoid.Armor local slots = character.Humanoid.ArmorSlots if armor.Value < MAX_SLOTS * SLOT_SIZE then slots.Value = math.min(slots.Value + amount, MAX_SLOTS) armor.Value = math.min(armor.Value + amount * SLOT_SIZE, MAX_SLOTS * SLOT_SIZE) return true end return false end local function Boost(character, amount) local humanoid = character.Humanoid local armor = humanoid.Armor local slots = humanoid.ArmorSlots local maxArmor = slots.Value * SLOT_SIZE armor.Value = math.min(armor.Value + amount * SLOT_SIZE, maxArmor) end
--[[ Public API ]]
-- function TouchJump:Enable() ExternallyEnabled = true enableButton() end function TouchJump:Disable() ExternallyEnabled = false disableButton() end function TouchJump:Create(parentFrame) if JumpButton then JumpButton:Destroy() JumpButton = nil end local minAxis = math.min(parentFrame.AbsoluteSize.x, parentFrame.AbsoluteSize.y) local isSmallScreen = minAxis <= 500 local jumpButtonSize = isSmallScreen and 70 or 120 JumpButton = Instance.new('ImageButton') JumpButton.Name = "JumpButton" JumpButton.Visible = false JumpButton.BackgroundTransparency = 1 JumpButton.Image = TOUCH_CONTROL_SHEET JumpButton.ImageRectOffset = Vector2.new(176, 222) JumpButton.ImageRectSize = Vector2.new(174, 174) JumpButton.Size = UDim2.new(0, jumpButtonSize, 0, jumpButtonSize) JumpButton.Position = isSmallScreen and UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize - 20) or UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize * 1.75) local touchObject = nil JumpButton.InputBegan:connect(function(inputObject) --A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event --if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin) if touchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then return end touchObject = inputObject JumpButton.ImageRectOffset = Vector2.new(0, 222) MasterControl:SetIsJumping(true) end) OnInputEnded = function() touchObject = nil MasterControl:SetIsJumping(false) JumpButton.ImageRectOffset = Vector2.new(176, 222) end JumpButton.InputEnded:connect(function(inputObject) if inputObject == touchObject then OnInputEnded() end end) GuiService.MenuOpened:connect(function() if touchObject then OnInputEnded() end end) if not CharacterAddedConnection then setupCharacterAddedFunction() end JumpButton.Parent = parentFrame end return TouchJump
------------------------------------------------------------------------ -- -- * used in luaK:goiftrue(), luaK:goiffalse() ------------------------------------------------------------------------
function luaK:jumponcond(fs, e, cond) if e.k == "VRELOCABLE" then local ie = self:getcode(fs, e) if luaP:GET_OPCODE(ie) == "OP_NOT" then fs.pc = fs.pc - 1 -- remove previous OP_NOT return self:condjump(fs, "OP_TEST", luaP:GETARG_B(ie), 0, cond and 0 or 1) end -- else go through end self:discharge2anyreg(fs, e) self:freeexp(fs, e) return self:condjump(fs, "OP_TESTSET", luaP.NO_REG, e.info, cond and 1 or 0) end
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.RAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[[ Realistic Head Bobble Script Put in StarterCharacterScripts ]]
-- Add a toolbar button named "Create Empty Script"
local newScriptButton = toolbar:CreateButton("Create Empty Script", "Create an empty script", "rbxassetid://4458901886")
--AfterHeal = Humanoid.Health + Heal
BeamTween = TAnim(BeamTweenValue, {Value = 0.3}, 0.8, "Quad", "InOut", math.huge, true, 0) Dead = false Died = Humanoid.Died:Connect(function() BeamTween:Cancel() Dead = true end) Creator.Changed:Connect(function() if not Creator or not Creator.Parent then BeamTween:Cancel() Dead = true end end) CreatorHumanoid.Died:Connect(function() BeamTween:Cancel() Dead = true end) TAnim(HealSound, {Volume = 0.3}, 0.4, "Quart", "InOut", 0, false, 0) for i = 1, 40 do if Dead then break else Humanoid.Health = Humanoid.Health + (Heal / 30) end SWait(0.1) end if Died then Died:Disconnect() end HealParticle.Enabled = false HealCross.Enabled = false Del = TAnim(HealSound, {Volume = 0}, 0.4, "Quart", "InOut", 0, false, 0) spawn(function() Del.Completed:Wait() HealSound:Stop() end) BeamTween:Cancel() BeamTween = TAnim(BeamTweenValue, {Value = 1}, 0.5, "Quad", "InOut", 0, false, 0) Debris:AddItem(TargetTorsoAtt, 5) Debris:AddItem(HealBeam, 5) Debris:AddItem(HealSound, 5) SWait(5) script:Destroy()
--Script
feedbackMain.CharactersLeft.Text = maxCharacters - #feedbackMain.InputBox.Input.Text feedbackMain.InputBox.Input.Changed:Connect(function() feedbackMain.CharactersLeft.Text = maxCharacters - #feedbackMain.InputBox.Input.Text if maxCharacters - #feedbackMain.InputBox.Input.Text < 0 then feedbackMain.CharactersLeft.TextColor3 = Color3.fromRGB(255,50,50) feedbackMain.SendButton.Style = Enum.ButtonStyle.RobloxRoundButton else feedbackMain.CharactersLeft.TextColor3 = Color3.fromRGB(255,255,255) feedbackMain.SendButton.Style = Enum.ButtonStyle.RobloxRoundDefaultButton end end) local db = false feedbackMain.SendButton.MouseButton1Click:Connect(function() if not db and maxCharacters - #feedbackMain.InputBox.Input.Text >= 0 then db = true local msg = feedbackMain.InputBox.Input.Text if msg == "Type feedback/bug report here" then db = false return end feedbackMain.InputBox.Input.Text = "Sending Message..." local response = game.ReplicatedStorage.FilteringFunction:InvokeServer(msg) feedbackMain.InputBox.Input.Text = response wait(5) if feedbackMain.InputBox.Input.Text == response then feedbackMain.InputBox.Input.Text = "Type feedback/bug report here" end db = false end end) script.Parent.Button.MouseButton1Click:Connect(function() open = not open if open then feedbackMain:TweenPosition(UDim2.new(1,-300,1,-300),"Out","Quint",0.3,true) else feedbackMain:TweenPosition(UDim2.new(1,100,1,-300),"Out","Quint",0.3,true) end end)
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree
-- Get initial data for client
getFloorMaterial() getSoundProperties() update()
--- Registers a command based purely on its definition. -- Prefer using Registry:RegisterCommand for proper handling of server/client model.
