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---- IconMap ---- -- Image size: 256px x 256px -- Icon size: 16px x 16px -- Padding between each icon: 2px -- Padding around image edge: 1px -- Total icons: 14 x 14 (196)
local Icon do local iconMap = 'http://www.roblox.com/asset/?id=' .. MAP_ID game:GetService('ContentProvider'):Preload(iconMap) local iconDehash do -- 14 x 14, 0-based input, 0-based output local f=math.floor function iconDehash(h) return f(h/14%14),f(h%14) end end function Icon(IconFrame,index) local row,col = iconDehash(index) local mapSize = Vector2.new(256,256) local pad,border = 2,1 local iconSize = 16 local class = 'Frame' if type(IconFrame) == 'string' then class = IconFrame IconFrame = nil end if not IconFrame then IconFrame = Create(class,{ Name = "Icon"; BackgroundTransparency = 1; ClipsDescendants = true; Create('ImageLabel',{ Name = "IconMap"; Active = false; BackgroundTransparency = 1; Image = iconMap; Size = UDim2.new(mapSize.x/iconSize,0,mapSize.y/iconSize,0); }); }) end IconFrame.IconMap.Position = UDim2.new(-col - (pad*(col+1) + border)/iconSize,0,-row - (pad*(row+1) + border)/iconSize,0) return IconFrame end end local function CreateCell() local tableCell = Instance.new("Frame") tableCell.Size = UDim2.new(0.5, -1, 1, 0) tableCell.BackgroundColor3 = Row.BackgroundColor tableCell.BorderColor3 = Row.BorderColor return tableCell end local function CreateLabel(readOnly) local label = Instance.new("TextLabel") label.Font = Row.Font label.FontSize = Row.FontSize label.TextXAlignment = Row.TextXAlignment label.BackgroundTransparency = 1 if readOnly then label.TextColor3 = Row.TextLockedColor else label.TextColor3 = Row.TextColor end return label end local function CreateTextButton(readOnly, onClick) local button = Instance.new("TextButton") button.Font = Row.Font button.FontSize = Row.FontSize button.TextXAlignment = Row.TextXAlignment button.BackgroundTransparency = 1 if readOnly then button.TextColor3 = Row.TextLockedColor else button.TextColor3 = Row.TextColor button.MouseButton1Click:connect(function() onClick() end) end return button end local function CreateObject(readOnly) local button = Instance.new("TextButton") button.Font = Row.Font button.FontSize = Row.FontSize button.TextXAlignment = Row.TextXAlignment button.BackgroundTransparency = 1 if readOnly then button.TextColor3 = Row.TextLockedColor else button.TextColor3 = Row.TextColor end local cancel = Create(Icon('ImageButton',177),{ Name = "Cancel"; Visible = false; Position = UDim2.new(1,-20,0,0); Size = UDim2.new(0,20,0,20); Parent = button; }) return button end local function CreateTextBox(readOnly) if readOnly then local box = CreateLabel(readOnly) return box else local box = Instance.new("TextBox") if not SettingsRemote:Invoke("ClearProps") then box.ClearTextOnFocus = false end box.Font = Row.Font box.FontSize = Row.FontSize box.TextXAlignment = Row.TextXAlignment box.BackgroundTransparency = 1 box.TextColor3 = Row.TextColor return box end end local function CreateDropDownItem(text, onClick) local button = Instance.new("TextButton") button.Font = DropDown.Font button.FontSize = DropDown.FontSize button.TextColor3 = DropDown.TextColor button.TextXAlignment = DropDown.TextXAlignment button.BackgroundColor3 = DropDown.BackColor button.AutoButtonColor = false button.BorderSizePixel = 0 button.Active = true button.Text = text button.MouseEnter:connect(function() button.TextColor3 = DropDown.TextColorOver button.BackgroundColor3 = DropDown.BackColorOver end) button.MouseLeave:connect(function() button.TextColor3 = DropDown.TextColor button.BackgroundColor3 = DropDown.BackColor end) button.MouseButton1Click:connect(function() onClick(text) end) return button end local function CreateDropDown(choices, currentChoice, readOnly, onClick) local frame = Instance.new("Frame") frame.Name = "DropDown" frame.Size = UDim2.new(1, 0, 1, 0) frame.BackgroundTransparency = 1 frame.Active = true local menu = nil local arrow = nil local expanded = false local margin = DropDown.BorderSizePixel; local button = Instance.new("TextButton") button.Font = Row.Font button.FontSize = Row.FontSize button.TextXAlignment = Row.TextXAlignment button.BackgroundTransparency = 1 button.TextColor3 = Row.TextColor if readOnly then button.TextColor3 = Row.TextLockedColor end button.Text = currentChoice button.Size = UDim2.new(1, -2 * Styles.Margin, 1, 0) button.Position = UDim2.new(0, Styles.Margin, 0, 0) button.Parent = frame local function showArrow(color) if arrow then arrow:Destroy() end local graphicTemplate = Create('Frame',{ Name="Graphic"; BorderSizePixel = 0; BackgroundColor3 = color; }) local graphicSize = 16/2 arrow = ArrowGraphic(graphicSize,'Down',true,graphicTemplate) arrow.Position = UDim2.new(1,-graphicSize * 2,0.5,-graphicSize/2) arrow.Parent = frame end local function hideMenu() expanded = false showArrow(DropDown.ArrowColor) if menu then menu:Destroy() end end local function showMenu() expanded = true menu = Instance.new("Frame") menu.Size = UDim2.new(1, -2 * margin, 0, #choices * DropDown.Height) menu.Position = UDim2.new(0, margin, 0, Row.Height + margin) menu.BackgroundTransparency = 0 menu.BackgroundColor3 = DropDown.BackColor menu.BorderColor3 = DropDown.BorderColor menu.BorderSizePixel = DropDown.BorderSizePixel menu.Active = true menu.ZIndex = 5 menu.Parent = frame local parentFrameHeight = menu.Parent.Parent.Parent.Parent.Size.Y.Offset local rowHeight = menu.Parent.Parent.Parent.Position.Y.Offset if (rowHeight + menu.Size.Y.Offset) > math.max(parentFrameHeight,PropertiesFrame.AbsoluteSize.y) then menu.Position = UDim2.new(0, margin, 0, -1 * (#choices * DropDown.Height) - margin) end local function choice(name) onClick(name) hideMenu() end for i,name in pairs(choices) do local option = CreateDropDownItem(name, function() choice(name) end) option.Size = UDim2.new(1, 0, 0, 16) option.Position = UDim2.new(0, 0, 0, (i - 1) * DropDown.Height) option.ZIndex = menu.ZIndex option.Parent = menu end end showArrow(DropDown.ArrowColor) if not readOnly then button.MouseEnter:connect(function() button.TextColor3 = Row.TextColor showArrow(DropDown.ArrowColorOver) end) button.MouseLeave:connect(function() button.TextColor3 = Row.TextColor if not expanded then showArrow(DropDown.ArrowColor) end end) button.MouseButton1Click:connect(function() if expanded then hideMenu() else showMenu() end end) end return frame,button end local function CreateBrickColor(readOnly, onClick) local frame = Instance.new("Frame") frame.Size = UDim2.new(1,0,1,0) frame.BackgroundTransparency = 1 local colorPalette = Instance.new("Frame") colorPalette.BackgroundTransparency = 0 colorPalette.SizeConstraint = Enum.SizeConstraint.RelativeXX colorPalette.Size = UDim2.new(1, -2 * BrickColors.OuterBorder, 1, -2 * BrickColors.OuterBorder) colorPalette.BorderSizePixel = BrickColors.BorderSizePixel colorPalette.BorderColor3 = BrickColors.BorderColor colorPalette.Position = UDim2.new(0, BrickColors.OuterBorder, 0, BrickColors.OuterBorder + Row.Height) colorPalette.ZIndex = 5 colorPalette.Visible = false colorPalette.BorderSizePixel = BrickColors.OuterBorder colorPalette.BorderColor3 = BrickColors.OuterBorderColor colorPalette.Parent = frame local function show() colorPalette.Visible = true end local function hide() colorPalette.Visible = false end local function toggle() colorPalette.Visible = not colorPalette.Visible end local colorBox = Instance.new("TextButton", frame) colorBox.Position = UDim2.new(0, Styles.Margin, 0, Styles.Margin) colorBox.Size = UDim2.new(0, BrickColors.BoxSize, 0, BrickColors.BoxSize) colorBox.Text = "" colorBox.MouseButton1Click:connect(function() if not readOnly then toggle() end end) if readOnly then colorBox.AutoButtonColor = false end local spacingBefore = (Styles.Margin * 2) + BrickColors.BoxSize local propertyLabel = CreateTextButton(readOnly, function() if not readOnly then toggle() end end) propertyLabel.Size = UDim2.new(1, (-1 * spacingBefore) - Styles.Margin, 1, 0) propertyLabel.Position = UDim2.new(0, spacingBefore, 0, 0) propertyLabel.Parent = frame local size = (1 / BrickColors.ColorsPerRow) for index = 0, 127 do local brickColor = BrickColor.palette(index) local color3 = brickColor.Color local x = size * (index % BrickColors.ColorsPerRow) local y = size * math.floor(index / BrickColors.ColorsPerRow) local brickColorBox = Instance.new("TextButton") brickColorBox.Text = "" brickColorBox.Size = UDim2.new(size,0,size,0) brickColorBox.BackgroundColor3 = color3 brickColorBox.Position = UDim2.new(x, 0, y, 0) brickColorBox.ZIndex = colorPalette.ZIndex brickColorBox.Parent = colorPalette brickColorBox.MouseButton1Click:connect(function() hide() onClick(brickColor) end) end return frame,propertyLabel,colorBox end local function CreateColor3Control(readOnly, onClick) local frame = Instance.new("Frame") frame.Size = UDim2.new(1,0,1,0) frame.BackgroundTransparency = 1 local colorBox = Instance.new("TextButton", frame) colorBox.Position = UDim2.new(0, Styles.Margin, 0, Styles.Margin) colorBox.Size = UDim2.new(0, BrickColors.BoxSize, 0, BrickColors.BoxSize) colorBox.Text = "" colorBox.AutoButtonColor = false local spacingBefore = (Styles.Margin * 2) + BrickColors.BoxSize local box = CreateTextBox(readOnly) box.Size = UDim2.new(1, (-1 * spacingBefore) - Styles.Margin, 1, 0) box.Position = UDim2.new(0, spacingBefore, 0, 0) box.Parent = frame return frame,box,colorBox end function CreateCheckbox(value, readOnly, onClick) local checked = value local mouseover = false local checkboxFrame = Instance.new("ImageButton") checkboxFrame.Size = UDim2.new(0, Sprite.Width, 0, Sprite.Height) checkboxFrame.BackgroundTransparency = 1 checkboxFrame.ClipsDescendants = true --checkboxFrame.Position = UDim2.new(0, Styles.Margin, 0, Styles.Margin) local spritesheetImage = Instance.new("ImageLabel", checkboxFrame) spritesheetImage.Name = "SpritesheetImageLabel" spritesheetImage.Size = UDim2.new(0, Spritesheet.Width, 0, Spritesheet.Height) spritesheetImage.Image = Spritesheet.Image spritesheetImage.BackgroundTransparency = 1 local function updateSprite() local spriteName = GetCheckboxImageName(checked, readOnly, mouseover) local spritePosition = SpritePosition(spriteName) spritesheetImage.Position = UDim2.new(0, -1 * spritePosition[1], 0, -1 * spritePosition[2]) end local function setValue(val) checked = val updateSprite() end if not readOnly then checkboxFrame.MouseEnter:connect(function() mouseover = true updateSprite() end) checkboxFrame.MouseLeave:connect(function() mouseover = false updateSprite() end) checkboxFrame.MouseButton1Click:connect(function() onClick(checked) end) end updateSprite() return checkboxFrame, setValue end
-- Make a base cosmetic bullet object. This will be cloned every time we fire off a ray.
local CosmeticBullet = Instance.new("Part") CosmeticBullet.Material = Enum.Material.Glass CosmeticBullet.Transparency = .5 CosmeticBullet.Color = Color3.fromRGB(58, 160, 255) CosmeticBullet.CanCollide = false CosmeticBullet.CastShadow = false CosmeticBullet.Anchored = true CosmeticBullet.Size = Vector3.new(0.2, 0.2, 2.4) local sphereMesh = Instance.new("SpecialMesh") sphereMesh.MeshType = Enum.MeshType.Sphere sphereMesh.Parent = CosmeticBullet
--Wheel Stabilizer Gyro
Tune.FGyroD = 100 Tune.FGyroMaxTorque = Vector3.new(1,0,1) Tune.FGyroP = 0 Tune.RGyroD = 100 Tune.RGyroMaxTorque = Vector3.new(1,0,1) Tune.RGyroP = 0
--SecondLogic @ INSPARE
wait(.2) local out=false coroutine.resume(coroutine.create(function() local fr = 0 local trs=1 while wait(.05) do fr = fr+1 if fr>=10 then fr=0 end if not out then trs=math.max(0,trs-.05) else trs=math.min(1,trs+.05) end for i,v in pairs(script.Parent.Frame:GetChildren()) do v.Frame.ImageLabel.ImageTransparency = trs v.Frame.ImageLabel.Position=UDim2.new(-(fr%3),0,-math.floor(fr/3),0) if out then v.BackgroundTransparency=.5+(.5*trs) v.Frame.ImageLabel.BackgroundTransparency=trs end end if out then script.Parent.IN.TextTransparency=trs script.Parent.SPARE.TextTransparency=trs end if out and trs==1 then break end end script.Parent:Destroy() end)) game:GetService("RunService").RenderStepped:connect(function() for i,v in pairs(script.Parent.Frame:GetChildren()) do v.Frame.Position = UDim2.new(0,-250-v.Position.X.Offset-script.Parent.Frame.Position.X.Offset,0,-136-v.Position.Y.Offset) end end) script.Parent.Frame:TweenPosition(UDim2.new(0,-100,0,0),Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,10) script.Parent.IN:TweenPosition(UDim2.new(0.5,-74,0.5,100),Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,10) script.Parent.SPARE:TweenPosition(UDim2.new(0.5,6,0.5,100),Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,10) script.Parent.Frame.B:TweenPosition(UDim2.new(0.5, -44,0.5, -134),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3) script.Parent.Frame.C:TweenPosition(UDim2.new(0.5, -44,0.5, -134),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3) script.Parent.Frame.D:TweenPosition(UDim2.new(0.5, -44,0.5, -134),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3) script.Parent.Frame.E:TweenPosition(UDim2.new(0.5, -44,0.5, -134),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3) wait(.35) script.Parent.Frame.C:TweenPosition(UDim2.new(0.5, -44,0.5, -44),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3) script.Parent.Frame.D:TweenPosition(UDim2.new(0.5, -44,0.5, 46),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3) script.Parent.Frame.E:TweenPosition(UDim2.new(0.5, -44,0.5, 46),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3) wait(.35) script.Parent.Frame.E:TweenPosition(UDim2.new(0.5, -134,0.5, 46),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3) wait(1) for i=1,30 do for _,v in pairs(script.Parent.Frame:GetChildren()) do v.BackgroundTransparency=1-(i/60) end script.Parent.IN.TextTransparency=1-(i/30) script.Parent.SPARE.TextTransparency=1-(i/30) wait(.01) end wait(1.5) out=true
--//everything else
F.updateLights = function(lights, bool) if lights == 'brake' then body.Brake.Material = bool and "Neon" or "SmoothPlastic" body.Brake.BrickColor = bool and BrickColor.new("Really red") or BrickColor.new("Crimson") elseif lights == 'beam' then
-- Decompiled with the Synapse X Luau decompiler.
while not require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")).Loaded do game:GetService("RunService").Heartbeat:Wait(); end; return function(p1, p2) end;
---Adjusts the camera Y touch Sensitivity when moving away from the center and in the TOUCH_SENSITIVTY_ADJUST_AREA
function BaseCamera:AdjustTouchSensitivity(delta, sensitivity) local cameraCFrame = game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CFrame if not cameraCFrame then return sensitivity end local currPitchAngle = cameraCFrame:ToEulerAnglesYXZ() local multiplierY = TOUCH_SENSITIVTY_ADJUST_MAX_Y if currPitchAngle > TOUCH_ADJUST_AREA_UP and delta.Y < 0 then local fractionAdjust = (currPitchAngle - TOUCH_ADJUST_AREA_UP)/(MAX_Y - TOUCH_ADJUST_AREA_UP) fractionAdjust = 1 - (1 - fractionAdjust)^3 multiplierY = TOUCH_SENSITIVTY_ADJUST_MAX_Y - fractionAdjust * ( TOUCH_SENSITIVTY_ADJUST_MAX_Y - TOUCH_SENSITIVTY_ADJUST_MIN_Y) elseif currPitchAngle < TOUCH_ADJUST_AREA_DOWN and delta.Y > 0 then local fractionAdjust = (currPitchAngle - TOUCH_ADJUST_AREA_DOWN)/(MIN_Y - TOUCH_ADJUST_AREA_DOWN) fractionAdjust = 1 - (1 - fractionAdjust)^3 multiplierY = TOUCH_SENSITIVTY_ADJUST_MAX_Y - fractionAdjust * ( TOUCH_SENSITIVTY_ADJUST_MAX_Y - TOUCH_SENSITIVTY_ADJUST_MIN_Y) end return Vector2.new( sensitivity.X, sensitivity.Y * multiplierY ) end function BaseCamera:OnTouchBegan(input, processed) local canUseDynamicTouch = self.isDynamicThumbstickEnabled and not processed if canUseDynamicTouch then if self.dynamicTouchInput == nil and isInDynamicThumbstickArea(input) then -- First input in the dynamic thumbstick area should always be ignored for camera purposes -- Even if the dynamic thumbstick does not process it immediately self.dynamicTouchInput = input return end self.fingerTouches[input] = processed self.inputStartPositions[input] = input.Position self.inputStartTimes[input] = tick() self.numUnsunkTouches = self.numUnsunkTouches + 1 end end function BaseCamera:OnTouchChanged(input, processed) if self.fingerTouches[input] == nil then if self.isDynamicThumbstickEnabled then return end self.fingerTouches[input] = processed if not processed then self.numUnsunkTouches = self.numUnsunkTouches + 1 end end if self.numUnsunkTouches == 1 then if self.fingerTouches[input] == false then self.panBeginLook = self.panBeginLook or self:GetCameraLookVector() self.startPos = self.startPos or input.Position self.lastPos = self.lastPos or self.startPos self.userPanningTheCamera = true local delta = input.Position - self.lastPos delta = Vector2.new(delta.X, delta.Y * UserGameSettings:GetCameraYInvertValue()) if self.panEnabled then local adjustedTouchSensitivity = TOUCH_SENSITIVTY if FFlagUserTouchSensitivityAdjust then self:AdjustTouchSensitivity(delta, TOUCH_SENSITIVTY) end local desiredXYVector = self:InputTranslationToCameraAngleChange(delta, adjustedTouchSensitivity) self.rotateInput = self.rotateInput + desiredXYVector end self.lastPos = input.Position end else self.panBeginLook = nil self.startPos = nil self.lastPos = nil self.userPanningTheCamera = false end if self.numUnsunkTouches == 2 then local unsunkTouches = {} for touch, wasSunk in pairs(self.fingerTouches) do if not wasSunk then table.insert(unsunkTouches, touch) end end if #unsunkTouches == 2 then local difference = (unsunkTouches[1].Position - unsunkTouches[2].Position).magnitude if self.startingDiff and self.pinchBeginZoom then local scale = difference / math.max(0.01, self.startingDiff) local clampedScale = Util.Clamp(0.1, 10, scale) if self.distanceChangeEnabled then self:SetCameraToSubjectDistance(self.pinchBeginZoom / clampedScale) end else self.startingDiff = difference self.pinchBeginZoom = self:GetCameraToSubjectDistance() end end else self.startingDiff = nil self.pinchBeginZoom = nil end end function BaseCamera:OnTouchEnded(input, processed) if input == self.dynamicTouchInput then self.dynamicTouchInput = nil return end if self.fingerTouches[input] == false then if self.numUnsunkTouches == 1 then self.panBeginLook = nil self.startPos = nil self.lastPos = nil self.userPanningTheCamera = false elseif self.numUnsunkTouches == 2 then self.startingDiff = nil self.pinchBeginZoom = nil end end if self.fingerTouches[input] ~= nil and self.fingerTouches[input] == false then self.numUnsunkTouches = self.numUnsunkTouches - 1 end self.fingerTouches[input] = nil self.inputStartPositions[input] = nil self.inputStartTimes[input] = nil end function BaseCamera:OnMouse2Down(input, processed) if processed then return end self.isRightMouseDown = true self:OnMousePanButtonPressed(input, processed) end function BaseCamera:OnMouse2Up(input, processed) self.isRightMouseDown = false self:OnMousePanButtonReleased(input, processed) end function BaseCamera:OnMouse3Down(input, processed) if processed then return end self.isMiddleMouseDown = true self:OnMousePanButtonPressed(input, processed) end function BaseCamera:OnMouse3Up(input, processed) self.isMiddleMouseDown = false self:OnMousePanButtonReleased(input, processed) end function BaseCamera:OnMouseMoved(input, processed) if not self.hasGameLoaded and VRService.VREnabled then return end local inputDelta = input.Delta inputDelta = Vector2.new(inputDelta.X, inputDelta.Y * UserGameSettings:GetCameraYInvertValue()) if self.panEnabled and ((self.startPos and self.lastPos and self.panBeginLook) or self.inFirstPerson or self.inMouseLockedMode) then local desiredXYVector = self:InputTranslationToCameraAngleChange(inputDelta,MOUSE_SENSITIVITY) self.rotateInput = self.rotateInput + desiredXYVector end if self.startPos and self.lastPos and self.panBeginLook then self.lastPos = self.lastPos + input.Delta end end function BaseCamera:OnMousePanButtonPressed(input, processed) if processed then return end self:UpdateMouseBehavior() self.panBeginLook = self.panBeginLook or self:GetCameraLookVector() self.startPos = self.startPos or input.Position self.lastPos = self.lastPos or self.startPos self.userPanningTheCamera = true end function BaseCamera:OnMousePanButtonReleased(input, processed) self:UpdateMouseBehavior() if not (self.isRightMouseDown or self.isMiddleMouseDown) then self.panBeginLook = nil self.startPos = nil self.lastPos = nil self.userPanningTheCamera = false end end function BaseCamera:OnMouseWheel(input, processed) -- remove with FFlagUserPointerActionsInPlayerScripts if not self.hasGameLoaded and VRService.VREnabled then return end if not processed then if self.distanceChangeEnabled then local wheelInput = Util.Clamp(-1, 1, -input.Position.Z) local newDistance if self.inFirstPerson and wheelInput > 0 then newDistance = FIRST_PERSON_DISTANCE_THRESHOLD else -- The 0.156 and 1.7 values are the slope and intercept of a line that is replacing the old -- rk4Integrator function which was not being used as an integrator, only to get a delta as a function of distance, -- which was linear as it was being used. These constants preserve the status quo behavior. newDistance = self.currentSubjectDistance + 0.156 * self.currentSubjectDistance * wheelInput + 1.7 * math.sign(wheelInput) end self:SetCameraToSubjectDistance(newDistance) end end end function BaseCamera:UpdateMouseBehavior() -- first time transition to first person mode or mouse-locked third person if self.inFirstPerson or self.inMouseLockedMode then UserGameSettings.RotationType = Enum.RotationType.CameraRelative UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter else UserGameSettings.RotationType = Enum.RotationType.MovementRelative if self.isRightMouseDown or self.isMiddleMouseDown then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end function BaseCamera:UpdateForDistancePropertyChange() -- Calling this setter with the current value will force checking that it is still -- in range after a change to the min/max distance limits self:SetCameraToSubjectDistance(self.currentSubjectDistance) end function BaseCamera:SetCameraToSubjectDistance(desiredSubjectDistance) local player = Players.LocalPlayer local lastSubjectDistance = self.currentSubjectDistance -- By default, camera modules will respect LockFirstPerson and override the currentSubjectDistance with 0 -- regardless of what Player.CameraMinZoomDistance is set to, so that first person can be made -- available by the developer without needing to allow players to mousewheel dolly into first person. -- Some modules will override this function to remove or change first-person capability. if player.CameraMode == Enum.CameraMode.LockFirstPerson then self.currentSubjectDistance = 0.5 if not self.inFirstPerson then self:EnterFirstPerson() end else local newSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredSubjectDistance) if newSubjectDistance < FIRST_PERSON_DISTANCE_THRESHOLD then self.currentSubjectDistance = 0.5 if not self.inFirstPerson then self:EnterFirstPerson() end else self.currentSubjectDistance = newSubjectDistance if self.inFirstPerson then self:LeaveFirstPerson() end end end -- Pass target distance and zoom direction to the zoom controller ZoomController.SetZoomParameters(self.currentSubjectDistance, math.sign(desiredSubjectDistance - lastSubjectDistance)) -- Returned only for convenience to the caller to know the outcome return self.currentSubjectDistance end function BaseCamera:SetCameraType( cameraType ) --Used by derived classes self.cameraType = cameraType end function BaseCamera:GetCameraType() return self.cameraType end
---
script.Parent["1"].ClickDetector.MouseClick:Connect(kventer) script.Parent["2"].ClickDetector.MouseClick:Connect(kventer) script.Parent["3"].ClickDetector.MouseClick:Connect(kventer) script.Parent["4"].ClickDetector.MouseClick:Connect(kventer) script.Parent["5"].ClickDetector.MouseClick:Connect(kventer) script.Parent["6"].ClickDetector.MouseClick:Connect(kventer) script.Parent["7"].ClickDetector.MouseClick:Connect(kventer) script.Parent["8"].ClickDetector.MouseClick:Connect(kventer) script.Parent["9"].ClickDetector.MouseClick:Connect(kventer) script.Parent["0"].ClickDetector.MouseClick:Connect(kventer)
--[[ # YAY CONTROLING THE ENTIRE INTRO FROM HERE! # ]]
-- game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false) game.ReplicatedStorage.GameTrackIntro:Play() local settingsFramePos = UDim2.new(0.377,0 , 0.272, 0) game.Lighting.IntroBlur.Enabled = true script.IntroGui.Enabled = true local player = game.Players.LocalPlayer game.StarterGui["Realism Mod"].Sprint.Enabled = false local IntroGui = script.IntroGui local lighting = game.Lighting IntroGui.ButtonFrame:TweenPosition(UDim2.new(0.4, 0, 0.696, 0), "In", "Sine", 0.5) IntroGui.ButtonFrame.PlayButton.MouseButton1Click:Connect(function() --[[ PLAY ]]-- IntroGui.ButtonFrame:TweenPosition(UDim2.new(0, 0, -1, -1), "In", "Sine", 0.5) wait(0.5) SetValue = true game.StarterGui["Realism Mod"].Sprint.Enabled = true --[[ THIS PART OF THE SCRIPT USED TO BE A CONTROLLING CAMERA ]]-- lighting.IntroBlur.Enabled = false IntroGui.Enabled = false workspace.CurrentCamera.CameraSubject = player.Character.Humanoid workspace.CurrentCamera.CameraType = Enum.CameraType.Custom workspace.CurrentCamera.CFrame = player.Character.HumanoidRootPart.CFrame game.ReplicatedStorage.GameTrackIntro:Stop() game.ReplicatedStorage.GameplayAudio:Play() end) IntroGui.ButtonFrame.SettingButton.MouseButton1Click:Connect(function() --[[ SETTINGS ]]-- IntroGui.ButtonFrame:TweenPosition(UDim2.new(0, 0, -1, -1), "InOut", "Sine", 0.5) wait(0.5) workspace.CurrentCamera.CameraSubject = player.Character.Humanoid workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable workspace.CurrentCamera.CFrame = workspace.IntroCamera2.CFrame IntroGui.SettingsFrame:TweenPosition(settingsFramePos, "InOut", "Sine", 0.5) end) IntroGui.ButtonFrame.ChangelogButton.MouseButton1Click:Connect(function() --[[ CHANGELOGS ]]-- IntroGui.ButtonFrame:TweenPosition(UDim2.new(0, 0, -1, -1), "InOut", "Sine", 0.5) wait(0.5) IntroGui.ChangelogFrame:TweenPosition(settingsFramePos, "InOut", "Sine", 0.5) workspace.CurrentCamera.CameraSubject = player.Character.Humanoid workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable workspace.CurrentCamera.CFrame = workspace.IntroCamera3.CFrame end)
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
vars.Wandering.Changed:connect(function(b) if vars.Wandering.Value and not vars.Attacking.Value and not vars.Chasing.Value then if sdb then removeSound() else playSound(sr[4]) end end end) vars.Attacking.Changed:connect(function(b) if vars.Attacking.Value then removeSound() playSound(sr[1]) end end) vars.Chasing.Changed:connect(function(b) if vars.Chasing.Value and not vars.Wandering.Value and not vars.Attacking.Value then if sdb then removeSound() else playSound(sr[2]) end end end)
-- create a sound
local sound = workspace.World.MusicPlayer.GUIPart:WaitForChild("Sound")
--[=[ Subscribes immediately, fireCallback may return a maid (or a task a maid can handle) to clean up @param fireCallback function? @param failCallback function? @param completeCallback function? @return MaidTask ]=]
function Observable:Subscribe(fireCallback, failCallback, completeCallback) local sub = Subscription.new(fireCallback, failCallback, completeCallback) local cleanup = self._onSubscribe(sub) if cleanup then sub:_giveCleanup(cleanup) end return sub end return Observable
-- Trace which interactions trigger each commit.
