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-- Removes any old creator tags and applies new ones to the specified target
local function ApplyTags(target) while target:FindFirstChild('creator') do target.creator:Destroy() end local creatorTag = Instance.new('ObjectValue') creatorTag.Value = Player creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats local iconTag = Instance.new('StringValue') iconTag.Value = Tool.TextureId iconTag.Name = 'icon' iconTag.Parent = creatorTag creatorTag.Parent = target DebrisService:AddItem(creatorTag, 4) end
-- Critically damped spring class for fluid motion effects
local Spring = {} do Spring.__index = Spring -- Initialize to a given undamped frequency and default position function Spring.new(freq, pos) return setmetatable({ freq = freq, goal = pos, pos = pos, vel = 0, }, Spring) end -- Advance the spring simulation by `dt` seconds function Spring:step(dt: number) local f: number = self.freq::number * 2.0 * math.pi local g: Vector3 = self.goal local p0: Vector3 = self.pos local v0: Vector3 = self.vel local offset = p0 - g local decay = math.exp(-f*dt) local p1 = (offset*(1 + f*dt) + v0*dt)*decay + g local v1 = (v0*(1 - f*dt) - offset*(f*f*dt))*decay self.pos = p1 self.vel = v1 return p1 end end CameraUtils.Spring = Spring
-- palys anim
function module.play1(anim,hum, data) local animFold = data.Fold or rp.Storage.Animations local speed = data.sped or nil local animation = hum.Animator:LoadAnimation(animFold[anim]) animation:Play() if speed ~= nil then animation:AdjustSpeed(speed) end end
--[[Flip]]
function Flip() --Detect Orientation if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then FlipWait=tick() --Apply Flip else if tick()-FlipWait>=3 then FlipDB=true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector3.new(10000,0,10000) gyro.P=3000 gyro.D=500 wait(1) gyro.maxTorque = Vector3.new(0,0,0) gyro.P=0 gyro.D=0 FlipDB=false end end end function AWD() if car.DriveSeat.AWD.Value then -- SET AWD if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.insert(Drive,v) end end end else --make FWD if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.remove(Drive,3) table.remove(Drive,4) end end end end end car.DriveSeat.AWD.Changed:connect(function() AWD() end) AWD()
--Handle door opening effects
function GetLength(t) local l = 0 for i,v in pairs(t) do l=l+1 end return l end script.GetInStart.OnServerEvent:Connect(function(Player,Seat) if Seat:FindFirstChild("DoorHinge") then --This bit only serves a purpose if there are doors to open/close print("Found door hinge, opening door") if Seat.DoorHinge.ClassName ~= "HingeConstraint" then warn("Warning, door hinge is not actually a hinge!") end if SeatsInteractingPlayers[Seat] == nil then SeatsInteractingPlayers[Seat] = {} --This index is removed when the seat is destroyed by the seat add code end --Record that a player is trying to get in the seat SeatsInteractingPlayers[Seat][Player] = elapsedTime() --Activate the hinge Seat.DoorHinge.TargetAngle = 55 --If the player doesnt stop trying to get in after 3 seconds, they probably left or it broke. wait(3) print("Check for automatic close") if Player.Parent ~= nil then --Player is still here, check they havent interacted again. print("Player still here") if SeatsInteractingPlayers[Seat][Player] then print("Time since last interaction: "..tostring(elapsedTime() - SeatsInteractingPlayers[Seat][Player])) if (elapsedTime() - SeatsInteractingPlayers[Seat][Player]) >=3 then --Check they havent started interacting again within 8 seconds SeatsInteractingPlayers[Seat][Player] = nil print("removing player") end end else SeatsInteractingPlayers[Seat][Player] = nil end print("Number of interacting players: "..tostring(GetLength(SeatsInteractingPlayers[Seat]))) --Check if the door should be closed if GetLength(SeatsInteractingPlayers[Seat]) == 0 then Seat.DoorHinge.TargetAngle = 0 end end end) script.GetInEnd.OnServerEvent:Connect(function(Player,Seat) if Seat:FindFirstChild("DoorHinge") then if SeatsInteractingPlayers[Seat] then SeatsInteractingPlayers[Seat][Player] = nil --Check nobody is still trying to get in before closing if GetLength(SeatsInteractingPlayers[Seat]) == 0 then Seat.DoorHinge.TargetAngle = 0 end end end end) return module
--// Input Connections
L_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2) if not L_315_arg2 and L_15_ then if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then if L_24_.TacticalModeEnabled then L_154_ = 0.015 L_155_ = 7 L_3_:WaitForChild("Humanoid").WalkSpeed = 7 else L_155_ = 10 L_154_ = 0.008 L_3_:WaitForChild("Humanoid").WalkSpeed = 10 end end if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then L_97_ = L_50_ end L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_115_:FireServer(true) L_64_ = true end end; if L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_134_ = CFrame.Angles(0, 0, 0.1) end; if L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_134_ = CFrame.Angles(0, 0, -0.1) end; if L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then L_80_ = true L_82_ = false L_81_ = true LeanRight() end if L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then L_80_ = true L_81_ = false L_82_ = true LeanLeft() end if L_314_arg1.KeyCode == L_24_.AlternateAimKey and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 10 L_155_ = 10 L_154_ = 0.008 end L_97_ = L_50_ L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_115_:FireServer(true) L_64_ = true end end; if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_79_ and not L_77_ and L_69_ and L_15_ and not L_66_ and not L_67_ and not L_74_ then L_68_ = true if not Shooting and L_15_ and not L_83_ then if L_103_ > 0 then Shoot() end elseif not Shooting and L_15_ and L_83_ then if L_105_ > 0 then Shoot() end end end; if L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then local L_316_ = L_1_:FindFirstChild("LaserLight") L_122_.KeyDown[1].Plugin() end; if L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then local L_317_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light') local L_318_ = false L_317_.Enabled = not L_317_.Enabled end; if L_15_ and L_314_arg1.KeyCode == (L_24_.FireSelectKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_79_ and not L_70_ and not L_78_ then L_70_ = true if L_92_ == 1 then if Shooting then Shooting = false end if L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 2 then if Shooting then Shooting = false end if L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 3 then if Shooting then Shooting = false end if L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 4 then if Shooting then Shooting = false end if L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then L_92_ = 4 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 6 then if Shooting then Shooting = false end L_85_ = L_69_ if L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ end end UpdateAmmo() FireModeAnim() IdleAnim() L_70_ = false end; if L_314_arg1.KeyCode == (Enum.KeyCode.F or L_314_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_79_ and not L_77_ and not L_78_ and not L_67_ and not L_70_ and not L_64_ and not L_66_ and not Shooting and not L_76_ then if not L_73_ and not L_74_ then L_74_ = true Shooting = false L_69_ = false L_135_ = time() delay(0.6, function() if L_103_ ~= L_24_.Ammo and L_103_ > 0 then CreateShell() end end) BoltBackAnim() L_73_ = true elseif L_73_ and L_74_ then BoltForwardAnim() Shooting = false L_69_ = true if L_103_ ~= L_24_.Ammo and L_103_ > 0 then L_103_ = L_103_ - 1 elseif L_103_ >= L_24_.Ammo then L_69_ = true end L_73_ = false L_74_ = false IdleAnim() L_75_ = false end UpdateAmmo() end; if L_314_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_78_ and not L_77_ and L_146_ then L_71_ = true if L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then Shooting = false L_64_ = false L_67_ = true delay(0, function() if L_67_ and not L_66_ then L_64_ = false L_72_ = true end end) L_97_ = 80 if L_24_.TacticalModeEnabled then L_154_ = 0.4 L_155_ = 16 else L_155_ = L_24_.SprintSpeed L_154_ = 0.4 end L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed end end; if L_314_arg1.KeyCode == (Enum.KeyCode.R or L_314_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_79_ and not L_78_ and not L_77_ and L_15_ and not L_66_ and not L_64_ and not Shooting and not L_67_ and not L_74_ then if not L_83_ then if L_104_ > 0 and L_103_ < L_24_.Ammo then Shooting = false L_66_ = true for L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do if L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then if (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then L_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)]) end end end end ReloadAnim() if L_103_ <= 0 then if not L_24_.CanSlideLock then BoltBackAnim() BoltForwardAnim() end end IdleAnim() L_69_ = true if L_103_ <= 0 then if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then L_103_ = L_103_ + L_104_ L_104_ = 0 else L_104_ = L_104_ - (L_24_.Ammo - L_103_) L_103_ = L_24_.Ammo end elseif L_103_ > 0 then if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then L_103_ = L_103_ + L_104_ + 1 L_104_ = 0 else L_104_ = L_104_ - (L_24_.Ammo - L_103_) L_103_ = L_24_.Ammo + 1 end end L_66_ = false if not L_75_ then L_69_ = true end end; elseif L_83_ then if L_105_ > 0 then Shooting = false L_66_ = true nadeReload() IdleAnim() L_66_ = false L_69_ = true end end; UpdateAmmo() end; if L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then if (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement end end if L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then if (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end if L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then if not L_86_ then L_56_ = L_1_:WaitForChild("AimPart2") L_50_ = L_24_.CycleAimZoom if L_64_ then L_97_ = L_24_.CycleAimZoom end L_86_ = true else L_56_ = L_1_:FindFirstChild("AimPart") L_50_ = L_24_.AimZoom if L_64_ then L_97_ = L_24_.AimZoom end L_86_ = false end; end; if L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then if not L_77_ then L_77_ = true InspectAnim() IdleAnim() L_77_ = false end end; if L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then if L_15_ then if not L_78_ then L_67_ = false L_64_ = false L_69_ = false L_78_ = true AttachAnim() elseif L_78_ then L_67_ = false L_64_ = false L_69_ = true L_78_ = false IdleAnim() end end end; if L_314_arg1.KeyCode == Enum.KeyCode.P and not L_77_ and not L_78_ and not L_64_ and not L_67_ and not L_65_ and not L_66_ and not Recoiling and not L_67_ then if not L_79_ then L_79_ = true L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = L_24_.SprintPos }):Play() wait(0.2) L_112_:FireServer("Patrol", L_24_.SprintPos) else L_79_ = false L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = CFrame.new() }):Play() wait(0.2) L_112_:FireServer("Unpatrol") end end; end end) L_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2) if not L_322_arg2 and L_15_ then if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_77_ and L_24_.CanAim and not L_78_ then if L_64_ then if not L_65_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 16 if L_24_.TacticalModeEnabled then L_154_ = 0.09 L_155_ = 11 else L_154_ = .2 L_155_ = 17 end end L_97_ = 70 L_133_.target = Vector3.new() L_115_:FireServer(false) L_64_ = false end end; if L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_134_ = CFrame.Angles(0, 0, 0) end; if L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_134_ = CFrame.Angles(0, 0, 0) end; if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then if L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 16 L_155_ = 17 L_154_ = .25 end L_97_ = 70 L_133_.target = Vector3.new() L_115_:FireServer(false) L_64_ = false end end; if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then L_68_ = false if Shooting then Shooting = false end end; if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then local L_323_ = L_42_:WaitForChild('GameGui') if L_16_ then L_323_:WaitForChild('AmmoFrame').Visible = false L_16_ = false end end; if L_321_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_70_ and not L_65_ then -- SPRINT L_71_ = false if L_67_ and not L_64_ and not Shooting and not L_71_ then L_67_ = false L_72_ = false L_97_ = 70 L_3_.Humanoid.WalkSpeed = 16 if L_24_.TacticalModeEnabled then L_154_ = 0.09 L_155_ = 11 else L_154_ = .2 L_155_ = 17 end end end; end end) L_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2) if not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then if L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then if L_324_arg1.Position.Z == 1 and (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement elseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end end end) L_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2) if not L_327_arg2 and L_15_ then local L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList); if L_328_ then local L_330_ = (L_329_ - L_6_.Position).magnitude L_33_.Text = math.ceil(L_330_) .. ' m' end end end)
-- Connect functions to events
Players.PlayerAdded:Connect(onPlayerAdded) RunService.Heartbeat:Connect(onHeartbeat)
-------- OMG HAX
r = game:service("RunService") local damage = 10 local slash_damage = 20 local lunge_damage = 40 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid game.Debris:AddItem(creator_tag, 1) end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool local force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,80,0) force.Parent = Tool.Parent.Torso wait(.25) force.velocity = (Tool.Parent.Torso.CFrame.lookVector * 120) + Vector3.new(0, 60,0) swordOut() wait(.5) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
-- Map Variables
local lobbySpawn = workspace.Lobby.StartSpawn
--[[ remoteProperty = ClientRemoteProperty.new(valueObject: Instance) remoteProperty:Get(): any remoteProperty:Destroy(): void remoteProperty.Changed(newValue: any): Connection --]]
local IS_SERVER = game:GetService("RunService"):IsServer() local Signal = require(script.Parent.Parent.Signal) local ClientRemoteProperty = {} ClientRemoteProperty.__index = ClientRemoteProperty function ClientRemoteProperty.new(object) assert(not IS_SERVER, "ClientRemoteProperty can only be created on the client") local self = setmetatable({ _object = object; _value = nil; _isTable = object:IsA("RemoteEvent"); }, ClientRemoteProperty) local function SetValue(v) self._value = v end if self._isTable then self.Changed = Signal.new() self._change = object.OnClientEvent:Connect(function(tbl) SetValue(tbl) self.Changed:Fire(tbl) end) SetValue(object.TableRequest:InvokeServer()) else SetValue(object.Value) self.Changed = object.Changed self._change = object.Changed:Connect(SetValue) end return self end function ClientRemoteProperty:Get() return self._value end function ClientRemoteProperty:Destroy() self._change:Disconnect() if self._isTable then self.Changed:Destroy() end end return ClientRemoteProperty
--[[Engine]]
--Torque Curve Tune.Horsepower = 200 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6300 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 200 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- setings
local SearchDistance = 80 -- How far a player can be before it detects you local ZombieDamage = 96 -- How much damage the Zombie inficts towards the player local DamageWait = 1 -- How many seconds to wait before it can damage the player again local WanderX, WanderZ = 30, 30
--Remember To read EVERYTHING on this button that includes the top >_> Edit it only for Pros.