function Registry:RegisterCommandObject (commandObject, fromCmdr) for key in pairs(commandObject) do if self.CommandMethods[key] == nil then error("Unknown key/method in command " .. (commandObject.Name or "unknown command") .. ": " .. key) end end if commandObject.Args then for i, arg in pairs(commandObject.Args) do if type(arg) == "table" then for key in pairs(arg) do if self.CommandArgProps[key] == nil then error(('Unknown property in command "%s" argument #%d: %s'):format(commandObject.Name or "unknown", i, key)) end end end end end if commandObject.AutoExec and RunService:IsClient() then table.insert(self.AutoExecBuffer, commandObject.AutoExec) self:FlushAutoExecBufferDeferred() end -- Unregister the old command if it exists... local oldCommand = self.Commands[commandObject.Name:lower()] if oldCommand and oldCommand.Aliases then for _, alias in pairs(oldCommand.Aliases) do self.Commands[alias:lower()] = nil end elseif not oldCommand then table.insert(self.CommandsArray, commandObject) end self.Commands[commandObject.Name:lower()] = commandObject if commandObject.Aliases then for _, alias in pairs(commandObject.Aliases) do self.Commands[alias:lower()] = commandObject end end end
--[=[ Requires all the modules that are children of the given parent. This is an easy way to quickly load all services that might be in a folder. ```lua Knit.AddServices(somewhere.Services) ``` ]=]
function KnitServer.AddServices(parent: Instance): {Service} local addedServices = {} for _,v in ipairs(parent:GetChildren()) do if not v:IsA("ModuleScript") then continue end table.insert(addedServices, require(v)) end return addedServices end
--[[ CameraShakePresets.Bump CameraShakePresets.Explosion CameraShakePresets.Earthquake CameraShakePresets.BadTrip CameraShakePresets.HandheldCamera CameraShakePresets.Vibration CameraShakePresets.RoughDriving --]]
local CameraShakeInstance = require(script.Parent.CameraShakeInstance) local CameraShakePresets = { -- A high-magnitude, short, yet smooth shake. -- Should happen once. Bump = function() local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75) c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15) c.RotationInfluence = Vector3.new(1, 1, 1) return c end; -- An intense and rough shake. -- Should happen once. Explosion = function() local c = CameraShakeInstance.new(5, 10, 0, 1.5) c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25) c.RotationInfluence = Vector3.new(4, 1, 1) return c end; -- A continuous, rough shake -- Sustained. Earthquake = function() local c = CameraShakeInstance.new(0.6, 3.5, 2, 10) c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25) c.RotationInfluence = Vector3.new(1, 1, 4) return c end; -- A bizarre shake with a very high magnitude and low roughness. -- Sustained. BadTrip = function() local c = CameraShakeInstance.new(10, 0.15, 5, 10) c.PositionInfluence = Vector3.new(0, 0, 0.15) c.RotationInfluence = Vector3.new(2, 1, 4) return c end; -- A subtle, slow shake. -- Sustained. HandheldCamera = function() local c = CameraShakeInstance.new(.5, 1, 4, 4) c.PositionInfluence = Vector3.new(2,0,0) c.RotationInfluence = Vector3.new(1.25,0,0) return c end; -- A very rough, yet low magnitude shake. -- Sustained. Vibration = function() local c = CameraShakeInstance.new(0.4, 20, 2, 2) c.PositionInfluence = Vector3.new(0, 0.15, 0) c.RotationInfluence = Vector3.new(1.25, 0, 4) return c end; -- A slightly rough, medium magnitude shake. -- Sustained. RoughDriving = function() local c = CameraShakeInstance.new(1, 2, 1, 1) c.PositionInfluence = Vector3.new(0, 0, 0) c.RotationInfluence = Vector3.new(1, 1, 1) return c end; } return setmetatable({}, { __index = function(t, i) local f = CameraShakePresets[i] if (type(f) == "function") then return f() end error("No preset found with index \"" .. i .. "\"") end; })
----------do not edit anything below this line
local function createMessageOnClient(msg) game.StarterGui:SetCore("ChatMakeSystemMessage", { Text = msg; Font = Enum.Font.Arcade; Color = sm; FontSize = Enum.FontSize.Size18; }) end if welcomeMessageOn then createMessageOnClient(welcomeMessage) end if displayJoinMessage then createMessageOnClient(game:GetService("Players").LocalPlayer.Name..joinMessage) game:GetService('Players').PlayerAdded:Connect(function(plr) createMessageOnClient(plr.Name..joinMessage) end) end if displayLeaveMessage then game:GetService('Players').PlayerRemoving:Connect(function(plr) createMessageOnClient(plr.Name..leftMessage) end) end
--Remove Existing Mass
function DReduce(p) for i,v in pairs(p:GetChildren())do if v:IsA("BasePart") then if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new( 0, v.CustomPhysicalProperties.Friction, v.CustomPhysicalProperties.Elasticity, v.CustomPhysicalProperties.FrictionWeight, v.CustomPhysicalProperties.ElasticityWeight ) end DReduce(v) end end DReduce(bike)
-- Decompiled with the Synapse X Luau decompiler.
local l__VRService__1 = game:GetService("VRService"); local l__UserInputService__2 = game:GetService("UserInputService"); local l__RunService__3 = game:GetService("RunService"); local l__PathfindingService__4 = game:GetService("PathfindingService"); local l__ContextActionService__5 = game:GetService("ContextActionService"); local l__StarterGui__6 = game:GetService("StarterGui"); local l__LocalPlayer__7 = game:GetService("Players").LocalPlayer; local v8 = Vector3.new(0, 0, 0); local v9 = Vector3.new(1, 0, 1); local v10 = Instance.new("BindableEvent"); v10.Name = "MovementUpdate"; v10.Parent = script; local u1 = nil; coroutine.wrap(function() local l__PathDisplay__11 = script.Parent:WaitForChild("PathDisplay"); if l__PathDisplay__11 then u1 = require(l__PathDisplay__11); end; end)(); local v12 = require(script.Parent:WaitForChild("BaseCharacterController")); local v13 = setmetatable({}, v12); v13.__index = v13; function v13.new(p1) local v14 = setmetatable(v12.new(), v13); v14.CONTROL_ACTION_PRIORITY = p1; v14.navigationRequestedConn = nil; v14.heartbeatConn = nil; v14.currentDestination = nil; v14.currentPath = nil; v14.currentPoints = nil; v14.currentPointIdx = 0; v14.expectedTimeToNextPoint = 0; v14.timeReachedLastPoint = tick(); v14.moving = false; v14.isJumpBound = false; v14.moveLatch = false; v14.userCFrameEnabledConn = nil; return v14; end; function v13.SetLaserPointerMode(p2, p3) pcall(function() l__StarterGui__6:SetCore("VRLaserPointerMode", p3); end); end; function v13.GetLocalHumanoid(p4) local l__Character__15 = l__LocalPlayer__7.Character; if not l__Character__15 then return; end; for v16, v17 in pairs(l__Character__15:GetChildren()) do if v17:IsA("Humanoid") then return v17; end; end; return nil; end; function v13.HasBothHandControllers(p5) return l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand); end; function v13.HasAnyHandControllers(p6) return l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand); end; function v13.IsMobileVR(p7) return l__UserInputService__2.TouchEnabled; end; function v13.HasGamepad(p8) return l__UserInputService__2.GamepadEnabled; end; function v13.ShouldUseNavigationLaser(p9) if p9:IsMobileVR() then return true; end; if p9:HasBothHandControllers() then return false; end; if p9:HasAnyHandControllers() then return true; end; return not p9:HasGamepad(); end; function v13.StartFollowingPath(p10, p11) currentPath = p11; currentPoints = currentPath:GetPointCoordinates(); currentPointIdx = 1; moving = true; timeReachedLastPoint = tick(); local v18 = p10:GetLocalHumanoid(); if v18 and v18.Torso and #currentPoints >= 1 then expectedTimeToNextPoint = (currentPoints[1] - v18.Torso.Position).magnitude / v18.WalkSpeed; end; v10:Fire("targetPoint", p10.currentDestination); end; function v13.GoToPoint(p12, p13) currentPath = true; currentPoints = { p13 }; currentPointIdx = 1; moving = true; local v19 = p12:GetLocalHumanoid(); timeReachedLastPoint = tick(); expectedTimeToNextPoint = (v19.Torso.Position - p13).magnitude / v19.WalkSpeed; v10:Fire("targetPoint", p13); end; function v13.StopFollowingPath(p14) currentPath = nil; currentPoints = nil; currentPointIdx = 0; moving = false; p14.moveVector = v8; end; function v13.TryComputePath(p15, p16, p17) local v20 = nil; while not v20 and 0 < 5 do local v21 = l__PathfindingService__4:ComputeSmoothPathAsync(p16, p17, 200); if v21.Status == Enum.PathStatus.ClosestNoPath then return nil; end; if v21.Status == Enum.PathStatus.ClosestOutOfRange then return nil; end; if v21 and v21.Status == Enum.PathStatus.FailStartNotEmpty then p16 = p16 + (p17 - p16).Unit; v21 = nil; end; if v20 and v20.Status == Enum.PathStatus.FailFinishNotEmpty then p17 = p17 + Vector3.new(0, 1, 0); v20 = nil; end; end; return v20; end; function v13.OnNavigationRequest(p18, p19, p20) local l__Position__22 = p19.Position; local l__currentDestination__23 = p18.currentDestination; local l__x__24 = l__Position__22.x; local v25 = false; if l__x__24 == l__x__24 then v25 = false; if l__x__24 ~= (1 / 0) then v25 = l__x__24 ~= (-1 / 0); end; end; if v25 then local l__y__26 = l__Position__22.y; v25 = false; if l__y__26 == l__y__26 then v25 = false; if l__y__26 ~= (1 / 0) then v25 = l__y__26 ~= (-1 / 0); end; end; if v25 then local l__z__27 = l__Position__22.z; v25 = false; if l__z__27 == l__z__27 then v25 = false; if l__z__27 ~= (1 / 0) then v25 = l__z__27 ~= (-1 / 0); end; end; end; end; if not v25 then return; end; p18.currentDestination = l__Position__22; local v28 = p18:GetLocalHumanoid(); if not v28 or not v28.Torso then return; end; local l__Position__29 = v28.Torso.Position; if (p18.currentDestination - l__Position__29).magnitude < 12 then p18:GoToPoint(p18.currentDestination); return; end; if not l__currentDestination__23 or (p18.currentDestination - l__currentDestination__23).magnitude > 4 then local v30 = p18:TryComputePath(l__Position__29, p18.currentDestination); if v30 then p18:StartFollowingPath(v30); if u1 then u1.setCurrentPoints(p18.currentPoints); u1.renderPath(); return; end; else p18:StopFollowingPath(); if u1 then u1.clearRenderedPath(); return; end; end; else if moving then p18.currentPoints[#currentPoints] = p18.currentDestination; return; end; p18:GoToPoint(p18.currentDestination); end; end; function v13.OnJumpAction(p21, p22, p23, p24) if p23 == Enum.UserInputState.Begin then p21.isJumping = true; end; return Enum.ContextActionResult.Sink; end; function v13.BindJumpAction(p25, p26) if p26 then if p25.isJumpBound then return; end; else if p25.isJumpBound then p25.isJumpBound = false; l__ContextActionService__5:UnbindAction("VRJumpAction"); end; return; end; p25.isJumpBound = true; l__ContextActionService__5:BindActionAtPriority("VRJumpAction", function() return p25:OnJumpAction(); end, false, p25.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA); end; function v13.ControlCharacterGamepad(p27, p28, p29, p30) if p30.KeyCode ~= Enum.KeyCode.Thumbstick1 then return; end; if p29 == Enum.UserInputState.Cancel then p27.moveVector = v8; return; end; if p29 ~= Enum.UserInputState.End then p27:StopFollowingPath(); if u1 then u1.clearRenderedPath(); end; if p27:ShouldUseNavigationLaser() then p27:BindJumpAction(true); p27:SetLaserPointerMode("Hidden"); end; if p30.Position.magnitude > 0.22 then p27.moveVector = Vector3.new(p30.Position.X, 0, -p30.Position.Y); if p27.moveVector.magnitude > 0 then p27.moveVector = p27.moveVector.unit * math.min(1, p30.Position.magnitude); end; p27.moveLatch = true; end; else p27.moveVector = v8; if p27:ShouldUseNavigationLaser() then p27:BindJumpAction(false); p27:SetLaserPointerMode("Navigation"); end; if p27.moveLatch then p27.moveLatch = false; v10:Fire("offtrack"); end; end; return Enum.ContextActionResult.Sink; end; function v13.OnHeartbeat(p31, p32) local v31 = p31.moveVector; local v32 = p31:GetLocalHumanoid(); if not v32 or not v32.Torso then return; end; if p31.moving and p31.currentPoints then local l__Position__33 = v32.Torso.Position; local v34 = (currentPoints[1] - l__Position__33) * v9; local l__magnitude__35 = v34.magnitude; local v36 = v34 / l__magnitude__35; if l__magnitude__35 < 1 then local v37 = 0; local v38 = currentPoints[1]; for v39, v40 in pairs(currentPoints) do if v39 ~= 1 then v38 = v40; v37 = v37 + (v40 - v38).magnitude / v32.WalkSpeed; end; end; table.remove(currentPoints, 1); currentPointIdx = currentPointIdx + 1; if #currentPoints == 0 then p31:StopFollowingPath(); if u1 then u1.clearRenderedPath(); end; return; end; if u1 then u1.setCurrentPoints(currentPoints); u1.renderPath(); end; expectedTimeToNextPoint = (currentPoints[1] - l__Position__33).magnitude / v32.WalkSpeed; timeReachedLastPoint = tick(); else local v41 = { game.Players.LocalPlayer.Character, workspace.CurrentCamera }; local v42, v43, v44 = workspace:FindPartOnRayWithIgnoreList(Ray.new(l__Position__33 - Vector3.new(0, 1, 0), v36 * 3), v41); if v42 then local v45 = Vector3.new(0, 100, 0); local v46, v47, v48 = workspace:FindPartOnRayWithIgnoreList(Ray.new(v43 + v36 * 0.5 + v45, -v45), v41); local v49 = v47.Y - l__Position__33.Y; if v49 < 6 and v49 > -2 then v32.Jump = true; end; end; if expectedTimeToNextPoint + 2 < tick() - timeReachedLastPoint then p31:StopFollowingPath(); if u1 then u1.clearRenderedPath(); end; v10:Fire("offtrack"); end; v31 = p31.moveVector:Lerp(v36, p32 * 10); end; end; local l__x__50 = v31.x; local v51 = false; if l__x__50 == l__x__50 then v51 = false; if l__x__50 ~= (1 / 0) then v51 = l__x__50 ~= (-1 / 0); end; end; if v51 then local l__y__52 = v31.y; v51 = false; if l__y__52 == l__y__52 then v51 = false; if l__y__52 ~= (1 / 0) then v51 = l__y__52 ~= (-1 / 0); end; end; if v51 then local l__z__53 = v31.z; v51 = false; if l__z__53 == l__z__53 then v51 = false; if l__z__53 ~= (1 / 0) then v51 = l__z__53 ~= (-1 / 0); end; end; end; end; if v51 then p31.moveVector = v31; end; end; function v13.OnUserCFrameEnabled(p33) if p33:ShouldUseNavigationLaser() then p33:BindJumpAction(false); p33:SetLaserPointerMode("Navigation"); return; end; p33:BindJumpAction(true); p33:SetLaserPointerMode("Hidden"); end; function v13.Enable(p34, p35) p34.moveVector = v8; p34.isJumping = false; if p35 then p34.navigationRequestedConn = l__VRService__1.NavigationRequested:Connect(function(p36, p37) p34:OnNavigationRequest(p36, p37); end); p34.heartbeatConn = l__RunService__3.Heartbeat:Connect(function(p38) p34:OnHeartbeat(p38); end); l__ContextActionService__5:BindAction("MoveThumbstick", function(p39, p40, p41) return p34:ControlCharacterGamepad(p39, p40, p41); end, false, p34.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1); l__ContextActionService__5:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2); p34.userCFrameEnabledConn = l__VRService__1.UserCFrameEnabled:Connect(function() p34:OnUserCFrameEnabled(); end); p34:OnUserCFrameEnabled(); l__VRService__1:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick); l__VRService__1:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY); p34.enabled = true; return; end; p34:StopFollowingPath(); l__ContextActionService__5:UnbindAction("MoveThumbstick"); l__ContextActionService__5:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2); p34:BindJumpAction(false); p34:SetLaserPointerMode("Disabled"); if p34.navigationRequestedConn then p34.navigationRequestedConn:Disconnect(); p34.navigationRequestedConn = nil; end; if p34.heartbeatConn then p34.heartbeatConn:Disconnect(); p34.heartbeatConn = nil; end; if p34.userCFrameEnabledConn then p34.userCFrameEnabledConn:Disconnect(); p34.userCFrameEnabledConn = nil; end; p34.enabled = false; end; return v13;
-- Global matchers object holds the list of available matchers and -- the state, that can hold matcher specific values that change over time.
local JEST_MATCHERS_OBJECT = Symbol.for_("$$jest-matchers-object")
-- Adjust the movement of the firefly, allowing them to roam around.
