prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
--------| Variables |--------
local SFX = {} function SFX.Play(...) local args = {...} -- for compatibility, the sound is still played, just at zero volume if _L.PlayerSettings.GetSetting("SFX") == "Disabled" then args[4] = 0 end return _L.Audio.Play(unpack(args)) end return SFX
--// [[ INTRO SETTINGS HOVER ]] \\--
IntroGui.ButtonFrame.SettingButton.MouseEnter:Connect(function() IntroGui.ButtonFrame.SettingButton.GreenDot.Visible = true end) IntroGui.ButtonFrame.SettingButton.MouseLeave:Connect(function() IntroGui.ButtonFrame.SettingButton.GreenDot.Visible = false end)
---Basic Variables
local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car=script.Parent.Car.Value local run=game:GetService("RunService") local Binded={} local GMode=0
-- Decompiled with the Synapse X Luau decompiler.
Health_Bar = false; Player_List = false; Tool_Bar = false; Chat = false; if Health_Bar == true then game.StarterGui:SetCoreGuiEnabled(1, true); elseif Health_Bar == false then game.StarterGui:SetCoreGuiEnabled(1, false); end; if Player_List == true then game.StarterGui:SetCoreGuiEnabled(0, true); elseif Player_List == false then game.StarterGui:SetCoreGuiEnabled(0, false); end; if Tool_Bar == true then game.StarterGui:SetCoreGuiEnabled(2, true); elseif Tool_Bar == false then game.StarterGui:SetCoreGuiEnabled(2, false); end; if Chat == true then game.StarterGui:SetCoreGuiEnabled(3, true); return; end; if Chat == false then game.StarterGui:SetCoreGuiEnabled(3, false); end;
--SynapseX Decompiler
local Opened = false script.Parent.Activated:Connect(function() if not Opened then Opened = true script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0.65, 0), "Out", "Quad", 1, true) else Opened = false script.Parent.Parent:TweenPosition(UDim2.new(-0.195, 0, 0.65, 0), "Out", "Quad", 1, true) end end)
--this garbage script was made by falling, go ahead toad, yell at me for not putting it in the main script. Hell, idk how i even do that... im a builder, okay??
--// Script
BUYB.MouseButton1Click:connect(function() if Player.PlayerGui.CarSpawner.Main.Citizen[script.Parent.Name].Visible == false then if Player.Cash.Value >= Price.Value then Player.Cash.Value = Player.Cash.Value - Price.Value Player.PlayerGui.CarSpawner.Main.Citizen[script.Parent.Name].Visible = true end end end)
-- @specs https://design.firefox.com/photon/motion/duration-and-easing.html
local MozillaCurve = Bezier(0.07, 0.95, 0, 1) local function Smooth(T) return T * T * (3 - 2 * T) end local function Smoother(T) return T * T * T * (T * (6 * T - 15) + 10) end local function RidiculousWiggle(T) return math.sin(math.sin(T * 3.1415926535898) * 1.5707963267949) end local function Spring(T) return 1 + (-math.exp(-6.9 * T) * math.cos(-20.106192982975 * T)) end local function SoftSpring(T) return 1 + (-math.exp(-7.5 * T) * math.cos(-10.053096491487 * T)) end local function OutBounce(T) if T < 0.36363636363636 then return 7.5625 * T * T elseif T < 0.72727272727273 then return 3 + T * (11 * T - 12) * 0.6875 elseif T < 0.090909090909091 then return 6 + T * (11 * T - 18) * 0.6875 else return 7.875 + T * (11 * T - 21) * 0.6875 end end local function InBounce(T) if T > 0.63636363636364 then T = T - 1 return 1 - T * T * 7.5625 elseif T > 0.272727272727273 then return (11 * T - 7) * (11 * T - 3) / -16 elseif T > 0.090909090909091 then return (11 * (4 - 11 * T) * T - 3) / 16 else return T * (11 * T - 1) * -0.6875 end end local EasingFunctions = setmetatable({ InLinear = Linear; OutLinear = Linear; InOutLinear = Linear; OutSmooth = Smooth; InSmooth = Smooth; InOutSmooth = Smooth; OutSmoother = Smoother; InSmoother = Smoother; InOutSmoother = Smoother; OutRidiculousWiggle = RidiculousWiggle; InRidiculousWiggle = RidiculousWiggle; InOutRidiculousWiggle = RidiculousWiggle; OutRevBack = RevBack; InRevBack = RevBack; InOutRevBack = RevBack; OutSpring = Spring; InSpring = Spring; InOutSpring = Spring; OutSoftSpring = SoftSpring; InSoftSpring = SoftSpring; InOutSoftSpring = SoftSpring; InSharp = Sharp; InOutSharp = Sharp; OutSharp = Sharp; InAcceleration = Acceleration; InOutAcceleration = Acceleration; OutAcceleration = Acceleration; InStandard = Standard; InOutStandard = Standard; OutStandard = Standard; InDeceleration = Deceleration; InOutDeceleration = Deceleration; OutDeceleration = Deceleration; InFabricStandard = FabricStandard; InOutFabricStandard = FabricStandard; OutFabricStandard = FabricStandard; InFabricAccelerate = FabricAccelerate; InOutFabricAccelerate = FabricAccelerate; OutFabricAccelerate = FabricAccelerate; InFabricDecelerate = FabricDecelerate; InOutFabricDecelerate = FabricDecelerate; OutFabricDecelerate = FabricDecelerate; InUWPAccelerate = UWPAccelerate; InOutUWPAccelerate = UWPAccelerate; OutUWPAccelerate = UWPAccelerate; InStandardProductive = StandardProductive; InStandardExpressive = StandardExpressive; InEntranceProductive = EntranceProductive; InEntranceExpressive = EntranceExpressive; InExitProductive = ExitProductive; InExitExpressive = ExitExpressive; OutStandardProductive = StandardProductive; OutStandardExpressive = StandardExpressive; OutEntranceProductive = EntranceProductive; OutEntranceExpressive = EntranceExpressive; OutExitProductive = ExitProductive; OutExitExpressive = ExitExpressive; InOutStandardProductive = StandardProductive; InOutStandardExpressive = StandardExpressive; InOutEntranceProductive = EntranceProductive; InOutEntranceExpressive = EntranceExpressive; InOutExitProductive = ExitProductive; InOutExitExpressive = ExitExpressive; OutMozillaCurve = MozillaCurve; InMozillaCurve = MozillaCurve; InOutMozillaCurve = MozillaCurve; InQuad = function(T) return T * T end; OutQuad = function(T) return T * (2 - T) end; InOutQuad = function(T) if T < 0.5 then return 2 * T * T else return 2 * (2 - T) * T - 1 end end; InCubic = function(T) return T * T * T end; OutCubic = function(T) return 1 - (1 - T) * (1 - T) * (1 - T) end; InOutCubic = function(T) if T < 0.5 then return 4 * T * T * T else T = T - 1 return 1 + 4 * T * T * T end end; InQuart = function(T) return T * T * T * T end; OutQuart = function(T) T = T - 1 return 1 - T * T * T * T end; InOutQuart = function(T) if T < 0.5 then T = T * T return 8 * T * T else T = T - 1 return 1 - 8 * T * T * T * T end; end; InQuint = function(T) return T * T * T * T * T end; OutQuint = function(T) T = T - 1 return T * T * T * T * T + 1 end; InOutQuint = function(T) if T < 0.5 then return 16 * T * T * T * T * T else T = T - 1 return 16 * T * T * T * T * T + 1 end; end; InBack = function(T) return T * T * (3 * T - 2) end; OutBack = function(T) return (T - 1) * (T - 1) * (T * 2 + T - 1) + 1 end; InOutBack = function(T) if T < 0.5 then return 2 * T * T * (2 * 3 * T - 2) else return 1 + 2 * (T - 1) * (T - 1) * (2 * 3 * T - 2 - 2) end end; InSine = function(T) return 1 - math.cos(T * 1.5707963267949) end; OutSine = function(T) return math.sin(T * 1.5707963267949) end; InOutSine = function(T) return (1 - math.cos(3.1415926535898 * T)) / 2 end; OutBounce = OutBounce; InBounce = InBounce; InOutBounce = function(T) if T < 0.5 then return InBounce(2 * T) / 2 else return OutBounce(2 * T - 1) / 2 + 0.5 end end; InElastic = function(T) return math.exp((T * 0.96380736418812 - 1) * 8) * T * 0.96380736418812 * math.sin(4 * T * 0.96380736418812) * 1.8752275007429 end; OutElastic = function(T) return 1 + (math.exp(8 * (0.96380736418812 - 0.96380736418812 * T - 1)) * 0.96380736418812 * (T - 1) * math.sin(4 * 0.96380736418812 * (1 - T))) * 1.8752275007429 end; InOutElastic = function(T) if T < 0.5 then return (math.exp(8 * (2 * 0.96380736418812 * T - 1)) * 0.96380736418812 * T * math.sin(2 * 4 * 0.96380736418812 * T)) * 1.8752275007429 else return 1 + (math.exp(8 * (0.96380736418812 * (2 - 2 * T) - 1)) * 0.96380736418812 * (T - 1) * math.sin(4 * 0.96380736418812 * (2 - 2 * T))) * 1.8752275007429 end end; InExpo = function(T) return T * T * math.exp(4 * (T - 1)) end; OutExpo = function(T) return 1 - (1 - T) * (1 - T) / math.exp(4 * T) end; InOutExpo = function(T) if T < 0.5 then return 2 * T * T * math.exp(4 * (2 * T - 1)) else return 1 - 2 * (T - 1) * (T - 1) * math.exp(4 * (1 - 2 * T)) end end; InCirc = function(T) return -(math.sqrt(1 - T * T) - 1) end; OutCirc = function(T) T = T - 1 return math.sqrt(1 - T * T) end; InOutCirc = function(T) T = T * 2 if T < 1 then return -(math.sqrt(1 - T * T) - 1) / 2 else T = T - 2 return (math.sqrt(1 - T * T) - 1) / 2 end end; }, { __index = function(_, Index) error(tostring(Index) .. " is not a valid easing function.", 2) end; __newindex = function(_, Index) error(tostring(Index) .. " is not a valid easing function.", 2) end; }) return EasingFunctions