-- << FUNCTIONS >> --Open MainFrame
function module:OpenMainFrame() TopBarButton.ImageRectOffset = Vector2.new(64,0) mainFrame.Visible = true end
--//Controller//--
ToolEvent.OnServerEvent:Connect(function(Player, ToolName, Components) local ToolModuleObject = script:FindFirstChild(ToolName) if ToolModuleObject then local ToolModule = require(ToolModuleObject) coroutine.wrap(function() ToolModule:ActivateModule(Player, Components) end)() end end)
-- Ring5 ascending
for l = 1,#lifts5 do if (lifts5[l].className == "Part") then lifts5[l].BodyPosition.position = Vector3.new((lifts5[l].BodyPosition.position.x),(lifts5[l].BodyPosition.position.y+8),(lifts5[l].BodyPosition.position.z)) end end wait(0.1) for p = 1,#parts5 do parts5[p].CanCollide = true end wait(0.5)
--///////////////////////// Constructors --//////////////////////////////////////
function module.new() local obj = setmetatable({}, methods) obj.ObjectPool = moduleObjectPool.new(OBJECT_POOL_SIZE) obj.MessageCreators = GetMessageCreators() obj.DefaultCreatorType = messageCreatorUtil.DEFAULT_MESSAGE_CREATOR messageCreatorUtil:RegisterObjectPool(obj.ObjectPool) return obj end function module:GetStringTextBounds(text, font, textSize, sizeBounds) return messageCreatorUtil:GetStringTextBounds(text, font, textSize, sizeBounds) end return module
------------------------------------
function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h~=nil then local teleportfrom=script.Parent.Enabled.Value if teleportfrom~=0 then if h==humanoid then return end local teleportto=script.Parent.Parent:findFirstChild(modelname) if teleportto~=nil then local torso = h.Parent.UpperTorso local location = {teleportto.Position} local i = 1 local x = location[i].x local y = location[i].y local z = location[i].z x = x + math.random(-1, 1) z = z + math.random(-1, 1) y = y + math.random(2, 3) local cf = torso.CFrame local lx = 0 local ly = y local lz = 0 script.Parent.Enabled.Value=0 teleportto.Enabled.Value=0 torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz)) wait(3) script.Parent.Enabled.Value=1 teleportto.Enabled.Value=1 else print("Could not find teleporter!") end end end end end script.Parent.Touched:connect(onTouched)
--RUNNING SCRIPT-- -------------------------------
local RunSpeed = 500 -- Change this to the speed you want the player to go local AfterSpeed = 50 -- Best if you leave this alone. This is the speed the player will be after pressing shift.
-- -- THESE ARE THE CORE SETTINGS -- YOU WILL NOT BE ABLE TO CHANGE THEM IN-GAME
local Settings={ --[[ Style Options ������������� ]] Flat=false; -- Enables Flat theme / Disables Aero theme ForcedColor=false; -- Forces everyone to have set color & transparency Color=Color3.new(0,0,0); -- Changes the Color of the user interface ColorTransparency=.75; -- Changes the Transparency of the user interface Chat=false; -- Enables the custom chat BubbleChat=false; -- Enables the custom bubble chat --[[ Basic Settings �������������� ]] AdminCredit=true; -- Enables the credit GUI for that appears in the bottom right AutoClean=false; -- Enables automatic cleaning of hats & tools in the Workspace AutoCleanDelay=60; -- The delay between each AutoClean routine CommandBar=true; -- Enables the Command Bar | GLOBAL KEYBIND: \ FunCommands=true; -- Enables fun yet unnecessary commands FreeAdmin=false; -- Set to 1-5 to grant admin powers to all, otherwise set to false PublicLogs=false; -- Allows all users to see the command & chat logs Prefix=':'; -- Character to begin a command --[[ Admin Powers ������������ 0 Player 1 VIP Can use nonabusive commands only on self 2 Moderator Can kick, mute, & use most commands 3 Administrator Can ban, crash, & set Moderators/VIP 4 SuperAdmin Can grant permanent powers, & shutdown the game 5 Owner Can set SuperAdmins, & use all the commands 6 Game Creator Can set owners & use all the commands Group & VIP Admin ����������������� You can set multiple Groups & Ranks to grant users admin powers GroupAdmin={ [12345]={[254]=4,[253]=3}; [GROUPID]={[RANK]=ADMINPOWER} }; You can set multiple Assets to grant users admin powers VIPAdmin={ [12345]=3; [54321]=4; [ITEMID]=ADMINPOWER; }; ]] GroupAdmin={ }; VIPAdmin={ }; --[[ Permissions ����������� -- You can set the admin power required to use a command -- COMMANDNAME=ADMINPOWER; ]] Permissions={ }; } return {Settings,{Owners,SuperAdmins,Admins,Mods,VIP,Banned}}
--// Recoil Settings
gunrecoil = -0.3; -- How much the gun recoils backwards when not aiming camrecoil = 0.6; -- How much the camera flicks when not aiming AimGunRecoil = -0.3; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.5; -- How much the camera flicks when aiming CamShake = 2; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING AimCamShake = 3; -- THIS IS ALSO NEW!!!! Kickback = 0.2; -- Upward gun rotation when not aiming AimKickback = 0.1; -- Upward gun rotation when aiming
--Weld stuff here
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game:GetService("Players"):GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end)
-- Functions.
local function ResizeBar(percent) if screenVisible then inside:TweenSize(UDim2.new(percent, 0, 1, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Linear) end end local function hideLoadingScreen() if screenVisible then screenVisible = false ResizeBar(1) task.wait(1) clonedLoadingScreen.Frame:TweenPosition(UDim2.new(0,0,-1.5,0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad, 1) clonedLoadingScreen:Destroy() game:GetService("StarterGui"):SetCoreGuiEnabled(Enum.CoreGuiType.All, true) game:GetService("TextChatService"):WaitForChild("ChatWindowConfiguration").Enabled = true game:GetService("TextChatService"):WaitForChild("ChatInputBarConfiguration").Enabled = true game:GetService("StarterGui"):SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) end end coroutine.wrap(function() wait(hideAfter) ResizeBar(1) task.wait(1) hideLoadingScreen() end)()
--TheNexusAvenger --Runs the client-side rocket launcher.
local Tool = script.Parent local Handle = Tool:WaitForChild("Handle") local EquipSound = Handle:WaitForChild("EquipSound") local ReloadSound = Handle:WaitForChild("ReloadSound") local Resources = require(script.Parent:WaitForChild("Resources")) local InputHandler = require(Resources:GetResource("InputHandler")) local AnimationPlayer = require(Resources:GetResource("AnimationPlayer")) local BufferCreator = require(Resources:GetResource("BufferCreator")) local RemoteEventCreator = require(Resources:GetResource("RemoteEventCreator")) local Configuration = require(Resources:GetResource("Configuration")) local IGNORE_LIST = Configuration.IGNORE_LIST local ROCKET_RELOAD_WAIT_TO_SHOW_TIME = Configuration.ROCKET_RELOAD_WAIT_TO_SHOW_TIME local ROCKET_RELOAD_VISIBLE_TIME = Configuration.ROCKET_RELOAD_VISIBLE_TIME local ROCKET_LAUNCH_SPEED = Configuration.ROCKET_LAUNCH_SPEED local RocketBuffer = BufferCreator:CreateClientBuffer("RocketBuffer") local FireRocketEvent = RemoteEventCreator:GetRemoteEvent("FireRocket") local LocalEquipSound,LocalReloadSound local CurrentAnimation,CurrentHandRocket local CurrentMouse local Equipped = false local EquipVolume,ReloadVolume = EquipSound.Volume,ReloadSound.Volume local LastReloadTime = 0
--just put this script under the tool and when weilded the left arm will go up aswell.
tool=script.Parent while true do if tool.Parent.Parent.Name=="Workspace" then local la=tool.Parent:FindFirstChild("Left Arm") local ra=tool.Parent:FindFirstChild("Left Arm") local ts=tool.Parent:FindFirstChild("Torso") if la~=nil and ts~=nil and ra~=nil then local ls=ts:FindFirstChild("Left Shoulder") local rs=ts:FindFirstChild("Right Shoulder") if ls~=nil and rs~=nil then ls.CurrentAngle=rs.CurrentAngle*-1 ls.MaxVelocity=0 end end end wait(.02) --If arm looks glitchy, then make this number smaller. And avoid setting to 0(game will crash). end
--[[ @class BlendTextbox.story ]]
local require = require(game:GetService("ServerScriptService"):FindFirstChild("LoaderUtils", true).Parent).load(script) local RunService = game:GetService("RunService") local Blend = require("Blend") local Maid = require("Maid") local PlayerThumbnailUtils = require("PlayerThumbnailUtils") return function(target) local maid = Maid.new() local userIdState = Instance.new("IntValue") userIdState.Value = 4397833 maid:GiveTask(userIdState) local isVisible = Instance.new("BoolValue") isVisible.Value = false maid:GiveTask(isVisible) local userImage = Blend.Dynamic(userIdState, function(userId) return PlayerThumbnailUtils.promiseUserThumbnail(userId) end) local userName = Blend.Dynamic(userIdState, function(userId) return PlayerThumbnailUtils.promiseUserName(userId) end) local percentVisible = Blend.Spring(Blend.Computed(isVisible, function(visible) return visible and 1 or 0 end), 35) local transparency = Blend.Computed(percentVisible, function(percent) return 1 - percent end) maid:GiveTask((Blend.New "Frame" { Parent = target; Name = "ProfileImage"; LayoutOrder = 15; BackgroundTransparency = 1; Size = UDim2.new(0, 100, 0, 130); Position = UDim2.fromScale(0.5, 0.5); AnchorPoint = Vector2.new(0.5, 0.5); [Blend.Children] = { Blend.New "UIScale" { Scale = Blend.Computed(percentVisible, function(percent) return 0.8 + 0.2*percent end); }; Blend.New "TextLabel" { Size = UDim2.new(1, 0, 0, 30); Position = UDim2.new(0.5, 0, 1, 0); AnchorPoint = Vector2.new(0.5, 1); BackgroundTransparency = 1; TextTransparency = transparency; TextColor3 = Color3.new(1, 1, 1); TextSize = 20; Font = Enum.Font.Gotham; Text = userName; }; Blend.New "Frame" { Position = UDim2.new(0.5, 0, 0, 0); AnchorPoint = Vector2.new(0.5, 0); Size = UDim2.new(1, 0, 1, 0); BackgroundColor3 = Color3.new(0.2, 0.25, 0.2); BackgroundTransparency = transparency; [Blend.Children] = { Blend.New "UIAspectRatioConstraint" { AspectRatio = 1; }; Blend.New "UICorner" { CornerRadius = UDim.new(1, 0); }; Blend.New "UIPadding" { PaddingLeft = UDim.new(0, 2); PaddingRight = UDim.new(0, 2); PaddingTop = UDim.new(0, 2); PaddingBottom = UDim.new(0, 2); }; Blend.New "ImageLabel" { Size = UDim2.new(1, 0, 1, 0); Image = userImage; BackgroundTransparency = transparency; ImageTransparency = transparency; BackgroundColor3 = Color3.new(0.1, 0.1, 0.1); [Blend.Children] = { Blend.New "UICorner" { CornerRadius = UDim.new(1, 0); }; }; }; }; }; }; }):Subscribe()) local PERIOD = 2 maid:GiveTask(RunService.RenderStepped:Connect(function() isVisible.Value = os.clock()/PERIOD % 1 < 0.5 end)) local alive = true maid:GiveTask(function() alive = false end) maid:GiveTask(isVisible.Changed:Connect(function() if not isVisible.Value then task.delay(PERIOD/2, function() if alive then userIdState.Value = Random.new():NextInteger(1, 1e9) end end) end end)) return function() maid:DoCleaning() end end
-- List of actions that could be requested
Actions = { ['RecolorHandle'] = function (NewColor) -- Recolors the tool handle Tool.Handle.BrickColor = NewColor; end; ['Clone'] = function (Items, Parent) -- Clones the given items -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Check if items modifiable if not CanModifyItems(Items) then return {} end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) if Security.ArePartsViolatingAreas(Parts, Player, false) then return {} end local Clones = {} -- Clone items for _, Item in pairs(Items) do local Clone = Item:Clone() Clone.Parent = Parent -- Register the clone table.insert(Clones, Clone) CreatedInstances[Item] = Item end -- Return the clones return Clones end; ['CreatePart'] = function (PartType, Position, Parent) -- Creates a new part based on `PartType` -- Validate requested parent assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Create the part local NewPart = CreatePart(PartType); -- Position the part NewPart.CFrame = Position; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas({ NewPart }), Player); -- Make sure the player is allowed to create parts in the area if Security.ArePartsViolatingAreas({ NewPart }, Player, false, AreaPermissions) then return; end; -- Parent the part NewPart.Parent = Parent -- Register the part CreatedInstances[NewPart] = NewPart; -- Return the part return NewPart; end; ['CreateGroup'] = function (Type, Parent, Items) -- Creates a new group of type `Type` local ValidGroupTypes = { Model = true, Folder = true } -- Validate arguments assert(ValidGroupTypes[Type], 'Invalid group type') assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Check if items selectable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Create group local Group = Instance.new(Type) -- Attach children for _, Item in pairs(Items) do Item.Parent = Group end -- Parent group Group.Parent = Parent -- Make joints if Type == 'Model' then Group:MakeJoints() elseif Type == 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Group, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end -- Return the new group return Group end, ['Ungroup'] = function (Groups) -- Validate arguments assert(type(Groups) == 'table', 'Invalid groups') -- Check if items modifiable if not CanModifyItems(Groups) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Groups) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end local Results = {} -- Check each group for Key, Group in ipairs(Groups) do assert(typeof(Group) == 'Instance', 'Invalid group') -- Track group children local Children = {} Results[Key] = Children -- Unpack group children into parent local NewParent = Group.Parent for _, Child in pairs(Group:GetChildren()) do LastParents[Child] = Group Children[#Children + 1] = Child Child.Parent = NewParent if Child:IsA 'BasePart' then Child:MakeJoints() elseif