local Fly = script.Parent while true do -- Alter the flies movement direction every once a while to make it roam around Fly.BodyVelocity.velocity = Vector3.new(math.random(-20,20)*0.1,math.random(-20,20)*0.1,math.random(-20,20)*0.1) wait(math.random(10,25)*0.1) end
--BaseRay.Transparency = 1
BaseRayMesh = Instance.new("SpecialMesh") BaseRayMesh.Name = "Mesh" BaseRayMesh.MeshType = Enum.MeshType.Brick BaseRayMesh.Scale = Vector3.new(0.2, 0.2, 1) BaseRayMesh.Offset = Vector3.new(0, 0.2, 0) BaseRayMesh.VertexColor = Vector3.new(1, 1, 1) BaseRayMesh.Parent = BaseRay ServerControl = (Remotes:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Remotes ClientControl = (Remotes:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Remotes Light.Enabled = false Tool.Enabled = true function RayTouched(Hit, Position) if not Hit or not Hit.Parent then return end local character = Hit.Parent if character:IsA("Hat") then character = character.Parent end if character == Character then return end local humanoid = character:FindFirstChildOfClass('Humanoid') if not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and Functions.IsTeamMate(Player, player) then return end local DeterminedDamage = math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue) Functions.UntagHumanoid(humanoid) Functions.TagHumanoid(humanoid, Player) humanoid:TakeDamage(DeterminedDamage) end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not CheckIfAlive() then return end ToolEquipped = true end function Unequipped() ToolEquipped = false end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end ServerControl.OnServerInvoke = (function(player, Mode, Value) if player ~= Player or not ToolEquipped or not CheckIfAlive() or not Mode or not Value then return end if Mode == "Fire" then Sounds.Fire:Play() elseif Mode == "RayHit" then local RayHit = Value.Hit local RayPosition = Value.Position if RayHit and RayPosition then RayTouched(RayHit, RayPosition) end if not FX.Enabled then FX.Enabled = true delay(0.1, function() FX.Enabled = false end) end elseif Mode == "CastLaser" then local StartPosition = Value.StartPosition local TargetPosition = Value.TargetPosition local RayHit = Value.RayHit if not StartPosition or not TargetPosition or not RayHit then return end for i, v in pairs(Players:GetPlayers()) do if v:IsA("Player") and v ~= Player then local Backpack = v:FindFirstChild("Backpack") if Backpack then local LaserScript = CastLaser:Clone() local StartPos = Instance.new("Vector3Value") StartPos.Name = "StartPosition" StartPos.Value = StartPosition StartPos.Parent = LaserScript local TargetPos = Instance.new("Vector3Value") TargetPos.Name = "TargetPosition" TargetPos.Value = TargetPosition TargetPos.Parent = LaserScript local RayHit = Instance.new("BoolValue") RayHit.Name = "RayHit" RayHit.Value = RayHit RayHit.Parent = LaserScript LaserScript.Disabled = false Debris:AddItem(LaserScript, 1.5) LaserScript.Parent = Backpack end end end end end) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--// Holstering
HolsteringEnabled = false; HolsterPos = CFrame.new(0.140751064, 0, -0.616261482, -4.10752676e-08, -0.342020065, 0.939692616, -1.49501727e-08, 0.939692557, 0.342020094, -0.99999994, 0, -4.37113847e-08); } return Settings
-- Edit stuff here
DATA_STORE = "TopCoins" --< Name of the Data store values will be saved in SCORE_UPDATE = 30 --< How often you want the leaderboards to update in seconds (no less than 30) PLAYER_UPDATE = 30 --< How often you want the player's current stat to save in seconds (no less than 30) PLAYER_SAVE = "leaderstats" --< Do not change unless you are using something that is not leaderstats NAME_OF_STAT = "Coins" --< Name of the stat you want to save (HAS to be inside 'leaderstats' or whatever PLAYER_SAVE is)
-- Tween
local tween = game:GetService("TweenService") local info = TweenInfo.new( 3, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut, 0, false, 0 ) local abrindo = { CFrame = cf1.CFrame } local fechando = { CFrame = doorpos } local create1 = tween:Create(portao,info,abrindo) local create2 = tween:Create(portao,info,fechando)
--[[Steering]]
function Steering() --Mouse Steer if _MSteer then local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200) local mdZone = _Tune.Peripherals.MSteerDZone/100 local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth) if math.abs(mST)<=mdZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end --Interpolate Steering if _GSteerC < _GSteerT then if _GSteerC<0 then _GSteerC = math.min(_GSteerT,_GSteerC+_Tune.ReturnSpeed) else _GSteerC = math.min(_GSteerT,_GSteerC+_Tune.SteerSpeed) end else if _GSteerC>0 then _GSteerC = math.max(_GSteerT,_GSteerC-_Tune.ReturnSpeed) else _GSteerC = math.max(_GSteerT,_GSteerC-_Tune.SteerSpeed) end end --Steer Decay Multiplier local sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) --Apply Steering for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="F" then v.Arm.Steer.CFrame=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) elseif v.Name=="FL" then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0) else v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) end elseif v.Name=="FR" then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) else v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0) end end end end
-------------------------------------------------------------------------------------- --------------------[ PRE-CONNECTIONS ]----------------------------------------------- --------------------------------------------------------------------------------------
RS:connect(function() local Forward = (Keys["w"] or Keys[string.char(17)]) local Backward = (Keys["s"] or Keys[string.char(18)]) local Right = (Keys["d"] or Keys[string.char(19)]) local Left = (Keys["a"] or Keys[string.char(20)]) if (Forward or Backward or Right or Left) then Walking, Idleing = true, false elseif (not (Forward and Backward and Right and Left)) then Walking, Idleing = false, true end end) M2.KeyDown:connect(function(Key) Keys[Key] = true end) M2.KeyUp:connect(function(Key) Keys[Key] = false end)
------------------------------------------------------------------
local AimingCursor = "http://www.roblox.com/asset/?id=107455536" local LockedCursor = "http://www.roblox.com/asset/?id=107455986" local TargetCursor = "http://www.roblox.com/asset/?id=107455960" local NormalCursor = "http://www.roblox.com/asset/?id=116176885"
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.92 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.6 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Made by Luckymaxer