exports.enableSchedulerTracing = _G.__PROFILE__
--[[ -- {PoisonApple, PoisonCake, PoisonPorkChop} local BaseIdUrl = 'http://www.roblox.com/asset/?id=' local IconIds = {'87862872', '87863072', '87871704'} local MeshIds = {'87862943', '87863104', '87863169'} local TextureIds = {'87862921', '87863090', '87863148'} local HandleSizes = {Vector3.new(1.2, 1.2, 1.2), Vector3.new(1.08, 1.11, 1.14), Vector3.new(0.45, 1.82, 1.33)} --]]
local MyModel = nil local MyPlayer = nil uses = 0 local function OnEquipped() MyModel = Tool.Parent MyPlayer = PlayersService:GetPlayerFromCharacter(MyModel) end local function OnActivated() if not MyModel or not MyModel:FindFirstChild('Humanoid') or not Tool.Enabled then return end Tool.Enabled = false uses = uses + 1 ThrowSound:Play() local handleClone = ToolHandle:Clone() DebrisService:AddItem(handleClone, 30) --handleClone.Velocity = (MyModel.Humanoid.TargetPoint - ToolHandle.CFrame.p).unit * THROW_SPEED handleClone.Name = 'Food' handleClone.Parent = Workspace handleClone.Transparency = 0 handleClone.CanCollide = true Instance.new('BodyGyro', handleClone) -- Keeps it upright local selfDestructScript = handleClone:FindFirstChild('SelfDestruct') if selfDestructScript and selfDestructScript:FindFirstChild('TimeToLive') then selfDestructScript.TimeToLive.Value = TIME_TO_LIVE selfDestructScript.Disabled = false end local foodScript = handleClone:FindFirstChild('PoisonedFood') if foodScript then local creator = Instance.new('ObjectValue', foodScript) creator.Name = 'Creator' creator.Value = MyPlayer foodScript.Disabled = false end handleClone.CFrame = Tool.Parent:FindFirstChild("HumanoidRootPart").CFrame if uses >= 3 then Tool:Destroy() end --[[ Load new item (while we wait) local index = math.random(3) ToolHandle.Mesh.MeshId = BaseIdUrl .. MeshIds[index] ToolHandle.Mesh.TextureId = BaseIdUrl .. TextureIds[index] ToolHandle.Size = HandleSizes[index] -- This breaks the weld MyWeld.Parent = Game.JointsService -- Fix the weld Tool.TextureId = BaseIdUrl .. IconIds[index] -- Change the tool icon --]] wait(COOLDOWN) Tool.Enabled = true end local function OnUnequipped() ToolHandle.Transparency = 0 end Tool.Equipped:connect(OnEquipped) Tool.Activated:connect(OnActivated) Tool.Unequipped:connect(OnUnequipped)
--// # key, Wail
mouse.KeyDown:connect(function(key) if key=="f" then if veh.Lightbar.middle.Wail.IsPlaying == true then veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62) else veh.Lightbar.middle.Wail:Play() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(215, 135, 110) script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62) script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62) end end end)
--[=[ Ensures the computed version of a value is limited by lifetime instead of multiple. Used in conjunction with [Blend.Children] and [Blend.Computed]. :::warning In general, cosntructing new instances like this is a bad idea, so it's recommended against it. ::: ```lua Blend.New "ScreenGui" { Parent = game.Players.LocalPlayer.PlayerGui; [Blend.Children] = { Blend.Single(Blend.Computed(percentVisible, function() -- you generally would not want to do this anyway because this reconstructs a new frame -- every frame. Blend.New "Frame" { Size = UDim2.new(1, 0, 1, 0); BackgroundTransparency = 0.5; }; end) }; }; ``` @function Single @param Observable<Instance | Brio<Instance>> @return Observable<Brio<Instance>> @within Blend ]=]
function Blend.Single(observable) return Observable.new(function(sub) local maid = Maid.new() maid:GiveTask(observable:Subscribe(function(result) if Brio.isBrio(result) then local copy = BrioUtils.clone(result) maid._current = copy sub:Fire(copy) return copy end local current = Brio.new(result) maid._current = current sub:Fire(current) return current end)) return maid end) end
-----------------------------------
elseif script.Parent.Parent.Parent.TrafficControl.Value == "=" then script.Parent.Parent.Off.Spotlight2.Transparency = 1 script.Parent.Parent.Off.Spotlight3.Transparency = 1 script.Parent.Parent.Off.Part.Transparency = 1 script.Parent.Parent.Off.Union.Transparency = 1 script.Parent.Parent.Off.a1.Transparency = 1 script.Parent.Parent.Front.Spotlight2.Transparency = 0.3 script.Parent.Parent.Front.Spotlight2.Point.Enabled = true script.Parent.Parent.Front.Spotlight2.Lighto.Enabled = true script.Parent.Parent.Front.Part.Transparency = 0 script.Parent.Parent.Front.Union.Transparency = 0 script.Parent.Parent.Front.a1.Transparency = 0 script.Parent.Parent.Left.Spotlight2.Transparency = 1 script.Parent.Parent.Left.Spotlight2.Point.Enabled = false script.Parent.Parent.Left.Spotlight2.Lighto.Enabled = false script.Parent.Parent.Left.Part.Transparency = 1 script.Parent.Parent.Left.Union.Transparency = 1 script.Parent.Parent.Left.a1.Transparency = 1 script.Parent.Parent.Right.Spotlight2.Transparency = 1 script.Parent.Parent.Right.Spotlight2.Point.Enabled = false script.Parent.Parent.Right.Spotlight2.Lighto.Enabled = false script.Parent.Parent.Right.Part.Transparency = 1 script.Parent.Parent.Right.Union.Transparency = 1 script.Parent.Parent.Right.a1.Transparency = 1
-- << LOCAL FUNCTIONS >>
local function displayHomeArrowIcons(status) for a,b in pairs(mainFrame.Pages.Home:GetChildren()) do if b:FindFirstChild("Arrow") then b.Arrow.Visible = status end end end local function updateDragBar() if currentPage.Name == "Home" then local forceUpperFrom = main.hdAdminCoreName:find(" ") mainFrame.DragBar.Title.Text = main.hdAdminCoreName:sub(1, forceUpperFrom-1).. (main.hdAdminCoreName:sub(forceUpperFrom)):upper() mainFrame.DragBar.Back.Visible = false mainFrame.DragBar.Title.Position = UDim2.new(0.04, 0, 0.15, 0) displayHomeArrowIcons(true) else mainFrame.DragBar.Title.Text = string.upper(currentPage.Name) mainFrame.DragBar.Back.Visible = true mainFrame.DragBar.Title.Position = UDim2.new(0.15, 0, 0.15, 0) displayHomeArrowIcons(false) end end local function tweenPages(tweenOutPosition, tweenInPage, instantTween) local tweenTime if instantTween then tweenTime = 0 else tweenTime = 0.3 end local tweenInfoSlide = TweenInfo.new(tweenTime, Enum.EasingStyle.Quad) local oldPage = currentPage local tweenOut = main.tweenService:Create(currentPage, tweenInfoSlide, {Position = tweenOutPosition}) local tweenIn = main.tweenService:Create(tweenInPage, tweenInfoSlide, {Position = UDim2.new(0, 0, 0, 0)}) if tweenInPage.Name == "Home" then tweenInPage.Position = UDim2.new(-1,0,0,0) else tweenInPage.Position = UDim2.new(1,0,0,0) if tweenInPage.Name == "Admin" then spawn(function() main:GetModule("PageAdmin"):UpdatePages() end) end end tweenInPage.Visible = true tweenOut:Play() tweenIn:Play() currentPage = tweenInPage updateDragBar() tweenIn.Completed:Wait() oldPage.Visible = false end
--strategy that you jump (when you can run away in a straight line) while opponent's lunge is down
-- Decompiled with the Synapse X Luau decompiler.
local l__TweenService__1 = game:GetService("TweenService"); local l__Modules__2 = game:GetService("ReplicatedStorage"):WaitForChild("Modules"); local v3 = require(l__Modules__2.Raycast); local l__Ignored__4 = workspace:WaitForChild("Ignored"); local v5 = {}; local u1 = require(l__Modules__2.PseudoDebris); function v5.RunStompFx(p1, p2, p3, p4) local v6 = Instance.new("Attachment", workspace.Terrain); v6.WorldPosition = p2.Position; u1:AddItem(v6, 12.5, false); for v7, v8 in pairs(script.FX:GetDescendants()) do if v8:IsA("ParticleEmitter") then local v9 = v8:Clone(); v9.Parent = v6; v9:Emit(v9:GetAttribute("EmitCount")); end; end; return nil; end; return v5;
--[=[ Flat map equivalent for brios. The resulting observables will be disconnected at the end of the brio. Like [RxBrioUtils.flatMap], but emitted values are wrapped in brios. The lifetime of this brio is limited by the lifetime of the input brios, which are unwrapped and repackaged. @since 3.6.0 @param project (value: TBrio) -> TProject | Brio<TProject> @return (source: Observable<Brio<TBrio>> -> Observable<Brio<TResult>>) ]=]
function RxBrioUtils.flatMapBrio(project) return Rx.flatMap(RxBrioUtils.mapBrioBrio(project)) end
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); function CompareTable(p1, p2, p3) local v1 = type(p1); local v2 = type(p2); if v1 ~= v2 then return false; end; if v1 ~= "table" then if v2 ~= "table" then return p1 == p2; end; end; local v3 = getmetatable(p1); if not p3 then if v3 then if v3.__eq then return p1 == p2; end; end; end; local v4, v5, v6 = pairs(p1); for v7, v8 in pairs(p1) do local v9 = p2[v7]; if v9 ~= nil then else return false; end; if not CompareTable(v8, v9) then return false; end; end for v13, v14 in pairs(p2) do local v15 = p1[v13]; if v15 ~= nil then else return false; end; if not CompareTable(v15, v14) then return false; end; end return true; end; return CompareTable;
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , --[[ 7 ]] 0.53 , --[[ 8 ]] 0.47 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Server-sided code for handling game interactions with player
----------------- --| Variables |-- -----------------
local Tool = script.Parent local FireAndReloadAnimation = WaitForChild(script, 'FireAndReload') local FireAndReloadTrack = nil
--------------| MODIFY COMMANDS |--------------
SetCommandRankByName = { --["jump"] = "VIP"; }; SetCommandRankByTag = { --["abusive"] = "Admin"; }; };
-- Ganondude -- For those players fond of adding many anti-lag scripts, this script is sure to help.
wait(1) local parts = game.Workspace:GetChildren() for i = 1,#parts do local name = string.lower(parts[i].Name) if (string.find(name,"lag") ~= nil) and ((string.find(name,"anti") ~= nil) or (string.find(name,"no") ~= nil) or (string.find(name,"remover") ~= nil) or (string.find(name,"killer") ~= nil)) and (parts[i] ~= script) then parts[i]:remove() end end wait() script:remove()
--None of this is mine...
Tool = script.Parent; local arms = nil local torso = nil local welds = {} script.act.OnServerEvent:Connect(function() wait(0.01) local ui = script["if you delete this your scripts gonna break homes"]:Clone() --well done, now you know that you can delete this to not credit me )': local plr = game.Players:GetPlayerFromCharacter(Tool.Parent) ui.Parent = plr.PlayerGui arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90)) ---The first set of numbers changes where the arms move to the second set changes their angles welds[1] = weld1 weld1.Name = "weld1" local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) --- Same as top welds[2] = weld2 weld2.Name = "weld2" end else print("sh") end else print("arms") end end) arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90)) ---The first set of numbers changes where the arms move to the second set changes their angles welds[1] = weld1 weld1.Name = "weld1" local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) --- Same as top welds[2] = weld2 weld2.Name = "weld2" end else print("sh") end else print("arms") end; script.dct.OnServerEvent:Connect(function() local ui = script.Parent.Parent.Parent.PlayerGui["if you delete this your scripts gonna break homes"] ui:Destroy() if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] welds[1].Parent = nil welds[2].Parent = nil end else print("sh") end else print("arms") end end)
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function ResizeTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); ShowHandles(); BindShortcutKeys(); end; function ResizeTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); HideHandles(); ClearConnections(); SnapTracking.StopTracking(); FinishSnapping(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; function ClearConnection(ConnectionKey) -- Clears the given specific connection local Connection = Connections[ConnectionKey]; -- Disconnect the connection if it exists if Connection then Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if ResizeTool.UI then -- Reveal the UI ResizeTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI ResizeTool.UI = Core.Tool.Interfaces.BTResizeToolGUI:Clone(); ResizeTool.UI.Parent = Core.UI; ResizeTool.UI.Visible = true; -- Add functionality to the directions option switch local DirectionsSwitch = ResizeTool.UI.DirectionsOption; DirectionsSwitch.Normal.Button.MouseButton1Down:connect(function () SetDirections('Normal'); end); DirectionsSwitch.Both.Button.MouseButton1Down:connect(function () SetDirections('Both'); end); -- Add functionality to the increment input local IncrementInput = ResizeTool.UI.IncrementOption.Increment.TextBox; IncrementInput.FocusLost:connect(function (EnterPressed) ResizeTool.Increment = tonumber(IncrementInput.Text) or ResizeTool.Increment; IncrementInput.Text = Support.Round(ResizeTool.Increment, 4); end); -- Add functionality to the size inputs local XInput = ResizeTool.UI.Info.SizeInfo.X.TextBox; local YInput = ResizeTool.UI.Info.SizeInfo.Y.TextBox; local ZInput = ResizeTool.UI.Info.SizeInfo.Z.TextBox; XInput.FocusLost:connect(function (EnterPressed) local NewSize = tonumber(XInput.Text); if NewSize then SetAxisSize('X', NewSize); end; end); YInput.FocusLost:connect(function (EnterPressed) local NewSize = tonumber(YInput.Text); if NewSize then SetAxisSize('Y', NewSize); end; end); ZInput.FocusLost:connect(function (EnterPressed) local NewSize = tonumber(ZInput.Text); if NewSize then SetAxisSize('Z', NewSize); end; end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not ResizeTool.UI then return; end; -- Hide the UI ResizeTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not ResizeTool.UI then return; end; -- Only show and calculate selection info if it's not empty if #Selection.Items == 0 then ResizeTool.UI.Info.Visible = false; ResizeTool.UI.Size = UDim2.new(0, 245, 0, 90); return; else ResizeTool.UI.Info.Visible = true; ResizeTool.UI.Size = UDim2.new(0, 245, 0, 150); end; ----------------------------------------- -- Update the size information indicators ----------------------------------------- -- Identify common sizes across axes local XVariations, YVariations, ZVariations = {}, {}, {}; for _, Part in pairs(Selection.Items) do table.insert(XVariations, Support.Round(Part.Size.X, 3)); table.insert(YVariations, Support.Round(Part.Size.Y, 3)); table.insert(ZVariations, Support.Round(Part.Size.Z, 3)); end; local CommonX = Support.IdentifyCommonItem(XVariations); local CommonY = Support.IdentifyCommonItem(YVariations); local CommonZ = Support.IdentifyCommonItem(ZVariations); -- Shortcuts to indicators local XIndicator = ResizeTool.UI.Info.SizeInfo.X.TextBox; local YIndicator = ResizeTool.UI.Info.SizeInfo.Y.TextBox; local ZIndicator = ResizeTool.UI.Info.SizeInfo.Z.TextBox; -- Update each indicator if it's not currently being edited if not XIndicator:IsFocused() then XIndicator.Text = CommonX or '*'; end; if not YIndicator:IsFocused() then YIndicator.Text = CommonY or '*'; end; if not ZIndicator:IsFocused() then ZIndicator.Text = CommonZ or '*'; end; end; function SetDirections(DirectionMode) -- Sets the given resizing direction mode -- Update setting ResizeTool.Directions = DirectionMode; -- Update the UI switch if ResizeTool.UI then Core.ToggleSwitch(DirectionMode, ResizeTool.UI.DirectionsOption); end; end;
-- These values are added to the beginning/end of the kick message, respectively
local MESSAGE_PREFIX = "\n\n" local MESSAGE_POSTFIX = ""
--Finds the model the current part is in which is closest to workspace --Returns the part is the part is in Workspace --Returns nil if the object is already in the roomModel we are constructing
local function closestParentToWorkspace(object, roomModel) if object.Parent == roomModel then return nil end if object.Parent == game.Workspace then return object else return closestParentToWorkspace(object.Parent, roomModel) end end
-- 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
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:GetInstance(className) if self.InstancePoolsByClass[className] == nil then self.InstancePoolsByClass[className] = {} end local availableInstances = #self.InstancePoolsByClass[className] if availableInstances > 0 then local instance = self.InstancePoolsByClass[className][availableInstances] table.remove(self.InstancePoolsByClass[className]) return instance end return Instance.new(className) end function methods:ReturnInstance(instance) if self.InstancePoolsByClass[instance.ClassName] == nil then self.InstancePoolsByClass[instance.ClassName] = {} end if #self.InstancePoolsByClass[instance.ClassName] < self.PoolSizePerType then table.insert(self.InstancePoolsByClass[instance.ClassName], instance) else instance:Destroy() end end
-- ["leftLeg"] = { -- ["CurrentCycle"] = math.pi, -- ["LimbChain"] =leftLegChain, -- ["CCDIKController"] =leftLegChain, -- ["HipAttachment"]= leftHipAttachment, -- ["FootAttachment"] = leftStepAttachment, -- } -- }
local Signal = require(script.Parent.Signal) function ProceduralAnimatorClass.new(RootPart,Legs,RootMotor,raycastParams) local self = setmetatable({}, ProceduralAnimatorClass) --Constants self.RootPart = RootPart self.RaycastParams = raycastParams --manual input it if RootMotor then self.RootMotor = RootMotor self.RootMotorC1Store = RootMotor.C1 self.WaistCycle = 0 end self.Legs = Legs --Default settings for legs self.DefaultStride = 2 -- Changes how far the legs move self.CycleSpeed = 15 -- How fast the leg-movement cycle is. Change this to suit your needs! self.DefaultStrideOffset = 0 -- Radius of the circle at CFrame front of the player self.DefaultStrideCF = CFrame.new(0, 0, -self.DefaultStride / 2) -- Turn that stride number into a CFrame we can use --Variables that will change self.MovementDirectionXZ = Vector3.new(1, 0, 1) -- This will be changed self.rootvelm = 0 --Sound self.FootStep = Signal.new(); self.MaxSpeed = 20 self.EngineSound = nil; self.FootStepSound = nil; self.RandomNumGenerator = Random.new() --debug the signal, works --self.FootStep:Connect(function() -- print("Step") --end) self.WalkBounce = 0.4 -- factor by which it bounces self.SwayX = -1*5 -- factor in Z direction front or behind, currently set to tilt forward return self end function ProceduralAnimatorClass:MoveLegs(stepCycle,dt) --if moving if self.rootVelocityMagnitude > 0.1 then for _, Leg in pairs(self.Legs) do local strideCF = Leg.StrideCF or self.DefaultStrideCF local strideOffset = Leg.StrideOffset or self.DefaultStrideOffset local raycastParams = self.RaycastParams Leg.CurrentCycle = (Leg.CurrentCycle+stepCycle)%360 local cycle = Leg.CurrentCycle local IKTolerance = Leg.IKTolerance or 0 local hip =Leg.HipAttachment.WorldPosition --Position of where the lower leg should be, spread out local ground =Leg.FootAttachment.WorldPosition local desiredPos =(CF(ground, ground+self.MovementDirectionXZ)*ANGLES(-cycle, 0, 0)*strideCF).p local offset =(desiredPos-hip)--vector from hip to the circle local raycastResult = workspace:Raycast(hip,offset.unit*(offset.magnitude+strideOffset),raycastParams) local footPos = raycastResult and raycastResult.Position or (hip + offset.unit*(offset.magnitude+strideOffset)) --debug foot pos position --local part = Instance.new("Part") --part.CanCollide = false --part.CanTouch = false --part.BrickColor = BrickColor.Red() --part.Anchored = true --part.CanQuery = false --part.Size = Vector3.new(0.1,0.1,0.1) --part.Position = footPos --part.Parent = workspace --game.Debris:AddItem(part,0.1) --Do IK towards foot pos --Leg.CCDIKController:CCDIKIterateOnce(footPos,IKTolerance) --Iterating once won't fully track the footPos, needs to iterate until Leg.CCDIKController:CCDIKIterateUntil(footPos,IKTolerance) if not Leg.TouchGround and raycastResult then --print("Stomp") self.FootStep:Fire(raycastResult) end -- if raycastResult then -- hit ground so raycast result Leg.TouchGround = true else Leg.TouchGround = false end end else--stand still for _, Leg in pairs(self.Legs) do local strideCF = Leg.StrideCF or self.DefaultStrideCF local strideOffset = Leg.StrideOffset or self.DefaultStrideOffset local raycastParams = self.RaycastParams local IKTolerance = Leg.IKTolerance or 0 local hip =Leg.HipAttachment.WorldPosition --Position of where the lower leg should be, spread out local desiredPos =Leg.FootAttachment.WorldPosition+DOWN local offset =(desiredPos-hip)--vector from hip to the circle local raycastResult = workspace:Raycast(hip,offset.unit*(offset.magnitude+strideOffset),raycastParams) local footPos = raycastResult and raycastResult.Position or (hip + offset.unit*(offset.magnitude+strideOffset)) --Do IK towards foot pos Leg.CCDIKController:CCDIKIterateOnce(footPos,IKTolerance) --Leg.LimbChain:IterateOnce(footPos,0.1) --Leg.LimbChain:UpdateMotors() if not Leg.TouchGround and raycastResult then --print("Stomp") self.FootStep:Fire(raycastResult) end if raycastResult then -- hit ground so raycast result Leg.TouchGround = true else Leg.TouchGround = false end end end end function ProceduralAnimatorClass:MoveTorso(stepCycle,dt10,rootVelocity) local lowercf = self.RootPart.CFrame local waistjoint = self.RootMotor local waist1 = self.RootMotorC1Store local rootvel = rootVelocity if self.rootVelocityMagnitude > 0.1 then self.WaistCycle = (self.WaistCycle+stepCycle)%360 local relv0 =lowercf:vectorToObjectSpace(rootvel) local relv1 =relv0*0.2 do -- Upper Torso local bounceCFrame = CFrame.new(0,self.WalkBounce*math.cos((self.WaistCycle+90+45)*2),0) local sway = math.rad(-relv1.X)+0.08*math.cos(self.WaistCycle+90) local swayY = 0.1*math.cos(self.WaistCycle)-2*math.rad(relv1.X) local swayX = math.rad(relv1.Z)*0.5*self.SwayX local goalCF = bounceCFrame*waist1*ANGLES(swayX,swayY,sway):inverse() -- goalCF *= CFrame.new(0,math.cos((self.WaistCycle+90+45)*2),0)-- Up and down --goalCF *= CFrame.new(0,self.WalkBounce*math.cos((self.WaistCycle+90+45)*2),0)-- Up and down --local rotationOnly = goalCF-goalCF.Position waistjoint.C1 = waistjoint.C1:Lerp(goalCF,dt10) end else --when not moving go back to original position local goalCF = waistjoint.C1:Lerp(waist1, dt10) --local rotationOnly = goalCF-goalCF.Position waistjoint.C1 = goalCF end end function ProceduralAnimatorClass:Animate(dt) -- Begin the step------- local dt10 = math.min(dt*10, 1) -- Normalize dt for our needs local rootpart = self.RootPart local rootvel0 = rootpart.Velocity -- Our movement velocity local rootVelocity = rootvel0 * x_and_y --XY plane velocity only local rootVelocityMagnitude = rootVelocity.Magnitude --root velocity magnitude self.rootVelocityMagnitude = rootVelocityMagnitude if self.EngineSound then self.EngineSound.PlaybackSpeed = (rootVelocityMagnitude / self.MaxSpeed) + 0.6 end --if moving then lerp current direction if rootVelocityMagnitude > 0.1 then --lerp current direction towards curren velocity self.MovementDirectionXZ = self.MovementDirectionXZ:Lerp(rootVelocity.unit, dt10) end local relativizeToHumanoidSpeed = rootVelocityMagnitude/16 --default walk speed is 16 local stepCycle = relativizeToHumanoidSpeed*dt*self.CycleSpeed self:MoveLegs(stepCycle,dt) if self.RootMotor then self:MoveTorso(stepCycle,dt10,rootVelocity) end end function ProceduralAnimatorClass:ConnectFootStepSound(sound : Sound) self.FootStep:Connect(function(raycastResult) local soundPositionAttachment = Instance.new("Attachment") soundPositionAttachment.WorldPosition = raycastResult.Position soundPositionAttachment.Parent = workspace.Terrain local footStepSound = sound:Clone() local randomPlaybackSpeed = self.RandomNumGenerator:NextNumber(0.7,1) footStepSound.PlaybackSpeed = randomPlaybackSpeed local reverbEffect = Instance.new("ReverbSoundEffect") reverbEffect.Density = 0.8 reverbEffect.DecayTime = 1 reverbEffect.Parent = footStepSound footStepSound.PlayOnRemove = true footStepSound.Parent = soundPositionAttachment soundPositionAttachment:Destroy() end) end function ProceduralAnimatorClass:StartEngineSound(sound : Sound) local engineSound = sound:Clone() engineSound.Parent = self.RootPart engineSound.Looped = true engineSound:Play() end function ProceduralAnimatorClass:InitDragDebug() for _, Leg in pairs(self.Legs) do Leg.CCDIKController:InitDragDebug() end end function ProceduralAnimatorClass:Destroy() if self.FootStep then self.FootStep:Destroy() end self = nil end return ProceduralAnimatorClass
--[=[ @return PROPERTY_MARKER Returns a marker that will transform the current key into a RemoteProperty once the service is created. Should only be called within the Client table of a service. An initial value can be passed along as well. RemoteProperties are great for replicating data to all of the clients. Different data can also be set per client. See [RemoteProperty](https://sleitnick.github.io/RbxUtil/api/RemoteProperty) documentation for more info. ```lua local MyService = Knit.CreateService { Name = "MyService", Client = { -- Create the property marker, which will turn into a -- RemoteProperty when Knit.Start() is called: MyProperty = Knit.CreateProperty("HelloWorld"), }, } function MyService:KnitInit() -- Change the value of the property: self.Client.MyProperty:Set("HelloWorldAgain") end ``` ]=]
function KnitServer.CreateProperty(initialValue: any) return { PROPERTY_MARKER, initialValue } end
-- How many times per second the gun can fire
local FireRate = 20 / 30
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Valkyrie Helm" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(1, 2, 1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentForward = Vector3.new (-0, -0.124, -0.992) h.AttachmentPos = Vector3.new(0.07, -0.4, 0.5) h.AttachmentRight = Vector3.new (1, -0, 0) h.AttachmentUp = Vector3.new (0, 0.992, -0.124) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--// Hash: 9043abc9834370d0811d3561bb07616137d303330a5e983d0bce677e5fdf5cb35241b3933100842275d036cb9b9de3c8 -- Decompiled with the Synapse X Luau decompiler.