Child:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Child, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end -- Track removing group LastParents[Group] = Group.Parent CreatedInstances[Group] = Group -- Remove group Group.Parent = nil end return Results end, ['SetParent'] = function (Items, Parent) -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Parent) == 'table' or typeof(Parent) == 'Instance', 'Invalid parent') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Move each item to different parent if type(Parent) == 'table' then for Key, Item in pairs(Items) do local Parent = Parent[Key] -- Check if parent allowed assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Move item Item.Parent = Parent if Item:IsA 'BasePart' then Item:MakeJoints() elseif Item:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Item, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end -- Move to single parent elseif typeof(Parent) == 'Instance' then assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Reparent items for _, Item in pairs(Items) do Item.Parent = Parent if Item:IsA 'BasePart' then Item:MakeJoints() elseif Item:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Item, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end end end, ['SetName'] = function (Items, Name) -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Name) == 'table' or type(Name) == 'string', 'Invalid name') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Rename each item to a different name if type(Name) == 'table' then for Key, Item in pairs(Items) do local Name = Name[Key] Item.Name = Name end -- Rename to single name elseif type(Name) == 'string' then for _, Item in pairs(Items) do Item.Name = Name end end end, ['Remove'] = function (Objects) -- Removes the given objects -- Get the relevant parts for each object, for permission checking local Parts = {}; -- Go through the selection for _, Object in pairs(Objects) do -- Make sure the object still exists if Object then if Object:IsA 'BasePart' then table.insert(Parts, Object); elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then table.insert(Parts, Object.Parent); elseif Object:IsA 'Model' or Object:IsA 'Folder' then Support.ConcatTable(Parts, Support.GetDescendantsWhichAreA(Object, 'BasePart')) end end; end; -- Check if items modifiable if not CanModifyItems(Objects) then return end -- Check if parts intruding into private areas if Security.ArePartsViolatingAreas(Parts, Player, true) then return end -- After confirming permissions, perform each removal for _, Object in pairs(Objects) do -- Store the part's current parent LastParents[Object] = Object.Parent; -- Register the object CreatedInstances[Object] = Object; -- Set the object's current parent to `nil` Object.Parent = nil; end; end; ['UndoRemove'] = function (Objects) -- Restores the given removed objects to their last parents -- Get the relevant parts for each object, for permission checking local Parts = {}; -- Go through the selection for _, Object in pairs(Objects) do -- Make sure the object still exists, and that its last parent is registered if Object then if Object:IsA 'BasePart' then table.insert(Parts, Object); elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then --table.insert(Parts, Object.Parent); Object:Destroy() elseif Object:IsA 'Model' or Object:IsA 'Folder' then Support.ConcatTable(Parts, Support.GetDescendantsWhichAreA(Object, 'BasePart')) end end; end; -- Check if items modifiable if not CanModifyItems(Objects) then return end -- Check if parts intruding into private areas if Security.ArePartsViolatingAreas(Parts, Player, false) then return end -- After confirming permissions, perform each removal for _, Object in pairs(Objects) do -- Store the part's current parent --local LastParent = LastParents[Object]; --LastParents[Object] = Object.Parent; -- Register the object CreatedInstances[Object] = Object; -- Set the object's parent to the last parent Object.Parent = game.Workspace; -- Make joints if Object:IsA 'BasePart' then Object:MakeJoints() else local Parts = Support.GetDescendantsWhichAreA(Object, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end; end; ['SyncMove'] = function (Changes) -- Updates parts server-side given their new CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Preserve joints for Part, Change in pairs(ChangeSet) do Change.Joints = PreserveJoints(Part, ChangeSet); end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's CFrame Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); RestoreJoints(Change.Joints); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncResize'] = function (Changes) -- Updates parts server-side given their new sizes and CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, Size = Change.Part.Size, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's size and CFrame Part.Size = Change.Size; Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.Size = Change.InitialState.Size; Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncRotate'] = function (Changes) -- Updates parts server-side given their new CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Preserve joints for Part, Change in pairs(ChangeSet) do Change.Joints = PreserveJoints(Part, ChangeSet); end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's CFrame Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); RestoreJoints(Change.Joints); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncColor'] = function (Changes) -- Updates parts server-side given their new colors -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Set the part's color Part.Color = Change.Color; -- If this part is a union, set its UsePartColor state if Part.ClassName == 'UnionOperation' then Part.UsePartColor = Change.UnionColoring; end; end; end; ['SyncSurface'] = function (Changes) -- Updates parts server-side given their new surfaces -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Apply each surface change for Surface, SurfaceType in pairs(Change.Surfaces) do Part[Surface .. 'Surface'] = SurfaceType; end; end; end; ['CreateLights'] = function (Changes) -- Creates lights in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed light type requests local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true }; -- Keep track of the newly created lights local Lights = {}; -- Create each light for Part, Change in pairs(ChangeSet) do -- Make sure the requested light type is valid if AllowedLightTypes[Change.LightType] then -- Create the light local Light = Instance.new(Change.LightType, Part); table.insert(Lights, Light); -- Register the light CreatedInstances[Light] = Light; end; end; -- Return the new lights return Lights; end; ['SyncLighting'] = function (Changes) -- Updates aspects of the given selection's lights -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed light type requests local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true }; -- Update each part's lights for Part, Change in pairs(ChangeSet) do -- Make sure that the light type requested is valid if AllowedLightTypes[Change.LightType] then -- Grab the part's light local Light = Support.GetChildOfClass(Part, Change.LightType); -- Make sure the light exists if Light then -- Make the requested changes if Change.Range ~= nil then Light.Range = Change.Range; end; if Change.Brightness ~= nil then Light.Brightness = Change.Brightness; end; if Change.Color ~= nil then Light.Color = Change.Color; end; if Change.Shadows ~= nil then Light.Shadows = Change.Shadows; end; if Change.Face ~= nil then Light.Face = Change.Face; end; if Change.Angle ~= nil then Light.Angle = Change.Angle; end; end; end; end; end; ['CreateDecorations'] = function (Changes) -- Creates decorations in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed decoration type requests local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true }; -- Keep track of the newly created decorations local Decorations = {}; -- Create each decoration for Part, Change in pairs(ChangeSet) do -- Make sure the requested decoration type is valid if AllowedDecorationTypes[Change.DecorationType] then -- Create the decoration local Decoration = Instance.new(Change.DecorationType, Part); table.insert(Decorations, Decoration); -- Register the decoration CreatedInstances[Decoration] = Decoration; end; end; -- Return the new decorations return Decorations; end; ['SyncDecorate'] = function (Changes) -- Updates aspects of the given selection's decorations -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed decoration type requests local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true }; -- Update each part's decorations for Part, Change in pairs(ChangeSet) do -- Make sure that the decoration type requested is valid if AllowedDecorationTypes[Change.DecorationType] then -- Grab the part's decoration local Decoration = Support.GetChildOfClass(Part, Change.DecorationType); -- Make sure the decoration exists if Decoration then -- Make the requested changes if Change.Color ~= nil then Decoration.Color = Change.Color; end; if Change.Opacity ~= nil then Decoration.Opacity = Change.Opacity; end; if Change.RiseVelocity ~= nil then Decoration.RiseVelocity = Change.RiseVelocity; end; if Change.Size ~= nil then Decoration.Size = Change.Size; end; if Change.Heat ~= nil then Decoration.Heat = Change.Heat; end; if Change.SecondaryColor ~= nil then Decoration.SecondaryColor = Change.SecondaryColor; end; if Change.SparkleColor ~= nil then Decoration.SparkleColor = Change.SparkleColor; end; end; end; end; end; ['CreateMeshes'] = function (Changes) -- Creates meshes in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Keep track of the newly created meshes local Meshes = {}; -- Create each mesh for Part, Change in pairs(ChangeSet) do -- Create the mesh local Mesh = Instance.new('SpecialMesh', Part); table.insert(Meshes, Mesh); -- Register the mesh CreatedInstances[Mesh] = Mesh; end; -- Return the new meshes return Meshes; end; ['SyncMesh'] = function (Changes) -- Updates aspects of the given selection's meshes -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas --[[local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end;]] -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Update each part's meshes for Part, Change in pairs(ChangeSet) do -- Grab the part's mesh local Mesh = Support.GetChildOfClass(Part, 'SpecialMesh'); -- Make sure the mesh exists if Mesh then -- Make the requested changes if Change.VertexColor ~= nil then Mesh.VertexColor = Change.VertexColor; end; if Change.MeshType ~= nil then Mesh.MeshType = Change.MeshType; end; if Change.Scale ~= nil then Mesh.Scale = Change.Scale; end; if Change.Offset ~= nil then Mesh.Offset = Change.Offset; end; if Change.MeshId ~= nil then Mesh.MeshId = Change.MeshId; end; if Change.TextureId ~= nil then Mesh.TextureId = Change.TextureId; end; end; end; end; ['CreateTextures'] = function (Changes) -- Creates textures in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed texture type requests local AllowedTextureTypes = { Texture = true, Decal = true }; -- Keep track of the newly created textures local Textures = {}; -- Create each texture for Part, Change in pairs(ChangeSet) do -- Make sure the requested light type is valid if AllowedTextureTypes[Change.TextureType] then -- Create the texture local Texture = Instance.new(Change.TextureType, Part); Texture.Face = Change.Face; table.insert(Textures, Texture); -- Register the texture CreatedInstances[Texture] = Texture; end; end; -- Return the new textures return Textures; end; ['SyncTexture'] = function (Changes) -- Updates aspects of the given selection's textures -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed texture type requests local AllowedTextureTypes = { Texture = true, Decal = true }; -- Update each part's textures for Part, Change in pairs(ChangeSet) do -- Make sure that the texture type requested is valid if AllowedTextureTypes[Change.TextureType] then -- Get the right textures within the part for _, Texture in pairs(Part:GetChildren()) do if Texture.ClassName == Change.TextureType and Texture.Face == Change.Face then -- Perform the changes if Change.Texture ~= nil then Texture.Texture = Change.Texture; end; if Change.Transparency ~= nil then Texture.Transparency = Change.Transparency; end; if Change.StudsPerTileU ~= nil then Texture.StudsPerTileU = Change.StudsPerTileU; end; if Change.StudsPerTileV ~= nil then Texture.StudsPerTileV = Change.StudsPerTileV; end; end; end; end; end; end; ['SyncAnchor'] = function (Changes) -- Updates parts server-side given their new anchor status -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do Part.Anchored = Change.Anchored; end; end; ['SyncCollision'] = function (Changes) -- Updates parts server-side given their new collision status -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do Part.CanCollide = Change.CanCollide; end; end; ['SyncMaterial'] = function (Changes) -- Updates parts server-side given their new material -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do if Change.Material ~= nil then Part.Material = Change.Material; end; if Change.Transparency ~= nil then Part.Transparency = Change.Transparency; end; if Change.Reflectance ~= nil then Part.Reflectance = Change.Reflectance; end; end; end; ['CreateWelds'] = function (Parts, TargetPart) -- Creates welds for the given parts to the target part -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; local Welds = {}; -- Create the welds for _, Part in pairs(Parts) do -- Make sure we're not welding this part to itself if Part ~= TargetPart then -- Calculate the offset of the part from the target part local Offset = Part.CFrame:toObjectSpace(TargetPart.CFrame); -- Create the weld local Weld = Instance.new('Weld'); Weld.Name = 'BTWeld'; Weld.Part0 = TargetPart; Weld.Part1 = Part; Weld.C1 = Offset; Weld.Archivable = true; Weld.Parent = TargetPart; -- Register the weld CreatedInstances[Weld] = Weld; table.insert(Welds, Weld); end; end; -- Return the welds created return Welds; end; ['RemoveWelds'] = function (Welds) -- Removes the given welds local Parts = {}; -- Go through each weld for _, Weld in pairs(Welds) do -- Make sure each given weld is valid if Weld.ClassName ~= 'Weld' then return; end; -- Collect the relevant parts for this weld table.insert(Parts, Weld.Part0); table.insert(Parts, Weld.Part1); end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; local WeldsRemoved = 0; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Go through each weld for _, Weld in pairs(Welds) do -- Check the permissions on each weld-related part local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, true, AreaPermissions); local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part1 }, Player, true, AreaPermissions); -- If at least one of the involved parts is authorized, remove the weld if not Part0Unauthorized or not Part1Unauthorized then -- Register the weld CreatedInstances[Weld] = Weld; LastParents[Weld] = Weld.Parent; WeldsRemoved = WeldsRemoved + 1; -- Remove the weld Weld.Parent = nil; end; end; -- Return the number of welds removed return WeldsRemoved; end; ['UndoRemovedWelds'] = function (Welds) -- Restores the given removed welds local Parts = {}; -- Go through each weld for _, Weld in pairs(Welds) do -- Make sure each given weld is valid if Weld.ClassName ~= 'Weld' then return; end; -- Make sure each weld has its old parent registered if not LastParents[Weld] then return; end; -- Collect the relevant parts for this weld table.insert(Parts, Weld.Part0); table.insert(Parts, Weld.Part1); end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Go through each weld for _, Weld in pairs(Welds) do -- Check the permissions on each weld-related part local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions); local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions); -- If at least one of the involved parts is authorized, restore the weld if not Part0Unauthorized or not Part1Unauthorized then -- Store the part's current parent local LastParent = LastParents[Weld]; LastParents[Weld] = Weld.Parent; -- Register the weld CreatedInstances[Weld] = Weld; -- Set the weld's parent to the last parent Weld.Parent = LastParent; end; end; end; ['Export'] = function (Parts) -- Serializes, exports, and returns ID for importing given parts -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('Export', Parts); end; -- Ensure valid selection assert(type(Parts) == 'table', 'Invalid item table'); -- Ensure there are items to export if #Parts == 0 then return; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to access these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Get all descendants of the parts local Items = Support.CloneTable(Parts); for _, Part in pairs(Parts) do Support.ConcatTable(Items, Part:GetDescendants()); end; -- After confirming permissions, serialize parts local SerializedBuildData = Serialization.SerializeModel(Items); -- Push serialized data to server local Response = HttpService:JSONDecode( HttpService:PostAsync( 'http://f3xteam.com/bt/export', HttpService:JSONEncode { data = SerializedBuildData, version = 3, userId = (Player and Player.UserId) }, Enum.HttpContentType.ApplicationJson, true ) ); -- Return creation ID on success if Response.success then return Response.id; else error('Export failed due to server-side error', 2); end; end; ['IsHttpServiceEnabled'] = function () -- Returns whether HttpService is enabled -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('IsHttpServiceEnabled'); end; -- For in-game tool, return cached status if available if ToolMode == 'Tool' and (IsHttpServiceEnabled ~= nil) then return IsHttpServiceEnabled; end; -- Perform test HTTP request local Success, Error = pcall(function () return HttpService:GetAsync('http://google.com'); end); -- Determine whether HttpService is enabled if not Success and Error:match 'Http requests are not enabled' then IsHttpServiceEnabled = false; elseif Success then IsHttpServiceEnabled = true; end; -- Return HttpService status return IsHttpServiceEnabled; end; ['ExtractMeshFromAsset'] = function (AssetId) -- Returns the first found mesh in the given asset -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('ExtractMeshFromAsset', AssetId); end; -- Ensure valid asset ID is given assert(type(AssetId) == 'number', 'Invalid asset ID'); -- Return parsed response from API return HttpService:JSONDecode( HttpService:GetAsync('http://f3xteam.com/bt/getFirstMeshData/' .. AssetId) ); end; ['ExtractImageFromDecal'] = function (DecalAssetId) -- Returns the first image found in the given decal asset -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('ExtractImageFromDecal', DecalAssetId); end; -- Return direct response from the API return HttpService:GetAsync('http://f3xteam.com/bt/getDecalImageID/' .. DecalAssetId); end; ['SetMouseLockEnabled'] = function (Enabled) -- Sets whether mouse lock is enabled for the current player -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('SetMouseLockEnabled', Enabled); end; -- Set whether mouse lock is enabled Player.DevEnableMouseLock = Enabled; end; ['SetLocked'] = function (Items, Locked) -- Locks or unlocks the specified parts -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Locked) == 'table' or type(Locked) == 'boolean', 'Invalid lock state') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Set each item to a different lock state if type(Locked) == 'table' then for Key, Item in pairs(Items) do local Locked = Locked[Key] Item.Locked = Locked end -- Set to single lock state elseif type(Locked) == 'boolean' then for _, Item in pairs(Items) do Item.Locked = Locked end end end } function CanModifyItems(Items) -- Returns whether the items can be modified -- Check each item for _, Item in pairs(Items) do -- Catch items that cannot be reached local ItemAllowed = Security.IsItemAllowed(Item, Player) if not (ItemAllowed) then return false end -- Catch locked parts if Options.DisallowLocked and (Item:IsA 'BasePart') and Item.Locked then return false end end -- Return true if all items modifiable return true end function GetPartsFromSelection(Selection) local Parts = {} -- Get parts from selection for _, Item in pairs(Selection) do if Item:IsA 'BasePart' then Parts[#Parts + 1] = Item -- Get parts within other items else for _, Descendant in pairs(Item:GetDescendants()) do if Descendant:IsA 'BasePart' then Parts[#Parts + 1] = Descendant end end end end -- Return parts return Parts end
-- Setup loop
coroutine.wrap(function() while true do wait(60/main.commandsExecutedDivider) main.commandsExecuted = {} end end)()
------------------------------------------------------------------------ -- -- * used in luaK:reserveregs(), (lparser) luaY:forlist() ------------------------------------------------------------------------
function luaK:checkstack(fs, n) local newstack = fs.freereg + n if newstack > fs.f.maxstacksize then if newstack >= self.MAXSTACK then luaX:syntaxerror(fs.ls, "function or expression too complex") end fs.f.maxstacksize = newstack end end
-- / Services / --
local ContextActionService = game:GetService("ContextActionService"); local TweenService = game:GetService("TweenService"); local RunService = game:GetService("RunService"); local Heartbeat = RunService.Heartbeat;
-- Knit
local Knit = require( game:GetService("ReplicatedStorage"):WaitForChild("Knit") ) local CustomEnum = require( Knit.Util.CustomEnum )
--DevVince was here. :o
local banto = script.Parent local origin = banto.PrimaryPart.CFrame local tether = 100 local bg = banto.PrimaryPart:WaitForChild'BodyGyro' local bp = banto.PrimaryPart:WaitForChild'BodyPosition' bp.Position = origin.p bg.CFrame = banto.PrimaryPart.CFrame local hipHeight = 2.25
---------------------------------------------------------------
function onChildAdded(child) if child.Name == "SeatWeld" then local human = child.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human IN") seat.SirenControl.CarName.Value = human.Parent.Name.."'s Car" seat.Parent.Name = human.Parent.Name.."'s Car" seat.SirenControl.Vehicle.Value = script.Parent.Parent s.Parent.SirenControl:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui end end end function onChildRemoved(child) if (child.Name == "SeatWeld") then local human = child.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human OUT") game.Players:findFirstChild(human.Parent.Name).PlayerGui.SirenControl:remove() end end end script.Parent.ChildAdded:connect(onChildAdded) script.Parent.ChildRemoved:connect(onChildRemoved)
-- Moves the object around a little to indicate it's similar to an item pickup.
local TweenService = game:GetService("TweenService") local part = script.parent local startPosition = part.Position part.Anchored = true local hoverTweenInfo = TweenInfo.new( 1, -- Time Enum.EasingStyle.Sine, -- EasingStyle Enum.EasingDirection.InOut, -- EasingDirection -1, -- RepeatCount (when less than zero the tween will loop indefinitely) true, -- Reverses (tween will reverse once reaching it's goal) 0 -- DelayTime ) local tween = TweenService:Create(part, hoverTweenInfo, {Position = startPosition + Vector3.new(0, 0.5, 0)}) tween:Play()
--Electric Curve
local EHP=_Tune.E_Horsepower/100 local ETQ=_Tune.E_Torque/100 local ETrans1=_Tune.E_Trans1/1000 local ETrans2=_Tune.E_Trans2/1000 local ELimit=_Tune.E_Redline/1000 function elecHP(RPM) RPM=RPM/1000 local retVal=1e-9 if RPM<=ETrans1 then retVal=((((RPM/ETrans1)^_Tune.EH_FrontMult)/(1/EHP))*(RPM/ETrans1))+((((RPM/ETrans1)^(1/_Tune.EH_FrontMult))/(1/EHP))*(1-(RPM/ETrans1))) elseif ETrans1<RPM and RPM<ETrans2 then retVal=EHP elseif ETrans2<=RPM then retVal=EHP-(((RPM-ETrans2)/(ELimit-ETrans2))^_Tune.EH_EndMult)/(1/(EHP*(_Tune.EH_EndPercent/100))) else error( "\n\t [AC6C]: Drive initialization failed!" .."\n\t An unknown error occured when initializing electric horsepower." .."\n\t Please send a screenshot of this message to Avxnturador." .."\n\t R: "..RPM..", T1: "..ETrans1", T2: "..ETrans2", L: "..ELimit".") end return retVal end function elecTQ(RPM) RPM=RPM/1000 local retVal=1e-9 if RPM<ETrans1 then retVal=ETQ elseif ETrans1<=RPM then retVal=ETQ-(((RPM-ETrans1)/(ELimit-ETrans1))^_Tune.ET_EndMult)/(1/(ETQ*(_Tune.ET_EndPercent/100))) else error( "\n\t [AC6C]: Drive initialization failed!" .."\n\t An unknown error occured when initializing electric torque." .."\n\t Please send a screenshot of this message to Avxnturador." .."\n\t R: "..RPM..", T1: "..ETrans1", T2: "..ETrans2", L: "..ELimit".") end return retVal end
-- Initialize the tool
local MoveTool = { Name = 'Move Tool'; Color = BrickColor.new 'Deep orange'; -- Default options Increment = 1; Axes = 'Global'; };
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local gui = client.UI.Prepare(script.Parent.Parent) local label = gui.LABEL local str = data.Message local topbar = client.UI.Get("TopBar") client.UI.Remove("Notif",script.Parent.Parent) local log = { Type = "Notif"; Title = "Notif"; Message = str; Icon = "rbxassetid://7501175708"; Time = os.date("%X"); Function = nil; } table.insert(client.Variables.CommunicationsHistory, log) service.Events.CommsCenter:Fire(log) if str and type(str)=="string" then label.Text = str label.Position = UDim2.new(0, 0, 0, ((topbar and 40) or 0) - 35) gTable:Ready() else gui:Destroy() end end
--credit to miked--
miked=script.Parent itlh=miked.Torso:findFirstChild("Left Hip") itlh.Part0=miked.Torso itlh.Part1=miked:findFirstChild("Left Leg") itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) itrh=miked.Torso:findFirstChild("Right Hip") itrh.Part0=miked.Torso itrh.Part1=miked:findFirstChild("Right Leg") itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) itls=miked.Torso:findFirstChild("Left Shoulder") itls.Part1=miked.Torso itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) itls.Part0=miked:findFirstChild("Left Arm") itrs=miked.Torso:findFirstChild("Right Shoulder") itrs.Part1=miked.Torso itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) itrs.Part0=miked:findFirstChild("Right Arm") miked.Head:makeJoints()
--[[ Returns the farm model in workspace belonging to a player with a user ID matching the given ownerId. This is based on the OwnerId attribute of farm models, which gets set by the server when the farm is loaded for a player. --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local FarmConstants = require(ReplicatedStorage.Source.Farm.FarmConstants) local Attribute = require(ReplicatedStorage.Source.SharedConstants.Attribute) local Sift = require(ReplicatedStorage.Dependencies.Sift) local function getFarmModelFromOwnerId(ownerId: number): Model? local farms = Sift.Array.filter(FarmConstants.FarmContainer:GetChildren(), function(instance: Instance) return instance:GetAttribute(Attribute.OwnerId) == ownerId end) -- At most, only one farm will exist matching the ownerId, so it's safe to grab the first list item local farm = farms[1] if farm then assert(farm:IsA("Model"), "Farm is not a Model") return farm end return nil end return getFarmModelFromOwnerId
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 1/100 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.5 -- Wait this long between each regeneration step.