Seat = script.Parent Model = Seat.Parent Engine = Model:WaitForChild("Engine") BeamPart = Model:WaitForChild("BeamPart") Lights = Model:WaitForChild("Lights") Seats = Model:WaitForChild("Seats") Sounds = { Flying = Engine:WaitForChild("UFO_Flying"), Beam = Engine:WaitForChild("UFO_Beam"), Idle = Engine:WaitForChild("UFO_Idle"), TakingOff = Engine:WaitForChild("UFO_Taking_Off") } Players = game:GetService("Players") Debris = game:GetService("Debris") BeamSize = 50 CurrentBeamSize = 0 MaxVelocity = 40 MinVelocity = -40 MaxSideVelocity = 40 MinSideVelocity = -40 Acceleration = 2 Deceleration = 2 AutoDeceleration = 2 SideAcceleration = 2 SideDeceleration = 2 AutoSideDeceleration = 2 LiftOffSpeed = 5 LiftSpeed = 10 LowerSpeed = -10 Velocity = Vector3.new(0, 0, 0) SideVelocity = 0 FlipForce = 1000000 InUse = false PlayerUsing = nil PlayerControlScript = nil PlayerConnection = nil BeamActive = false TakingOff = false LightsEnabled = false Enabled = false Controls = { Forward = {Key = "W", Byte = 17, Mode = false}, Backward = {Key = "S", Byte = 18, Mode = false}, Left = {Key = "A", Byte = 20, Mode = false}, Right = {Key = "D", Byte = 19, Mode = false}, Up = {Key = "Q", Byte = 113, Mode = false}, Down = {Key = "E", Byte = 101, Mode = false}, } ControlScript = script:WaitForChild("ControlScript") Beam = Instance.new("Part") Beam.Name = "Beam" Beam.Transparency = 0.3 Beam.BrickColor = BrickColor.new("Lime green") Beam.Material = Enum.Material.Plastic Beam.Shape = Enum.PartType.Block Beam.TopSurface = Enum.SurfaceType.Smooth Beam.BottomSurface = Enum.SurfaceType.Smooth Beam.FormFactor = Enum.FormFactor.Custom Beam.Size = Vector3.new(BeamPart.Size.X, 0.2, BeamPart.Size.Z) Beam.Anchored = false Beam.CanCollide = false BeamMesh = Instance.new("CylinderMesh") BeamMesh.Parent = Beam for i, v in pairs(Sounds) do v:Stop() end RemoteConnection = script:FindFirstChild("RemoteConnection") if not RemoteConnection then RemoteConnection = Instance.new("RemoteFunction") RemoteConnection.Name = "RemoteConnection" RemoteConnection.Parent = script end BodyGyro = Engine:FindFirstChild("BodyGyro") if not BodyGyro then BodyGyro = Instance.new("BodyGyro") BodyGyro.Parent = Engine end BodyGyro.maxTorque = Vector3.new(0, 0, 0) BodyGyro.D = 7500 BodyGyro.P = 10000 BodyPosition = Engine:FindFirstChild("BodyPosition") if not BodyPosition then BodyPosition = Instance.new("BodyPosition") BodyPosition.Parent = Engine end BodyPosition.maxForce = Vector3.new(0, 0, 0) BodyPosition.D = 10000 BodyPosition.P = 50000 BodyVelocity = Engine:FindFirstChild("BodyVelocity") if not BodyVelocity then BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.Parent = Engine end BodyVelocity.velocity = Vector3.new(0, 0, 0) BodyVelocity.maxForce = Vector3.new(0, 0, 0) BodyVelocity.P = 10000 FlipGyro = BeamPart:FindFirstChild("FlipGyro") if not FlipGyro then FlipGyro = Instance.new("BodyGyro") FlipGyro.Name = "FlipGyro" FlipGyro.Parent = BeamPart end FlipGyro.maxTorque = Vector3.new(0, 0, 0) FlipGyro.D = 500 FlipGyro.P = 3000 RiseVelocity = BeamPart:FindFirstChild("RiseVelocity") if not RiseVelocity then RiseVelocity = Instance.new("BodyVelocity") RiseVelocity.Name = "RiseVelocity" RiseVelocity.Parent = BeamPart end RiseVelocity.velocity = Vector3.new(0, 0, 0) RiseVelocity.maxForce = Vector3.new(0, 0, 0) RiseVelocity.P = 10000 function RayCast(Position, Direction, MaxDistance, IgnoreList) return game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Position, Direction.unit * (MaxDistance or 999.999)), IgnoreList) end function ToggleLights() for i, v in pairs(Lights:GetChildren()) do if v:IsA("BasePart") then for ii, vv in pairs(v:GetChildren()) do if vv:IsA("Light") then vv.Enabled = LightsEnabled end end end end end ToggleLights() function CheckTable(Table, Instance) for i, v in pairs(Table) do if v == Instance then return true end end return false end function RandomizeTable(Table) local TableCopy = {} for i = 1, #Table do local Index = math.random(1, #Table) table.insert(TableCopy, Table[Index]) table.remove(Table, Index) end return TableCopy end for i, v in pairs(Model:GetChildren()) do if v:IsA("BasePart") and v.Name == "Beam" then v:Destroy() end end function GetPartsInBeam(beam) local IgnoreObjects = {(((PlayerUsing and PlayerUsing.Character) and PlayerUsing.Character) or nil), Model} local NegativePartRadius = Vector3.new((beam.Size.X / 2), ((CurrentBeamSize / 5) / 2), (beam.Size.Z / 2)) local PositivePartRadius = Vector3.new((beam.Size.X / 2), ((CurrentBeamSize / 5) / 2), (beam.Size.Z / 2)) local Parts = game:GetService("Workspace"):FindPartsInRegion3WithIgnoreList(Region3.new(beam.Position - NegativePartRadius, beam.Position + PositivePartRadius), IgnoreObjects, 100) local Humanoids = {} local Torsos = {} for i, v in pairs(Parts) do if v and v.Parent then local humanoid = v.Parent:FindFirstChild("Humanoid") local torso = v.Parent:FindFirstChild("Torso") local player = Players:GetPlayerFromCharacter(v.Parent) if player and humanoid and humanoid.Health > 0 and torso and not CheckTable(Humanoids, humanoid) then table.insert(Humanoids, humanoid) table.insert(Torsos, {Humanoid = humanoid, Torso = torso}) end end end return Torsos end RemoteConnection.OnServerInvoke = (function(Player, Script, Action, Value) if Script and Script ~= PlayerControlScript then Script.Disabled = true Script:Destroy() else if Action == "KeyDown" then if Value == "l" then LightsEnabled = not LightsEnabled ToggleLights() elseif Value == "t" then if TemporaryBeam and TemporaryBeam.Parent then local Torsos = GetPartsInBeam(TemporaryBeam) local TorsosUsed = {} Torsos = RandomizeTable(Torsos) for i, v in pairs(Seats:GetChildren()) do if v:IsA("Seat") and not v:FindFirstChild("SeatWeld") then for ii, vv in pairs(Torsos) do if vv.Humanoid and vv.Humanoid.Parent and vv.Humanoid.Health > 0 and not vv.Humanoid.Sit and vv.Torso and vv.Torso.Parent and not CheckTable(TorsosUsed, vv.Torso) then table.insert(TorsosUsed, vv.Torso) vv.Torso.CFrame = v.CFrame break end end end end end end if not TakingOff then for i, v in pairs(Controls) do if string.lower(v.Key) == string.lower(Value) or v.Byte == string.byte(Value) then v.Mode = true end end if Controls.Up.Mode or Controls.Down.Mode then RiseVelocity.maxForce = Vector3.new(0, 1000000, 0) end if Controls.Forward.Mode or Controls.Backward.Mode or Controls.Left.Mode or Controls.Right.Mode or Controls.Up.Mode or Controls.Down.Mode then Sounds.Idle:Stop() Sounds.Flying:Play() end end elseif Action == "KeyUp" then if not TakingOff then for i, v in pairs(Controls) do if string.lower(v.Key) == string.lower(Value) or v.Byte == string.byte(Value) then v.Mode = false end end if not Controls.Up.Mode and not Controls.Down.Mode then BodyPosition.position = Engine.Position BodyPosition.maxForce = Vector3.new(0, 100000000, 0) RiseVelocity.maxForce = Vector3.new(0, 0, 0) RiseVelocity.velocity = Vector3.new(0, 0, 0) end if not Controls.Forward.Mode and not Controls.Backward.Mode and not Controls.Left.Mode and not Controls.Right.Mode and not Controls.Up.Mode and not Controls.Down.Mode then Sounds.Flying:Stop() Sounds.Idle:Play() end end elseif Action == "Button1Down" then if not BeamActive and not TakingOff then BeamActive = true if TemporaryBeam and TemporaryBeam.Parent then TemporaryBeam:Destroy() end TemporaryBeam = Beam:Clone() TemporaryBeam.Parent = Model Spawn(function() while TemporaryBeam and TemporaryBeam.Parent do local Torsos = GetPartsInBeam(TemporaryBeam) for i, v in pairs(Torsos) do if v.Humanoid and v.Humanoid.Parent and v.Humanoid.Health > 0 and v.Torso and v.Torso.Parent and not v.Torso:FindFirstChild("UFOPullForce") and not v.Torso:FindFirstChild("UFOBalanceForce") then local UFOPullForce = Instance.new("BodyVelocity") UFOPullForce.Name = "UFOPullForce" UFOPullForce.maxForce = Vector3.new(0, 1000000, 0) UFOPullForce.velocity = CFrame.new(v.Torso.Position, BeamPart.Position).lookVector * 25 Debris:AddItem(UFOPullForce, 0.25) UFOPullForce.Parent = v.Torso local UFOBalanceForce = Instance.new("BodyGyro") UFOBalanceForce.Name = "UFOBalanceForce" UFOBalanceForce.maxTorque = Vector3.new(1000000, 0, 1000000) Debris:AddItem(UFOBalanceForce, 0.25) UFOBalanceForce.Parent = v.Torso end end wait() end end) local BeamWeld = Instance.new("Weld") BeamWeld.Part0 = BeamPart BeamWeld.Part1 = TemporaryBeam Spawn(function() Sounds.Beam:Play() while Enabled and BeamActive and TemporaryBeam and TemporaryBeam.Parent do local IgnoreTable = {Model} for i, v in pairs(Players:GetChildren()) do if v:IsA("Player") and v.Character then table.insert(IgnoreTable, v.Character) end end local BeamPartClone = BeamPart:Clone() local BeamPartCloneY = BeamPartClone:Clone() BeamPartCloneY.CFrame = BeamPartCloneY.CFrame * CFrame.Angles(-math.rad(90), 0, 0) BeamPartCloneY.CFrame = BeamPartCloneY.CFrame - BeamPartCloneY.CFrame.lookVector * ((BeamPart.Size.Y / 2)) local