return { ButtonX = "rbxassetid://9876149963", ButtonY = "rbxassetid://9876149854", ButtonA = "rbxassetid://9876150181", ButtonB = "rbxassetid://9876150092" };
-- Decompiled with the Synapse X Luau decompiler.
local function u1(p1, p2) p2 = p2 or {}; if type(p1) ~= "table" then return p1; end; if p2[p1] then return p2[p1]; end; local v1 = {}; p2[p1] = v1; for v2, v3 in next, p1 do v1[u1(v2, p2)] = u1(v3, p2); end; setmetatable(v1, u1(getmetatable(p1), p2)); return v1; end; local l__HttpService__2 = game:GetService("HttpService"); return function(p3, p4) if p4 then return u1(p3); end; return l__HttpService__2:JSONDecode(l__HttpService__2:JSONEncode(p3)); end;
-- Catch whenever the user finishes dragging
UserInputService.InputEnded:connect(function (InputInfo, GameProcessedEvent) -- Make sure this was button 1 being released if InputInfo.UserInputType ~= Enum.UserInputType.MouseButton1 then return; end; -- Clean up dragging detection listeners and data if DragStart then -- Clear dragging detection data DragStart = nil; DragStartTarget = nil; -- Disconnect dragging initiation listeners ClearConnection 'WatchForDrag'; end; -- Reset from drag mode if dragging if Dragging then -- Reset normal axes option state SetAxes(MoveTool.Axes); -- Finalize the dragging operation FinishDragging(); end; end); function SetUpDragging(BasePart, BasePoint) -- Sets up and initiates dragging based on the given base part -- Prevent selection while dragging Core.Targeting.CancelSelecting(); -- Prepare parts, and start dragging InitialState = PreparePartsForDragging(); StartDragging(BasePart, InitialState, BasePoint); end; MoveTool.SetUpDragging = SetUpDragging; function PreparePartsForDragging() -- Prepares parts for dragging and returns the initial state of the parts local InitialState = {}; -- Get index of parts local PartIndex = Support.FlipTable(Selection.Items); -- Stop parts from moving, and capture the initial state of the parts for _, Part in pairs(Selection.Items) do InitialState[Part] = { Anchored = Part.Anchored, CanCollide = Part.CanCollide, CFrame = Part.CFrame }; Part.Anchored = true; Part.CanCollide = false; InitialState[Part].Joints = Core.PreserveJoints(Part, PartIndex); Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); end; return InitialState; end; function StartDragging(BasePart, InitialState, BasePoint) -- Begins dragging the selection -- Ensure dragging is not already ongoing if Dragging then return; end; -- Indicate that we're dragging Dragging = true; -- Track changes TrackChange(); -- Disable bounding box calculation BoundingBox.ClearBoundingBox(); -- Cache area permissions information local AreaPermissions; if Core.Mode == 'Tool' then AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player); end; -- Ensure a base part is provided if not BasePart or not InitialState[BasePart] then return; end; -- Determine the base point for dragging local BasePartOffset = -BasePart.CFrame:pointToObjectSpace(Core.Mouse.Hit.p); -- Improve base point alignment for the given increment BasePartOffset = Vector3.new( math.clamp(GetIncrementMultiple(BasePartOffset.X, MoveTool.Increment), -BasePart.Size.X / 2, BasePart.Size.X / 2), math.clamp(GetIncrementMultiple(BasePartOffset.Y, MoveTool.Increment), -BasePart.Size.Y / 2, BasePart.Size.Y / 2), math.clamp(GetIncrementMultiple(BasePartOffset.Z, MoveTool.Increment), -BasePart.Size.Z / 2, BasePart.Size.Z / 2) ); -- Use the given base point instead if any if BasePoint then BasePartOffset = -BasePart.CFrame:pointToObjectSpace(BasePoint); end; -- Prepare snapping in case it is enabled, and make sure to override its default target selection SnapTracking.TargetBlacklist = Selection.Items; Connections.DragSnapping = PointSnapped:connect(function (SnappedPoint) -- Align the selection's base point to the snapped point local Rotation = SurfaceAlignment or (InitialState[BasePart].CFrame - InitialState[BasePart].CFrame.p); BasePart.CFrame = CFrame.new(SnappedPoint) * Rotation * CFrame.new(BasePartOffset); TranslatePartsRelativeToPart(BasePart, InitialState); -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then BasePart.CFrame = InitialState[BasePart].CFrame; TranslatePartsRelativeToPart(BasePart, InitialState); end; end); -- Update cache of corner offsets for later crossthrough calculations CornerOffsets = GetCornerOffsets(InitialState[BasePart].CFrame, InitialState); -- Provide a callback to trigger alignment TriggerAlignment = function () -- Trigger drag recalculation DragToMouse(BasePart, BasePartOffset, InitialState, AreaPermissions); -- Trigger snapping recalculation if SnapTracking.Enabled then PointSnapped:fire(SnappedPoint); end; end; -- Start up the dragging action Connections.Drag = Core.Mouse.Move:connect(function () DragToMouse(BasePart, BasePartOffset, InitialState, AreaPermissions); end); end;
-- / Teams / --
local PlayingTeam = game.Teams.Playing local LobbyTeam = game.Teams.Lobby
--[=[ @within Comm @private @interface Server .BindFunction (parent: Instance, name: string, fn: FnBind, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteFunction .WrapMethod (parent: Instance, tbl: table, name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteFunction .CreateSignal (parent: Instance, name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteSignal .CreateProperty (parent: Instance, name: string, value: any, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteProperty Server Comm ]=] --[=[ @within Comm @private @interface Client .GetFunction (parent: Instance, name: string, usePromise: boolean, inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?): (...: any) -> any .GetSignal (parent: Instance, name: string, inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?): ClientRemoteSignal .GetProperty (parent: Instance, name: string, inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?): ClientRemoteProperty Client Comm ]=]
function Server.BindFunction(parent: Instance, name: string, func: Types.FnBind, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?): RemoteFunction assert(Util.IsServer, "BindFunction must be called from the server") local folder = Util.GetCommSubFolder(parent, "RF"):Expect("Failed to get Comm RF folder") local rf = Instance.new("RemoteFunction") rf.Name = name local hasInbound = type(inboundMiddleware) == "table" and #inboundMiddleware > 0 local hasOutbound = type(outboundMiddleware) == "table" and #outboundMiddleware > 0 local function ProcessOutbound(player, ...) local args = table.pack(...) for _,middlewareFunc in ipairs(outboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end args.n = #args end return table.unpack(args, 1, args.n) end if hasInbound and hasOutbound then local function OnServerInvoke(player, ...) local args = table.pack(...) for _,middlewareFunc in ipairs(inboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end args.n = #args end return ProcessOutbound(player, func(player, table.unpack(args, 1, args.n))) end rf.OnServerInvoke = OnServerInvoke elseif hasInbound then local function OnServerInvoke(player, ...) local args = table.pack(...) for _,middlewareFunc in ipairs(inboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end args.n = #args end return func(player, table.unpack(args, 1, args.n)) end rf.OnServerInvoke = OnServerInvoke elseif hasOutbound then local function OnServerInvoke(player, ...) return ProcessOutbound(player, func(player, ...)) end rf.OnServerInvoke = OnServerInvoke else rf.OnServerInvoke = func end rf.Parent = folder return rf end function Server.WrapMethod(parent: Instance, tbl: {}, name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?): RemoteFunction assert(Util.IsServer, "WrapMethod must be called from the server") local fn = tbl[name] assert(type(fn) == "function", "Value at index " .. name .. " must be a function; got " .. type(fn)) return Server.BindFunction(parent, name, function(...) return fn(tbl, ...) end, inboundMiddleware, outboundMiddleware) end function Server.CreateSignal(parent: Instance, name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?) assert(Util.IsServer, "CreateSignal must be called from the server") local folder = Util.GetCommSubFolder(parent, "RE"):Expect("Failed to get Comm RE folder") local rs = RemoteSignal.new(folder, name, inboundMiddleware, outboundMiddleware) return rs end function Server.CreateProperty(parent: Instance, name: string, initialValue: any, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?) assert(Util.IsServer, "CreateProperty must be called from the server") local folder = Util.GetCommSubFolder(parent, "RP"):Expect("Failed to get Comm RP folder") local rp = RemoteProperty.new(folder, name, initialValue, inboundMiddleware, outboundMiddleware) return rp end return Server
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local v1 = { Name = "Explorer", Title = "Game Explorer", Size = { 400, 300 }, MinSize = { 150, 100 }, AllowMultiple = false }; local u1 = nil; local u2 = game; function v1.OnRefresh() u1(u2); end; local v2 = client.UI.Make("Window", v1); local u3 = nil; local u4 = game; local u5 = nil; local function u6(p2, p3, p4, p5) local v3 = u3:Add("TextLabel", { Text = " " .. tostring(p3), ToolTip = p2.ClassName, TextXAlignment = "Left", Size = UDim2.new(1, 0, 0, 30), Position = UDim2.new(0, 0, 0, 30 * p4) }); local v4 = { Text = "Delete", Size = UDim2.new(0, 80, 0, 30), Position = UDim2.new(1, -160, 0, 0), Visible = not p5 }; function v4.OnClick() u2 = u2.Parent or game; client.Remote.Send("HandleExplore", p2, "Delete"); p2:Destroy(); u1(u2); end; local v5 = v3:Add("TextButton", v4); local v6 = v3:Add("TextButton", { Text = "Open", Size = UDim2.new(0, 80, 0, 30), Position = UDim2.new(1, -80, 0, 0), OnClick = function() u4 = u2; u2 = p2; u1(p2); end }); end; u1 = function(p6) local l__Text__7 = u5.Text; local v8 = 1; u3:ClearAllChildren(); u6(p6.Parent or (u4 or game), "Previous Parent (Go Up..)", 0, true); local l__next__9 = next; local v10, v11 = p6:GetChildren(); while true do local v12, v13 = l__next__9(v10, v11); if not v12 then break; end; v11 = v12; local u7 = v8; pcall(function() if v13.Name:sub(1, #l__Text__7):lower() == l__Text__7:lower() or v13.ClassName:sub(1, #l__Text__7):lower() == l__Text__7:lower() then u6(v13, v13.Name, u7); u7 = u7 + 1; end; end); end; u3:ResizeCanvas(false, true, false, false, 5, 5); end; if v2 then u3 = v2:Add("ScrollingFrame", { List = {}, ScrollBarThickness = 2, BackgroundTransparency = 1, Position = UDim2.new(0, 5, 0, 30), Size = UDim2.new(1, -10, 1, -30) }); u5 = v2:Add("TextBox", { Size = UDim2.new(1, -10, 0, 20), Position = UDim2.new(0, 5, 0, 5), BackgroundTransparency = 0.5, BorderSizePixel = 0, TextColor3 = Color3.new(1, 1, 1), Text = "", PlaceholderText = "Search", TextStrokeTransparency = 0.8 }); u5.FocusLost:connect(function(p7) u1(u2, u5.Text); end); u1(game); local l__gTable__14 = v2.gTable; v2:Ready(); end; end;
----------------------------------------------------------- ----------------------- STATIC DATA ----------------------- -----------------------------------------------------------
local RunService = game:GetService("RunService") local Workspace = game:GetService("Workspace") local ReplicatedStorage = game:GetService("ReplicatedStorage").TankGunsFolder local Modules = ReplicatedStorage:WaitForChild("Modules") local Utilities = require(Modules.Utilities) local Signal = Utilities.Signal local table = Utilities.Table local Thread = Utilities.Thread local TargetEvent if RunService:IsClient() then TargetEvent = RunService.RenderStepped else TargetEvent = RunService.Heartbeat end local Projectiles = {} local RemoveList = {}
--- Switches to the specified targeting mode. -- @returns void
function TargetingModule:SetTargetingMode(NewTargetingMode) if (NewTargetingMode == 'Scoped') or (NewTargetingMode == 'Direct') then self.TargetingMode = NewTargetingMode self.TargetingModeChanged:Fire(NewTargetingMode) else error('Invalid targeting mode', 2) end end
-- Event Bindings
DisplayIntermission.OnClientEvent:Connect(OnDisplayIntermission)
---------------------[ TWEEN MODULE ]-------------------------------------------------
function tweenFoV(goal, frames) coroutine.resume(coroutine.create(function() SFn = SFn and SFn + 1 or 0 local SFn_S = SFn for i = 1, frames do if SFn ~= SFn_S then break end Camera.FieldOfView = Camera.FieldOfView + (goal - Camera.FieldOfView) * (i / frames) game:GetService("RunService").RenderStepped:wait() end end)) end function Lerp(n,g,t) return n+(g-n)*t end local RS = game:GetService("RunService") function tweenJoint(Joint, newC0, newC1, Alpha, Duration) spawn(function() local newCode = math.random(-1e9, 1e9) --This creates a random code between -1000000000 and 1000000000 local tweenIndicator = nil if (not Joint:findFirstChild("tweenCode")) then --If the joint isn't being tweened, then tweenIndicator = Instance.new("IntValue") tweenIndicator.Name = "tweenCode" tweenIndicator.Value = newCode tweenIndicator.Parent = Joint else tweenIndicator = Joint.tweenCode tweenIndicator.Value = newCode --If the joint is already being tweened, this will change the code, and the tween loop will stop end --local tweenIndicator = createTweenIndicator:InvokeServer(Joint, newCode) if Duration <= 0 then --If the duration is less than or equal to 0 then there's no need for a tweening loop if newC0 then Joint.C0 = newC0 end if newC1 then Joint.C1 = newC1 end else local Increment = 1.5 / Duration local startC0 = Joint.C0 local startC1 = Joint.C1 local X = 0 while true do RS.RenderStepped:wait() --This makes the for loop step every 1/60th of a second local newX = X + Increment X = (newX > 90 and 90 or newX) if tweenIndicator.Value ~= newCode then break end --This makes sure that another tween wasn't called on the same joint if (not Equipped) then break end --This stops the tween if the tool is deselected if newC0 then Joint.C0 = startC0:lerp(newC0, Alpha(X)) end if newC1 then Joint.C1 = startC1:lerp(newC1, Alpha(X)) end if X == 90 then break end end end if tweenIndicator.Value == newCode then --If this tween functions was the last one called on a joint then it will remove the code tweenIndicator:Destroy() end end) end function LoadClientMods() for L_335_forvar1, L_336_forvar2 in pairs(GunMods:GetChildren()) do if L_336_forvar2:IsA('LocalScript') then local L_337_ = L_336_forvar2:clone() L_337_.Parent = ModStorageFolder L_337_.Disabled = false end end end function UnloadClientMods() for L_335_forvar1, L_336_forvar2 in pairs(ModStorageFolder:GetChildren()) do if L_336_forvar2:IsA('LocalScript') then L_336_forvar2:Destroy() end end end function CheckForHumanoid(L_225_arg1) local L_226_ = false local L_227_ = nil if L_225_arg1 then if (L_225_arg1.Parent:FindFirstChildOfClass("Humanoid") or L_225_arg1.Parent.Parent:FindFirstChildOfClass("Humanoid")) then L_226_ = true if L_225_arg1.Parent:FindFirstChildOfClass('Humanoid') then L_227_ = L_225_arg1.Parent:FindFirstChildOfClass('Humanoid') elseif L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid') then L_227_ = L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid') end else L_226_ = false end end return L_226_, L_227_ end function CreateShell() delay(math.random(4,8)/10, function() if PastaFX:FindFirstChild('ShellCasing') then local Som = PastaFX.ShellCasing:clone() Som.Parent = Jogador.PlayerGui Som.PlaybackSpeed = math.random(30,50)/40 Som.PlayOnRemove = true Debris:AddItem(Som, 0) end end) end local Tracers = 1 function TracerCalculation() local VisibleTracer if Settings.RandomTracer then if (math.random(1, 100) <= Settings.TracerChance) then VisibleTracer = true else VisibleTracer = false end else if Tracers >= Settings.TracerEveryXShots then VisibleTracer = true Tracers = 1 else Tracers = Tracers + 1 end end return VisibleTracer end function CreateBullet(BSpread) local Bullet = Instance.new("Part") Bullet.Name = Player.Name.."_Bullet" Bullet.CanCollide = false Bullet.Transparency = 1 Bullet.FormFactor = "Custom" Bullet.Size = Vector3.new(1,1,1) local BulletMass = Bullet:GetMass() local Force = Vector3.new(0,BulletMass * (196.2) - (Settings.BDrop) * (196.2), 0) local BF = Instance.new("BodyForce") BF.force = Force BF.Parent = Bullet local Origin = ArmaClone.SmokePart.Position local Direction = ArmaClone.SmokePart.CFrame.lookVector + (ArmaClone.SmokePart.CFrame.upVector * (((Settings.BDrop*Zeroing.Value/2.8)/Settings.BSpeed))/2) local BulletCF = CFrame.new(Origin, Origin + Direction) local balaspread = CFrame.Angles( RAD(RAND(-BSpread - ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier), BSpread + ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier)) / 20), RAD(RAND(-BSpread - ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier), BSpread + ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier)) / 20), RAD(RAND(-BSpread - ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier), BSpread + ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier)) / 20) ) Direction = balaspread * Direction Bullet.Parent = BulletModel Bullet.CFrame = BulletCF + Direction Bullet.Velocity = Direction * Settings.BSpeed local RainbowModeCode = Color3.fromRGB(math.random(0,255),math.random(0,255),math.random(0,255)) local Visivel = TracerCalculation() if Settings.BulletFlare == true and Visivel then local bg = Instance.new("BillboardGui", Bullet) bg.Adornee = Bullet bg.Enabled = false local flashsize = math.random(275, 375)/10 bg.Size = UDim2.new(flashsize, 0, flashsize, 0) bg.LightInfluence = 0 local flash = Instance.new("ImageLabel", bg) flash.BackgroundTransparency = 1 flash.Size = UDim2.new(1, 0, 1, 0) flash.Position = UDim2.new(0, 0, 0, 0) flash.Image = "http://www.roblox.com/asset/?id=1047066405" if Settings.RainbowMode == true then flash.ImageColor3 = RainbowModeCode else flash.ImageColor3 = Settings.BulletFlareColor end flash.ImageTransparency = math.random(2, 5)/15 spawn(function() wait(.2) if Bullet:FindFirstChild("BillboardGui") ~= nil then Bullet.BillboardGui.Enabled = true end end) end if Settings.Tracer == true and Visivel then local At1 = Instance.new("Attachment") At1.Name = "At1" At1.Position = Vector3.new(-(Settings.TracerWidth),0,0) At1.Parent = Bullet local At2 = Instance.new("Attachment") At2.Name = "At2" At2.Position = Vector3.new((Settings.TracerWidth),0,0) At2.Parent = Bullet local Particles = Instance.new("Trail") Particles.