-------------------------------------------------------------------------------------
Loader:updateModel(Model, Config.userId.Value) if Config.AutoUpdateCharacter.Value then while wait(Config.AutoUpdateCharacter.Delay.Value) do Loader:updateModel(Model, Config.userId.Value) end end
-- Váriaveis
local Prompt = script.Parent.Prompt local soco = Prompt.Soco local alarme = Prompt.Alarme local tela = script.Parent.Body.Tela
--Clear the canvas when the button is pressed
brushSettings.ClearButton.MouseButton1Click:Connect(function() paintContainer:ClearAllChildren() end)
-- Allows players to spectate other players. -- -- ForbiddenJ
Camera = workspace.Camera Player = game.Players.LocalPlayer SpawnNotificationFunction = game.ReplicatedStorage.ClientStorage.SpawnNotification SpectateTarget = script.Parent.SpectateTarget -- ObjectValue that refers to a Player object or nil. SpectatePrevButton = script.Parent.GuiBar.SpectatePrevButton SpectateNextButton = script.Parent.GuiBar.SpectateNextButton SpectateButton = script.Parent.GuiBar.SpectateButton LastSpectated = nil SpectateNotification = nil SpectateTargetEventConnections = {} function TargetCameraOnPlayer(player) assert(typeof(player) == "Instance" and player:IsA("Player")) -- Try to target the camera on the other player. Fallback to the local player's -- character if the other player's character is dead and is not the local player. local humanoid = (player.Character and player.Character:WaitForChild("Humanoid", 0.5)) or (Player.Character and Player.Character:WaitForChild("Humanoid", 0.5)) Camera.CameraSubject = humanoid end function UpdateSpectateGui() local targetPlayer = SpectateTarget.Value local isSpectating = targetPlayer ~= nil SpectatePrevButton.Visible = isSpectating SpectateNextButton.Visible = isSpectating if targetPlayer ~= LastSpectated then -- Clear the old event connections. for i, v in pairs(SpectateTargetEventConnections) do v:Disconnect() SpectateTargetEventConnections[i] = nil end if isSpectating then -- Spectate the target player. if SpectateNotification == nil or SpectateNotification.Parent == nil then SpectateNotification = SpawnNotificationFunction:Invoke("", Color3.new(1, 1, 1), -1) end SpectateNotification.LifetimeLeft.Value = -1 SpectateNotification.Text = "Spectating " .. targetPlayer.Name SpectateTargetEventConnections[1] = targetPlayer.CharacterAdded:Connect(UpdateSpectateGui) else -- Reset the GUI to normal. if SpectateNotification ~= nil and SpectateNotification.Parent ~= nil then SpectateNotification.LifetimeLeft.Value = 0 end TargetCameraOnPlayer(Player) end end -- Exempt from player changes for for CharacterAdded events. if isSpectating then TargetCameraOnPlayer(SpectateTarget.Value) end LastSpectated = SpectateTarget.Value end function ToggleIsSpectating() if SpectateTarget.Value == nil then SpectateTarget.Value = Player else SpectateTarget.Value = nil end end function SpectatePrevious() local targetPlayer = SpectateTarget.Value if targetPlayer ~= nil then local players = game.Players:GetPlayers() -- Find the index of the player we're currently spectating. local currentI = nil for i, player in ipairs(players) do if player == targetPlayer then currentI = i break end end -- What's the previous valid player index? local targetI = currentI > 1 and currentI - 1 or #players -- Spectate the player at targetI. SpectateTarget.Value = players[targetI] end end function SpectateNext() local targetPlayer = SpectateTarget.Value if targetPlayer ~= nil then local players = game.Players:GetPlayers() -- Find the index of the player we're currently spectating. local currentI = nil for i, player in ipairs(players) do if player == targetPlayer then currentI = i break end end -- What's the next valid player index? local targetI = currentI < #players and currentI + 1 or 1 -- Spectate the player at targetI. SpectateTarget.Value = players[targetI] end end UpdateSpectateGui() SpectateTarget.Changed:Connect(UpdateSpectateGui) SpectateButton.MouseButton1Click:Connect(ToggleIsSpectating) SpectatePrevButton.MouseButton1Click:Connect(SpectatePrevious) SpectateNextButton.MouseButton1Click:Connect(SpectateNext) Player.PlayState.Changed:Connect(function(value) if value == "Playing" then SpectateTarget.Value = nil end end) game.Players.PlayerRemoving:Connect(function(player) if player == SpectateTarget.Value then SpectateTarget.Value = Player end end)
-- Services
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local GuiService = game:GetService("GuiService") local UserInputService = game:GetService("UserInputService")
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors:FindFirstChild(script.Parent.Name) then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors:FindFirstChild(script.Parent.Name).Position clicker = true end function DoorOpen() while Shaft01.MetalDoor.Transparency < 1.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency + .1 wait(0.000001) end Shaft01.MetalDoor.CanCollide = false end
--[[ Calls a callback on `done` with specific arguments. ]]
function Promise.prototype:doneCall(callback, ...) assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:doneCall")) local length, values = pack(...) return self:_finally(debug.traceback(nil, 2), function() return callback(unpack(values, 1, length)) end, true) end
-- Make sure to add any characters that are currently in the game -- to the collision group (otherwise the above event wouldn't catch -- them
for _, player in ipairs(Players:GetPlayers()) do onPlayerAdded(player) end
-- Local player
local player = Players.LocalPlayer
-------Settings you can change-------
config.MaxSlots = 6 config.TimeBeforeTradeConfirmed = 5
--[[ @brief Packs a table so that no gaps exist. @param t The table to pack. @param maxn The highest index (obtained by table.maxn if nil). --]]
function module.CloseGaps(t, maxn) if not maxn then maxn = table.maxn(t); end local j = 1; for i = 1, maxn do if t[i] ~= nil then if i > j then t[j] = t[i]; t[i] = nil; end j = j + 1; end end end
--health.Changed:connect(function() --root.Velocity = Vector3.new(0,5000,0) --end)
local anims = {} local lastAttack= tick() local target,targetType local lastLock = tick() local fleshDamage = 20 local structureDamage = 10 local path = nil for _,animObject in next,animations do anims[animObject.Name] = hum:LoadAnimation(animObject) end hum.ChillmanIdle:Play()
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local BOVact = 0 local BOVact2 = 0 local BOV_Loudness = .05 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 1.1 --max pitch of the BOV (not exact so might have to mess with it) local TurboLoudness = .05 --volume of the Turbo (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("BOV") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end end end) handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true) handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true) handler:FireServer("playSound","Whistle") car.DriveSeat:WaitForChild("Whistle") car.DriveSeat:WaitForChild("BOV") local ticc = tick() local _TCount = 0 if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end while wait() do local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2) BOVact = math.floor(psi*20) WP = (psi) WV = (psi/4)*TurboLoudness BP = (1-(-psi/20))*BOV_Pitch BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value)) if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end if FE then handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV) handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV) else car.DriveSeat.Whistle.Pitch = WP car.DriveSeat.Whistle.Volume = WV car.DriveSeat.BOV.Pitch = BP car.DriveSeat.BOV.Volume = BV end if (tick()-ticc) >= 0.1 then BOVact2 = math.floor(psi*20) ticc = tick() end end
-- print("Malicious object "..i.Name.." detected in "..getAncestry(i).." ("..i.className..")") --unlikely to be useful, likely to be malicious and removed
i:Remove() return end end for x = 1, #hiddenclasses do if (hiddenclasses[x] == "Rotate" or hiddenclasses[x] == "Weld" or hiddenclasses[x] == "Snap" or hiddenclasses[x] == "Glue" or hiddenclasses[x] == "Motor" or hiddenclasses[x] == "AutoJoint" or hiddenclasses[x] == "JointInstance" or hiddenclasses[x] == "MotorFeature" or hiddenclasses[x] == "VelocityMotor") and i.Parent == game.JointsService then --do not notify of these else if i.className == hiddenclasses[x] then
-- Implement Signal:Wait() in terms of a temporary connection using -- a Signal:Connect() which disconnects itself.
function Signal:Wait() local waitingCoroutine = coroutine.running() local cn cn = self:Connect(function(...) cn:Disconnect() task.spawn(waitingCoroutine, ...) end) return coroutine.yield() end
--[[ Yield until the promise is completed. This matches the execution model of normal Roblox functions. ]]
function Promise.prototype:awaitStatus() self._unhandledRejection = false if self._status == Promise.Status.Started then local bindable = Instance.new("BindableEvent") self:finally(function() bindable:Fire() end) bindable.Event:Wait() bindable:Destroy() end if self._status == Promise.Status.Resolved then return self._status, unpack(self._values, 1, self._valuesLength) elseif self._status == Promise.Status.Rejected then return self._status, unpack(self._values, 1, self._valuesLength) end return self._status end local function awaitHelper(status, ...) return status == Promise.Status.Resolved, ... end
--Put this script into Hats that players must wear; if a player is --not wearing the hat then it is destroyed.
-- Encapsulate change lines until either a common newline or the end.