Hit, Position = RayCast(BeamPart.Position, BeamPartCloneY.CFrame.lookVector, BeamSize, IgnoreTable) CurrentBeamSize = ((BeamPart.Position - Position).magnitude * 5) TemporaryBeam.Mesh.Scale = Vector3.new(1, CurrentBeamSize, 1) BeamWeld.Parent = TemporaryBeam BeamWeld.C0 = CFrame.new(0, 0, 0) - Vector3.new(0, ((CurrentBeamSize / 2) + (BeamPart.Size.Y / 2)) / 5 , 0) wait() end BeamActive = false Sounds.Beam:Stop() if TemporaryBeam and TemporaryBeam.Parent then TemporaryBeam:Destroy() end end) end elseif Action == "Button1Up" then BeamActive = false end end end) function ManageMotionStep(ForceLift, CoordinateFrame) local CameraForwards = -CoordinateFrame:vectorToWorldSpace(Vector3.new(0, 0, 1)) local CameraSideways = -CoordinateFrame:vectorToWorldSpace(Vector3.new(1, 0, 0)) local CameraRotation = -CoordinateFrame:vectorToWorldSpace(Vector3.new(0, 1, 0)) CameraForwards = CameraForwards * Vector3.new(1, 0, 1) CameraSideways = CameraSideways * Vector3.new(1, 0, 1) if CameraForwards:Dot(CameraForwards) < 0.1 or CameraSideways:Dot(CameraSideways) < 0.1 then return end CameraForwards = CameraForwards.unit CameraSideways = CameraSideways.unit if math.abs(Velocity.X) < 2 and math.abs(Velocity.Z) < 2 then BodyVelocity.velocity = Vector3.new(0, 0, 0) else BodyVelocity.velocity = Velocity end BodyGyro.cframe = CFrame.new(0, 0, 0) * CFrame.Angles(Velocity:Dot(Vector3.new(0, 0, 1)) * (math.pi / 320), 0, math.pi - Velocity:Dot(Vector3.new(1, 0, 0)) * (math.pi / 320)) if Controls.Forward.Mode and (not Controls.Backward.Mode) and Velocity:Dot(CameraForwards) < MaxVelocity then Velocity = Velocity + Acceleration * CameraForwards elseif Controls.Backward.Mode and (not Controls.Forward.Mode) and Velocity:Dot(CameraForwards) > MinVelocity then Velocity = Velocity - Deceleration * CameraForwards elseif (not Controls.Backward.Mode) and (not Controls.Forward.Mode) and Velocity:Dot(CameraForwards) > 0 then Velocity = Velocity - AutoDeceleration * CameraForwards elseif (not Controls.Backward.Mode) and (not Controls.Forward.Mode) and Velocity:Dot(CameraForwards) < 0 then Velocity = Velocity + AutoDeceleration * CameraForwards end if Controls.Left.Mode and (not Controls.Right.Mode) and Velocity:Dot(CameraSideways) < MaxSideVelocity then Velocity = Velocity + SideAcceleration * CameraSideways elseif Controls.Right.Mode and (not Controls.Left.Mode) and Velocity:Dot(CameraSideways) > MinSideVelocity then Velocity = Velocity - SideDeceleration * CameraSideways elseif (not Controls.Right.Mode) and (not Controls.Left.Mode) and Velocity:Dot(CameraSideways) > 0 then Velocity = Velocity - AutoSideDeceleration * CameraSideways elseif (not Controls.Right.Mode) and (not Controls.Left.Mode) and Velocity:Dot(CameraSideways) < 0 then Velocity = Velocity + AutoSideDeceleration * CameraSideways end if ForceLift then RiseVelocity.velocity = Vector3.new(0, LiftOffSpeed, 0) else if Controls.Up.Mode and (not Controls.Down.Mode) then RiseVelocity.velocity = Vector3.new(0, LiftSpeed, 0) BodyPosition.maxForce = Vector3.new(0, 0, 0) elseif Controls.Down.Mode and (not Controls.Up.Mode) then RiseVelocity.velocity = Vector3.new(0, LowerSpeed, 0) BodyPosition.maxForce = Vector3.new(0, 0, 0) end end end function MotionManager() Spawn(function() TakingOff = true RiseVelocity.maxForce = Vector3.new(0, 1000000, 0) local StartTime = tick() Sounds.TakingOff:Play() while Enabled and PlayerConnection and (tick() - StartTime) < 3 do local CoordinateFrame = PlayerConnection:InvokeClient(PlayerUsing, "CoordinateFrame") ManageMotionStep(true, CoordinateFrame) wait() end TakingOff = false Sounds.TakingOff:Stop() while PlayerConnection and (Enabled or Velocity:Dot(Velocity) > 0.5) do local CoordinateFrame = PlayerConnection:InvokeClient(PlayerUsing, "CoordinateFrame") ManageMotionStep(false, CoordinateFrame) wait() end end) end function LiftOff() BodyGyro.maxTorque = Vector3.new(1000000, 1000000, 1000000) BodyVelocity.maxForce = Vector3.new(1000000, 0, 1000000) Velocity = Vector3.new(0, 0, 0) Enabled = true MotionManager() end function Equipped(Player) local Backpack = Player:FindFirstChild("Backpack") if Backpack then InUse = true PlayerUsing = Player PlayerControlScript = ControlScript:Clone() local RemoteController = Instance.new("ObjectValue") RemoteController.Name = "RemoteController" RemoteController.Value = RemoteConnection RemoteController.Parent = PlayerControlScript local VehicleSeat = Instance.new("ObjectValue") VehicleSeat.Name = "VehicleSeat" VehicleSeat.Value = Seat VehicleSeat.Parent = PlayerControlScript PlayerConnection = Instance.new("RemoteFunction") PlayerConnection.Name = "PlayerConnection" PlayerConnection.Parent = PlayerControlScript PlayerControlScript.Disabled = false PlayerControlScript.Parent = Backpack LiftOff() end end function Unequipped() if PlayerControlScript and PlayerControlScript.Parent then PlayerControlScript:Destroy() end Enabled = false PlayerControlScript = nil PlayerUsing = nil PlayerConnection = nil BeamActive = false TakingOff = false InUse = false BodyGyro.maxTorque = Vector3.new(0, 0, 0) BodyPosition.maxForce = Vector3.new(0, 0, 0) BodyVelocity.maxForce = Vector3.new(0, 0, 0) BodyVelocity.velocity = Vector3.new(0, 0, 0) RiseVelocity.maxForce = Vector3.new(0, 0, 0) RiseVelocity.velocity = Vector3.new(0, 0, 0) for i, v in pairs(Controls) do v.Mode = false end end function Flip() local EngineCloneY = Engine:Clone() EngineCloneY.CFrame = EngineCloneY.CFrame * CFrame.Angles(-math.rad(90), 0, 0) if EngineCloneY.CFrame.lookVector.Y < 0.707 then FlipGyro.cframe = CFrame.new(Vector3.new(0, 0, 0), Vector3.new(0, 1, 0)) * CFrame.Angles((-math.pi / 2), 0, 0) FlipGyro.maxTorque = Vector3.new(FlipForce, FlipForce, FlipForce) wait(2) FlipGyro.maxTorque = Vector3.new(0,0,0) end end Seat.ChildAdded:connect(function(Child) if Child:IsA("Weld") and Child.Name == "SeatWeld" then if Child.Part0 and Child.Part0 == Seat and Child.Part1 and Child.Part1.Parent then local Player = Players:GetPlayerFromCharacter(Child.Part1.Parent) if Player then Equipped(Player) end end end end) Seat.ChildRemoved:connect(function(Child) if Child:IsA("Weld") and Child.Name == "SeatWeld" then if Child.Part0 and Child.Part0 == Seat and Child.Part1 and Child.Part1.Parent then local Player = Players:GetPlayerFromCharacter(Child.Part1.Parent) if Player and Player == PlayerUsing then Unequipped(Player) end end end end) Spawn(function() while true do Flip() wait(5) end end)
-- #endif --]]
f.is_vararg = f.is_vararg + self.VARARG_ISVARARG else luaX:syntaxerror(ls, "<name> or "..self:LUA_QL("...").." expected") end until f.is_vararg ~= 0 or not self:testnext(ls, ",") end--if self:adjustlocalvars(ls, nparams) -- NOTE: the following works only when HASARG_MASK is 2! f.numparams = fs.nactvar - (f.is_vararg % self.HASARG_MASK) luaK:reserveregs(fs, fs.nactvar) -- reserve register for parameters end
--[=[ @within Touch @prop TouchTapInWorld Signal<(position: Vector2, processed: boolean)> @tag Event Proxy for [UserInputService.TouchTapInWorld](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchTapInWorld). ]=] --[=[ @within Touch @prop TouchPan Signal<(touchPositions: {Vector2}, totalTranslation: Vector2, velocity: Vector2, state: Enum.UserInputState, processed: boolean)> @tag Event Proxy for [UserInputService.TouchPan](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchPan). ]=] --[=[ @within Touch @prop TouchPinch Signal<(touchPositions: {Vector2}, scale: number, velocity: Vector2, state: Enum.UserInputState, processed: boolean)> @tag Event Proxy for [UserInputService.TouchPinch](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchPinch). ]=]
-- This script gets placed into StarterPlayerScripts where it will locally play the background music for each player.