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0); NumberSequenceKeypoint.new(1, 1); } ) Particles.WidthScale = NumberSequence.new({ NumberSequenceKeypoint.new(0, 2, 0); NumberSequenceKeypoint.new(1, 1); } ) if Settings.RainbowMode == true then Particles.Color = ColorSequence.new(RainbowModeCode) else Particles.Color = ColorSequence.new(Settings.TracerColor) end Particles.Texture = "rbxassetid://232918622" Particles.TextureMode = Enum.TextureMode.Stretch Particles.FaceCamera = true Particles.LightEmission = Settings.TracerLightEmission Particles.LightInfluence = Settings.TracerLightInfluence Particles.Lifetime = Settings.TracerLifeTime Particles.Attachment0 = At1 Particles.Attachment1 = At2 Particles.Parent = Bullet end if Settings.BulletLight == true and Visivel then local BulletLight = Instance.new("PointLight") BulletLight.Parent = Bullet BulletLight.Brightness = Settings.BulletLightBrightness if Settings.RainbowMode == true then BulletLight.Color = RainbowModeCode else BulletLight.Color = Settings.BulletLightColor end BulletLight.Range = Settings.BulletLightRange BulletLight.Shadows = true end CreateShell() if Visivel then if ServerConfig.ReplicatedBullets then Evt.ServerBullet:FireServer(BulletCF, Settings.Tracer, Settings.BDrop, Settings.BSpeed, Direction, Settings.TracerColor,Ray_Ignore,Settings.BulletFlare,Settings.BulletFlareColor) end end game.Debris:AddItem(Bullet, 5) return Bullet end function CalcularDano(DanoBase,Dist,Vitima,Type) local damage = 0 local VestDamage = 0 local HelmetDamage = 0 local Traveleddamage = DanoBase-(math.ceil(Dist)/40)*Settings.FallOfDamage if Vitima.Parent:FindFirstChild("Saude") ~= nil then local Vest = Vitima.Parent.Saude.Protecao.VestVida local Vestfactor = Vitima.Parent.Saude.Protecao.VestProtect local Helmet = Vitima.Parent.Saude.Protecao.HelmetVida local Helmetfactor = Vitima.Parent.Saude.Protecao.HelmetProtect if Type == "Head" then if Helmet.Value > 0 and (Settings.BulletPenetration) < Helmetfactor.Value then damage = Traveleddamage * ((Settings.BulletPenetration)/Helmetfactor.Value) HelmetDamage = (Traveleddamage * ((100 - Settings.BulletPenetration)/Helmetfactor.Value)) if HelmetDamage <= 0 then HelmetDamage = 0.5 end elseif Helmet.Value > 0 and (Settings.BulletPenetration) >= Helmetfactor.Value then damage = Traveleddamage HelmetDamage = (Traveleddamage * ((100 - Settings.BulletPenetration)/Helmetfactor.Value)) if HelmetDamage <= 0 then HelmetDamage = 1 end elseif Helmet.Value <= 0 then damage = Traveleddamage end else if Vest.Value > 0 and (Settings.BulletPenetration) < Vestfactor.Value then damage = Traveleddamage * ((Settings.BulletPenetration)/Vestfactor.Value) VestDamage = (Traveleddamage * ((100 - Settings.BulletPenetration)/Vestfactor.Value)) if VestDamage <= 0 then VestDamage = 0.5 end elseif Vest.Value > 0 and (Settings.BulletPenetration) >= Vestfactor.Value then damage = Traveleddamage VestDamage = (Traveleddamage * ((100 - Settings.BulletPenetration)/Vestfactor.Value)) if VestDamage <= 0 then VestDamage = 1 end elseif Vest.Value <= 0 then damage = Traveleddamage end end else damage = Traveleddamage end if damage <= 0 then damage = 1 end return damage,VestDamage,HelmetDamage end local WhizzSound = {"342190005"; "342190012"; "342190017"; "342190024";} Evt.Whizz.OnClientEvent:connect(function() local Som = Instance.new('Sound') Som.Parent = Jogador.PlayerGui Som.SoundId = "rbxassetid://"..WhizzSound[math.random(1,4)] Som.Volume = 2 Som.PlayOnRemove = true Som:Destroy() end) Evt.Suppression.OnClientEvent:Connect(function(Mode,Intensity,Tempo) if ServerConfig.EnableStatusUI and Jogador.Character and Human.Health > 0 then if Mode == 1 then TS:Create(StatusClone.Efeitos.Suppress,TweenInfo.new(.1),{ImageTransparency = 0, Size = UDim2.fromScale(1,1.15)}):Play() delay(.1,function() TS:Create(StatusClone.Efeitos.Suppress,TweenInfo.new(1,Enum.EasingStyle.Exponential,Enum.EasingDirection.InOut,0,false,0.15),{ImageTransparency = 1,Size = UDim2.fromScale(2,2)}):Play() end) else --local SKP_22 = script.FX.Dirty:clone() --SKP_22.Parent = Jogador.PlayerGui.StatusUI.Supressao --SKP_22.ImageTransparency = 0 --SKP_22.BackgroundTransparency = (Intensity - 1) * -1 --TS:Create(SKP_22,TweenInfo.new(0.25 ,Enum.EasingStyle.Linear,Enum.EasingDirection.In,0,false,0),{ImageTransparency = 0}):Play() --TS:Create(SKP_22,TweenInfo.new(Tempo/2 ,Enum.EasingStyle.Elastic,Enum.EasingDirection.In,0,false,0),{BackgroundTransparency = 1}):Play() --delay(Tempo/2,function() --TS:Create(SKP_22,TweenInfo.new(Tempo ,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0),{ImageTransparency = 1}):Play() --TS:AddItem(SKP_22, Tempo) --end) end end end) function CastRay(Bala) local Hit2, Pos2, Norm2, Mat2 local Hit, Pos, Norm, Mat local L_257_ = ArmaClone.SmokePart.Position; local L_258_ = Bala.Position; local TotalDistTraveled = 0 local L_260_ = false local recast while true do RS.Heartbeat:wait() L_258_ = Bala.Position; TotalDistTraveled = TotalDistTraveled + (L_258_ - L_257_).magnitude Hit2, Pos2, Norm2, Mat2 = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_257_, (L_258_ - L_257_)*20), Ray_Ignore, false, true); Hit, Pos, Norm, Mat = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_257_, (L_258_ - L_257_)), Ray_Ignore, false, true); for L_264_forvar1, L_265_forvar2 in pairs(game.Players:GetChildren()) do if L_265_forvar2:IsA('Player') and L_265_forvar2 ~= Player and L_265_forvar2.Character and L_265_forvar2.Character:FindFirstChild('Head') and (L_265_forvar2.Character.Head.Position - Pos).magnitude <= Settings.SuppressMaxDistance and Settings.BulletWhiz and not L_260_ then Evt.Whizz:FireServer(L_265_forvar2) Evt.Suppression:FireServer(L_265_forvar2) L_260_ = true end end if TotalDistTraveled > Settings.Distance then Bala:Destroy() L_260_ = true break end if Hit2 then while not recast do if Hit2 and (Hit2 and Hit2.Transparency >= 1 or Hit2.CanCollide == false or Hit2.Name == "Ignorable" or Hit2.Name == "Glass" or Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2") and Hit2.Name ~= 'Right Arm' and Hit2.Name ~= 'Left Arm' and Hit2.Name ~= 'Right Leg' and Hit2.Name ~= 'Left Leg' and Hit2.Name ~= 'Armor' and Hit2.Name ~= 'EShield' then table.insert(Ray_Ignore, Hit2) recast = true end if recast then Hit2, Pos2, Norm2, Mat2 = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_257_, (L_258_ - L_257_)*20), Ray_Ignore, false, true); Hit, Pos, Norm, Mat = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_257_, (L_258_ - L_257_)), Ray_Ignore, false, true); recast = false else break end end end if Hit and not recast then Bala:Destroy() L_260_ = true local FoundHuman,VitimaHuman = CheckForHumanoid(Hit) Hitmarker.HitEffect(Ray_Ignore,ACS_Storage, Pos, Hit, Norm, Mat, Settings) Evt.Hit:FireServer(Pos, Hit, Norm, Mat,Settings,TotalDistTraveled) if FoundHuman == true and VitimaHuman.Health > 0 then if ServerConfig.HitmarkerSound then local hurtSound = PastaFX.Hitmarker:Clone() hurtSound.Parent = Player.PlayerGui hurtSound.Volume = 2 hurtSound.PlayOnRemove = true Debris:AddItem(hurtSound,0) end if not Settings.ModoTreino then Evt.CreateOwner:FireServer(VitimaHuman) if game.Players:FindFirstChild(VitimaHuman.Parent.Name) == nil then if Hit.Name == "Head" then local DanoBase = math.random(Settings.HeadDamage[1], Settings.HeadDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif Hit.Name == "Torso" or Hit.Parent.Name == "UpperTorso" or Hit.Parent.Name == "LowerTorso" then local DanoBase = math.random(Settings.TorsoDamage[1], Settings.TorsoDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) else local DanoBase = math.random(Settings.LimbsDamage[1], Settings.LimbsDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) end else if not ServerConfig.TeamKill then if game.Players:FindFirstChild(VitimaHuman.Parent.Name) and game.Players:FindFirstChild(VitimaHuman.Parent.Name).Team ~= Player.Team or game.Players:FindFirstChild(VitimaHuman.Parent.Name) == nil then if Hit.Name == "Head" or Hit.Parent.Name == "Top" or Hit.Parent.Name == "Headset" or Hit.Parent.Name == "Olho" or Hit.Parent.Name == "Face" or Hit.Parent.Name == "Numero" then local DanoBase = math.random(Settings.HeadDamage[1], Settings.HeadDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif (Hit.Parent:IsA('Accessory') or Hit.Parent:IsA('Hat')) then local DanoBase = math.random(Settings.HeadDamage[1], Settings.HeadDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif Hit.Name == "Torso" or Hit.Parent.Name == "Chest" or Hit.Parent.Name == "Waist" then local DanoBase = math.random(Settings.TorsoDamage[1], Settings.TorsoDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif Hit.Name == "Right Arm" or Hit.Name == "Right Leg" or Hit.Name == "Left Leg" or Hit.Name == "Left Arm" then local DanoBase = math.random(Settings.LimbsDamage[1], Settings.LimbsDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) end end else if game.Players:FindFirstChild(VitimaHuman.Parent.Name) and game.Players:FindFirstChild(VitimaHuman.Parent.Name).Team ~= Player.Team or game.Players:FindFirstChild(VitimaHuman.Parent.Name) == nil then if Hit.Name == "Head" or Hit.Parent.Name == "Top" or Hit.Parent.Name == "Headset" or Hit.Parent.Name == "Olho" or Hit.Parent.Name == "Face" or Hit.Parent.Name == "Numero" then local DanoBase = math.random(Settings.HeadDamage[1], Settings.HeadDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif (Hit.Parent:IsA('Accessory') or Hit.Parent:IsA('Hat')) then local DanoBase = math.random(Settings.HeadDamage[1], Settings.HeadDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif Hit.Name == "Torso" or Hit.Parent.Name == "Chest" or Hit.Parent.Name == "Waist" then local DanoBase = math.random(Settings.TorsoDamage[1], Settings.TorsoDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif Hit.Name == "Right Arm" or Hit.Name == "Right Leg" or Hit.Name == "Left Leg" or Hit.Name == "Left Arm" then local DanoBase = math.random(Settings.LimbsDamage[1], Settings.LimbsDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) end else if Hit.Name == "Head" or Hit.Parent.Name == "Top" or Hit.Parent.Name == "Headset" or Hit.Parent.Name == "Olho" or Hit.Parent.Name == "Face" or Hit.Parent.Name == "Numero" then local DanoBase = math.random(Settings.HeadDamage[1], Settings.HeadDamage[2])* ServerConfig.TeamDamageMultiplier local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif (Hit.Parent:IsA('Accessory') or Hit.Parent:IsA('Hat')) then local DanoBase = math.random(Settings.HeadDamage[1], Settings.HeadDamage[2])* ServerConfig.TeamDamageMultiplier local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif Hit.Name == "Torso" or Hit.Parent.Name == "Chest" or Hit.Parent.Name == "Waist" then local DanoBase = math.random(Settings.TorsoDamage[1], Settings.TorsoDamage[2])* ServerConfig.TeamDamageMultiplier local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif Hit.Name == "Right Arm" or Hit.Name == "Right Leg" or Hit.Name == "Left Leg" or Hit.Name == "Left Arm" then local DanoBase = math.random(Settings.LimbsDamage[1], Settings.LimbsDamage[2])* ServerConfig.TeamDamageMultiplier local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body") Evt.Damage:FireServer(VitimaHuman,Dano,DanoColete,DanoCapacete) end end end end else if Hit.Name == "Head" or Hit.Parent.Name == "Top" or Hit.Parent.Name == "Headset" or Hit.Parent.Name == "Olho" or Hit.Parent.Name == "Face" or Hit.Parent.Name == "Numero" or (Hit.Parent:IsA('Accessory') or Hit.Parent:IsA('Hat')) or Hit.Name == "Torso" or Hit.Parent.Name == "Chest" or Hit.Parent.Name == "Waist" or Hit.Name == "Right Arm" or Hit.Name == "Left Arm" or Hit.Name == "Right Leg" or Hit.Name == "Left Leg" or Hit.Parent.Name == "Back" or Hit.Parent.Name == "Leg1" or Hit.Parent.Name == "Leg2" or Hit.Parent.Name == "Arm1" or Hit.Parent.Name == "Arm2" then Evt.Treino:FireServer(VitimaHuman) end end break end end L_257_ = L_258_; end end Human.Running:connect(function(walkin) if Equipped then SpeedPrecision = walkin Sprint() if walkin > 1 then Walking = true else Walking = false end end end) Mouse.KeyDown:connect(function(Key) if Equipped then if Key == "w" then if not w then w = true end end if Key == "a" then if not a then a = true end end if Key == "s" then if not s then s = true end end if Key == "d" then if not d then d = true end end end end) Mouse.KeyUp:connect(function(Key) if Equipped then if Key == "w" then if w then w = false end end if Key == "a" then if a then a = false end end if Key == "s" then if s then s = false end end if Key == "d" then if d then d = false end end end end) function SlideEx() tweenJoint(ArmaClone.Handle:WaitForChild("Slide"), CFrame.new(Settings.SlideExtend) * CFrame.Angles(0,math.rad(0),0) , nil, function(X) return math.sin(math.rad(X)) end, 1 * (FireRate/2)) if Settings.MoveBolt == true then tweenJoint(ArmaClone.Handle:WaitForChild("Bolt"), CFrame.new(Settings.BoltExtend) * CFrame.Angles(0,math.rad(0),0) , nil, function(X) return math.sin(math.rad(X)) end, 1 * (FireRate/2)) end delay(FireRate/2,function() if Ammo.Value >= 1 then tweenJoint(ArmaClone.Handle:WaitForChild("Slide"), CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0) , nil, function(X) return math.sin(math.rad(X)) end, 1 * (FireRate/2)) if Settings.MoveBolt == true then tweenJoint(ArmaClone.Handle:WaitForChild("Bolt"), CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0) , nil, function(X) return math.sin(math.rad(X)) end, 1 * (FireRate/2)) end elseif Ammo.Value < 1 and Settings.SlideLock == true then Chambered.Value = false if Settings.MoveBolt == true and Settings.BoltLock == false then tweenJoint(ArmaClone.Handle:WaitForChild("Bolt"), CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0) , nil, function(X) return math.sin(math.rad(X)) end, 1 * (FireRate/2)) end ArmaClone.Handle.Click:Play() slideback = true elseif Ammo.Value < 1 and Settings.SlideLock == false then tweenJoint(ArmaClone.Handle:WaitForChild("Slide"), CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0) , nil, function(X) return math.sin(math.rad(X)) end, 1 * (FireRate/2)) if Settings.MoveBolt == true then tweenJoint(ArmaClone.Handle:WaitForChild("Bolt"), CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0) , nil, function(X) return math.sin(math.rad(X)) end, 1 * (FireRate/2)) end Chambered.Value = false ArmaClone.Handle.Click:Play() end end) end function recoil() spawn(function() if Bipod then local vr = (VRecoil)/5 local hr = ((HRecoil) * math.random(-1, 1))/5 Camera.CFrame = Camera.CFrame * CFrame.Angles(vr, hr, 0) local c = -vr/30 local cx = -(hr)/30 local curId local EquipId = curId local vP if Settings.GunType == 0 then vP = (VPunchBase) else vP = (VPunchBase*10)/100 end local hP = (math.random(-HPunchBase*25, HPunchBase*25))/100 local dP = ((DPunchBase) * math.random(-1, 1)) if not Aiming then Recoil = Recoil:lerp(Recoil*CFrame.new(0,0,(Settings.RecoilPunch/2)) * CFrame.Angles(RAD(vP*RecoilPower*0.25),RAD(hP*RecoilPower*0.25),RAD(dP*RecoilPower*0.25)),1) else Recoil = Recoil:lerp(Recoil*CFrame.new(0,0,(Settings.RecoilPunch/2)) * CFrame.Angles(RAD(vP*RecoilPower*0.25),RAD(hP*RecoilPower*0.25),RAD(dP*RecoilPower*0.25)),1) end for i = 1, 30 do if EquipId == curId then Camera.CoordinateFrame = CFrame.new(Camera.Focus.p) * (Camera.CoordinateFrame - Camera.CoordinateFrame.p) * CFrame.Angles(c, cx, 0) * CFrame.new(0, 0, (Camera.Focus.p - Camera.CoordinateFrame.p).magnitude) wait() else break end end else local vr = (VRecoil) local hr = (HRecoil) * math.random(-1, 1) Camera.CFrame = Camera.CFrame * CFrame.Angles(vr, hr, 0) local c = -vr/30 local cx = -(hr)/30 local curId local EquipId = curId local vP if Settings.GunType == 0 then vP = (VPunchBase) else vP = (math.random(-VPunchBase*50,VPunchBase*100))/100 end local hP = (math.random(-HPunchBase*100, HPunchBase*100))/100 local dP = ((DPunchBase) * math.random(-1, 1)) if not Aiming then Recoil = Recoil:lerp(Recoil*CFrame.new(0,0,(Settings.RecoilPunch)) * CFrame.Angles(RAD(vP*RecoilPower),RAD(hP*RecoilPower),RAD(dP*RecoilPower)),1) else Recoil = Recoil:lerp(Recoil*CFrame.new(0,0,(Settings.RecoilPunch/2)) * CFrame.Angles(RAD(vP*RecoilPower/Settings.AimRecoilReduction),RAD(hP*RecoilPower/Settings.AimRecoilReduction),RAD(dP*RecoilPower/Settings.AimRecoilReduction)),1) end for i = 1, 30*Settings.AimRecover do if EquipId == curId then Camera.CoordinateFrame = CFrame.new(Camera.Focus.p) * (Camera.CoordinateFrame - Camera.CoordinateFrame.p) * CFrame.Angles(c, cx, 0) * CFrame.new(0, 0, (Camera.Focus.p - Camera.CoordinateFrame.p).magnitude) wait() else break end end end end) for _, v in pairs(ArmaClone.SmokePart:GetChildren()) do if v.Name:sub(1, 7) == "FlashFX" or v.Name:sub(1, 7) == "Smoke" then v.Enabled = true end end for _, a in pairs(ArmaClone.Chamber:GetChildren()) do if a.Name:sub(1, 7) == "FlashFX" or a.Name:sub(1, 7) == "Smoke" then a.Enabled = true end end delay(1 / 30, function() for _, v in pairs(ArmaClone.SmokePart:GetChildren()) do if v.Name:sub(1, 7) == "FlashFX" or v.Name:sub(1, 7) == "Smoke" then v.Enabled = false end end for _, a in pairs(ArmaClone.Chamber:GetChildren()) do if a.Name:sub(1, 7) == "FlashFX" or a.Name:sub(1, 7) == "Smoke" then a.Enabled = false end end end) if Silencer.Value == true then Character:WaitForChild('S'.. ArmaClone.Name):WaitForChild('Grip'):WaitForChild('Supressor'):Play() else Character:WaitForChild('S'.. ArmaClone.Name):WaitForChild('Grip'):WaitForChild('Fire'):Play() Character:WaitForChild('S'.. ArmaClone.Name):WaitForChild('Grip'):WaitForChild('Echo'):Play() end SlideEx() end function Emperrar() if Settings.CanBreak == true and Chambered.Value == true and (Ammo.Value - 1) > 0 then local Jam = math.random(Settings.JamChance) if Jam <= 2 then Emperrado.Value = true ArmaClone.Handle:WaitForChild("Click"):Play() end end end function HalfStepFunc(Rot) if PlaceHolder then Offset = Human.CameraOffset Evt.HeadRot:FireServer(Rot, Offset, Equipped) end PlaceHolder = not PlaceHolder end oldtick = tick() xTilt = 0 yTilt = 0 lastPitch = 0 lastYaw = 0 local TVal = 0 local L_199_ = nil Personagem.ChildAdded:connect(function(Tool) if Tool:IsA('Tool') and Tool:FindFirstChild('ACS_Modulo') and Tool.ACS_Modulo:FindFirstChild('ACS_Setup') and Humanoid.Health > 0 and not ToolEquip and require(Tool.ACS_Modulo.ACS_Setup).Type == 'Gun' then local L_370_ = true if Personagem:WaitForChild('Humanoid').Sit and Personagem.Humanoid.SeatPart:IsA("VehicleSeat") or Personagem:WaitForChild('Humanoid').Sit and Personagem.Humanoid.SeatPart:IsA("VehicleSeat") or Nadando then L_370_ = false; end if L_370_ then L_199_ = Tool if not Equipped then uis.MouseIconEnabled = false Player.CameraMode = Enum.CameraMode.LockFirstPerson Setup(Tool) LoadClientMods() Ray_Ignore = {Character, Ignore_Model, Camera, BulletModel} Gui = StatusClone:WaitForChild("GunHUD") Gui.Visible = true CanUpdateGui = true Update_Gui() EquipAnim() if Settings.ZoomAnim and AimPartMode == 2 then ZoomAnim() end Sprint() elseif Equipped then Unset() Setup(L_199_) LoadClientMods() end; end; end end) Human.Seated:Connect(function(isSeated, seat) if isSeated and (seat:IsA("VehicleSeat")) then Unset() Humanoid:UnequipTools() Jogador.CameraMaxZoomDistance = ServerConfig.VehicleMaxZoom else Jogador.CameraMaxZoomDistance = game.StarterPlayer.CameraMaxZoomDistance end end) Jogador.Backpack.ChildRemoved:connect(function(L_371_arg1) Evt.Holster:FireServer(L_371_arg1) end) Personagem.ChildRemoved:connect(function(L_371_arg1) if L_371_arg1 == ArmaClient then if Equipped then if Balinha then Balinha:Destroy() end Unset() end end end) RS.RenderStepped:connect(function(Update) if not Equipped then HeadBase.CFrame = Camera.CFrame * CFrame.new(0, 0, -.5) else Update_Gui() HalfStepFunc(-math.asin(Camera.CoordinateFrame.lookVector.y)) Recoil = Recoil:lerp(CFrame.new(),Settings.PunchRecover) --RA.C0 = Recoil --LA.C0 = Recoil local Raio = Ray.new(ArmaClone.Handle.Position, Camera.CFrame.LookVector * Settings.GunSize) local Hit, Pos = workspace:FindPartOnRayWithIgnoreList(Raio, Ray_Ignore, false, true) local lk = Camera.CoordinateFrame.lookVector local x = lk.X local rise = lk.Y local z = lk.Z local lookpitch, lookyaw = math.asin(rise), -math.atan(x / z) local pitchChange = lastPitch - lookpitch local yawChange = lastYaw - lookyaw pitchChange = pitchChange * ((math.abs(pitchChange) < 1) and 1 or 0) yawChange = yawChange * ((math.abs(yawChange) < 1) and 1 or 0) yTilt = (yTilt * 0.5 + pitchChange) xTilt = (xTilt * 0.5 + yawChange) lastPitch = lookpitch lastYaw = lookyaw sway.t = V3(xTilt, yTilt, TVal) local swayVec = sway.p local TWAY = swayVec.z local XSWY = swayVec.X * 5 local YSWY = swayVec.Y * 5 local xWalk = SIN(t*3)*(SpeedPrecision/ServerConfig.RunWalkSpeed *(WVal+1)) local yWalk = COS(t*3)*(SpeedPrecision/ServerConfig.RunWalkSpeed *(WVal+1)) local xWak = SIN(t*1.75)*(SpeedPrecision/ServerConfig.RunWalkSpeed *(WVal+1)) local yWak = COS(t*3.5)*(SpeedPrecision/ServerConfig.RunWalkSpeed *(WVal+1)) local zWalk = WVal Walk.t = Vector3.new(xWalk,yWalk,WVal) local Walk2 = Walk.p local xWalk2 = Walk2.X/3 local yWalk2 = Walk2.Y/3 local zWalk2 = Walk2.Z/10 local xWalk3 = Walk2.X/1 local yWalk3 = Walk2.Y/1 if Clone then if Aiming then zWalk = 0 else zWalk = WVal end if Walking then WalkRate = (Human.WalkSpeed/3) if a then TVal = Lerp(0,(-.20*SpeedPrecision/ServerConfig.RunWalkSpeed),10) elseif d then TVal = Lerp(0,(.20*SpeedPrecision/ServerConfig.RunWalkSpeed),10) else TVal = Lerp(0,0,10) end else WalkRate = (SpeedPrecision/ServerConfig.RunWalkSpeed) + .5 WVal = Lerp(0,0,10) end local currtick = tick() t = t + (((currtick - OldTick)*WalkRate)) OldTick = currtick local Sway = CFa(YSWY*RAD(5),-XSWY*RAD(5),-XSWY*RAD(0)) Waval = Waval:lerp(CFn(xWalk3/220,-yWalk3/180,0)*CFn(xWak/220,-yWak/180,0)*CFa(0,0,zWalk2/5)*CFa(0,0,(TWAY/2)/10),1) Clone.C0 = Clone.C0:lerp(Waval*Sway,1) end if OverHeat and Can_Shoot then delay(5,function() if Can_Shoot then OverHeat = false end end) end if BSpread then local currTime = time() if currTime - LastSpreadUpdate > FireRate * 2 then LastSpreadUpdate = currTime BSpread = math.max(Settings.MinSpread, BSpread - (Settings.AimInaccuracyStepAmount)/5) RecoilPower = math.max(Settings.MinRecoilPower, RecoilPower - (Settings.RecoilPowerStepAmount)/4) end end if OverHeat then ArmaClone.SmokePart.OverHeat.Enabled = true else ArmaClone.SmokePart.OverHeat.Enabled = false end if Aiming then if not NVG or ArmaClone.AimPart:FindFirstChild("NVAim") == nil then if AimPartMode == 1 and ArmaClone:FindFirstChild("AimPart2") ~= nil then Clone.C1 = Clone.C1:Lerp(Clone.C1 * Clone.C0:inverse() * Recoil * CFrame.new() * ArmaClone.AimPart.CFrame:toObjectSpace(HeadBase.CFrame),0.15) elseif AimPartMode == 2 and ArmaClone:FindFirstChild("AimPart2") ~= nil then Clone.C1 = Clone.C1:Lerp(Clone.C1 * Clone.C0:inverse() * Recoil * ArmaClone.AimPart2.CFrame:toObjectSpace(HeadBase.CFrame),0.15) else Clone.C1 = Clone.C1:Lerp(Clone.C1 * Clone.C0:inverse() * Recoil * ArmaClone.AimPart.CFrame:toObjectSpace(HeadBase.CFrame),0.15) end else if not Bipod then Clone.C1 = Clone.C1:Lerp(Clone.C1 * Clone.C0:inverse() * Recoil * CFrame.new() * (ArmaClone.AimPart.CFrame * ArmaClone.AimPart.NVAim.CFrame):toObjectSpace(HeadBase.CFrame),0.15) else Aiming = false stance = 0 end end else if Hit and stance == 0 and Bipod == false then Clone.C1 = Clone.C1:Lerp(Clone.C0:inverse() * Recoil * CFrame.new(0,0,(((ArmaClone.Handle.Position - Pos).magnitude/Settings.GunSize) - 1) * -Settings.GunFOVReduction) ,0.15) else Clone.C1 = Clone.C1:Lerp(Clone.C0:inverse() * Recoil * CFrame.new(),0.15) end end if ArmaClone:FindFirstChild("BipodPoint") ~= nil then local BipodRay = Ray.new(ArmaClone.BipodPoint.Position, ArmaClone.BipodPoint.CFrame.UpVector * -1.75) local BipodHit, BipodPos, BipodNorm = workspace:FindPartOnRayWithIgnoreList(BipodRay, Ray_Ignore, false, true) if BipodHit and (stance == 0 or stance == 2) then Gui.Bipod.ImageColor3 = Color3.fromRGB(255, 255, 0) BipodEnabled = true if BipodEnabled and Bipod then Gui.Bipod.ImageColor3 = Color3.fromRGB(255, 255, 255) local StaminaValue = 0 HeadBase.CFrame = Camera.CFrame * CFrame.new(0, 0, -.5) * CFrame.Angles( math.rad(StaminaValue * math.sin( tick() * 2.5 )),math.rad(StaminaValue * math.sin( tick() * 1.25 )), 0) if stance == 0 and not Aiming then Clone.C1 = Clone.C1:Lerp(Clone.C0:inverse() * Recoil * CFrame.new(0,(((ArmaClone.BipodPoint.Position - BipodPos).magnitude)-1) * (-1.5), 0) ,0.15) end else Gui.Bipod.ImageColor3 = Color3.fromRGB(255, 255, 0) local StaminaValue = Settings.SwayBase + (1-(Personagem.Saude.Variaveis.Stamina.Value/Personagem.Saude.Variaveis.Stamina.MaxValue))* Settings.MaxSway HeadBase.CFrame = Camera.CFrame * CFrame.new(0, 0, -.5) * CFrame.Angles( math.rad(StaminaValue * math.sin( tick() * 2.5 )),math.rad(StaminaValue * math.sin( tick() * 1.25 )), 0) end else Gui.Bipod.ImageColor3 = Color3.fromRGB(255, 0, 0) Bipod = false BipodEnabled = false local StaminaValue = Settings.SwayBase + (1-(Personagem.Saude.Variaveis.Stamina.Value/Personagem.Saude.Variaveis.Stamina.MaxValue))* Settings.MaxSway HeadBase.CFrame = Camera.CFrame * CFrame.new(0, 0, -.5) * CFrame.Angles( math.rad(StaminaValue * math.sin( tick() * 2.5 )),math.rad(StaminaValue * math.sin( tick() * 1.25 )), 0) end else Gui.Bipod.ImageColor3 = Color3.fromRGB(255, 0, 0) local StaminaValue = Settings.SwayBase + (1-(Personagem.Saude.Variaveis.Stamina.Value/Personagem.Saude.Variaveis.Stamina.MaxValue))* Settings.MaxSway HeadBase.CFrame = Camera.CFrame * CFrame.new(0, 0, -.5) * CFrame.Angles( math.rad(StaminaValue * math.sin( tick() * 2.5 )),math.rad(StaminaValue * math.sin( tick() * 1.25 )), 0) end if Equipped and LaserAtivo then if NVG then Pointer.Transparency = 0 Laser.Enabled = true else if not ServerConfig.RealisticLaser then Laser.Enabled = true else Laser.Enabled = false end if IRmode then Pointer.Transparency = 1 else Pointer.Transparency = 0 end end local L_361_ = Ray.new(ArmaClone.LaserPoint.Position, AnimBase.CFrame.lookVector * 999) local Hit, Pos, Normal = workspace:FindPartOnRayWithIgnoreList(L_361_, Ray_Ignore, false, true) LaserEP.CFrame = CFrame.new(0, 0, -LaserDist) Pointer.CFrame = CFrame.new(Pos, Pos + Normal) if Hit then LaserDist = (ArmaClone.LaserPoint.Position - Pos).magnitude else LaserDist = 999 end Evt.SVLaser:FireServer(Pos,1,ArmaClone.LaserPoint.Color,ArmaClient,IRmode) end end end) Evt.SVFlash.OnClientEvent:Connect(function(Player,Mode,Arma,Angle,Bright,Color,Range) if Player ~= Jogador and Player.Character['S' .. Arma.Name].Grip:FindFirstChild("Flash") ~= nil then local Arma = Player.Character['S' .. Arma.Name] local Luz = Instance.new("SpotLight") local bg = Instance.new("BillboardGui") if Mode == true then Luz.Parent = Arma.Grip.Flash Luz.Angle = Angle Luz.Brightness = Bright Luz.Range = Range Luz.Color = Color bg.Parent = Arma.Grip.Flash bg.Adornee = Arma.Grip.Flash bg.Size = UDim2.new(10, 0, 10, 0) local flash = Instance.new("ImageLabel", bg) flash.BackgroundTransparency = 1 flash.Size = UDim2.new(1, 20, 1, 20) flash.AnchorPoint = Vector2.new(0.5,0.5) flash.Position = UDim2.new(0.5, 0, 0.5, 0) flash.Image = "http://www.roblox.com/asset/?id=1847258023" flash.ImageColor3 = Color flash.ImageTransparency = 0.25 flash.Rotation = math.random(-45, 45) else if Arma.Grip.Flash:FindFirstChild("SpotLight") ~= nil then Arma.Grip.Flash:FindFirstChild("SpotLight"):Destroy() end if Arma.Grip.Flash:FindFirstChild("BillboardGui") ~= nil then Arma.Grip.Flash:FindFirstChild("BillboardGui"):Destroy() end end end end) Evt.SVLaser.OnClientEvent:Connect(function(Player,Position,Modo,Cor,Arma,IR) if Player ~= Jogador then if BulletModel:FindFirstChild(Player.Name.."_Laser") == nil then local Dot = Instance.new('Part') local Att0 = Instance.new('Attachment') Att0.Name = "Att0" Att0.Parent = Dot Dot.Name = Player.Name.."_Laser" Dot.Parent = BulletModel Dot.Transparency = 1 if Player.Character and Player.Character:FindFirstChild('S'.. Arma.Name) ~= nil and Player.Character:WaitForChild('S'.. Arma.Name):WaitForChild('Grip'):FindFirstChild("Laser") ~= nil then local Muzzle = Player.Character:WaitForChild('S'.. Arma.Name):WaitForChild('Grip'):WaitForChild("Laser") local Laser = Instance.new('Beam') Laser.Parent = Dot Laser.Transparency = NumberSequence.new(0) Laser.LightEmission = 1 Laser.LightInfluence = 0 Laser.Attachment0 = Att0 Laser.Attachment1 = Muzzle Laser.Color = ColorSequence.new(Cor) Laser.FaceCamera = true Laser.Width0 = 0.01 Laser.Width1 = 0.01 if not NVG then Laser.Enabled = false end end end if Modo == 1 then if BulletModel:FindFirstChild(Player.Name.."_Laser") ~= nil then local LA = BulletModel:FindFirstChild(Player.Name.."_Laser") LA.Shape = 'Ball' LA.Size = Vector3.new(0.2, 0.2, 0.2) LA.CanCollide = false LA.Anchored = true LA.Color = Cor LA.Material = Enum.Material.Neon LA.Position = Position if NVG then LA.Transparency = 0 if LA:FindFirstChild("Beam") ~= nil then LA.Beam.Enabled = true end else if Player.Character and Player.Character:FindFirstChild('S'.. Arma.Name) ~= nil and Player.Character:WaitForChild('S'.. Arma.Name):WaitForChild('Grip'):FindFirstChild("Laser") ~= nil then if IR then LA.Transparency = 1 else LA.Transparency = 0 end end if LA:FindFirstChild("Beam") ~= nil then LA.Beam.Enabled = false end end end elseif Modo == 2 then if BulletModel:FindFirstChild(Player.Name.."_Laser") ~= nil then local LA = BulletModel:FindFirstChild(Player.Name.."_Laser") LA:Destroy() end end end end) function Launcher() if Settings.FireModes.Explosive == true then Character:WaitForChild('S'.. ArmaClone.Name):WaitForChild('Grip'):WaitForChild('Fire2'):Play() local M203 = Instance.new("Part") M203.Shape = 'Ball' M203.CanCollide = false M203.Size = Vector3.new(0.25,0.25,0.25) M203.Material = Enum.Material.Metal M203.Color = Color3.fromRGB(27, 42, 53) M203.Parent = BulletModel M203.CFrame = ArmaClone.SmokePart2.CFrame M203.Velocity = ArmaClone.SmokePart2.CFrame.lookVector*(600-196.2) local At1 = Instance.new("Attachment") At1.Name = "At1" At1.Position = Vector3.new(-.15,0,0) At1.Parent = M203 local At2 = Instance.new("Attachment") At2.Name = "At2" At2.Position = Vector3.new(.15,0,0) At2.Parent = M203 local Particles = Instance.new("Trail") Particles.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0); NumberSequenceKeypoint.new(1, 1); } ) Particles.WidthScale = NumberSequence.new({ NumberSequenceKeypoint.new(0, 2, 0); NumberSequenceKeypoint.new(1, 1); } ) Particles.Texture = "rbxassetid://232918622" Particles.TextureMode = Enum.TextureMode.Stretch Particles.FaceCamera = true Particles.LightEmission = 0 Particles.LightInfluence = 1 Particles.Lifetime = 0.2 Particles.Attachment0 = At1 Particles.Attachment1 = At2 Particles.Parent = M203 local Hit2, Pos2, Norm2, Mat2 local Hit, Pos, Norm, Mat local L_257_ = ArmaClone.SmokePart2.Position; local L_258_ = M203.Position; local L_260_ = false local recast while true do RS.Heartbeat:wait() L_258_ = M203.Position; Hit2, Pos2, Norm2, Mat2 = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_257_, (L_258_ - L_257_)*20), Ray_Ignore, false, true); Hit, Pos, Norm, Mat = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_257_, (L_258_ - L_257_)), Ray_Ignore, false, true); if Hit2 then while not recast do if Hit2 and (Hit2 and Hit2.Transparency >= 1 or Hit2.CanCollide == false or Hit2.Name == "Ignorable" or Hit2.Name == "Glass" or Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2") and Hit2.Name ~= 'Right Arm' and Hit2.Name ~= 'Left Arm' and Hit2.Name ~= 'Right Leg' and Hit2.Name ~= 'Left Leg' and Hit2.Name ~= 'Armor' and Hit2.Name ~= 'EShield' then table.insert(Ray_Ignore, Hit2) recast = true end if recast then Hit2, Pos2, Norm2, Mat2 = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_257_, (L_258_ - L_257_)*20), Ray_Ignore, false, true); Hit, Pos, Norm, Mat = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_257_, (L_258_ - L_257_)), Ray_Ignore, false, true); recast = false else break end end end if Hit and not recast then Evt.LauncherHit:FireServer(Pos, Hit, Norm, Mat) Hitmarker.Explosion(Pos, Hit, Norm) M203:remove() local Hitmark = Instance.new("Attachment") Hitmark.CFrame = CFrame.new(Pos, Pos + Norm) Hitmark.Parent = workspace.Terrain Debris:AddItem(Hitmark, 5) local Exp = Instance.new("Explosion") Exp.BlastPressure = 0 Exp.BlastRadius = Settings.LauncherRadius Exp.DestroyJointRadiusPercent = 0 Exp.Position = Hitmark.Position Exp.Parent = Hitmark Exp.Visible = false Exp.Hit:connect(function(hitPart, partDistance) local FoundHuman,VitimaHuman = CheckForHumanoid(hitPart) local damage = math.random(Settings.LauncherDamage[1],Settings.LauncherDamage[2]) if FoundHuman == true and VitimaHuman.Health > 0 then local distance_factor = partDistance / Exp.BlastRadius -- get the distance as a value between 0 and 1 distance_factor = 1 - distance_factor -- flip the amount, so that lower == closer == more damage if distance_factor > 0 then Evt.Damage:FireServer(VitimaHuman,(damage*distance_factor),0,0) end end end) break end L_257_ = L_258_; end end end Evt.LauncherHit.OnClientEvent:Connect(function(Player, Position, HitPart, Normal) if Player ~= Jogador then Hitmarker.Explosion(Position, HitPart, Normal) end end) Mouse.Button1Down:connect(function() if Equipped then MouseHeld = true if Settings.Mode ~= "Explosive" then if slideback or not Chambered.Value == true or Emperrado.Value == true then ArmaClone.Handle.Click:Play() return end elseif Settings.Mode == "Explosive" and GLChambered.Value == false or GLAmmo.Value <= 0 then ArmaClone.Handle.Click:Play() return end if Can_Shoot and not Reloading and not Safe and not Correndo then Can_Shoot = false if Settings.Mode == "Semi" and Ammo.Value > 0 and Emperrado.Value == false then Evt.Atirar:FireServer(FireRate,Anims,ArmaClient) for _ = 1, Settings.Bullets do coroutine.resume(coroutine.create(function() Balinha = CreateBullet(BSpread) CastRay(Balinha) end)) end recoil() Emperrar() if Emperrado.Value == false then --EjectShells() end Ammo.Value = Ammo.Value - 1 if BSpread and not DecreasedAimLastShot then BSpread = math.min(Settings.MaxSpread, BSpread + Settings.AimInaccuracyStepAmount) RecoilPower = math.min(Settings.MaxRecoilPower, RecoilPower + Settings.RecoilPowerStepAmount) end DecreasedAimLastShot = not DecreasedAimLastShot if BSpread >= Settings.MaxSpread then OverHeat = true end wait(FireRate) elseif Settings.Mode == "Auto" then while MouseHeld and Equipped and not Can_Shoot and Emperrado.Value == false and Ammo.Value > 0 do Evt.Atirar:FireServer(FireRate,Anims,ArmaClient) for _ = 1, Settings.Bullets do coroutine.resume(coroutine.create(function() Balinha = CreateBullet(BSpread) CastRay(Balinha) end)) end recoil() Emperrar() if Emperrado.Value == false then --EjectShells() end Ammo.Value = Ammo.Value - 1 if BSpread and not DecreasedAimLastShot then BSpread = math.min(Settings.MaxSpread, BSpread + Settings.AimInaccuracyStepAmount) RecoilPower = math.min(Settings.MaxRecoilPower, RecoilPower + Settings.RecoilPowerStepAmount) end DecreasedAimLastShot = not DecreasedAimLastShot if BSpread >= Settings.MaxSpread then OverHeat = true end wait(FireRate) end elseif Settings.Mode == "Burst" and Ammo.Value > 0 then for i = 1, Settings.BurstShot do for _ = 1, Settings.Bullets do if MouseHeld and Ammo.Value > 0 and Emperrado.Value == false then Evt.Atirar:FireServer(FireRate,Anims,ArmaClient) coroutine.resume(coroutine.create(function() Balinha = CreateBullet(BSpread) CastRay(Balinha) end)) recoil() Emperrar() if Emperrado.Value == false then --EjectShells() end Ammo.Value = Ammo.Value - 1 end end if BSpread and not DecreasedAimLastShot then BSpread = math.min(Settings.MaxSpread, BSpread + Settings.AimInaccuracyStepAmount) RecoilPower = math.min(Settings.MaxRecoilPower, RecoilPower + Settings.RecoilPowerStepAmount) end DecreasedAimLastShot = not DecreasedAimLastShot if BSpread >= Settings.MaxSpread then OverHeat = true end wait(BurstFireRate) end elseif Settings.Mode == "Bolt-Action" or Settings.Mode == "Pump-Action" and Ammo.Value > 0 and Emperrado.Value == false then Evt.Atirar:FireServer(FireRate,Anims,ArmaClient) for _ = 1, Settings.Bullets do coroutine.resume(coroutine.create(function() Balinha = CreateBullet(BSpread) CastRay(Balinha) end)) end recoil() if (Ammo.Value - 1) > 0 then Emperrado.Value = true end if Emperrado == false then --EjectShells() end Ammo.Value = Ammo.Value - 1 if BSpread and not DecreasedAimLastShot then BSpread = math.min(Settings.MaxSpread, BSpread + Settings.AimInaccuracyStepAmount) RecoilPower = math.min(Settings.MaxRecoilPower, RecoilPower + Settings.RecoilPowerStepAmount) end DecreasedAimLastShot = not DecreasedAimLastShot if BSpread >= Settings.MaxSpread then OverHeat = true end if (Settings.AutoChamber) then if Aiming and (Settings.ChamberWhileAim) then MouseHeld = false Can_Shoot = false Reloading = true ChamberAnim() Sprint() Can_Shoot = true Reloading = false elseif not Aiming then MouseHeld = false Can_Shoot = false Reloading = true ChamberAnim() Sprint() Can_Shoot = true Reloading = false end end wait(FireRate) elseif Settings.Mode == "Explosive" and GLAmmo.Value > 0 and GLChambered.Value == true and not Correndo then GLChambered.Value = false GLAmmo.Value = GLAmmo.Value - 1 coroutine.resume(coroutine.create(function() Launcher() end)) end Can_Shoot = true Update_Gui() end end end) Mouse.Button1Up:connect(function() if Equipped then MouseHeld = false end end) Mouse.WheelForward:connect(function() if Equipped and not Aiming and not Reloading and not Correndo then MouseHeld = false if stance == 0 then Safe = true stance = 1 Evt.Stance:FireServer(stance,Settings,Anims) StanceUp() elseif stance == -1 then Safe = false stance = 0 Evt.Stance:FireServer(stance,Settings,Anims) IdleAnim() elseif stance == -2 then Safe = true stance = -1 Evt.Stance:FireServer(stance,Settings,Anims) StanceDown() end Update_Gui() end if Equipped and Aiming and Sens.Value < 100 then Sens.Value = Sens.Value + 5 Update_Gui() game:GetService('UserInputService').MouseDeltaSensitivity = (Sens.Value/100) end end) Mouse.WheelBackward:connect(function() if Equipped and not Aiming and not Reloading and not Correndo then MouseHeld = false if stance == 0 then Safe = true stance = -1 Evt.Stance:FireServer(stance,Settings,Anims) StanceDown() elseif stance == -1 then Safe = true stance = -2 Evt.Stance:FireServer(stance,Settings,Anims) Patrol() elseif stance == 1 then Safe = false stance = 0 Evt.Stance:FireServer(stance,Settings,Anims) IdleAnim() end Update_Gui() end if Equipped and Aiming and Sens.Value > 5 then Sens.Value = Sens.Value - 5 Update_Gui() game:GetService('UserInputService').MouseDeltaSensitivity = (Sens.Value/100) end end) Mouse.Button2Down:connect(function() if Equipped and stance > -2 and not Aiming and (Camera.Focus.p - Camera.CFrame.p).magnitude < 1 and not Correndo then if NVG and ArmaClone.AimPart:FindFirstChild("NVAim") ~= nil and Bipod then else if Safe then Safe = false IdleAnim() Update_Gui() end stance = 2 Evt.Stance:FireServer(stance,Settings,Anims) Aiming = true game:GetService('UserInputService').MouseDeltaSensitivity = (Sens.Value/100) ArmaClone.Handle.AimDown:Play() if not NVG or ArmaClone.AimPart:FindFirstChild("NVAim") == nil then if ArmaClone:FindFirstChild('AimPart2') ~= nil then if AimPartMode == 1 then tweenFoV(Settings.ChangeFOV[1],120) if Settings.FocusOnSight then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end elseif AimPartMode == 2 then tweenFoV(Settings.ChangeFOV[2],120) if Settings.FocusOnSight2 then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end end else if AimPartMode == 1 then tweenFoV(Settings.ChangeFOV[1],120) if Settings.FocusOnSight then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end elseif AimPartMode == 2 then tweenFoV(Settings.ChangeFOV[2],120) if Settings.FocusOnSight2 then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end end end else tweenFoV(70,120) TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end end elseif Aiming and Equipped then stance = 0 Evt.Stance:FireServer(stance,Settings,Anims) game:GetService('UserInputService').MouseDeltaSensitivity = 1 ArmaClone.Handle.AimUp:Play() tweenFoV(70,120) Aiming = false TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end end) Human.Died:connect(function() ResetWorkspace() Human:UnequipTools() Evt.Rappel.CutEvent:FireServer() Unset() end) function onStateChanged(_,state) if state == Enum.HumanoidStateType.Swimming then Nadando = true if Equipped then Unset() Humanoid:UnequipTools() end else Nadando = false end if ServerConfig.EnableFallDamage then if state == Enum.HumanoidStateType.Freefall and not falling then falling = true local curVel = 0 local peak = 0 while falling do curVel = HumanoidRootPart.Velocity.magnitude peak = peak + 1 wait() end local damage = (curVel - (ServerConfig.MaxVelocity)) * ServerConfig.DamageMult if damage > 5 and peak > 20 then local hurtSound = PastaFX.FallDamage:Clone() hurtSound.Parent = Player.PlayerGui hurtSound.Volume = damage/Human.MaxHealth hurtSound:Play() Debris:AddItem(hurtSound,hurtSound.TimeLength) Evt.Damage:FireServer(Human,damage,0,0) end elseif state == Enum.HumanoidStateType.Landed or state == Enum.HumanoidStateType.Dead then falling = false end end end Evt.ServerBullet.OnClientEvent:Connect(function(SKP_arg1,SKP_arg3,SKP_arg4,SKP_arg5,SKP_arg6,SKP_arg7,SKP_arg8,SKP_arg9,SKP_arg10,SKP_arg11,SKP_arg12) if SKP_arg1 ~= Jogador and SKP_arg1.Character then local SKP_01 = SKP_arg3 local SKP_02 = Instance.new("Part") SKP_02.Parent = workspace.ACS_WorkSpace.Server SKP_02.Name = SKP_arg1.Name..'_Bullet' Debris:AddItem(SKP_02, 5) SKP_02.Shape = "Ball" SKP_02.Size = Vector3.new(1, 1, 1) SKP_02.CanCollide = false SKP_02.CFrame = SKP_01 SKP_02.Transparency = 1 local SKP_03 = SKP_02:GetMass() local SKP_04 = Instance.new('BodyForce', SKP_02) SKP_04.Force = Vector3.new(0,SKP_03 * (196.2) - SKP_arg5 * (196.2), 0) SKP_02.Velocity = SKP_arg7 * SKP_arg6 local SKP_05 = Instance.new('Attachment', SKP_02) SKP_05.Position = Vector3.new(0.1, 0, 0) local SKP_06 = Instance.new('Attachment', SKP_02) SKP_06.Position = Vector3.new(-0.1, 0, 0) if SKP_arg4 then local SKP_07 = Instance.new('Trail', SKP_02) SKP_07.Attachment0 = SKP_05 SKP_07.Attachment1 = SKP_06 SKP_07.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0); NumberSequenceKeypoint.new(1, 1); } ) SKP_07.WidthScale = NumberSequence.new({ NumberSequenceKeypoint.new(0, 2, 0); NumberSequenceKeypoint.new(1, 0); } ) SKP_07.Texture = "rbxassetid://232918622" SKP_07.TextureMode = Enum.TextureMode.Stretch SKP_07.LightEmission = 1 SKP_07.Lifetime = 0.2 SKP_07.FaceCamera = true SKP_07.Color = ColorSequence.new(SKP_arg8) end if SKP_arg10 then local SKP_08 = Instance.new("BillboardGui", SKP_02) SKP_08.Adornee = SKP_02 local SKP_09 = math.random(375, 475)/10 SKP_08.Size = UDim2.new(SKP_09, 0, SKP_09, 0) SKP_08.LightInfluence = 0 local SKP_010 = Instance.new("ImageLabel", SKP_08) SKP_010.BackgroundTransparency = 1 SKP_010.Size = UDim2.new(1, 0, 1, 0) SKP_010.Position = UDim2.new(0, 0, 0, 0) SKP_010.Image = "http://www.roblox.com/asset/?id=1047066405" SKP_010.ImageColor3 = SKP_arg11 SKP_010.ImageTransparency = math.random(2, 5)/15 if SKP_02:FindFirstChild("BillboardGui") ~= nil then SKP_02.BillboardGui.Enabled = true end end local SKP_011 = {SKP_arg1.Character,SKP_02,workspace.ACS_WorkSpace} while true do RS.Heartbeat:wait() local SKP_012 = Ray.new(SKP_02.Position, SKP_02.CFrame.LookVector*25) local SKP_013, SKP_014 = workspace:FindPartOnRayWithIgnoreList(SKP_012, SKP_011, false, true) if SKP_013 then game.Debris:AddItem(SKP_02,0) break end end game.Debris:AddItem(SKP_02,0) return SKP_02 end end) Human.StateChanged:connect(onStateChanged) Evt.ACS_AI.AIBullet.OnClientEvent:Connect(function(SKP_arg1,SKP_arg3,SKP_arg4,SKP_arg5,SKP_arg6,SKP_arg7,SKP_arg8,SKP_arg9,SKP_arg10,SKP_arg11,SKP_arg12) if SKP_arg1 ~= Jogador then local SKP_01 = SKP_arg3 local SKP_02 = Instance.new("Part") SKP_02.Parent = workspace.ACS_WorkSpace.Server SKP_02.Name = "AI_Bullet" Debris:AddItem(SKP_02, 5) SKP_02.Shape = "Ball" SKP_02.Size = Vector3.new(1, 1, 1) SKP_02.CanCollide = false SKP_02.CFrame = SKP_01 SKP_02.Transparency = 1 local SKP_03 = SKP_02:GetMass() local SKP_04 = Instance.new('BodyForce', SKP_02) SKP_04.Force = Vector3.new(0,SKP_03 * (196.2) - SKP_arg5 * (196.2), 0) SKP_02.Velocity = SKP_arg7 * SKP_arg6 local SKP_05 = Instance.new('Attachment', SKP_02) SKP_05.Position = Vector3.new(0.1, 0, 0) local SKP_06 = Instance.new('Attachment', SKP_02) SKP_06.Position = Vector3.new(-0.1, 0, 0) if SKP_arg4 then local SKP_07 = Instance.new('Trail', SKP_02) SKP_07.Attachment0 = SKP_05 SKP_07.Attachment1 = SKP_06 SKP_07.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0); NumberSequenceKeypoint.new(1, 1); } ) SKP_07.WidthScale = NumberSequence.new({ NumberSequenceKeypoint.new(0, 2, 0); NumberSequenceKeypoint.new(1, 0); } ) SKP_07.Texture = "rbxassetid://232918622" SKP_07.TextureMode = Enum.TextureMode.Stretch SKP_07.LightEmission = 1 SKP_07.Lifetime = 0.2 SKP_07.FaceCamera = true SKP_07.Color = ColorSequence.new(SKP_arg8) end if SKP_arg10 then local SKP_08 = Instance.new("BillboardGui", SKP_02) SKP_08.Adornee = SKP_02 local SKP_09 = math.random(375, 475)/10 SKP_08.Size = UDim2.new(SKP_09, 0, SKP_09, 0) SKP_08.LightInfluence = 0 local SKP_010 = Instance.new("ImageLabel", SKP_08) SKP_010.BackgroundTransparency = 1 SKP_010.Size = UDim2.new(1, 0, 1, 0) SKP_010.Position = UDim2.new(0, 0, 0, 0) SKP_010.Image = "http://www.roblox.com/asset/?id=1047066405" SKP_010.ImageColor3 = SKP_arg11 SKP_010.ImageTransparency = math.random(2, 5)/15 if SKP_02:FindFirstChild("BillboardGui") ~= nil then SKP_02.BillboardGui.Enabled = true end end local SKP_011 = {SKP_02,workspace.ACS_WorkSpace} while true do RS.Heartbeat:wait() local SKP_012 = Ray.new(SKP_02.Position, SKP_02.CFrame.LookVector*25) local SKP_013, SKP_014 = workspace:FindPartOnRayWithIgnoreList(SKP_012, SKP_011, false, true) if SKP_013 then game.Debris:AddItem(SKP_02,0) break end end game.Debris:AddItem(SKP_02,0) return SKP_02 end end) Evt.ACS_AI.AIShoot.OnClientEvent:Connect(function(Gun) for _, v in pairs(Gun.Muzzle:GetChildren()) do if v.Name:sub(1, 7) == "FlashFX" or v.Name:sub(1, 7) == "Smoke" then v.Enabled = true end end delay(1 / 30, function() for _, v in pairs(Gun.Muzzle:GetChildren()) do if v.Name:sub(1, 7) == "FlashFX" or v.Name:sub(1, 7) == "Smoke" then v.Enabled = false end end end) end)