local ChangeBuffer = {} ChangeBuffer.__index = ChangeBuffer function ChangeBuffer.new(op: number, changeColor: DiffOptionsColor): ChangeBuffer local self = (setmetatable({}, ChangeBuffer) :: any) :: ChangeBuffer self.op = op self.line = {} self.lines = {} self.changeColor = changeColor return self end function ChangeBuffer:pushSubstring(substring: string): () self:pushDiff(Diff.new(self.op, substring)) end function ChangeBuffer:pushLine(): () -- Assume call only if line has at least one diff, -- therefore an empty line must have a diff which has an empty string. -- If line has multiple diffs, then assume it has a common diff, -- therefore change diffs have change color; -- otherwise then it has line color only. table.insert( self.lines, if #self.line ~= 1 then Diff.new(self.op, concatenateRelevantDiffs(self.op, self.line, self.changeColor)) else if self.line[1][1] == self.op then self.line[1] -- can use instance else Diff.new(self.op, self.line[1][2]) -- was common diff ) self.line = {} end function ChangeBuffer:isLineEmpty(): boolean return #self.line == 0 end
--Engine
function Engine() --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car is off local revMin = _Tune.IdleRPM if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle end --Determine RPM local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*_Tune.FinalDrive*30/math.pi,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = ( (_RPM*2*clutchP) + (aRPM*2*(1-clutchP)) )/2 _HP = (_Tune.Horsepower/2) * math.sin((math.pi/((1+(math.min(10,_Tune.IdleOffset)/100))*_Tune.PeakRPM)) * (_RPM - (((2-(1+(math.min(10,_Tune.IdleOffset)/100)))* _Tune.PeakRPM)/2))) + (_Tune.Horsepower/2) _OutTorque = _HP * 5250 / _RPM * _Tune.Ratios[_CGear+2] * _Tune.FinalDrive else if _GThrot-_Tune.IdleThrottle>0 then _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end _OutTorque = 0 end --Rev Limiter local spLimit = 0 if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce spLimit = 0 else _RPM = _RPM-_Tune.RevBounce*.5 end else spLimit = (_Tune.Redline+100)*math.pi/(30*_Tune.Ratios[_CGear+2]*_Tune.FinalDrive) end --Automatic Transmission if _TMode == "Auto" and _IsOn then _ClutchOn = true if _CGear == 0 then _CGear = 1 end if _CGear >= 1 then if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = -1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*_Tune.FinalDrive*30/math.pi,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDia*math.pi*(_Tune.PeakRPM+_Tune.AutoUpThresh)/60/_Tune.Ratios[_CGear+2]/_Tune.FinalDrive) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDia*math.pi*(_Tune.PeakRPM-_Tune.AutoDownThresh)/60/_Tune.Ratios[_CGear+1]/_Tune.FinalDrive) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-_Tune.IdleThrottle > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = 1 end end end --Apply Forces for i,v in pairs(car.Wheels:GetChildren()) do local Ref=v.Axle.CFrame.lookVector local aRef=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end if _Tune.Config ~= "AWD" then _OutTorque = _OutTorque*1.3 end if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_Tune.PBrakeForce v["#AV"].angularvelocity=Vector3.new() else if (_TMode == "Manual" and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-_Tune.IdleThrottle==0 )))then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-_Tune.TCSLimit)) end if tqTCS < 1 then _TCSActive = true else _TCSActive = false end local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*on v["#AV"].angularvelocity=Ref*aRef*spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_Tune.BrakeForce*brake v["#AV"].angularvelocity=Vector3.new() end end end end
-- _CGear = -1
else if _Tune.AutoShiftMode == "RPM" then if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 0 then _CGear = 1 end end end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi" or _TMode == "Auto") and _GBrake==0) then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not car.DriveSeat.IsOn.Value then on=0 end local throt = (math.min(_GThrot +_CThrot,1))
--Key Functions! :D
function KeyDown(key, mouse) print("Key : "..string.byte(key)) wait(0.01) arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil if (key=="t") then -- HiHat local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] welds[2] = weld2 weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-40), 0) wait(0.02) weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-85), math.rad(-40), 0) wait(0.02) weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-80), math.rad(-40), 0) wait(0.02) weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-75), math.rad(-40), 0) wait(0.02) weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-80), math.rad(-40), 0) wait(0.02) weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-40), 0) end if (key=="h") then -- Snare Drum local weld1 = Instance.new("Weld") weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] welds[1] = weld1 weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-80), math.rad(40), 0) wait(0.02) weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-75), math.rad(40), 0) wait(0.02) weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(40), 0) wait(0.02) weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-65), math.rad(40), 0) wait(0.02) weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-80), math.rad(40), 0) wait(0.02) weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(40), 0) end end end end end
--///////////////// Internal-Use Methods --//////////////////////////////////////
function methods:InternalDestroy() for i, channel in pairs(self.Channels) do channel:InternalRemoveSpeaker(self) end self.eDestroyed:Fire() self.eDestroyed:Destroy() self.eSaidMessage:Destroy() self.eReceivedMessage:Destroy() self.eReceivedUnfilteredMessage:Destroy() self.eMessageDoneFiltering:Destroy() self.eReceivedSystemMessage:Destroy() self.eChannelJoined:Destroy() self.eChannelLeft:Destroy() self.eMuted:Destroy() self.eUnmuted:Destroy() self.eExtraDataUpdated:Destroy() self.eMainChannelSet:Destroy() self.eChannelNameColorUpdated:Destroy() end function methods:InternalAssignPlayerObject(playerObj) self.PlayerObj = playerObj end function methods:InternalSendMessage(messageObj, channelName) local success, err = pcall(function() self.eReceivedUnfilteredMessage:Fire(messageObj, channelName) end) if not success and err then print("Error sending internal message: " ..err) end end function methods:InternalSendFilteredMessage(messageObj, channelName) local success, err = pcall(function() self.eReceivedMessage:Fire(messageObj, channelName) self.eMessageDoneFiltering:Fire(messageObj, channelName) end) if not success and err then print("Error sending internal filtered message: " ..err) end end function methods:InternalSendSystemMessage(messageObj, channelName) local success, err = pcall(function() self.eReceivedSystemMessage:Fire(messageObj, channelName) end) if not success and err then print("Error sending internal system message: " ..err) end end function methods:UpdateChannelNameColor(channelName, channelNameColor) self.eChannelNameColorUpdated:Fire(channelName, channelNameColor) end
----------------------/-/- Tow Buttons -\-\----------------------
gui.Up.MouseButton1Down:Connect(function() BedEvent:FireServer("Up") end) gui.Down.MouseButton1Down:Connect(function() BedEvent:FireServer("Down") end) gui.Attach.MouseButton1Down:Connect(function() gui.Parent.CancelInfo.Visible = true attachMode = true end) gui.Detach.MouseButton1Down:Connect(function() WinchEvent:FireServer("Detach") end) gui.Weld.MouseButton1Down:Connect(function() WinchEvent:FireServer("Weld") end) gui.Release.MouseButton1Down:Connect(function() WinchEvent:FireServer("Release") end) gui.In.MouseButton1Down:Connect(function() WinchEvent:FireServer("In start") end) gui.Stop.MouseButton1Down:Connect(function() WinchEvent:FireServer("In stop") end)
--Made by Stickmasterluke
local TweenService = game:GetService("TweenService") local camera = game.Workspace.CurrentCamera sp = script.Parent speedboost = 2 --100% speed bonus speedforsmoke = 10 --smoke apears when character running >= 10 studs/second. local WalkFov = 60 local SprintFov = 100 local FovTime = 0.3 local tooltag = script:WaitForChild("ToolTag",2) if tooltag~=nil then local tool=tooltag.Value local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16+16*speedboost TweenService:Create(camera, TweenInfo.new(FovTime), {FieldOfView = SprintFov}):Play() local hrp = sp:FindFirstChild("HumanoidRootPart") if hrp ~= nil then smokepart=Instance.new("Part") smokepart.FormFactor="Custom" smokepart.Size=Vector3.new(0,0,0) smokepart.TopSurface="Smooth" smokepart.BottomSurface="Smooth" smokepart.CanCollide=false smokepart.Transparency=1 local weld=Instance.new("Weld") weld.Name="SmokePartWeld" weld.Part0 = hrp weld.Part1=smokepart weld.C0=CFrame.new(0,-3.5,0)*CFrame.Angles(math.pi/4,0,0) weld.Parent=smokepart smokepart.Parent=sp smoke=Instance.new("Smoke") smoke.Enabled = hrp.Velocity.magnitude>speedforsmoke smoke.RiseVelocity=2 smoke.Opacity=.25 smoke.Size=.5 smoke.Parent=smokepart h.Running:connect(function(speed) if smoke and smoke~=nil then smoke.Enabled=speed>speedforsmoke end end) end end while tool~=nil and tool.Parent==sp and h~=nil do sp.ChildRemoved:wait() end local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16 TweenService:Create(camera, TweenInfo.new(FovTime), {FieldOfView = WalkFov}):Play() end end if smokepart~=nil then smokepart:Destroy() end script:Destroy()
--[=[ Locks the mouse in the center of the screen. Call `mouse:Unlock()` to unlock the mouse. :::caution Must explicitly unlock See cautionary in `Lock` method above. ]=]
function Mouse:LockCenter() UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter end
-- Set up the click event handlers for each button
for _, button in ipairs(dock:GetChildren()) do if button:IsA("ImageButton") then button.MouseButton1Click:Connect(function() -- Create the jump tween local Click = script.Click Click:Play() end) end end
-------------------------
function onClicked() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--// All global vars will be wiped/replaced except script
return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local frame = script.Parent.Parent local close = frame.Frame.Close local main = frame.Frame.Main local title = frame.Frame.Title local timer = frame.Frame.Timer local gTable = data.gTable local clickfunc = data.OnClick local closefunc = data.OnClose local ignorefunc = data.OnIgnore local name = data.Title local text = data.Message or data.Text or "" local time = data.Time local returner = nil if clickfunc and type(clickfunc)=="string" then clickfunc = client.Core.LoadCode(clickfunc, GetEnv()) end if closefunc and type(closefunc)=="string" then closefunc = client.Core.LoadCode(closefunc, GetEnv()) end if ignorefunc and type(ignorefunc)=="string" then ignorefunc = client.Core.LoadCode(ignorefunc, GetEnv()) end --client.UI.Make("NotificationHolder") local holder = client.UI.Get("NotificationHolder",nil,true) if not holder then local hold = service.New("ScreenGui") local hTable = client.UI.Register(hold) local frame = service.New("ScrollingFrame", hold) client.UI.Prepare(hold) hTable.Name = "NotificationHolder" frame.Name = "Frame" frame.BackgroundTransparency = 1 frame.Size = UDim2.new(0, 200, 0.5, 0) frame.Position = UDim2.new(1, -210, 0.5, -10) frame.CanvasSize = UDim2.new(0, 0, 0, 0) frame.ChildAdded:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) frame.ChildRemoved:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) holder = hTable hTable:Ready() end local function moveGuis(holder,mod) local holdstuff = {} for i,v in pairs(holder:children()) do table.insert(holdstuff,1,v) end for i,v in pairs(holdstuff) do v.Position = UDim2.new(0,0,1,-75*(i+mod)) end holder.CanvasSize=UDim2.new(0,0,0,(#holder:children()*75)) local pos = (((#holder:children())*75) - holder.AbsoluteWindowSize.Y) if pos<0 then pos = 0 end holder.CanvasPosition = Vector2.new(0,pos) end holder = holder.Object.Frame title.Text = name frame.Name = name main.Text = text main.MouseButton1Click:Connect(function() if frame and frame.Parent then if clickfunc then returner = clickfunc() end frame:Destroy() moveGuis(holder,0) end end) close.MouseButton1Click:Connect(function() if frame and frame.Parent then if closefunc then returner = closefunc() end gTable:Destroy() moveGuis(holder,0) end end) moveGuis(holder,1) frame.Parent = holder frame.Size = UDim2.new(0, 0, 0, 0) frame:TweenSize(UDim2.new(1, -5, 0, 60),'Out','Quad',0.2) frame:TweenPosition(UDim2.new(0,0,1,-75),'Out','Linear',0.2) spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) if text == "Click here for commands." then sound.SoundId = "rbxassetid://2871645235" elseif name == "Warning!" then sound.SoundId = "rbxassetid://142916958" else sound.SoundId = "rbxassetid://1555493683" end wait(0.1) sound:Play() wait(1) sound:Destroy() end) if time then timer.Visible = true spawn(function() repeat timer.Text = time --timer.Size=UDim2.new(0,timer.TextBounds.X,0,10) wait(1) time = time-1 until time<=0 or not frame or not frame.Parent if frame and frame.Parent then if ignorefunc then returner = ignorefunc() end frame:Destroy() moveGuis(holder,0) end end) end repeat wait() until returner ~= nil or not frame or not frame.Parent return returner end
--[[ Internal method used by __update to apply new props and state Returns true if the update was completed, false if it was cancelled by shouldUpdate ]]
function Component:__resolveUpdate(incomingProps, incomingState) if config.internalTypeChecks then internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__resolveUpdate`") end local internalData = self[InternalData] local virtualNode = internalData.virtualNode local reconciler = internalData.reconciler local oldProps = self.props local oldState = self.state if incomingProps == nil then incomingProps = oldProps end if incomingState == nil then incomingState = oldState end if self.shouldUpdate ~= nil then internalData.lifecyclePhase = ComponentLifecyclePhase.ShouldUpdate local continueWithUpdate = self:shouldUpdate(incomingProps, incomingState) if not continueWithUpdate then internalData.lifecyclePhase = ComponentLifecyclePhase.Idle return false end end if self.willUpdate ~= nil then internalData.lifecyclePhase = ComponentLifecyclePhase.WillUpdate self:willUpdate(incomingProps, incomingState) end internalData.lifecyclePhase = ComponentLifecyclePhase.Render self.props = incomingProps self.state = incomingState local renderResult = virtualNode.instance:render() internalData.lifecyclePhase = ComponentLifecyclePhase.ReconcileChildren reconciler.updateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, renderResult) if self.didUpdate ~= nil then internalData.lifecyclePhase = ComponentLifecyclePhase.DidUpdate self:didUpdate(oldProps, oldState) end internalData.lifecyclePhase = ComponentLifecyclePhase.Idle return true end return Component