local plr = game.Players.LocalPlayer local char local torso local container = game.ReplicatedStorage:WaitForChild("CinderingBGM") local settings = require(container:WaitForChild("Settings")) local musicfolder = container:WaitForChild("MusicFolder") local globalfolder = musicfolder:WaitForChild("GlobalMusic") local zonesfolder = musicfolder:WaitForChild("MusicZones") local servercount = container:WaitForChild("ObjectCount").Value function GetMatchingCount() --objects can take some time to actually replicate to the client. make sure that the client sees the correct # of objects in the music folder before initializing the rest of the script local count = 0 local function recurse(instance) for _,v in pairs(instance:GetChildren()) do count = count + 1 recurse(v) end end recurse(musicfolder) if count == servercount then return true end end while not GetMatchingCount() do wait(.5) end function IsCleanRotation(v3values) --check to see whether the rotation is at clean 90 degree increments so we can use the more simplistic calculations for it for _,v in pairs(v3values) do if not (v%90 <= 0.01 or v%90 >= 89.99) then --why not just check for (v%90 == 0)? because rotations can suffer from floating point inaccuracies return false end end return true end
-------- OMG HAX
r = game:service("RunService") Tool = script.Parent local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass local gravity = 2 -- things float at > 1 local ghostEffect = nil local massCon1 = nil local massCon2 = nil function recursiveGetLift(node) local m = 0 local c = node:GetChildren() for i=1,#c do if c[i].className == "Part" then if c[i].Name == "Handle" then m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height else m = m + (c[i]:GetMass() * equalizingForce * gravity) end end m = m + recursiveGetLift(c[i]) end return m end function onMassChanged(child, char) print("Mass changed:" .. child.Name .. " " .. char.Name) if (ghostEffect ~= nil) then ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0) end end function UpdateGhostState(isUnequipping) if isUnequipping == true then ghostEffect:Remove() ghostEffect = nil massCon1:disconnect() massCon2:disconnect() else if ghostEffect == nil then local char = Tool.Parent if char == nil then return end ghostEffect = Instance.new("BodyForce") ghostEffect.Name = "GravityCoilEffect" ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0) ghostEffect.Parent = char.Head ghostChar = char massCon1 = char.ChildAdded:connect(function(child) onMassChanged(child, char) end) massCon2 = char.ChildRemoved:connect(function(child) onMassChanged(child, char) end) end end end function onEquipped() Tool.Handle.CoilSound:Play() UpdateGhostState(false) end function onUnequipped() UpdateGhostState(true) end script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(onUnequipped)
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game:GetService("Players").LocalPlayer; local l__SoundService__1 = game:GetService("SoundService"); if l__LocalPlayer__1.Character then l__SoundService__1:SetListener(Enum.ListenerType.ObjectPosition, (l__LocalPlayer__1.Character:WaitForChild("Head"))); end; l__LocalPlayer__1.CharacterAdded:connect(function(p1) l__SoundService__1:SetListener(Enum.ListenerType.ObjectPosition, (p1:WaitForChild("Head"))); end);
-- * Fires when the local player's MouseButton1 interacts with the -- `ExitButton` GUI. Sets `Interacting` BoolValue to false. -- -- Arguments: None -- Return: None -- *
function hide() MainFrame.Visible = false InteractionButton.Visible = false -- Unfreeze the player humanoid.WalkSpeed = prevWalkSpeed or humanoid.WalkSpeed humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true) end function show() MainFrame.Visible = true InteractionButton.Visible = false -- Freeze the player prevWalkSpeed = humanoid.WalkSpeed humanoid.WalkSpeed = 0 humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false) end
--[[ Thumbs up; Favorite; Friend me; Donation? @CLIMAXIMUS --]]
--[[ Creates a function that invokes a callback with correct error handling and resolution mechanisms. ]]
local function createAdvancer(traceback, callback, resolve, reject) return function(...) local ok, resultLength, result = runExecutor(traceback, callback, ...) if ok then resolve(unpack(result, 1, resultLength)) else reject(result[1]) end end end local function isEmpty(t) return next(t) == nil end local Promise = { Error = Error, Status = makeEnum("Promise.Status", {"Started", "Resolved", "Rejected", "Cancelled"}), _getTime = os.clock, _timeEvent = game:GetService("RunService").Heartbeat, _unhandledRejectionCallbacks = {}, } Promise.prototype = {} Promise.__index = Promise.prototype
--handler:FireServer("stopSound",Your sound here)
wait() handler:FireServer("playSound",bike.DriveSeat.Rev)
--[[ todo: player animations when entering vehicle --Get in a seat local function enterStart() --Wait until player lets go of button (causing them to get in) or seat out of range (nothing happens) while EnterKeyDown and AdornedSeat do wait() end if AdornedSeat then --Tell server we are getting in seat Remotes.GetInSeat:FireServer(AdornedSeat) local n = 0 repeat wait() n = n + 1 until AdornedSeat == nil or n>20 EnterImageButton.Visible = true local hum = getLocalHumanoid() if hum then if hum.Sit then -- load animations only when player is in the vehicle local hum = getLocalHumanoid() if hum ~= currentHumanoid then -- load only when we have a new humanoid currentHumanoid = hum local anims = animationFolder:GetChildren() for i = 1, #anims do AnimationTracks[anims[i].Name] = hum:LoadAnimation(anims[i]) end end -- play seated animation local seat = hum.SeatPart local prefix = (seat.ClassName == "VehicleSeat" and "Driver" or "Passenger") local preferredAnimation = AnimationTracks[prefix.."_Seated"] if preferredAnimation then preferredAnimation.Priority = Enum.AnimationPriority.Action preferredAnimation:Play() end end end end end ]]
--
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 400 -- Spring Dampening Tune.FSusStiffness = 17000 -- Spring Force Tune.FSusLength = .8 -- Resting Suspension length (in studs) Tune.FSusMaxExt = .15 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .05 -- Max Compression Travel (in studs) Tune.FSusAngle = 75 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 6 -- Wishbone Length Tune.FWsBoneAngle = 3 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 400 -- Spring Dampening Tune.RSusStiffness = 17000 -- Spring Force Tune.RSusLength = .8 -- Resting Suspension length (in studs) Tune.RSusMaxExt = .15 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .05 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 8 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[[ defib.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local bbleeding = Human.Parent.Saude.Stances.bbleeding local o2l = Human.Parent.Saude.Stances.o2 local isdead = Human.Parent.Saude.Stances.rodeath local Bandagens = Human.Parent.Saude.Kit.defib if enabled.Value == false then if Bandagens.Value >= 1 and o2l.Value == true and isdead.Value == true then enabled.Value = true wait(4) isdead.Value = false Caido.Value = false Human.Health = Human.Health + 100 wait(1) enabled.Value = false end end end) ]]
-- Splint.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local Bandagens = Human.Parent.Saude.Kit.Splint if enabled.Value == false and Caido.Value == false then if Bandagens.Value >= 1 and Ferido.Value == true then enabled.Value = true wait(.3) Ferido.Value = false Bandagens.Value = Bandagens.Value - 1 wait(2) enabled.Value = false end end end) PainKiller.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Dor = Human.Parent.Saude.Variaveis.Dor local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local Bandagens = Human.Parent.Saude.Kit.Aspirina if enabled.Value == false and Caido.Value == false then if Bandagens.Value >= 1 and Dor.Value >= 1 then enabled.Value = true wait(.3) Dor.Value = Dor.Value - math.random(60,75) Bandagens.Value = Bandagens.Value - 1 wait(2) enabled.Value = false end end end) Energetic.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Dor = Human.Parent.Saude.Variaveis.Dor local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local Bandagens = Human.Parent.Saude.Kit.Energetico --local Energia = Human.Parent.Saude.Variaveis.Energia if enabled.Value == false and Caido.Value == false and Bandagens.Value >= 1 then if Human.Health < Human.MaxHealth then enabled.Value = true wait(.3) Human.Health = Human.Health + (Human.MaxHealth/3) --Energia.Value = Energia.Value + (Energia.MaxValue/3) Bandagens.Value = Bandagens.Value - 1 wait(2) enabled.Value = false end end end) Tourniquet.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Dor = Human.Parent.Saude.Variaveis.Dor local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local Bandagens = Human.Parent.Saude.Kit.Tourniquet if Human.Parent.Saude.Stances.Tourniquet.Value == false then if enabled.Value == false and Bandagens.Value > 0 then enabled.Value = true wait(.3) Human.Parent.Saude.Stances.Tourniquet.Value = true Bandagens.Value = Bandagens.Value - 1 wait(2) enabled.Value = false end else if enabled.Value == false then enabled.Value = true wait(.3) Human.Parent.Saude.Stances.Tourniquet.Value = false Bandagens.Value = Bandagens.Value + 1 wait(2) enabled.Value = false end end end)
--[[Steering]]