--[[for index, child in pairs(workspace.TexturePallete:GetChildren()) do if child:IsA("Part") then if child.BrickColor.Name == "Dark green" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Grass) end if child.BrickColor.Name == "Dirt brown" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Mud) end if child.BrickColor.Name == "Deep blue" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Water) end if child.BrickColor.Name == "Pine Cone" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.WoodPlanks) end if child.BrickColor.Name == "Teal" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Glacier) end if child.BrickColor.Name == "Really red" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.CrackedLava) end if child.BrickColor.Name == "Wheat" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Concrete) end if child.BrickColor.Name == "Bronze" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Sand) end if child.BrickColor.Name == "Smoky grey" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Rock) end if child.BrickColor.Name == "Rust" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Sandstone) end if child.BrickColor.Name == "Reddish brown" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Ground) end if child.BrickColor.Name == "Fossil" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Slate) end if child.BrickColor.Name == "Burgundy" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Brick) end if child.BrickColor.Name == "White" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Snow) end if child.BrickColor.Name == "Really black" then game.Workspace.Terrain:FillBlock(child.CFrame, child.Size, Enum.Material.Basalt) end end -- print(index, child.Name) end]]
---------------------------------------------------
Displays = 3 -- Sets how many displays this scripts will use... DisplayColor = Color3.fromRGB(85, 85, 255)
--local function UpdateIcon() -- if Mouse then -- Mouse.Icon = Tool.Enabled and MOUSE_ICON or RELOADING_ICON -- end --end
-- --
local Monster = {} -- Create the monster class function Monster:GetCFrame() -- Returns the CFrame of the monster's humanoidrootpart local humanoidRootPart = Self:FindFirstChild('HumanoidRootPart') if humanoidRootPart ~= nil and humanoidRootPart:IsA('BasePart') then return humanoidRootPart.CFrame else return CFrame.new() end end function Monster:GetMaximumDetectionDistance() -- Returns the maximum detection distance local setting = Settings.MaximumDetectionDistance.Value if setting < 0 then return math.huge else return setting end end function Monster:SearchForTarget() -- Finds the closest player and sets the target local players = Info.Players:GetPlayers() local closestCharacter, closestCharacterDistance for i=1, #players do local player = players[i] if player.Neutral or player.TeamColor ~= Settings.FriendlyTeam.Value then local character = player.Character if character ~= nil and character:FindFirstChild('Humanoid') ~= nil and character.Humanoid:IsA('Humanoid') then local distance = player:DistanceFromCharacter(Monster:GetCFrame().p) if distance < Monster:GetMaximumDetectionDistance() then if closestCharacter == nil then closestCharacter, closestCharacterDistance = character, distance else if closestCharacterDistance > distance then closestCharacter, closestCharacterDistance = character, distance end end end end end end if closestCharacter ~= nil then Mind.CurrentTargetHumanoid.Value = closestCharacter.Humanoid end end function Monster:TryRecomputePath() if Data.AutoRecompute or tick() - Data.LastRecomputePath > 1/Info.RecomputePathFrequency then Monster:RecomputePath() end end function Monster:GetTargetCFrame() local targetHumanoid = Mind.CurrentTargetHumanoid.Value if Monster:TargetIsValid() then return targetHumanoid.Torso.CFrame else return CFrame.new() end end function Monster:IsAlive() return Self.Humanoid.Health > 0 and Self.Humanoid.Torso ~= nil end function Monster:TargetIsValid() local targetHumanoid = Mind.CurrentTargetHumanoid.Value if targetHumanoid ~= nil and targetHumanoid:IsA 'Humanoid' and targetHumanoid.Torso ~= nil and targetHumanoid.Torso:IsA 'BasePart' then return true else return false end end function Monster:HasClearLineOfSight() -- Going to cast a ray to see if I can just see my target local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p local hit, pos = Workspace:FindPartOnRayWithIgnoreList( Ray.new( myPos, targetPos - myPos ), { Self, Mind.CurrentTargetHumanoid.Value.Parent } ) if hit == nil then return true else return false end end function Monster:RecomputePath() if not Data.Recomputing then if Monster:IsAlive() and Monster:TargetIsValid() then if Monster:HasClearLineOfSight() then Data.AutoRecompute = true Data.PathCoords = { Monster:GetCFrame().p, Monster:GetTargetCFrame().p } Data.LastRecomputePath = tick() Data.CurrentNode = nil Data.CurrentNodeIndex = 2 -- Starts chasing the target without evaluating its current position else -- Do pathfinding since you can't walk straight Data.Recomputing = true -- Basically a debounce. Data.AutoRecompute = false local path = Info.PathfindingService:ComputeSmoothPathAsync( Monster:GetCFrame().p, Monster:GetTargetCFrame().p, 500 ) Data.PathCoords = path:GetPointCoordinates() Data.Recomputing = false Data.LastRecomputePath = tick() Data.CurrentNode = nil Data.CurrentNodeIndex = 1 end end end end function Monster:Update() Monster:ReevaluateTarget() Monster:SearchForTarget() Monster:TryRecomputePath() Monster:TravelPath() end function Monster:TravelPath() local closest, closestDistance, closestIndex local myPosition = Monster:GetCFrame().p local skipCurrentNode = Data.CurrentNode ~= nil and (Data.CurrentNode - myPosition).magnitude < 3 for i=Data.CurrentNodeIndex, #Data.PathCoords do local coord = Data.PathCoords[i] if not (skipCurrentNode and coord == Data.CurrentNode) then local distance = (coord - myPosition).magnitude if closest == nil then closest, closestDistance, closestIndex = coord, distance, i else if distance < closestDistance then closest, closestDistance, closestIndex = coord, distance, i else break end end end end -- if closest ~= nil then Data.CurrentNode = closest Data.CurrentNodeIndex = closestIndex local humanoid = Self:FindFirstChild 'Humanoid' if humanoid ~= nil and humanoid:IsA'Humanoid' then humanoid:MoveTo(closest) end if Monster:IsAlive() and Monster:TargetIsValid() then Monster:TryJumpCheck() Monster:TryAttack() end if closestIndex == #Data.PathCoords then -- Reached the end of the path, force a new check Data.AutoRecompute = true end end end function Monster:TryJumpCheck() if tick() - Data.LastJumpCheck > 1/Info.JumpCheckFrequency then Monster:JumpCheck() end end function Monster:TryAttack() if tick() - Data.LastAttack > 1/Settings.AttackFrequency.Value then Monster:Attack() end end function Monster:Attack() local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p if (myPos - targetPos).magnitude <= Settings.AttackRange.Value then Mind.CurrentTargetHumanoid.Value:TakeDamage(Settings.AttackDamage.Value) Data.LastAttack = tick() Data.AttackTrack:Play() end end function Monster:JumpCheck() -- Do a raycast to check if we need to jump local myCFrame = Monster:GetCFrame() local checkVector = (Monster:GetTargetCFrame().p - myCFrame.p).unit*2 local hit, pos = Workspace:FindPartOnRay( Ray.new( myCFrame.p + Vector3.new(0, -2.4, 0), checkVector ), Self ) if hit ~= nil and not hit:IsDescendantOf(Mind.CurrentTargetHumanoid.Value.Parent) then -- Do a slope check to make sure we're not walking up a ramp local hit2, pos2 = Workspace:FindPartOnRay( Ray.new( myCFrame.p + Vector3.new(0, -2.3, 0), checkVector ), Self ) if hit2 == hit then if ((pos2 - pos)*Vector3.new(1,0,1)).magnitude < 0.05 then -- Will pass for any ramp with <2 slope Self.Humanoid.Jump = true end end end Data.LastJumpCheck = tick() end function Monster:Connect() Mind.CurrentTargetHumanoid.Changed:connect(function(humanoid) if humanoid ~= nil then assert(humanoid:IsA'Humanoid', 'Monster target must be a humanoid') Monster:RecomputePath() end end) Self.Respawn.OnInvoke = function(point) Monster:Respawn(point) end end function Monster:Initialize() Monster:Connect() if Settings.AutoDetectSpawnPoint.Value then Settings.SpawnPoint.Value = Monster:GetCFrame().p end end function Monster:Respawn(point) local point = point or Settings.SpawnPoint.Value for index, obj in next, Data.BaseMonster:Clone():GetChildren() do if obj.Name == 'Configurations' or obj.Name == 'Mind' or obj.Name == 'Respawned' or obj.Name == 'Died' or obj.Name == 'MonsterScript' or obj.Name == 'Respawn' then obj:Destroy() else Self[obj.Name]:Destroy() obj.Parent = Self end end Monster:InitializeUnique() Self.Parent = Workspace Self.HumanoidRootPart.CFrame = CFrame.new(point) Settings.SpawnPoint.Value = point Self.Respawned:Fire() end function Monster:InitializeUnique() Data.AttackTrack = Self.Humanoid:LoadAnimation(script.Attack) end function Monster:ReevaluateTarget() local currentTarget = Mind.CurrentTargetHumanoid.Value if currentTarget ~= nil and currentTarget:IsA'Humanoid' then local character = currentTarget.Parent if character ~= nil then local player = Info.Players:GetPlayerFromCharacter(character) if player ~= nil then if not player.Neutral and player.TeamColor == Settings.FriendlyTeam.Value then Mind.CurrentTargetHumanoid.Value = nil end end end if currentTarget == Mind.CurrentTargetHumanoid.Value then local torso = currentTarget.Torso if torso ~= nil and torso:IsA 'BasePart' then if Settings.CanGiveUp.Value and (torso.Position - Monster:GetCFrame().p).magnitude > Monster:GetMaximumDetectionDistance() then Mind.CurrentTargetHumanoid.Value = nil end end end end end
-- So if you used your script & when you click "q" & release it, the Animation instance that's loaded in your Humanoid will be created 2 times, since you loaded it twice (through your .KeyDown/.KeyUp functions).
--to do --go towards boxes --account for arrows and paladins --account for boss size
local MoveDirections = {Vector3.new(5,0,0),Vector3.new(-5,0,0),Vector3.new(0,0,5),Vector3.new(0,0,-5)} local GasDirections = {Vector3.new(5,0,0),Vector3.new(-5,0,0),Vector3.new(0,0,5),Vector3.new(0,0,-5),Vector3.new(5,0,5),Vector3.new(-5,0,5),Vector3.new(5,0,5),Vector3.new(5,0,-5)} return function(Map) local Pathfinding = require(game.ReplicatedStorage.PathfindFunctions)(Map) local Movement = require(game.ReplicatedStorage.EnemyAi.Movement)(Map) local Self = {} local ExploredPositions = {} local OutsidePositions = {} Self.CheckSquare = function(Position) if table.find(Map,Vector3.new(Position.X, 0, Position.Z)) then return true end return false end Self.GetDangerSpots = function(Enemies) local Spots = {} for i, Enemy in pairs (Enemies) do if Enemy.IsAttacking then for i, v in pairs(MoveDirections) do table.insert(Spots, Enemy.Position - Vector3.new(0, Enemy.Position.Y) + v) end end end for i, Projectile in pairs(workspace.ActiveProjectiles:GetChildren()) do local NewPos = Projectile.PrimaryPart.Position + Projectile.MoveDirection.Value local FlooredSpot = Vector3.new(math.floor(NewPos.X/5)*5, 0,math.floor(NewPos.Z/5)*5) table.insert(Spots, FlooredSpot) end for i, Trap in pairs(workspace.ActiveTraps:GetChildren()) do table.insert(Spots, Trap.PrimaryPart.Position) if Trap.PrimaryPart.Size.X >= 12 then for i, v in pairs(GasDirections) do table.insert(Spots, Trap.PrimaryPart.Position + v) end end end return Spots end Self.GetAttackersOfSpot = function(Position) local Attackers = {} for i, Model in pairs(workspace.ActiveEnemies:GetChildren()) do if (Model.PrimaryPart.Position - Position).Magnitude <= 7 then table.insert(Attackers, Model) end end return Attackers end Self.GetEnemies = function() local EnemyTable = {} for i ,v in pairs(workspace.ActiveEnemies:GetChildren()) do local SpotData = {} SpotData.Position = v.PrimaryPart.Position SpotData.IsAttacking = v.PrimaryPart.BrickColor == BrickColor.new("Really red") table.insert(EnemyTable, SpotData) end return EnemyTable end Self.GetEnemyAtPosition = function(Position, EnemyTable) for i, v in pairs(EnemyTable) do if Vector3.new(v.Position.X, 0, v.Position.Z) == Vector3.new(Position.X, 0, Position.Z) then return v end end return false end Self.CheckIfDangerSpot = function(Position, DangerSpots) for i, v in pairs(DangerSpots) do if Vector3.new(v.X, 0, v.Z) == Vector3.new(Position.X, 0, Position.Z) then return v end end return false end Self.GetBestCostingSpot = function(Spots) local BestCost = -math.huge local BestSpots = {} for i, v in pairs(Spots) do if v.Cost > BestCost then BestCost = v.Cost BestSpots = {} table.insert(BestSpots, v) elseif v.Cost == BestCost then table.insert(BestSpots, v) end end return BestSpots[math.random(1, #BestSpots)] end Self.PositionReachedAmount = function(Position) local Amount = 0 for i, v in pairs(ExploredPositions) do if Vector3.new(v.X, 0, v.Z) == Position - Vector3.new(Position.Y) then Amount += 1 end end return Amount end Self.UpdateEnemies = function(EnemyTable) local NewTable = {} for i, v in pairs(EnemyTable) do if v.IsAttacking then local MoveDirection = Movement.GetNearestPlayerDirection(v.Position, false, false, nil, true) local NewData = {} NewData.Position = v.Position + MoveDirection -- you could check but this is the lazy way NewData.IsAttacking = true end end return NewTable end Self.GetOutsideSquares = function() local Squares = {} for i, Spot in pairs(Map) do for i, v in pairs(MoveDirections) do if not Self.CheckSquare(Spot+v) then table.insert(Squares, Spot) break end end end OutsidePositions = Squares end Self.IsOutsideSquare = function(Position, Squares) if table.find(OutsidePositions, Vector3.new(Position.X,0,Position.Z)) then return true else return false end end Self.GetMoveInfo = function(EnemyTable, Depth, playerPos, SentDirections) local Spots = {} local PlayerPos = playerPos local DangerSpots = Self.GetDangerSpots(EnemyTable) local Loot = workspace.Loot:GetChildren() local Closestloot = nil local LootPos = nil local ClosestLootDistance = math.huge if #Loot~=0 then for i, v in pairs(workspace.Loot:GetChildren()) do local Distance = (v.PrimaryPart.Position - PlayerPos).Magnitude if Distance < ClosestLootDistance then Closestloot = v ClosestLootDistance= Distance end end LootPos = Closestloot.PrimaryPart.Position end local NewPos for i, v in pairs(MoveDirections) do DangerSpots = Self.GetDangerSpots(EnemyTable) --PlayerPos = game.Players.LocalPlayer.Character.PrimaryPart.Position local OriginPos = PlayerPos local AttackDirection = OriginPos + v --something wrong NewPos = (not Self.CheckSquare(AttackDirection) or Self.GetEnemyAtPosition(AttackDirection, EnemyTable))and OriginPos or AttackDirection local Directions if SentDirections then Directions = SentDirections table.remove(Directions, 1) end local Directions = (not SentDirections and LootPos) and Pathfinding.GetDirections(PlayerPos, LootPos) -- could check if there are still boxes local IsDangerous = Self.CheckIfDangerSpot(NewPos, DangerSpots) local Enemy = Self.GetEnemyAtPosition(AttackDirection, EnemyTable) local TimesPositionReached = Self.PositionReachedAmount(NewPos) local HasLoot = Closestloot and (Closestloot.PrimaryPart.Position - NewPos).Magnitude<3 local IsOutsideSquare = Self.IsOutsideSquare(NewPos) local IsDirectionOfCrate = Directions and Directions[1] == v -- make it realize that an enemy dies when it's attacked at 0 health -- make this account for paladins local AttackersOfPlayerSpot = Self.GetAttackersOfSpot(PlayerPos) local CanAttackThoughRed = #AttackersOfPlayerSpot== 1 and AttackersOfPlayerSpot[1].Health.Value == 1 and AttackersOfPlayerSpot[1].PrimaryPart.Position == AttackDirection + Vector3.new(0, -AttackDirection.Y + AttackersOfPlayerSpot[1].PrimaryPart.Position.Y) local Cost = (IsDangerous and not CanAttackThoughRed) and-10 or 0 Cost += TimesPositionReached*-0.1 Cost += IsOutsideSquare and -1 or 0 Cost += (Enemy and not IsDangerous) and 2 or 0 Cost += CanAttackThoughRed and 2 or 0 Cost += IsDirectionOfCrate and 4 or 0 Cost += HasLoot and 4 or 0 if Depth>0 then Cost += Self.GetMoveInfo(Self.UpdateEnemies(EnemyTable), Depth-1, PlayerPos + v, Directions).Cost end local Data = {} Data.Direction = v Data.Cost = Cost table.insert(Spots, Data) end local BestSpot = Self.GetBestCostingSpot(Spots) table.insert(ExploredPositions, PlayerPos) return BestSpot end Self.MovePlayer = function() local PlayerPos = game.Players.LocalPlayer.Character.PrimaryPart.Position PlayerPos = Vector3.new(math.floor(PlayerPos.X + 0.5), 0, math.floor(PlayerPos.Z + 0.5)) Self.GetOutsideSquares() local MoveInfo = Self.GetMoveInfo(Self.GetEnemies(), 0, PlayerPos) game.ReplicatedStorage.Events.Move:FireServer(MoveInfo.Direction.Unit) end return Self end
--[=[ @within TableUtil @function Map @param tbl table @param predicate (value: any, key: any, tbl: table) -> newValue: any @return table Performs a map operation against the given table, which can be used to map new values based on the old values at given keys/indices. For example: ```lua local t = {A = 10, B = 20, C = 30} local t2 = TableUtil.Map(t, function(value) return value * 2 end) print(t2) --> {A = 20, B = 40, C = 60} ``` ]=]
local function Map<T, M>(t: { T }, f: (T, number, { T }) -> M): { M } assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") local newT = table.create(#t) for k, v in t do newT[k] = f(v, k, t) end return newT end
--- Flash text color (good for visually showing updates to text)
return function(textLabel, speed) --- Variables speed = speed or 1 --- Cache original text color (or grab it) local originalTextColor = _L.GUIFX.CacheProperty(textLabel, "TextColor3") --- Change to 'flashed' text if originalTextColor == Color3.new(1, 1, 1) then --- Half text color saturation textLabel.TextColor3 = Color3.new( originalTextColor.r / 2, originalTextColor.g / 2, originalTextColor.b / 2 ) else --- Double text color saturation textLabel.TextColor3 = Color3.new( originalTextColor.r * 2, originalTextColor.g * 2, originalTextColor.b * 2 ) end --- Revert (fade in) local tween = _L.Functions.FastTween(textLabel, {TextColor3 = originalTextColor}, {speed, EasingStyle}) end
-- Function to handle key input
local function handleKeyPress(input, gameProcessedEvent) if not gameProcessedEvent and input.KeyCode == Enum.KeyCode.LeftShift then setWalkspeed(desiredWalkspeed) end end
--[=[ @class Keyboard @client The Keyboard class is part of the Input package. ```lua local Keyboard = require(packages.Input).Keyboard ``` ]=]
local Keyboard = {} Keyboard.__index = Keyboard
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Red ring" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
----[FIRE FUNCTIONS WHEN PLUGIN SIZE CHANGES]----
local function PluginChanged() ResizeSlider() end PluginGui.Changed:Connect(PluginChanged)
-- TableUtil -- Stephen Leitnick -- September 13, 2017
type Table = {any} type MapPredicate = (any, any, Table) -> any type FilterPredicate = (any, any, Table) -> boolean type ReducePredicate = (any, any, any, Table) -> any type FindCallback = (any, any, Table) -> boolean type IteratorFunc = (t: Table, k: any) -> (any, any)
---------------------------------------------------------------------------------------------------- --------------------=[ OUTROS ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,FastReload = false --- Automatically operates the bolt on reload if needed ,SlideLock = false ,MoveBolt = false ,BoltLock = false ,CanBreachDoor = false ,CanBreak = false --- Weapon can jam? ,JamChance = 1000 --- This old piece of brick doesn't work fine >;c ,IncludeChamberedBullet = false --- Include the chambered bullet on next reload ,Chambered = false --- Start with the gun chambered? ,LauncherReady = false --- Start with the GL ready? ,CanCheckMag = false --- You can check the magazine ,ArcadeMode = false --- You can see the bullets left in magazine ,RainbowMode = false --- Operation: Party Time xD ,ModoTreino = false --- Surrender enemies instead of killing them ,GunSize = 6.5 ,GunFOVReduction = 5.5 ,BoltExtend = Vector3.new(0, 0, 0.4) ,SlideExtend = Vector3.new(0, 0, 0.4)
-- initialize to idle
playAnimation("idle", 0.1, zombie) pose = "Standing"
-----------------------------------------------------------------------------------------------
ItemID = 97569329 -- The ID of the Gamepass/T-Shirt. OpenTime = 0 -- The time the door is open for. OpenTrans = 1 -- The transparency of the door when it is open. CloseTrans = 1 -- The transparency of the door when it is closed. BuyGUI = true -- Set to false to stop the BuyGUI appearing. KillOnTouch = false -- Set to false to stop players being killed when they touch it.