--[[ This HelpButton Theme displays by default the headshot of the LocalPlayer. Modes: { "HEADSHOT" -- LocalPlayer Headshot Thumb "CUSTOM" -- Loads from Settings } --]]
return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local gui = service.New("ScreenGui") local toggle = service.New("ImageButton", gui) local toggle1 = service.New("Frame", gui) local round = Instance.new("UICorner") round.CornerRadius = UDim.new(0, 6) round.Parent = toggle1 local round1 = Instance.new("UICorner") round1.CornerRadius = UDim.new(0, 6) round1.Parent = toggle local gTable = client.UI.Register(gui) if client.UI.Get("HelpButton", gui, true) then gui:Destroy() gTable:Destroy() return nil end gTable.Name = "HelpButton" gTable.CanKeepAlive = false toggle.Name = "Toggle" toggle1.Name = "RoundFrame" toggle1.BackgroundColor3 = Color3.fromRGB(17, 17, 17) toggle.BackgroundTransparency = 1 toggle1.Position = UDim2.new(1, -45, 1, -45) toggle.Position = UDim2.new(1, -42, 1, -38) toggle.Size = UDim2.new(0, 33, 0, 33) --33 toggle.ZIndex = 67 toggle1.Size = UDim2.new(0, 40, 0, 40) toggle.Image = `https://www.roblox.com/headshot-thumbnail/image?userId={localplayer.UserId}&width=420&height=420&format=png` toggle.ImageTransparency = 0 --if client.UI.Get("Chat") then -- toggle.Position = UDim2.new(1, -(45+40),1, -45) --end toggle.MouseButton1Down:Connect( function() local found = client.UI.Get("UserPanel", nil, true) if found then found.Object:Destroy() else client.UI.Make("UserPanel", {}) end end ) gTable:Ready() end
-- Functions
function DisplayManager:StartIntermission(player) if player then DisplayIntermission:FireClient(player, true) else DisplayIntermission:FireAllClients(true) end end function DisplayManager:StopIntermission(player) if player then DisplayIntermission:FireClient(player, false) else DisplayIntermission:FireAllClients(false) end end function DisplayManager:UpdateTimerInfo(isIntermission, waitingForPlayers) DisplayTimerInfo:FireAllClients(isIntermission, waitingForPlayers) end function DisplayManager:DisplayVictory(winningTeam) DisplayVictory:FireAllClients(winningTeam) end function DisplayManager:UpdateScore(team, score) DisplayScore:FireAllClients(team, score) end return DisplayManager
-- May return NaN or inf or -inf
local function absoluteAngleBetween3dVectors(vec1, vec2) return math.acos(vec1:Dot(vec2) / (vec1.magnitude * vec2.magnitude)) end local humanoidCache = {} local function findPlayerHumanoid(player) local character = player and player.Character if character then local resultHumanoid = humanoidCache[player] if resultHumanoid and resultHumanoid.Parent == character then return resultHumanoid else humanoidCache[player] = nil -- Bust Old Cache for _, child in pairs(character:GetChildren()) do if child:IsA('Humanoid') then humanoidCache[player] = child return child end end end end end local function CreateFollowCamera() local module = RootCameraCreator() local tweenAcceleration = math.rad(250) local tweenSpeed = math.rad(0) local tweenMaxSpeed = math.rad(250) local lastUpdate = tick() function module:Update() local now = tick() local userPanningTheCamera = (self.UserPanningTheCamera == true) if lastUpdate == nil or now - lastUpdate > 1 then module:ResetCameraLook() self.LastCameraTransform = nil end if lastUpdate then -- Cap out the delta to 0.5 so we don't get some crazy things when we re-resume from local delta = math.min(0.5, now - lastUpdate) local angle = self.TurningLeft and -120 or 0 angle = angle + (self.TurningRight and 120 or 0) if angle ~= 0 then userPanningTheCamera = true end self:RotateCamera(self:GetCameraLook(), Vector2.new(math.rad(angle * delta), 0)) end -- Reset tween speed if user is panning if userPanningTheCamera then tweenSpeed = 0 end local camera = workspace.CurrentCamera local player = PlayersService.LocalPlayer local subjectPosition = self:GetSubjectPosition() if subjectPosition and player and camera then local zoom = self:GetCameraZoom() if zoom <= 0 then zoom = 0.1 end if self:GetShiftLock() and not self:IsInFirstPerson() then local offset = ((self:GetCameraLook() * XZ_VECTOR):Cross(UP_VECTOR).unit * 1.75) -- Check for NaNs if IsFiniteVector3(offset) then subjectPosition = subjectPosition + offset end zoom = math.max(zoom, 5) else if self.LastCameraTransform and not userPanningTheCamera then local humanoid = findPlayerHumanoid(player) local cameraSubject = camera and camera.CameraSubject local isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform') if (isClimbing or isInVehicle or isOnASkateboard) and lastUpdate and humanoid and humanoid.Torso then local forwardVector = humanoid.Torso.CFrame.lookVector if isOnASkateboard then forwardVector = cameraSubject.CFrame.lookVector end local timeDelta = (now - lastUpdate) tweenSpeed = clamp(0, tweenMaxSpeed, tweenSpeed + tweenAcceleration * timeDelta) local percent = clamp(0, 1, tweenSpeed * timeDelta) if not isClimbing and self:IsInFirstPerson() then percent = 1 end local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook()) -- Check for NaN if IsFinite(y) then self:RotateCamera(self:GetCameraLook(), Vector3.new(y * percent, 0, 0)) end elseif not self:IsInFirstPerson() then local lastVec = -(self.LastCameraTransform.p - subjectPosition) local y = findAngleBetweenXZVectors(lastVec, self:GetCameraLook()) -- Check for NaNs if IsFinite(y)then self:RotateCamera(self:GetCameraLook(), Vector3.new(y, 0, 0)) end end end end camera.Focus = CFrame.new(subjectPosition) camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * self:GetCameraLook()), camera.Focus.p) self.LastCameraTransform = camera.CoordinateFrame end lastUpdate = now end return module end return CreateFollowCamera
-- luacheck: ignore 212
local Players = game:GetService("Players") local Player = Players.LocalPlayer return function (Cmdr) local AutoComplete = { Items = {}; ItemOptions = {}; SelectedItem = 0; } local Util = Cmdr.Util local Shorthands = Util.MakeDictionary({"me", "all", ".", "*"}) local Gui = Player:WaitForChild("PlayerGui"):WaitForChild("Cmdr"):WaitForChild("Autocomplete") local AutoItem = Gui:WaitForChild("TextButton") local Title = Gui:WaitForChild("Title") local Description = Gui:WaitForChild("Description") local Entry = Gui.Parent:WaitForChild("Frame"):WaitForChild("Entry") AutoItem.Parent = nil -- Helper function that sets text and resizes labels local function SetText(obj, textObj, text, sizeFromContents) obj.Visible = text ~= nil textObj.Text = text or "" if sizeFromContents then textObj.Size = UDim2.new(0, Util.GetTextSize(text or "", textObj, Vector2.new(1000, 1000), 1, 0).X, obj.Size.Y.Scale, obj.Size.Y.Offset) end end -- Update the info display (Name, type, and description) based on given options. local function UpdateInfoDisplay (options) -- Update the objects' text and sizes SetText(Title, Title.Field, options.name, true) SetText(Title.Field.Type, Title.Field.Type, options.type and ": " .. options.type:sub(1, 1):upper() .. options.type:sub(2)) SetText(Description, Description.Label, options.description) Description.Label.TextColor3 = options.invalid and Color3.fromRGB(255, 73, 73) or Color3.fromRGB(255, 255, 255) -- Calculate needed width and height local infoWidth = Title.Field.TextBounds.X + Title.Field.Type.TextBounds.X local guiWidth = math.max(infoWidth, Gui.Size.X.Offset) Description.Size = UDim2.new(1, 0, 0, 40) -- Flow description text while not Description.Label.TextFits do Description.Size = Description.Size + UDim2.new(0, 0, 0, 2) if Description.Size.Y.Offset > 500 then break end end -- Update container wait() Gui.UIListLayout:ApplyLayout() Gui.Size = UDim2.new(0, guiWidth, 0, Gui.UIListLayout.AbsoluteContentSize.Y) end --- Shows the auto complete menu with the given list and possible options -- item = {typedText, suggestedText, options?=options} -- The options table is optional. `at` should only be passed into AutoComplete::Show -- name, type, and description may be passed in an options dictionary inside the items as well -- options.at?: the character index at which to show the menu -- options.name?: The name to display in the info box -- options.type?: The type to display in the info box -- options.prefix?: The current type prefix (%Team) -- options.description?: The description for the currently active info box -- options.invalid?: If true, description is shown in red. -- options.isLast?: If true, auto complete won't keep going after this argument. function AutoComplete:Show (items, options) options = options or {} -- Remove old options. for _, item in pairs(self.Items) do if item.gui then item.gui:Destroy() end end -- Reset state self.SelectedItem = 1 self.Items = items self.Prefix = options.prefix or "" self.LastItem = options.isLast or false self.Command = options.command self.Arg = options.arg self.NumArgs = options.numArgs -- Generate the new option labels local autocompleteWidth = 200 for i, item in pairs(self.Items) do local leftText = item[1] local rightText = item[2] if Shorthands[leftText] then leftText = rightText end local btn = AutoItem:Clone() btn.Name = leftText .. rightText btn.BackgroundTransparency = i == self.SelectedItem and 0.5 or 1 btn.Typed.Text = leftText btn.Suggest.Text = string.rep(" ", #leftText) .. rightText:sub(#leftText + 1) btn.Parent = Gui btn.LayoutOrder = i local maxBounds = math.max(btn.Typed.TextBounds.X, btn.Suggest.TextBounds.X) + 20 if maxBounds > autocompleteWidth then autocompleteWidth = maxBounds end item.gui = btn end Gui.UIListLayout:ApplyLayout() -- Todo: Use TextService to find accurate position for auto complete box local text = Entry.TextBox.Text local words = Util.SplitString(text) if text:sub(#text, #text) == " " and not options.at then words[#words+1] = "e" end table.remove(words, #words) local extra = (options.at and options.at or (#table.concat(words, " ") + 1)) * 7 -- Update the auto complete container Gui.Position = UDim2.new(0, Entry.TextBox.AbsolutePosition.X - 10 + extra, 0, Entry.TextBox.AbsolutePosition.Y + 30) Gui.Size = UDim2.new(0, autocompleteWidth, 0, Gui.UIListLayout.AbsoluteContentSize.Y) Gui.Visible = true -- Finally, update thge info display UpdateInfoDisplay(self.Items[1] and self.Items[1].options or options) end --- Returns the selected item in the auto complete function AutoComplete:GetSelectedItem () if Gui.Visible == false then return nil end return AutoComplete.Items[AutoComplete.SelectedItem] end --- Hides the auto complete function AutoComplete:Hide () Gui.Visible = false end --- Returns if the menu is visible function AutoComplete:IsVisible () return Gui.Visible end --- Changes the user's item selection by the given delta function AutoComplete:Select (delta) if not Gui.Visible then return end self.SelectedItem = self.SelectedItem + delta if self.SelectedItem > #self.Items then self.SelectedItem = 1 elseif self.SelectedItem < 1 then self.SelectedItem = #self.Items end for i, item in pairs(self.Items) do item.gui.BackgroundTransparency = i == self.SelectedItem and 0.5 or 1 end if self.Items[self.SelectedItem] and self.Items[self.SelectedItem].options then UpdateInfoDisplay(self.Items[self.SelectedItem].options or {}) end end return AutoComplete end
--[=[ @class Comm Remote communication library. This exposes the raw functions that are used by the `ServerComm` and `ClientComm` classes. Those two classes should be preferred over accessing the functions directly through this Comm library. ]=]
local Comm = {Server = {}, Client = {}}
-- Wether or not we should use some even worse temp hacks than the rest of the temp hacks to avoid RobloxSecurity APIs
return true
---[[ Window Settings ]]
module.MinimumWindowSize = UDim2.new(0.25, 0, 0.25, 0) module.MaximumWindowSize = UDim2.new(1, 0, 1, 0) -- if you change this to be greater than full screen size, weird things start to happen with size/position bounds checking. module.DefaultWindowPosition = UDim2.new(0, 0, .45, 0) local extraOffset = (7 * 2) + (5 * 2) -- Extra chatbar vertical offset module.DefaultWindowSizePhone = UDim2.new(0.5, 0, 0.5, extraOffset) module.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset) module.DefaultWindowSizeDesktop = UDim2.new(0.25, 0, 0.25, extraOffset)
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.Rose -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--Camera bobbing -- Shakes the camera when the player is walking
local runService = game:GetService("RunService") local character = script.Parent local humanoid = character:WaitForChild("Humanoid") function updateBobbleEffect() local currentTime = tick() if humanoid.MoveDirection.Magnitude > 0 then local bobbleX = math.cos(currentTime * 10) * .25 local bobbleY = math.abs(math.sin(currentTime * 10)) * .25 local bobble = Vector3.new(bobbleX, bobbleY, 0) humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, .200) else humanoid.CameraOffset = humanoid.CameraOffset * .75 end end runService.RenderStepped:Connect(updateBobbleEffect)
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(1003)
--[[ Constructs a new Promise with the given initializing callback. This is generally only called when directly wrapping a non-promise API into a promise-based version. The callback will receive 'resolve' and 'reject' methods, used to start invoking the promise chain. Second parameter, parent, is used internally for tracking the "parent" in a promise chain. External code shouldn't need to worry about this. ]]
function Promise._new(traceback, callback, parent) if parent ~= nil and not Promise.is(parent) then error("Argument #2 to Promise.new must be a promise or nil", 2) end local self = { -- Used to locate where a promise was created _source = traceback, _status = Promise.Status.Started, -- A table containing a list of all results, whether success or failure. -- Only valid if _status is set to something besides Started _values = nil, -- Lua doesn't like sparse arrays very much, so we explicitly store the -- length of _values to handle middle nils. _valuesLength = -1, -- Tracks if this Promise has no error observers.. _unhandledRejection = true, -- Queues representing functions we should invoke when we update! _queuedResolve = {}, _queuedReject = {}, _queuedFinally = {}, -- The function to run when/if this promise is cancelled. _cancellationHook = nil, -- The "parent" of this promise in a promise chain. Required for -- cancellation propagation upstream. _parent = parent, -- Consumers are Promises that have chained onto this one. -- We track them for cancellation propagation downstream. _consumers = setmetatable({}, MODE_KEY_METATABLE), } if parent and parent._status == Promise.Status.Started then parent._consumers[self] = true end setmetatable(self, Promise) local function resolve(...) self:_resolve(...) end local function reject(...) self:_reject(...) end local function onCancel(cancellationHook) if cancellationHook then if self._status == Promise.Status.Cancelled then cancellationHook() else self._cancellationHook = cancellationHook end end return self._status == Promise.Status.Cancelled end coroutine.wrap(function() local ok, _, result = runExecutor( self._source, callback, resolve, reject, onCancel ) if not ok then reject(result[1]) end end)() return self end function Promise.new(executor) return Promise._new(debug.traceback(nil, 2), executor) end function Promise:__tostring() return string.format("Promise(%s)", self:getStatus()) end