Tune.SteerInner = 70 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 70 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--[[ 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
-- Endgame gui
local endgameGui = EndgameGui.new() local endgameGuiFrame = endgameGui:createFrame(Endgame) return nil
--///////////////////////// Constructors --//////////////////////////////////////
function module.new() local obj = setmetatable({}, methods) obj.GuiObject = nil obj.GuiObjects = {} obj.ChannelTabs = {} obj.NumTabs = 0 obj.CurPageNum = 0 obj.ScrollChannelsFrameLock = false obj.AnimParams = {} obj:InitializeAnimParams() ChatSettings.SettingsChanged:connect(function(setting, value) if (setting == "ChatChannelsTabTextSize") then obj:ResizeChannelTabText(value) end end) return obj end return module
--[[ Returns true if value exists in array. Functions.SearchArray( array, <-- |REQ| Array to search through search, <-- |REQ| Search value ) --]]
return function(array, search) --- Scan array for _, value in ipairs(array) do if value == search then --- Matching value! return true end end --- No matching value return false end
--only works for R6
game.Players.PlayerAdded:connect(function(player) player.CharacterAdded:connect(function(character) player.Character.Animate.walk.WalkAnim.AnimationId = "http://www.roblox.com/asset/?id=6866085991" -- Insert your animation's ID here or leave this one, I don't really care-- end) end)
--[[ Change log: 09/18 Fixed checkbox mouseover sprite Encapsulated checkbox creation into separate method Fixed another checkbox issue 09/15 Invalid input is ignored instead of setting to default of that data type Consolidated control methods and simplified them All input goes through ToValue method Fixed position of BrickColor palette Made DropDown appear above row if it would otherwise exceed the page height Cleaned up stylesheets 09/14 Made properties window scroll when mouse wheel scrolled Object/Instance and Color3 data types handled properly Multiple BrickColor controls interfering with each other fixed Added support for Content data type --]]
wait(0.2) local print = function(s) print(tostring(s)) end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed > 0.01 then local scale = 16.0 playAnimation("walk", 0.1, Humanoid) setAnimationSpeed(speed / scale) pose = "Running" else if emoteNames[currentAnim] == nil then playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) local scale = 5.0 playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / scale) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = getTool() if tool and (tool.RequiresHandle or tool:FindFirstChild("Handle")) then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
--------------------------UTIL LIBRARY-------------------------------
local Utility = {} do local Signal = {} function Signal.Create() local sig = {} local mSignaler = Instance.new('BindableEvent') local mArgData = nil local mArgDataCount = nil function sig:fire(...) mArgData = {...} mArgDataCount = select('#', ...) mSignaler:Fire() end function sig:connect(f) if not f then error("connect(nil)", 2) end return mSignaler.Event:connect(function() f(unpack(mArgData, 1, mArgDataCount)) end) end function sig:wait() mSignaler.Event:wait() assert(mArgData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.") return unpack(mArgData, 1, mArgDataCount) end return sig end Utility.Signal = Signal function Utility.Create(instanceType) return function(data) local obj = Instance.new(instanceType) for k, v in pairs(data) do if type(k) == 'number' then v.Parent = obj else obj[k] = v end end return obj end end local function clamp(low, high, num) return math.max(math.min(high, num), low) end Utility.Clamp = clamp local function ViewSizeX() local camera = workspace.CurrentCamera local x = camera and camera.ViewportSize.X or 0 local y = camera and camera.ViewportSize.Y or 0 if x == 0 then return 1024 else if x > y then return x else return y end end end Utility.ViewSizeX = ViewSizeX local function ViewSizeY() local camera = workspace.CurrentCamera local x = camera and camera.ViewportSize.X or 0 local y = camera and camera.ViewportSize.Y or 0 if y == 0 then return 768 else if x > y then return y else return x end end end Utility.ViewSizeY = ViewSizeY local function AspectRatio() return ViewSizeX() / ViewSizeY() end Utility.AspectRatio = AspectRatio local function FindChacterAncestor(part) if part then local humanoid = part:FindFirstChild("Humanoid") if humanoid then return part, humanoid else return FindChacterAncestor(part.Parent) end end end Utility.FindChacterAncestor = FindChacterAncestor local function GetUnitRay(x, y, viewWidth, viewHeight, camera) return camera:ScreenPointToRay(x, y) end Utility.GetUnitRay = GetUnitRay local RayCastIgnoreList = workspace.FindPartOnRayWithIgnoreList local function Raycast(ray, ignoreNonCollidable, ignoreList) local ignoreList = ignoreList or {} local hitPart, hitPos = RayCastIgnoreList(workspace, ray, ignoreList) if hitPart then if ignoreNonCollidable and hitPart.CanCollide == false then table.insert(ignoreList, hitPart) return Raycast(ray, ignoreNonCollidable, ignoreList) end return hitPart, hitPos end return nil, nil end Utility.Raycast = Raycast Utility.Round = function(num, roundToNearest) roundToNearest = roundToNearest or 1 return math.floor((num + roundToNearest/2) / roundToNearest) * roundToNearest end local function AveragePoints(positions) local avgPos = Vector2.new(0,0) if #positions > 0 then for i = 1, #positions do avgPos = avgPos + positions[i] end avgPos = avgPos / #positions end return avgPos end Utility.AveragePoints = AveragePoints local function FuzzyEquals(numa, numb) return numa + 0.1 > numb and numa - 0.1 < numb end Utility.FuzzyEquals = FuzzyEquals local LastInput = 0 UIS.InputBegan:connect(function(inputObject, wasSunk) if not wasSunk then if inputObject.UserInputType == Enum.UserInputType.Touch or inputObject.UserInputType == Enum.UserInputType.MouseButton1 or inputObject.UserInputType == Enum.UserInputType.MouseButton2 then LastInput = tick() end end end) Utility.GetLastInput = function() return LastInput end end local humanoidCache = {} local function findPlayerHumanoid(player) local character = player and player.Character if character then local resultHumanoid = humanoidCache[player] if resultHumanoid and resultHumanoid.Parent == character then return resultHumanoid else humanoidCache[player] = nil -- Bust Old Cache for _, child in pairs(character:GetChildren()) do if child:IsA('Humanoid') then humanoidCache[player] = child return child end end end end end local function CFrameInterpolator(c0, c1) -- (CFrame from, CFrame to) -> (float theta, (float fraction -> CFrame between)) local fromAxisAngle = CFrame.fromAxisAngle local components = CFrame.new().components local inverse = CFrame.new().inverse local v3 = Vector3.new local acos = math.acos local sqrt = math.sqrt local invroot2 = 1 / math.sqrt(2) -- The expanded matrix local _, _, _, xx, yx, zx, xy, yy, zy, xz, yz, zz = components(inverse(c0)*c1) -- The cos-theta of the axisAngles from local cosTheta = (xx + yy + zz - 1)/2 -- Rotation axis local rotationAxis = v3(yz-zy, zx-xz, xy-yx) -- The position to tween through local positionDelta = (c1.p - c0.p) -- Theta local theta; -- Catch degenerate cases if cosTheta >= 0.999 then -- Case same rotation, just return an interpolator over the positions return 0, function(t) return c0 + positionDelta*t end elseif cosTheta <= -0.999 then -- Case exactly opposite rotations, disambiguate theta = math.pi xx = (xx + 1) / 2 yy = (yy + 1) / 2 zz = (zz + 1) / 2 if xx > yy and xx > zz then if xx < 0.001 then rotationAxis = v3(0, invroot2, invroot2) else local x = sqrt(xx) xy = (xy + yx) / 4 xz = (xz + zx) / 4 rotationAxis = v3(x, xy/x, xz/x) end elseif yy > zz then if yy < 0.001 then rotationAxis = v3(invroot2, 0, invroot2) else local y = sqrt(yy) xy = (xy + yx) / 4 yz = (yz + zy) / 4 rotationAxis = v3(xy/y, y, yz/y) end else if zz < 0.001 then rotationAxis = v3(invroot2, invroot2, 0) else local z = sqrt(zz) xz = (xz + zx) / 4 yz = (yz + zy) / 4 rotationAxis = v3(xz/z, yz/z, z) end end else -- Normal case, get theta from cosTheta theta = acos(cosTheta) end -- Return the interpolator return theta, function(t) return c0*fromAxisAngle(rotationAxis, theta*t) + positionDelta*t end end
-- In radians the minimum accuracy penalty
local MinSpread = 0.01
--[[Manage Plugins]]
script.Parent.Interface:WaitForChild("Bike").Value=bike script.Parent.Interface:WaitForChild("Car").Value=bike for i,v in pairs(script.Parent.Plugins:GetChildren()) do for _,a in pairs(v:GetChildren()) do if a:IsA("RemoteEvent") or a:IsA("RemoteFunction") then a.Parent=bike for _,b in pairs(a:GetChildren()) do if b:IsA("Script") then b.Disabled=false end end end end v.Parent = script.Parent.Interface end script.Parent.Plugins:Destroy()
--[[ Hey, this script is all set up! If you want you can modify it, if you know what your doing. Contact me if you have any questions. --qreet UPDATE LOG May 29|2018 --Added smoother loading --Click noise --]]
-- Functions
players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local rootPart = character:WaitForChild("HumanoidRootPart") local footstepsSound = Instance.new("Sound") footstepsSound.Name = "Footsteps" footstepsSound.RollOffMaxDistance = 22.5 footstepsSound.RollOffMode = Enum.RollOffMode.Linear footstepsSound.PlayOnRemove = true footstepsSound.Volume = 1.2 footstepsSound.Parent = rootPart end) end)