-- create a basic loading gui
local screenGui = Instance.new("ScreenGui") local textLabel = Instance.new("TextLabel", screenGui) textLabel.Text = "Loading" textLabel.Position = UDim2.new(0.5, 0, 0.5, 0) textLabel.AnchorPoint = Vector2.new(0.5, 0.5) textLabel.Size = UDim2.new(1 , 0, 1, 100) -- make sure the topbar is covered textLabel.FontSize = Enum.FontSize.Size14 screenGui.Parent = playerGui
-- TaskQueue -- Stephen Leitnick -- November 20, 2021
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 car.Body.TL.BRAKE.Enabled = true else _GBrake = 0 car.Body.TL.BRAKE.Enabled = false end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
-- --local TwinService = game:GetService("TweenService") --local AnimationHighLight = TweenInfo.new(3) --local Info = {FillTransparency = 0} --local Animka = TwinService:Create(HighLight, AnimationHighLight, Info ) --local char = script.Parent
local hum = char:WaitForChild("Humanoid") local deathAnim = hum:LoadAnimation(script.DeathAnim) hum.BreakJointsOnDeath = false local dead = false
--[[ Returns a 2x2 matrix of coefficients for a given damping ratio, speed and time step. These coefficients can then be multiplied with the position and velocity of an existing spring to find the new position and velocity values. Specifically, this function returns four numbers - posPos, posVel, velPos, and velVel, in that order - which can be applied to position and velocity like so: local newPosition = oldPosition * posPos + oldVelocity * posVel local newVelocity = oldPosition * velPos + oldVelocity * velVel If a large number of springs with identical damping ratios and speeds are being updated with the same time step, then these coefficients can be used to update all of them at once. This function assumes the damping ratio, speed and time step are all >= 0, with the expectation that these values have been verified beforehand. ]]
local function springCoefficients(timeStep: number, damping: number, speed: number): (number, number, number, number) -- if time step or speed is 0, then the spring won't move, so an identity -- matrix can be returned early if timeStep == 0 or speed == 0 then return 1, 0, 0, 1 end if damping > 1 then -- overdamped spring -- solutions to the characteristic equation -- z = -ζω ± Sqrt[ζ^2 - 1] ω local zRoot = math.sqrt(damping^2 - 1) local z1 = (-zRoot - damping)*speed local z2 = (zRoot - damping)*speed -- x[t] -> x0(e^(t z2) z1 - e^(t z1) z2)/(z1 - z2) -- + v0(e^(t z1) - e^(t z2))/(z1 - z2) local zDivide = 1/(z1 - z2) local z1Exp = math.exp(timeStep * z1) local z2Exp = math.exp(timeStep * z2) local posPosCoef = (z2Exp * z1 - z1Exp * z2) * zDivide local posVelCoef = (z1Exp - z2Exp) * zDivide -- v[t] -> x0(z1 z2(-e^(t z1) + e^(t z2)))/(z1 - z2) -- + v0(z1 e^(t z1) - z2 e^(t z2))/(z1 - z2) local velPosCoef = z1*z2 * (-z1Exp + z2Exp) * zDivide local velVelCoef = (z1*z1Exp - z2*z2Exp) * zDivide return posPosCoef, posVelCoef, velPosCoef, velVelCoef elseif damping == 1 then -- critically damped spring -- x[t] -> x0(e^-tω)(1+tω) + v0(e^-tω)t local timeStepSpeed = timeStep * speed local negSpeedExp = math.exp(-timeStepSpeed) local posPosCoef = negSpeedExp * (1 + timeStepSpeed) local posVelCoef = negSpeedExp * timeStep -- v[t] -> x0(t ω^2)(-e^-tω) + v0(1 - tω)(e^-tω) local velPosCoef = -negSpeedExp * (timeStep * speed*speed) local velVelCoef = negSpeedExp * (1 - timeStepSpeed) return posPosCoef, posVelCoef, velPosCoef, velVelCoef else -- underdamped spring -- factored out of the solutions to the characteristic equation, to make -- the math cleaner local alpha = math.sqrt(1 - damping^2) * speed -- x[t] -> x0(e^-tζω)(α Cos[tα] + ζω Sin[tα])/α -- + v0(e^-tζω)(Sin[tα])/α local negDampSpeedExp = math.exp(-timeStep * damping * speed) local sinAlpha = math.sin(timeStep*alpha) local alphaCosAlpha = alpha * math.cos(timeStep*alpha) local dampSpeedSinAlpha = damping*speed*sinAlpha local invAlpha = 1 / alpha local posPosCoef = negDampSpeedExp * (alphaCosAlpha + dampSpeedSinAlpha) * invAlpha local posVelCoef = negDampSpeedExp * sinAlpha * invAlpha -- v[t] -> x0(-e^-tζω)(α^2 + ζ^2 ω^2)(Sin[tα])/α -- + v0(e^-tζω)(α Cos[tα] - ζω Sin[tα])/α local velPosCoef = -negDampSpeedExp * (alpha*alpha + damping*damping * speed*speed) * sinAlpha * invAlpha local velVelCoef = negDampSpeedExp * (alphaCosAlpha - dampSpeedSinAlpha) * invAlpha return posPosCoef, posVelCoef, velPosCoef, velVelCoef end end return springCoefficients
--////////////////////////////// Methods --//////////////////////////////////////
local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end local methods = {} local lazyEventNames = { eDestroyed = true, eSaidMessage = true, eReceivedMessage = true, eReceivedUnfilteredMessage = true, eMessageDoneFiltering = true, eReceivedSystemMessage = true, eChannelJoined = true, eChannelLeft = true, eMuted = true, eUnmuted = true, eExtraDataUpdated = true, eMainChannelSet = true, eChannelNameColorUpdated = true, } local lazySignalNames = { Destroyed = "eDestroyed", SaidMessage = "eSaidMessage", ReceivedMessage = "eReceivedMessage", ReceivedUnfilteredMessage = "eReceivedUnfilteredMessage", RecievedUnfilteredMessage = "eReceivedUnfilteredMessage", -- legacy mispelling MessageDoneFiltering = "eMessageDoneFiltering", ReceivedSystemMessage = "eReceivedSystemMessage", ChannelJoined = "eChannelJoined", ChannelLeft = "eChannelLeft", Muted = "eMuted", Unmuted = "eUnmuted", ExtraDataUpdated = "eExtraDataUpdated", MainChannelSet = "eMainChannelSet", ChannelNameColorUpdated = "eChannelNameColorUpdated" } methods.__index = function (self, k) local fromMethods = rawget(methods, k) if fromMethods then return fromMethods end if lazyEventNames[k] and not rawget(self, k) then rawset(self, k, Instance.new("BindableEvent")) end local lazySignalEventName = lazySignalNames[k] if lazySignalEventName and not rawget(self, k) then if not rawget(self, lazySignalEventName) then rawset(self, lazySignalEventName, Instance.new("BindableEvent")) end rawset(self, k, rawget(self, lazySignalEventName).Event) end return rawget(self, k) end function methods:LazyFire(eventName, ...) local createdEvent = rawget(self, eventName) if createdEvent then createdEvent:Fire(...) end end function methods:SayMessage(message, channelName, extraData) if self.ChatService:InternalDoProcessCommands(self.Name, message, channelName) then return end if not channelName then return end local channel = self.Channels[channelName:lower()] if not channel then return end local messageObj = channel:InternalPostMessage(self, message, extraData) if messageObj then pcall(function() self:LazyFire("eSaidMessage", messageObj, channelName) end) end return messageObj end function methods:JoinChannel(channelName) if (self.Channels[channelName:lower()]) then warn("Speaker is already in channel \"" .. channelName .. "\"") return end local channel = self.ChatService:GetChannel(channelName) if (not channel) then error("Channel \"" .. channelName .. "\" does not exist!") end self.Channels[channelName:lower()] = channel channel:InternalAddSpeaker(self) local success, err = pcall(function() self.eChannelJoined:Fire(channel.Name, channel:GetWelcomeMessageForSpeaker(self)) end) if not success and err then print("Error joining channel: " ..err) end end function methods:LeaveChannel(channelName) if (not self.Channels[channelName:lower()]) then warn("Speaker is not in channel \"" .. channelName .. "\"") return end local channel = self.Channels[channelName:lower()] self.Channels[channelName:lower()] = nil channel:InternalRemoveSpeaker(self) local success, err = pcall(function() self:LazyFire("eChannelLeft", channel.Name) if self.PlayerObj then self.EventFolder.OnChannelLeft:FireClient(self.PlayerObj, channel.Name) end end) if not success and err then print("Error leaving channel: " ..err) end end function methods:IsInChannel(channelName) return (self.Channels[channelName:lower()] ~= nil) end function methods:GetChannelList() local list = {} for i, channel in pairs(self.Channels) do table.insert(list, channel.Name) end return list end function methods:SendMessage(message, channelName, fromSpeaker, extraData) local channel = self.Channels[channelName:lower()] if (channel) then channel:SendMessageToSpeaker(message, self.Name, fromSpeaker, extraData) elseif RunService:IsStudio() then warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a message in it.", self.Name, channelName)) end end function methods:SendSystemMessage(message, channelName, extraData) local channel = self.Channels[channelName:lower()] if (channel) then channel:SendSystemMessageToSpeaker(message, self.Name, extraData) elseif RunService:IsStudio() then warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a system message in it.", self.Name, channelName)) end end function methods:GetPlayer() return self.PlayerObj end function methods:GetNameForDisplay() if ChatSettings.PlayerDisplayNamesEnabled then local player = self:GetPlayer() if player then return player.DisplayName else return self.Name end else return self.Name end end function methods:SetExtraData(key, value) self.ExtraData[key] = value self:LazyFire("eExtraDataUpdated", key, value) end function methods:GetExtraData(key) return self.ExtraData[key] end function methods:SetMainChannel(channelName) local success, err = pcall(function() self:LazyFire("eMainChannelSet", channelName) if self.PlayerObj then self.EventFolder.OnMainChannelSet:FireClient(self.PlayerObj, channelName) end end) if not success and err then print("Error setting main channel: " ..err) end end
--- Setting Fire ---
local fire = script.Fire fire.Parent = pellet fire.Enabled = true damage = 15 local DebrisService = game:GetService('Debris') function TagHumanoid(humanoid, vPlayer) -- Add more tags here to customize what tags are available. local creatorTag = Instance.new("ObjectValue") creatorTag.Value = vPlayer creatorTag.Name = "creator" creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) end function FireScript(human) if human.Parent.Torso:FindFirstChild("FIRE")~= nil then else local FireBurn = script.FIRE:Clone() FireBurn.Parent = human.Parent.Torso FireBurn.FireDamage.Disabled = false end end function onTouched(hit) if hit and hit.Parent then if HitPeople[hit.Parent.Name] then
--
h = script.Parent.Parent:WaitForChild("Enemy") pathService = game:GetService("PathfindingService") targetV = script.Parent:WaitForChild("Target") function closestTargetAndPath() local humanoids = {} if targetNPCs then local function recurse(o) for _,obj in pairs(o:GetChildren()) do if obj:IsA("Model") then if obj:findFirstChild("Humanoid") and obj:findFirstChild("Torso") and obj.Humanoid ~= h and obj.Humanoid.Health > 0 and not obj:findFirstChild("ForceField") then table.insert(humanoids,obj.Humanoid) end end recurse(obj) end end recurse(workspace) else for _,v in pairs(game.Players:GetPlayers()) do if v.Character and v.Character:findFirstChild("HumanoidRootPart") and v.Character:findFirstChild("Humanoid") and v.Character.Humanoid.Health > 0 and not v:findFirstChild("ForceField") then table.insert(humanoids,v.Character.Humanoid) end end end local closest,path,dist for _,humanoid in pairs(humanoids) do local myPath = pathService:ComputeRawPathAsync(h.Torso.Position,humanoid.Torso.Position,500) if myPath.Status ~= Enum.PathStatus.FailFinishNotEmpty then -- Now that we have a successful path, we need to figure out how far we need to actually travel to reach this point. local myDist = 0 local previous = h.Torso.Position for _,point in pairs(myPath:GetPointCoordinates()) do myDist = myDist + (point-previous).magnitude previous = point end if not dist or myDist < dist then -- if true, this is the closest path so far. closest = humanoid path = myPath dist = myDist end end end return closest,path end function goToPos(loc) h:MoveTo(loc) local distance = (loc-h.Torso.Position).magnitude local start = tick() while distance > 4 do if tick()-start > distance/h.WalkSpeed then -- Something may have gone wrong. Just break. break end distance = (loc-h.Torso.Position).magnitude wait() end end while wait() do local target,path = closestTargetAndPath() local didBreak = false local targetStart if target and h.Torso then targetV.Value = target targetStart = target.Torso.Position roaming = false local previous = h.Torso.Position local points = path:GetPointCoordinates() local s = #points > 1 and 2 or 1 for i = s,#points do local point = points[i] if didBreak then break end if target and target.Torso and target.Health > 0 then if (target.Torso.Position-targetStart).magnitude < 1.5 then local pos = previous:lerp(point,.5) local moveDir = ((pos - h.Torso.Position).unit * 2) goToPos(previous:lerp(point,.5)) previous = point end else didBreak = true break end end else targetV.Value = nil end if not didBreak and targetStart then goToPos(targetStart) end end
-- emote bindable hook
script:WaitForChild("PlayEmote").OnInvoke = function(emote) -- Only play emotes when idling if pose ~= "Standing" then return end if emoteNames[emote] ~= nil then -- Default emotes playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid) return true, currentAnimTrack elseif typeof(emote) == "Instance" and emote:IsA("Animation") then -- Non-default emotes playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid) return true, currentAnimTrack end -- Return false to indicate that the emote could not be played return false end if Character.Parent ~= nil then -- initialize to idle playAnimation("idle", 0.1, Humanoid) pose = "Standing" end
--[[ Creates an interest point that the monsters can pathfind to at specified position, and with specified weight. If no timeout is supplied, then the interest point exists forever ]]
function MonsterManager.createInterest(position, weight, timeout) local entry = {position = position, weight = weight} table.insert(interests, entry) if timeout then delay( timeout, function() interests = TableUtils.without(interests, entry) MonsterManager.updateMonsterInterests() end ) end MonsterManager.updateMonsterInterests() end
--Made by Stickmasterluke
sp=script.Parent speed=2 topspeed=50 function waitfor(parent,name) while parent:FindFirstChild(name)==nil do wait() end return parent:FindFirstChild(name) end local canim=waitfor(sp,"coastingpose") local lanim=waitfor(sp,"leftturn") local ranim=waitfor(sp,"rightturn") local handle=waitfor(sp,"Handle") local wind=waitfor(handle,"Wind") local mesh=waitfor(handle,"Mesh") inertia=1-(speed/topspeed) debris=game:GetService("Debris") equipped=false flying=false controls={forward=0,backward=0,left=0,right=0} momentum=Vector3.new(0,0,0) lastmomentum=Vector3.new(0,0,0) totalmomentum=0 tilt=0 lasttilt=0 currentanim="coast" lastanim=wind mesh.Scale=Vector3.new(3,3,3) handle.Size=Vector3.new(2,1.5,3) sp.Grip=CFrame.new(0,0,0) function RemoveFlyStuff() wind:Stop() local plr=game.Players.LocalPlayer if plr then local chr=plr.Character if chr then for i,v in ipairs(chr:getChildren()) do if v.Name=="Humanoid" then v.PlatformStand=false end if v and v.Name=="EffectCloud" then v:remove() end end local torso=chr:FindFirstChild("Torso") if torso~=nil then for i,v in ipairs(torso:GetChildren()) do if v and (v.Name=="FlightGyro" or v.Name=="FlightVelocity") then v:remove() end end end end end handle.Transparency=0 handle.Smoke.Enabled=true if lastanim~=nil then lastanim:Stop() end end function fly() --(de)activate fly mode if not equipped then flying=false else flying=not flying end RemoveFlyStuff() if flying then local torso=sp.Parent:FindFirstChild("Torso") local humanoid=sp.Parent:FindFirstChild("Humanoid") if torso and humanoid and humanoid.Health>0 then handle.Transparency=1 handle.Smoke.Enabled=false humanoid.PlatformStand=true momentum=torso.Velocity+(torso.CFrame.lookVector*10)+Vector3.new(0,3,0) local gyro=Instance.new("BodyGyro") gyro.Name="FlightGyro" gyro.P=10^6 gyro.maxTorque=Vector3.new(gyro.P,gyro.P,gyro.P) gyro.cframe=torso.CFrame gyro.Parent=torso velocity=Instance.new("BodyVelocity") velocity.Name="FlightVelocity" velocity.velocity=Vector3.new(0,0,0) velocity.P=10^4 velocity.maxForce=Vector3.new(1,1,1)*(10^6) velocity.Parent=torso local cloud=handle:clone() cloud.Transparency=0 cloud.CanCollide=false waitfor(cloud,"Smoke").Enabled=true cloud.Name="EffectCloud" local w=Instance.new("Weld") w.Part0=torso w.Part1=cloud w.C0=CFrame.new(1,-4,0)*CFrame.Angles(0,math.pi/2,0) w.Parent=cloud cloud.Parent=sp.Parent if lastanim~=nil then lastanim:Stop() end lastanim=humanoid:LoadAnimation(canim) lastanimused=0 if lastanim then lastanim:Play(.5) end wind:Play() while flying and torso and humanoid and humanoid.Health>0 and equipped do local movement=game.Workspace.CurrentCamera.CoordinateFrame:vectorToWorldSpace(Vector3.new(controls.left+controls.right,math.abs(controls.forward)*.2,controls.forward+controls.backward))*speed momentum=(momentum*inertia)+movement totalmomentum=math.min(momentum.magnitude,topspeed) local momentumpercent=(totalmomentum/topspeed) if cloud~=nil then local m=cloud:FindFirstChild("Mesh") m.Scale=Vector3.new(4,4,4+(momentumpercent*4)) end wind.Pitch=(momentumpercent*2)+1 wind.Volume=momentumpercent+.1 local tilt=((momentum*Vector3.new(1,0,1)).unit:Cross(((lastmomentum*Vector3.new(1,0,1)).unit))).y if tostring(tilt)=="-1.#IND" or tostring(tilt)=="1.#IND" or tilt==math.huge or tilt==-math.huge or tostring(0/0) == tostring(tilt) then tilt=0 end local abstilt=math.abs(tilt) if abstilt>.06 or abstilt<.0001 then if math.abs(lasttilt)>.0001 then tilt=lasttilt*.96 else tilt=0 end else tilt=(lasttilt*.9)+(tilt*.1) --weighted average end lasttilt=tilt if tilt>.01 then if lastanimused~=1 then lastanim:Stop(.5) lastanim=humanoid:LoadAnimation(ranim) lastanim:Play(.5) lastanimused=1 end elseif tilt<(-.01) then if lastanimused~=-1 then lastanim:Stop(.5) lastanim=humanoid:LoadAnimation(lanim) lastanim:Play(.5) lastanimused=-1 end elseif lastanimused~=0 then lastanim:Stop(.5) lastanim=humanoid:LoadAnimation(canim) lastanim:Play(.5) lastanimused=0 end if totalmomentum<.5 then momentum=Vector3.new(0,0,0) totalmomentum=0 gyro.cframe=CFrame.new(Vector3.new(0,0,0),game.Workspace.CurrentCamera.CoordinateFrame.lookVector*Vector3.new(1,0,1))*CFrame.Angles(0,-math.pi/2,0) else gyro.cframe=CFrame.new(Vector3.new(0,0,0),momentum)*CFrame.Angles(0,-math.pi/2,0)*CFrame.Angles(tilt*(-20),0,0) end velocity.velocity=momentum lastmomentum=momentum wait(rate) end end RemoveFlyStuff() flying=false end end function onEquipped(mouse) equipped=true if mouse~=nil then mouse.Icon="rbxasset://textures\\GunCursor.png" mouse.Button1Down:connect(function() fly() local torso=sp.Parent:FindFirstChild("Torso") if torso~=nil then torso.Velocity=momentum end end) mouse.KeyDown:connect(function(key2) local key=string.byte(key2) if key==32 then --Space bar --[[fly() local torso=sp.Parent:FindFirstChild("Torso") if torso~=nil then torso.Velocity=momentum end]] elseif key==string.byte("w") or key==17 then controls.forward=-1 elseif key==string.byte("a") or key==20 then controls.left=-1 elseif key==string.byte("s") or key==18 then controls.backward=1 elseif key==string.byte("d") or key==19 then controls.right=1 end end) mouse.KeyUp:connect(function(key2) local key=string.byte(key2) if key==string.byte("w") or key==17 then controls.forward=0 elseif key==string.byte("a") or key==20 then controls.left=0 elseif key==string.byte("s") or key==18 then controls.backward=0 elseif key==string.byte("d") or key==19 then controls.right=0 end end) end end function onUnequipped() equipped=false end sp.Equipped:connect(onEquipped) sp.Unequipped:connect(onUnequipped)
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58},t}, [49]={{53,52,47,48,49},t}, [16]={n,f}, [19]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19},t}, [59]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,59},t}, [63]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t}, [34]={{53,52,47,48,49,45,44,28,29,31,32,34},t}, [21]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21},t}, [48]={{53,52,47,48},t}, [27]={{53,52,47,48,49,45,44,28,27},t}, [14]={n,f}, [31]={{53,52,47,48,49,45,44,28,29,31},t}, [56]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56},t}, [29]={{53,52,47,48,49,45,44,28,29},t}, [13]={n,f}, [47]={{53,52,47},t}, [12]={n,f}, [45]={{53,52,47,48,49,45},t}, [57]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,57},t}, [36]={{53,52,47,48,49,45,44,28,29,31,32,33,36},t}, [25]={{53,52,47,48,49,45,44,28,27,26,25},t}, [71]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71},t}, [20]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20},t}, [60]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t}, [22]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t}, [74]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t}, [62]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{53,52,47,48,49,45,44,28,29,31,32,33,36,37},t}, [2]={n,f}, [35]={{53,52,47,48,49,45,44,28,29,31,32,34,35},t}, [53]={{53},t}, [73]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t}, [72]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72},t}, [33]={{53,52,47,48,49,45,44,28,29,31,32,33},t}, [69]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,60,69},t}, [65]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t}, [26]={{53,52,47,48,49,45,44,28,27,26},t}, [68]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t}, [76]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76},t}, [50]={{53,52,50},t}, [66]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{53,52,47,48,49,45,44,28,27,26,25,24},t}, [23]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23},t}, [44]={{53,52,47,48,49,45,44},t}, [39]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39},t}, [32]={{53,52,47,48,49,45,44,28,29,31,32},t}, [3]={n,f}, [30]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30},t}, [51]={{53,54,55,51},t}, [18]={n,f}, [67]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t}, [61]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61},t}, [55]={{53,54,55},t}, [46]={{53,52,47,46},t}, [42]={{53,52,47,48,49,45,44,28,29,31,32,34,35,38,42},t}, [40]={{53,52,47,48,49,45,44,28,29,31,32,34,35,40},t}, [52]={{53,52},t}, [54]={{53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41},t}, [17]={n,f}, [38]={{53,52,47,48,49,45,44,28,29,31,32,34,35,38},t}, [28]={{53,52,47,48,49,45,44,28},t}, [5]={n,f}, [64]={{53,52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t}, } return r
--[=[ @param ... any -- Arguments to pass to the server Fires the equivalent server-side signal with the given arguments. :::note Outbound Middleware All arguments pass through any outbound middleware before being sent to the server. ::: ]=]
function ClientRemoteSignal:Fire(...: any) if self._hasOutbound then self._re:FireServer(self:_processOutboundMiddleware(...)) else self._re:FireServer(...) end end
--Made by Luckymaxer