-- ============================================ -- Falling Objects
local burningRock = { MODEL = ServerStorage["Burning Rock"], DAMAGE = 20, NUMBER_PER_MINUTE = 20, CLEANUP_DELAY_IN_SECONDS = 5 } local healingWater = { MODEL = ServerStorage["Healing Water"], DAMAGE= -20, NUMBER_PER_MINUTE = 20, CLEANUP_DELAY_IN_SECONDS = 5 } table.insert(fallingStuffTable, burningRock) table.insert(fallingStuffTable,healingWater)
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local aFinderButton = dockShelf.BClippsly local Minimalise = script.Parent local window = script.Parent.Parent.Parent
--[[Weight and CG]]
Tune.Weight = 3214 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 15 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--// Bullet Physics
BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop BulletSpeed = 2000; -- Bullet Speed BulletSpread = 1; -- How much spread the bullet has ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds ExploSpeed = 600; -- Speed for explosive rounds BulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)
--
script.Parent.Handle3.Hinge1.Transparency = 1 script.Parent.Handle3.Interactive1.Transparency = 1 script.Parent.Handle3.Part1.Transparency = 1 wait(0.03) script.Parent.Handle1.Hinge1.Transparency = 1 script.Parent.Handle1.Interactive1.Transparency = 1 script.Parent.Handle1.Part1.Transparency = 1
-- NOTE: This function is radically different from the engine's implementation
local walkVelocityVector = Vector3_new(1,1,1) local function calcDesiredWalkVelocity() -- TEMP return walkVelocityVector end local function preStepSimulatorSide(dt) if getAutoJump() and enableAutoJump() then local desiredWalkVelocity = calcDesiredWalkVelocity(); if (not vec3IsZero(desiredWalkVelocity)) then doAutoJump(); end end end local function AutoJumper() local this = {} local running = false local runRoutine = nil function this:Run() running = true local thisRoutine = nil thisRoutine = coroutine.create(function() while running and thisRoutine == runRoutine do this:Step() task.wait() end end) runRoutine = thisRoutine coroutine.resume(thisRoutine) end function this:Stop() running = false end function this:Step() preStepSimulatorSide() end return this end
-- Libraries
Core = require(script.Parent.Core); Support = Core.Support; SnapTracking = {}; SnapTracking.Enabled = false; SnapTracking.TrackCorners = true; SnapTracking.TrackFaceCentroids = true; SnapTracking.TrackEdgeMidpoints = true; function SnapTracking.StartTracking(Callback) -- Starts displaying the given target's snap point nearest to the mouse, calls back every time a new point is approached -- Make sure tracking isn't already on if SnapTracking.Enabled then SnapTracking.StopTracking(); end; -- Indicate that tracking is now enabled SnapTracking.Enabled = true; -- Disable selection Core.Targeting.CancelSelecting(); -- Start the UI SnapTracking.StartUI(); -- Store callback to send changes in current snapping point SnapTracking.SetCallback(Callback); -- Start tracking mouse movement function UpdateTrackingTarget(Input) -- Blacklist the player's character and the items in `TargetBlacklist` local TargetBlacklist = Support.ConcatTable( { Player and Player.Character }, SnapTracking.TargetBlacklist or {} ); -- Find the current target part and point local TargetRay = Workspace.CurrentCamera:ScreenPointToRay(Input.Position.X, Input.Position.Y); local TargetPart, TargetPoint, TargetNormal, TargetMaterial = Workspace:FindPartOnRayWithIgnoreList( Ray.new(TargetRay.Origin, TargetRay.Direction * 5000), TargetBlacklist ); -- Make sure a target part exists if not TargetPart then return; end; -- Check with any snapping target filter if SnapTracking.TargetFilter and not SnapTracking.TargetFilter(TargetPart) then return; end; -- Set the current target for snap point tracking SnapTracking.MousePoint = TargetPoint; SnapTracking.SetTrackingTarget(TargetPart); end; -- Update the tracking and UI to the current mouse and proximity state if not SnapTracking.CustomMouseTracking then SnapTracking.MouseTracking = Support.AddUserInputListener('Changed', 'MouseMovement', false, UpdateTrackingTarget); UpdateTrackingTarget({ Position = Vector2.new(Core.Mouse.X, Core.Mouse.Y) }); SnapTracking.Update(); end; end; function SnapTracking.SetCallback(Callback) -- Sets the function that is called back whenever a new snap point is in focus SnapTracking.Callback = Callback; end; function SnapTracking.StartUI() -- Creates the point marking UI SnapTracking.PointMarker = Core.Tool.Interfaces.PointMarker:Clone(); SnapTracking.PointMarker.Parent = Core.UI; end; function SnapTracking.ClearUI() -- Removes the point marking UI -- Make sure tracking is currently enabled if not SnapTracking.Enabled then return; end; -- Remove the point marker UI SnapTracking.PointMarker:Destroy(); SnapTracking.PointMarker = nil; end; function SnapTracking.Update() -- Updates the current closest point, reflects it on UI, calls callback function -- Make sure tracking is currently enabled if not SnapTracking.Enabled then return; end; -- Calculate the closest point local ClosestPoint = SnapTracking.GetClosestPoint(); -- Inform the callback function SnapTracking.Callback(ClosestPoint); -- Update the point marker UI SnapTracking.UpdateUI(ClosestPoint); end; function SnapTracking.UpdateUI(Point) -- Updates the point marker UI to reflect the position of the current closest snap point -- Make sure tracking is enabled, and that the UI has started if not SnapTracking.Enabled or not SnapTracking.PointMarker then return; end; -- Make sure there's actually a point that needs to be marked, or hide the point marker if not Point then SnapTracking.PointMarker.Visible = false; return; end; -- Map the point's position on the screen local PointPosition, PointVisible = Workspace.CurrentCamera:WorldToScreenPoint(Point.p); -- Move the point marker UI to the point's position on the screen SnapTracking.PointMarker.Visible = PointVisible; SnapTracking.PointMarker.Position = UDim2.new(0, PointPosition.X, 0, PointPosition.Y); end; function SnapTracking.SetTrackingTarget(NewTarget) -- Sets the target part whose snapping points' proximity we are tracking SnapTracking.Target = NewTarget; SnapTracking.Update(); end; function SnapTracking.GetClosestPoint() -- Find the current nearest snapping point for the target, update the GUI -- Make sure there's a target part to track, and a current mouse position to calculate proximity relative to if not SnapTracking.Target or not SnapTracking.MousePoint then return nil; end; local SnappingPoints = {}; local SnappingPointProximity = {}; -- Get the current target's snapping points local PartCFrame = SnapTracking.Target.CFrame; local PartSize = SnapTracking.Target.Size / 2; local SizeX, SizeY, SizeZ = PartSize.X, PartSize.Y, PartSize.Z; -- Filter based on snapping point options if SnapTracking.TrackCorners then table.insert(SnappingPoints, PartCFrame * CFrame.new(SizeX, SizeY, SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(-SizeX, SizeY, SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(SizeX, -SizeY, SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(SizeX, SizeY, -SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(-SizeX, SizeY, -SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(-SizeX, -SizeY, SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(SizeX, -SizeY, -SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(-SizeX, -SizeY, -SizeZ)); end; if SnapTracking.TrackEdgeMidpoints then table.insert(SnappingPoints, PartCFrame * CFrame.new(SizeX, SizeY, 0)); table.insert(SnappingPoints, PartCFrame * CFrame.new(SizeX, 0, SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(0, SizeY, SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(-SizeX, SizeY, 0)); table.insert(SnappingPoints, PartCFrame * CFrame.new(-SizeX, 0, SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(0, -SizeY, SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(SizeX, -SizeY, 0)); table.insert(SnappingPoints, PartCFrame * CFrame.new(SizeX, 0, -SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(0, SizeY, -SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(-SizeX, -SizeY, 0)); table.insert(SnappingPoints, PartCFrame * CFrame.new(-SizeX, 0, -SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(0, -SizeY, -SizeZ)); end; if SnapTracking.TrackFaceCentroids then table.insert(SnappingPoints, PartCFrame * CFrame.new(SizeX, 0, 0)); table.insert(SnappingPoints, PartCFrame * CFrame.new(0, 0, SizeZ)); table.insert(SnappingPoints, PartCFrame * CFrame.new(0, SizeY, 0)); table.insert(SnappingPoints, PartCFrame * CFrame.new(-SizeX, 0, 0)); table.insert(SnappingPoints, PartCFrame * CFrame.new(0, -SizeY, 0)); table.insert(SnappingPoints, PartCFrame * CFrame.new(0, 0, -SizeZ)); end; -- Calculate proximity of each snapping point to the mouse for SnappingPointKey, SnappingPoint in ipairs(SnappingPoints) do SnappingPointProximity[SnappingPointKey] = (SnapTracking.MousePoint - SnappingPoint.p).magnitude; end; -- Sort out the closest snapping point local ClosestPointKey = 1; for PointKey, Proximity in pairs(SnappingPointProximity) do if Proximity < SnappingPointProximity[ClosestPointKey] then ClosestPointKey = PointKey; end; end; -- Return the closest point return SnappingPoints[ClosestPointKey]; end; function SnapTracking.StopTracking() -- Stops tracking the current closest snapping point, cleans up -- Clear the previous tracking target, and callback SnapTracking.Target = nil; SnapTracking.Callback = nil; -- Reset snapping point options SnapTracking.TrackFaceCentroids = true; SnapTracking.TrackEdgeMidpoints = true; SnapTracking.TrackCorners = true; SnapTracking.TargetFilter = nil; SnapTracking.TargetBlacklist = {}; -- Make sure we're currently tracking if not SnapTracking.Enabled then return; end; -- Stop tracking the mouse and its proximity to snapping points SnapTracking.MouseTracking:disconnect(); SnapTracking.MouseTracking = nil; -- Clear the point marker UI from the screen SnapTracking.ClearUI(); -- Indicate that tracking is no longer enabled SnapTracking.Enabled = false; end; return SnapTracking;
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoShiftType = "DCT" --[[ [Types] "Rev" : Clutch engages fully once RPM reached "DCT" : Clutch engages after a set time has passed ]] Tune.AutoUpThresh = 200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev)
--[=[ @type ExtensionShouldFn (component) -> boolean @within Component ]=]
type ExtensionShouldFn = (any) -> boolean
--https://www.youtube.com/watch?v=5yvoNQoOvz0 db
--User Settings
Speed_Units = "MPH" --MPH/KMH/SPS
--[[ configure(config: table): nil Overrides default configuration keys to change how the Dev Module behaves. Throws when trying to set a configuration key that does not exist. The possible keys and their default values for the `config` table are: -- Toggle the "body orientation" feature through this parameter useBodyOrientation = true, -- Body orientation uses a mix of waist and neck rotation, use this parameter to determine which of the two is -- prevalent. It should be a number between 0 and 1: 1 means that only the waist rotates, 0 means that only the neck -- rotates. A value of 0.5 performs an even mix of waist and neck rotation. waistOrientationWeight = 0.5, -- Toggle the "chat-triggered emotes" feature through this parameter useChatAnimations = true, -- "Chat emotes" comes with a default list of trigger words. Use this parameter to turn them off if you would rather -- provide your own. useDefaultTriggerWordsForChatEmotes = true, ]] -- Example: configures "body orientation" to make waist rotation more pronounced, and disable the "chat emotes" feature
SocialInteractions.configure({ waistOrientationWeight = 0.75, useChatAnimations = false, })
--[[for x = 1, 50 do s.Pitch = s.Pitch + 0.01 s:play() wait(0.04) end]]
for x = 100, 170 do s:play() wait(0.04) end for x = 100, 210 do s.Pitch = s.Pitch - 0.0031 s:play() wait(0.04) end wait() end
--[[** ensures Roblox FloatCurveKey type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.FloatCurveKey = t.typeof("FloatCurveKey")
--[[Shutdown]]
car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then script.Parent:Destroy() end end)
-- listen to touches from each part
connectPart(center) connectPart(top) connectPart(bottom) connectPart(left) connectPart(right) connectPart(front) connectPart(back) function rebuildStud(stud, cf) stud.CFrame = cf stud.Parent = beacon stud:makeJoints() end
-- Create component
local ImageButton = Roact.PureComponent:extend 'ImageButton'
--[[ @param Number Range The radius for which we will search for players (characters). --]]
function Ownership:WaitForPlayerInRange(Range) -- Check if there are actually players in game - if not, wait for a player to join if #Players:GetPlayers() == 0 then Players.PlayerAdded:Wait() end local Player; repeat for _, player in pairs(Players:GetPlayers()) do if player and player.Character and player.Character:FindFirstChild("HumanoidRootPart") then if (player.Character.HumanoidRootPart.Position - self.Model.PrimaryPart.Position).Magnitude <= Range then Player = player break end end end wait(0.1) until Player or #Players:GetPlayers() == 0 -- The loop waits until either a Player has been found or there are no more players left in the game. -- If no player was found, it means the other condition (no players in game) was triggered. if not Player then -- We (re-)call this method to make use of PlayerAdded:Wait() instead of a repeat-loop, for efficiency. self:WaitForPlayerInRange(Range) else self:SetOwner(Player) end end
--[[ Evercyan @ March 2023 TooltipController Require this module to show information under tooltips. Tooltips are floating text, usually bits of information, relating to what the user is hovering over, such as hovering over slots in the inventory. ]]