Figure = script.Parent RunService = game:GetService("RunService") Creator = Figure:FindFirstChild("Creator") Humanoid = Figure:WaitForChild("Humanoid") Torso = Figure:WaitForChild("Torso") Healing = Figure:WaitForChild("Healing") FollowingPath = false WalkRadius = 25 WalkingPaused = false OriginallyIgnored = false Humanoid.Health = Humanoid.MaxHealth function RayCast(Position, Direction, MaxDistance, IgnoreList) return game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Position, Direction.unit * (MaxDistance or 999.999)), IgnoreList) end function MoveAround(TargetPoint) TargetPoint = ((not TargetPoint and (Torso.Position + Vector3.new(math.random(-WalkRadius, WalkRadius), 0, math.random(-WalkRadius, WalkRadius))) or TargetPoint)) Humanoid:MoveTo(TargetPoint) end function SecureJump() if Humanoid.Jump then return end local TargetPoint = Humanoid.TargetPoint local Blockage, BlockagePos = RayCast((Torso.CFrame + CFrame.new(Torso.Position, Vector3.new(TargetPoint.X, Torso.Position.Y, TargetPoint.Z)).lookVector * (Torso.Size.Z / 2)).p, Torso.CFrame.lookVector, (Torso.Size.Z * 2.5), {Figure, (((Creator and Creator.Value and Creator.Value:IsA("Player") and Creator.Value.Character) and Creator.Value.Character) or nil)}) local Jumpable = false if Blockage then Jumpable = true if Blockage:IsA("Terrain") then local CellPos = Blockage:WorldToCellPreferSolid((BlockagePos - Vector3.new(0, 2, 0))) local CellMaterial, CellShape, CellOrientation = Blockage:GetCell(CellPos.X, CellPos.Y, CellPos.Z) if CellMaterial == Enum.CellMaterial.Water then Jumpable = false end elseif Blockage.Parent:FindFirstChild("Humanoid") then Jumpable = false end end if Jumpable then Humanoid.Jump = true end end RunService.Stepped:connect(function() if WalkingPaused then return end local Wait = false local IgnoreDistance = false local CreatorValue = ((Creator and Creator.Value) or nil) local CreatorCharacter, CreatorTorso, TorsoPosition local DistanceApart if CreatorValue and CreatorValue:IsA("Player") and CreatorValue.Character then CreatorCharacter = CreatorValue.Character CreatorTorso = CreatorCharacter:FindFirstChild("Torso") if CreatorTorso then DistanceApart = (Torso.Position - CreatorTorso.Position).magnitude TorsoPosition = (CreatorTorso.CFrame + CreatorTorso.CFrame.lookVector * (CreatorTorso.Size.Z * ((not Healing.Value and -0.25) or -1.5))) if not Healing.Value then TorsoPosition = (TorsoPosition + (TorsoPosition * CFrame.Angles(0, (math.pi / 2), 0)).lookVector * (Torso.Size.X * 1.5)).p else TorsoPosition = TorsoPosition.p IgnoreDistance = true OriginallyIgnored = true end end end if DistanceApart then if DistanceApart > 6 or IgnoreDistance or OriginallyIgnored then if not IgnoreDistance then OriginallyIgnored = false end if Humanoid.Sit then Humanoid.Jump = true end local WalkSpeed = (((CreatorTorso and (Torso.Position - CreatorTorso.Position).magnitude >= 20) and 24) or 16) Humanoid.WalkSpeed = WalkSpeed MoveAround(TorsoPosition) end else MoveAround(nil) Wait = true end SecureJump() if Wait then WalkingPaused = true local RandomInterval = {Min = 1, Max = 3} RandomInterval = {Min = (RandomInterval.Min * 100), Max = (RandomInterval.Max * 100)} local WaitTime = (math.random(RandomInterval.Min, RandomInterval.Max) * 0.01) wait(WaitTime) WalkingPaused = false end end)
-------------------------
function onClicked() Car.BodyVelocity.velocity = Vector3.new(0, -8, 0) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--Input Handler
function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _ThrotActive = true; _GThrot = 1 else _ThrotActive = false; _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _BrakeActive = true; _GBrake = 1 else _BrakeActive = false; _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
--// Recoil Settings
gunrecoil = -0.5; -- How much the gun recoils backwards when not aiming camrecoil = 0.26; -- How much the camera flicks when not aiming AimGunRecoil = -0.1; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.13; -- How much the camera flicks when aiming CamShake = 0.5; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING AimCamShake = 0.5; -- THIS IS ALSO NEW!!!! Kickback = 1.5; -- Upward gun rotation when not aiming AimKickback = 0.2; -- Upward gun rotation when aiming
--
function Raycast.FindPartOnRayWithCallbackWithIgnoreList(ray, list, terrainCellsAreCubes, ignoreWater, loopout, callbackFunc) local maxDistance = ray.Direction.Magnitude local direction = ray.Direction.Unit loopout = loopout or 25 local loopCount = 0 local lastPosition = ray.Origin local distance = 0 local hit, position, normal, material repeat local r = Ray.new(lastPosition, direction * (maxDistance - distance)) hit, position, normal, material = WORKSPACE:FindPartOnRayWithIgnoreList(ray, list, terrainCellsAreCubes, ignoreWater, true) local result = callbackFunc(hit, position, normal, material) if (result == CALLBACKRESULT.Continue) then distance = (ray.Origin - position).Magnitude lastPosition = position elseif (result == CALLBACKRESULT.Finished) then return hit, position, normal, material elseif (result == CALLBACKRESULT.Fail or result == nil) then break end loopCount = loopCount + 1 until (loopCount > loopout or distance >= maxDistance - 0.1) return end function Raycast.FindPartOnRayWithCallbackWithWhiteList(ray, list, terrainCellsAreCubes, ignoreWater, loopout, callbackFunc) local maxDistance = ray.Direction.Magnitude local direction = ray.Direction.Unit loopout = loopout or 25 local loopCount = 0 local lastPosition = ray.Origin local distance = 0 local hit, position, normal, material repeat local r = Ray.new(lastPosition, direction * (maxDistance - distance)) hit, position, normal, material = WORKSPACE:FindPartOnRayWithWhitelist(ray, list, terrainCellsAreCubes, ignoreWater, true) if hit then --print(hit:GetFullName()) end local result = callbackFunc(hit, position, normal, material) if (result == CALLBACKRESULT.Continue) then distance = (ray.Origin - position).Magnitude lastPosition = position elseif (result == CALLBACKRESULT.Finished) then return hit, position, normal, material elseif (result == CALLBACKRESULT.Fail or result == nil) then break end loopCount = loopCount + 1 until (loopCount > loopout or distance >= maxDistance - 0.1) return end function Raycast.FindPartOnRayWithCallback(ray, ignore, terrainCellsAreCubes, ignoreWater, callbackFunc) return Raycast.FindPartOnRayWithCallbackWithIgnoreList(ray, {ignore}, terrainCellsAreCubes, ignoreWater, callbackFunc) end
-- Enemy spawn system
for _,area in pairs(workspace.Areas:GetChildren()) do local function RefillEnemies() local function SpawnEnemy(spawnRegion) local enemyToSpawn = spawnRegion.EnemiesToSpawnHere:GetChildren()[math.random(1,#spawnRegion.EnemiesToSpawnHere:GetChildren())].Name local xVectorRandom = spawnRegion.CFrame.RightVector * spawnRegion.Size.X * (math.random(-50, 50) / 100) local yVectorRandom = spawnRegion.CFrame.UpVector * spawnRegion.Size.Y * (math.random(-50, 50) / 100) local zVectorRandom = spawnRegion.CFrame.LookVector * spawnRegion.Size.Z * (math.random(-50, 50) / 100) local spawnPosition = spawnRegion.Position + xVectorRandom + yVectorRandom + zVectorRandom require(enemyFunctions).SpawnEnemy(enemyToSpawn, spawnPosition, area.Enemies) end local enemyCounts = {} for _,enemy in pairs(area.Enemies:GetChildren()) do if not enemyCounts[enemy.Name] then enemyCounts[enemy.Name] = 1 else enemyCounts[enemy.Name] = enemyCounts[enemy.Name] + 1 end end for _,spawnRegion in pairs(area.SpawnRegions:GetChildren()) do local enemiesInRegion = 0 for _,enemyToSpawn in pairs(spawnRegion.EnemiesToSpawnHere:GetChildren()) do if enemyCounts[enemyToSpawn.Name] then enemiesInRegion = enemiesInRegion + enemyCounts[enemyToSpawn.Name] end end for i = 1, spawnRegion.MaximumEnemies.Value - enemiesInRegion do SpawnEnemy(spawnRegion) end end end if area:FindFirstChild("Enemies") and area:FindFirstChild("SpawnRegions") then RefillEnemies() area.Enemies.ChildRemoved:Connect(RefillEnemies) end end
--LockController
Closed = true function LockItems() Timer.EnclosureDoor.Buttons.Locked.Value = script.Locked.Value if script.Locked.Value == true then Timer.EnclosureDoor.Locked.Value = script.Locked.Value Timer.EnclosureDoor.Interactive.ProximityPromptService.MaxActivationDistance = 0 else Timer.EnclosureDoor.Interactive.ProximityPromptService.MaxActivationDistance = 8 end end script.Parent.Touched:connect(function(P) if P ~= nil and P.Parent ~= nil and P.Parent:FindFirstChild("CardNumber") ~= nil and P.Parent.CardNumber.Value == 0 then if Closed == true then Closed = 1 script.Locked.Value = false LockItems() script.Parent.Open.Value = true wait(1) Closed = false return end if Closed == false and Timer.EnclosureDoor.DoorOpen.Value == false then Closed = 1 script.Locked.Value = true LockItems() script.Parent.Open.Value = false wait(1) Closed = true return end end end)
--// Connections
L_105_.OnClientEvent:connect(function(L_188_arg1, L_189_arg2, L_190_arg3, L_191_arg4, L_192_arg5, L_193_arg6, L_194_arg7) if L_188_arg1 and not L_15_ then MakeFakeArms() L_42_ = L_2_.PlayerGui.MainGui L_26_ = L_42_:WaitForChild('Others') L_27_ = L_26_:WaitForChild('Kill') L_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame') L_29_ = L_28_:WaitForChild('Ammo') L_30_ = L_28_:WaitForChild('AmmoBackground') L_31_ = L_28_:WaitForChild('MagCount') L_32_ = L_28_:WaitForChild('MagCountBackground') L_33_ = L_28_:WaitForChild('DistDisp') L_34_ = L_28_:WaitForChild('Title') L_35_ = L_28_:WaitForChild('Mode1') L_36_ = L_28_:WaitForChild('Mode2') L_37_ = L_28_:WaitForChild('Mode3') L_38_ = L_28_:WaitForChild('Mode4') L_39_ = L_28_:WaitForChild('Mode5') L_40_ = L_28_:WaitForChild('Stances') L_41_ = L_42_:WaitForChild('Shading') L_41_.Visible = false L_34_.Text = L_1_.Name UpdateAmmo() L_43_ = L_189_arg2 L_44_ = L_190_arg3 L_45_ = L_191_arg4 L_46_ = L_192_arg5 L_47_ = L_193_arg6 L_48_ = L_194_arg7 L_49_ = L_59_.Bolt L_84_ = L_48_.C1 L_85_ = L_48_.C0 if L_1_:FindFirstChild('AimPart2') then L_54_ = L_1_:WaitForChild('AimPart2') end if L_1_:FindFirstChild('FirePart2') then L_57_ = L_1_.FirePart2 end if L_24_.FirstPersonOnly then L_2_.CameraMode = Enum.CameraMode.LockFirstPerson end --uis.MouseIconEnabled = false L_5_.FieldOfView = 70 L_15_ = true elseif L_15_ then if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then Stand() Unlean() end L_90_ = 0 L_77_ = false L_78_ = false L_79_ = false L_61_ = false L_64_ = false L_63_ = false Shooting = false L_94_ = 70 RemoveArmModel() L_42_:Destroy() for L_195_forvar1, L_196_forvar2 in pairs(IgnoreList) do if L_196_forvar2 ~= L_3_ and L_196_forvar2 ~= L_5_ and L_196_forvar2 ~= L_98_ then table.remove(IgnoreList, L_195_forvar1) end end if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then L_3_['Right Arm'].LocalTransparencyModifier = 0 L_3_['Left Arm'].LocalTransparencyModifier = 0 end L_75_ = false L_66_ = true L_2_.CameraMode = Enum.CameraMode.Classic L_104_.MouseIconEnabled = true L_5_.FieldOfView = 70 L_15_ = false L_104_.MouseDeltaSensitivity = L_52_ L_4_.Icon = "http://www.roblox.com/asset?id=0" L_15_ = false end end)
--Light off
src.Parent.right.Value.Value = 0 light.Value = false else src.Parent.right.Value.Value = 1 light.Value = true return end end end) src.Parent.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then src:Stop() script.Parent:Destroy() end end)
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function configureAnimationSetOld(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} local allowCustomAnimations = true local AllowDisableCustomAnimsUserFlag = false local success, msg = pcall(function() AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2") end) if (AllowDisableCustomAnimsUserFlag) then local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end) if not success then allowCustomAnimations = true end end -- check for config values local config = script:FindFirstChild(name) if (allowCustomAnimations and config ~= nil) then table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight -- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")") end end -- preload anims if PreloadAnimsUserFlag then for i, animType in pairs(animTable) do for idx = 1, animType.count, 1 do Humanoid:LoadAnimation(animType[idx].anim) end end end end
--[[ Alternative to game.Debris:AddItem() which runs on heartbeat (and runs better, for that matter) 60hz accurate also supports array of objects in 1st arg --]]
function Step() --- scan garbage for items that are expired and clean them up for i = #garbage, 1, -1 do local v = garbage[i] local obj = v[1] local t = v[2] local removetime = v[3] local tp = (tick() - t) if tp >= removetime then if type(obj) == "table" then for _, objchild in ipairs(obj) do objchild:Destroy() end else obj:Destroy() end table.remove(garbage, i) end end end coroutine.wrap(function() --- main loop while _L.Services.RunService.Heartbeat:Wait() do Step() end end)() return function(obj, t) if not t then t = 10 end --- add to garbage table.insert(garbage, {obj, tick(), t}) end
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script.Parent:WaitForChild("Speedo") script.Parent:WaitForChild("Tach") script.Parent:WaitForChild("ln") script.Parent:WaitForChild("Gear") script.Parent:WaitForChild("Speed") local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Parent.Car.Value car.DriveSeat.HeadsUpDisplay = false local _Tune = require(car["A-Chassis Tune"]) local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["JestEach"]["JestEach"]) return Package
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 300 -- Spring Dampening Tune.FSusStiffness = 4000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2.5 -- Suspension length (in studs) Tune.FPreCompress = .5 -- Pre-compression adds resting length force Tune.FExtensionLim = .5 -- Max Extension Travel (in studs) Tune.FCompressLim = 2 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 8 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.5 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 300 -- Spring Dampening Tune.RSusStiffness = 4000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.5 -- Suspension length (in studs) Tune.RPreCompress = .5 -- Pre-compression adds resting length force Tune.RExtensionLim = .5 -- Max Extension Travel (in studs) Tune.RCompressLim = 2 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 8 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.5 , -- 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
--Version 1.43 Made my PistonsofDoom--
local carSeat=script.Parent.Parent.Parent.Parent local numbers={180354176,180354121,180354128,180354131,180354134,180354138,180354146,180354158,180354160,180354168,180355596,180354115} while true do wait(0.01) local value=(carSeat.Velocity.magnitude)/1.7 --This is the velocity so if it was 1.6 it should work. If not PM me! or comment!-- if value<10000 then local nnnn=math.floor(value/1000) local nnn=(math.floor(value/100))-(nnnn*10) local nn=(math.floor(value/10)-(nnn*10))-(nnnn*100) local n=(math.floor(value)-(nn*10)-(nnn*100))-(nnnn*1000) script.Parent.A.Image="http://www.roblox.com/asset/?id="..numbers[n+1] if value>=10 then script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[nn+1] else script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[12] end if value>=100 then script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[nnn+1] else script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[12] end else script.Parent.A.Image="http://www.roblox.com/asset/?id="..numbers[10] script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[10] script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[10] end end
-- don't set to attack
else stance = "attack" target = v.Parent
-- Designate a friendly name to each material
local Materials = { [Enum.Material.SmoothPlastic] = 'Smooth Plastic'; [Enum.Material.Plastic] = 'Plastic'; [Enum.Material.Brick] = 'Brick'; [Enum.Material.Cobblestone] = 'Cobblestone'; [Enum.Material.Concrete] = 'Concrete'; [Enum.Material.CorrodedMetal] = 'Corroded Metal'; [Enum.Material.DiamondPlate] = 'Diamond Plate'; [Enum.Material.Fabric] = 'Fabric'; [Enum.Material.Foil] = 'Foil'; [Enum.Material.ForceField] = 'Forcefield'; [Enum.Material.Granite] = 'Granite'; [Enum.Material.Grass] = 'Grass'; [Enum.Material.Ice] = 'Ice'; [Enum.Material.Marble] = 'Marble'; [Enum.Material.Metal] = 'Metal'; [Enum.Material.Neon] = 'Neon'; [Enum.Material.Pebble] = 'Pebble'; [Enum.Material.Sand] = 'Sand'; [Enum.Material.Slate] = 'Slate'; [Enum.Material.Wood] = 'Wood'; [Enum.Material.WoodPlanks] = 'Wood Planks'; [Enum.Material.Glass] = 'Glass'; }; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if UI then -- Reveal the UI UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI UI = Core.Tool.Interfaces.BTMaterialToolGUI:Clone(); UI.Parent = Core.UI; UI.Visible = true; -- References to inputs local TransparencyInput = UI.TransparencyOption.Input.TextBox; local ReflectanceInput = UI.ReflectanceOption.Input.TextBox; -- Sort the material list local MaterialList = Support.Values(Materials); table.sort(MaterialList); -- Create the material selection dropdown MaterialDropdown = Core.Cheer(UI.MaterialOption.Dropdown).Start(MaterialList, '', function (Material) SetProperty('Material', Support.FindTableOccurrence(Materials, Material)); end); -- Enable the transparency and reflectance inputs SyncInputToProperty('Transparency', TransparencyInput); SyncInputToProperty('Reflectance', ReflectanceInput); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not UI then return; end; -- Hide the UI UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function SyncInputToProperty(Property, Input) -- Enables `Input` to change the given property -- Enable inputs Input.FocusLost:Connect(function () SetProperty(Property, tonumber(Input.Text)); end); end; function SetProperty(Property, Value) -- Make sure the given value is valid if Value == nil then return; end; -- Start a history record TrackChange(); -- Go through each part for _, Part in pairs(Selection.Parts) do -- Store the state of the part before modification table.insert(HistoryRecord.Before, { Part = Part, [Property] = Part[Property] }); -- Create the change request for this part table.insert(HistoryRecord.After, { Part = Part, [Property] = Value }); end; -- Register the changes RegisterChange(); end; function UpdateDataInputs(Data) -- Updates the data in the given TextBoxes when the user isn't typing in them -- Go through the inputs and data for Input, UpdatedValue in pairs(Data) do -- Makwe sure the user isn't typing into the input if not Input:IsFocused() then -- Set the input's value Input.Text = tostring(UpdatedValue); end; end; end;
--Traction Control Settings
Tune.TCSEnabled = false -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 20 -- Minimum amount of torque at max reduction (in percent)
--[[-------------------------------------------------------------------- -- Notes: -- * one function manipulate a pointer argument with a simple data type -- (can't be emulated by a table, ambiguous), now returns that value: -- luaK:concat(fs, l1, l2) -- * luaM_growvector uses the faux luaY:growvector, for limit checking -- * some function parameters changed to boolean, additional code -- translates boolean back to 1/0 for instruction fields -- -- Not implemented: -- * NOTE there is a failed assert in luaK:addk, a porting problem -- -- Added: -- * constant MAXSTACK from llimits.h -- * luaK:ttisnumber(o) (from lobject.h) -- * luaK:nvalue(o) (from lobject.h) -- * luaK:setnilvalue(o) (from lobject.h) -- * luaK:setnvalue(o, x) (from lobject.h) -- * luaK:setbvalue(o, x) (from lobject.h) -- * luaK:sethvalue(o, x) (from lobject.h), parameter L deleted -- * luaK:setsvalue(o, x) (from lobject.h), parameter L deleted -- * luaK:numadd, luaK:numsub, luaK:nummul, luaK:numdiv, luaK:nummod, -- luaK:numpow, luaK:numunm, luaK:numisnan (from luaconf.h) -- * copyexp(e1, e2) added in luaK:posfix to copy expdesc struct -- -- Changed in 5.1.x: -- * enum BinOpr has a new entry, OPR_MOD -- * enum UnOpr has a new entry, OPR_LEN -- * binopistest, unused in 5.0.x, has been deleted -- * macro setmultret is new -- * functions isnumeral, luaK_ret, boolK are new -- * funcion nilK was named nil_constant in 5.0.x -- * function interface changed: need_value, patchtestreg, concat -- * TObject now a TValue -- * functions luaK_setreturns, luaK_setoneret are new -- * function luaK:setcallreturns deleted, to be replaced by: -- luaK:setmultret, luaK:ret, luaK:setreturns, luaK:setoneret -- * functions constfolding, codearith, codecomp are new -- * luaK:codebinop has been deleted -- * function luaK_setlist is new -- * OPR_MULT renamed to OPR_MUL ----------------------------------------------------------------------]]
--// Settings //--
script.Parent.Triggered:Connect(function(plr) plr.leaderstats.Coins.Value = plr.leaderstats.Coins.Value + amount end)
--Load the Nexus VR Character Model module.
local NexusVRCharacterModelModule local MainModule = script:FindFirstChild("MainModule") if MainModule then NexusVRCharacterModelModule = require(MainModule) else NexusVRCharacterModelModule = require(10728814921) end
-- Demo dynamic settings
local Gui = Instance.new("ScreenGui") local CountLabel = Instance.new("TextLabel") CountLabel.Text = string.format("Leaf Count: %d Active, %d Inactive, 77760 Total",0,0) CountLabel.BackgroundTransparency = 0.3 CountLabel.BackgroundColor3 = Color3.new() CountLabel.TextStrokeTransparency = 0.8 CountLabel.Size = UDim2.new(0.6,0,0,27) CountLabel.Position = UDim2.new(0.2,0,1,-35) CountLabel.Font = Enum.Font.RobotoMono CountLabel.TextSize = 25 CountLabel.TextColor3 = Color3.new(1,1,1) CountLabel.Parent = Gui local SpeedInput = Instance.new("TextBox") SpeedInput.Text = string.format("Wind Speed: %.1f",WIND_SPEED) SpeedInput.PlaceholderText = "Input Speed" SpeedInput.BackgroundTransparency = 0.8 SpeedInput.TextStrokeTransparency = 0.8 SpeedInput.Size = UDim2.new(0.2,0,0,20) SpeedInput.Position = UDim2.new(0,5,0.45,0) SpeedInput.Font = Enum.Font.RobotoMono SpeedInput.TextXAlignment = Enum.TextXAlignment.Left SpeedInput.TextSize = 18 SpeedInput.TextColor3 = Color3.new(1,1,1) SpeedInput.FocusLost:Connect(function() local newSpeed = tonumber(SpeedInput.Text:match("[%d%.]+")) if newSpeed then WIND_SPEED = math.clamp(newSpeed,0,50) WindLines.Speed = WIND_SPEED WindShake:UpdateAllObjectSettings({Speed = WIND_SPEED}) WindShake:SetDefaultSettings({Speed = WIND_SPEED}) end SpeedInput.Text = string.format("Wind Speed: %.1f",WIND_SPEED) end) SpeedInput.Parent = Gui local PowerInput = Instance.new("TextBox") PowerInput.Text = string.format("Wind Power: %.1f",WIND_POWER) PowerInput.PlaceholderText = "Input Power" PowerInput.BackgroundTransparency = 0.8 PowerInput.TextStrokeTransparency = 0.8 PowerInput.Size = UDim2.new(0.2,0,0,20) PowerInput.Position = UDim2.new(0,5,0.45,25) PowerInput.Font = Enum.Font.RobotoMono PowerInput.TextXAlignment = Enum.TextXAlignment.Left PowerInput.TextSize = 18 PowerInput.TextColor3 = Color3.new(1,1,1) PowerInput.FocusLost:Connect(function() local newPower = tonumber(PowerInput.Text:match("[%d%.]+")) if newPower then WIND_POWER = math.clamp(newPower,0,3) WindShake:UpdateAllObjectSettings({Power = WIND_POWER}) WindShake:SetDefaultSettings({Power = WIND_POWER}) end PowerInput.Text = string.format("Wind Power: %.1f",WIND_POWER) end) PowerInput.Parent = Gui local DirInput = Instance.new("TextBox") DirInput.Text = string.format("Wind Direction: %.1f,%.1f,%.1f",WIND_DIRECTION.X,WIND_DIRECTION.Y,WIND_DIRECTION.Z) DirInput.PlaceholderText = "Input Direction" DirInput.BackgroundTransparency = 0.8 DirInput.TextStrokeTransparency = 0.8 DirInput.Size = UDim2.new(0.2,0,0,20) DirInput.Position = UDim2.new(0,5,0.45,50) DirInput.Font = Enum.Font.RobotoMono DirInput.TextXAlignment = Enum.TextXAlignment.Left DirInput.TextSize = 18 DirInput.TextColor3 = Color3.new(1,1,1) DirInput.FocusLost:Connect(function() local Inputs = table.create(3) for Num in string.gmatch(DirInput.Text, "%-?[%d%.]+") do Inputs[#Inputs+1] = tonumber(Num) end local newDir = Vector3.new( Inputs[1] or WIND_DIRECTION.X, Inputs[2] or WIND_DIRECTION.Y, Inputs[3] or WIND_DIRECTION.Z ).Unit if newDir then WIND_DIRECTION = newDir WindLines.Direction = newDir WindShake:UpdateAllObjectSettings({Direction = newDir}) WindShake:SetDefaultSettings({Direction = newDir}) end DirInput.Text = string.format("Wind Direction: %.1f, %.1f, %.1f",WIND_DIRECTION.X,WIND_DIRECTION.Y,WIND_DIRECTION.Z) end) DirInput.Parent = Gui spawn(function() while wait(0.1) do local Active,Handled = WindShake.Active,WindShake.Handled CountLabel.Text = string.format("Leaf Count: %d Active, %d Inactive, %d Not Streamed In (77760 Total)",Active,Handled-Active,77760-Handled) end end)
-- Roact
local new = Roact.createElement local ToolManualWindow = require(UI:WaitForChild('ToolManualWindow')) local MANUAL_CONTENT = [[<font face="GothamBlack" size="16">Building Tools by F3X 🛠</font> To learn more about each tool, click on its ❔ icon at the top right corner.<font size="12"><br /></font> <font size="12" color="rgb(150, 150, 150)"><b>Selecting</b></font> <font color="rgb(150, 150, 150)">•</font> Select individual parts by holding <b>Shift</b> and clicking each one. <font color="rgb(150, 150, 150)">•</font> Rectangle select parts by holding <b>Shift</b>, clicking, and dragging. <font color="rgb(150, 150, 150)">•</font> Press <b>Shift-K</b> to select parts inside of the selected parts. <font color="rgb(150, 150, 150)">•</font> Press <b>Shift-R</b> to clear your selection.<font size="12"><br /></font> <font size="12" color="rgb(150, 150, 150)"><b>Exporting your creations</b></font> You can export your builds into a short code by clicking the export button, or pressing <b>Shift-P</b>.<font size="8"><br /></font> Install the import plugin in <b>Roblox Studio</b> to import your creation: <font color="rgb(150, 150, 150)">roblox.com/library/142485815</font>]]
-- Load all services within 'Controllers':
Knit.AddControllersDeep(script.Parent.Controllers)