--// Handling Settings
Firerate = 60 / 150; -- 60 = 1 Minute, 150 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 4; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
--WalkedAway --* called when the player gets too far away from the dialogue --* that they are currently speaking with.
function Interface.WalkedAway() end
--[[ ROBLOX deviation: skipped code original code lines 56 - 84 ]]
local function expect_(_self, actual: any, ...): any local rest: Array<any> = { ... } if #rest ~= 0 then error("Expect takes at most one argument.") end local allMatchers = getMatchers() local expectation = { never = {}, rejects = { never = {} }, resolves = { never = {} }, } for name, matcher in pairs(allMatchers) do --[[ ROBLOX deviation: skipped unused variable declaration for promiseMatcher original code: const promiseMatcher = getPromiseMatcher(name, matcher) || matcher; ]] expectation[name] = makeThrowingMatcher(matcher, false, "", actual) expectation.never[name] = makeThrowingMatcher(matcher, true, "", actual) --[[ ROBLOX deviation: skipped code original code lines 106 - 134 ]] end return expectation end local function getMessage(message: (() -> string)?) return if message then message() else matcherUtils.RECEIVED_COLOR("No message was specified for this matcher.") end
-- StreamableUtil -- Stephen Leitnick -- March 03, 2021
local Trove = require(script.Parent.Parent.Trove) local _Streamable = require(script.Parent.Streamable) type Streamables = {_Streamable.Streamable} type CompoundHandler = (Streamables, any) -> nil
-- gets the BezierPoint of the Bezier at the index
function Bezier:GetPoint(i: number): Vector3? -- checks for type local points = self.Points if points[i] then return typeof(points[i].Point) == "Vector3" and points[i].Point or points[i].Point.Position else error("Did not find a BezierPoint at index " .. tostring(i) .. "!") end end
-- local throttleNeeded =
local stallLine = ((stallSpeed/math.floor(currentSpeed+0.5))*(stallSpeed/max)) stallLine = (stallLine > 1 and 1 or stallLine) panel.Throttle.Bar.StallLine.Position = UDim2.new(stallLine,0,0,0) panel.Throttle.Bar.StallLine.BackgroundColor3 = (stallLine > panel.Throttle.Bar.Amount.Size.X.Scale and Color3.new(1,0,0) or Color3.new(0,0,0)) if (change == 1) then currentSpeed = (currentSpeed > desiredSpeed and desiredSpeed or currentSpeed) -- Reduce "glitchy" speed else currentSpeed = (currentSpeed < desiredSpeed and desiredSpeed or currentSpeed) end local tax,stl = taxi(),stall() if ((lastStall) and (not stl) and (not tax)) then -- Recovering from a stall: if ((realSpeed > -10000) and (realSpeed < 10000)) then currentSpeed = realSpeed else currentSpeed = (stallSpeed+1) end end lastStall = stl move.velocity = (main.CFrame.lookVector*currentSpeed) -- Set speed to aircraft local bank = ((((m.ViewSizeX/2)-m.X)/(m.ViewSizeX/2))*maxBank) -- My special equation to calculate the banking of the plane. It's pretty simple actually bank = (bank < -maxBank and -maxBank or bank > maxBank and maxBank or bank) if (tax) then if (currentSpeed < 2) then -- Stop plane from moving/turning when idled on ground move.maxForce = Vector3.new(0,0,0) gyro.maxTorque = Vector3.new(0,0,0) else move.maxForce = Vector3.new(math.huge,0,math.huge) -- Taxi gyro.maxTorque = Vector3.new(0,math.huge,0) gyro.cframe = CFrame.new(main.Position,m.Hit.p) end elseif (stl) then move.maxForce = Vector3.new(0,0,0) -- Stall gyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge) gyro.cframe = (m.Hit*CFrame.Angles(0,0,math.rad(bank))) else move.maxForce = Vector3.new(math.huge,math.huge,math.huge) -- Fly gyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge) gyro.cframe = (m.Hit*CFrame.Angles(0,0,math.rad(bank))) end if ((altRestrict) and (main.Position.y < altMin)) then -- If you have altitude restrictions and are below the minimun altitude, then make the plane explode plane.AutoCrash.Value = true end updateGui(tax,stl) -- Keep the pilot informed! main.Throttle.Value = throttle wait() end end script.Parent.Selected:connect(function(m) -- Initial setup selected,script.Parent.CurrentSelect.Value = true,true mouseSave = m game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Attach m.Icon = "http://www.roblox.com/asset/?id=48801855" -- Mouse icon used in Perilous Skies gui.Parent = player.PlayerGui delay(0,function() fly(m) end) -- Basically a coroutine m.KeyDown:connect(function(k) if (not flying) then return end k = k:lower() if (k == keys.engine.key) then on = (not on) main.On.Value = true if (not on) then throttle = 0 main.On.Value = false end elseif (k == keys.landing.key) then changeGear() elseif (k:byte() == keys.spdup.byte) then keys.spdup.down = true delay(0,function() while ((keys.spdup.down) and (on) and (flying)) do throttle = (throttle+throttleInc) throttle = (throttle > 1 and 1 or throttle) wait() end end) elseif (k:byte() == keys.spddwn.byte) then keys.spddwn.down = true delay(0,function() while ((keys.spddwn.down) and (on) and (flying)) do throttle = (throttle-throttleInc) throttle = (throttle < 0 and 0 or throttle) wait() end end) end end) m.KeyUp:connect(function(k) if (k:byte() == keys.spdup.byte) then keys.spdup.down = false elseif (k:byte() == keys.spddwn.byte) then keys.spddwn.down = false end end) end) function deselected(forced) selected,script.Parent.CurrentSelect.Value = false,false game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Custom gui.Parent = nil flying = false pcall(function() move.maxForce = Vector3.new(0,0,0) if (taxi()) then gyro.maxTorque = Vector3.new(0,0,0) else plane.Dead.Value = true end end) if (forced) then if (mouseSave) then mouseSave.Icon = "rbxasset://textures\\ArrowCursor.png" -- If you remove a tool without the actual deselect event, the icon will not go back to normal. This helps simulate it at the least wait() end script.Parent.Deselect1.Value = true -- When this is triggered, the Handling script knows it is safe to remove the tool from the player end end script.Parent.Deselected:connect(deselected) script.Parent.Deselect0.Changed:connect(function() -- When you get out of the seat while the tool is selected, Deselect0 is triggered to True if (script.Parent.Deselect0.Value) then deselected(true) end end)
--[[** ensures value is a number where min <= value <= max @param min The minimum to use @param max The maximum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberConstrained(min, max) assert(t.number(min)) assert(t.number(max)) local minCheck = t.numberMin(min) local maxCheck = t.numberMax(max) return function(value) local minSuccess, minErrMsg = minCheck(value) if not minSuccess then return false, minErrMsg or "" end local maxSuccess, maxErrMsg = maxCheck(value) if not maxSuccess then return false, maxErrMsg or "" end return true end end
--------------------------------------------------------------------------------------------------------------- -- Do not edit past here or you will be risking breaking the script!!!! -- ---------------------------------------------------------------------------------------------------------------
-- VERY UGLY HACK -- Will this leak threads? -- Is the problem even what I think it is (player arrived before character)? while true do if newPlayer.Character ~= nil then break end wait(5) end local humanoid = newPlayer.Character.Humanoid humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end ) -- start to listen for new humanoid newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end ) stats.Parent = newPlayer end function Send_DB_Event_Died(victim, killer) -- killer may be nil local killername = "unknown" if killer ~= nil then killername = killer.Name end print(victim.Name, " was killed by ", killername) if shared["deaths"] ~= nil then shared["deaths"](victim, killer) print("Death event sent.") end end function Send_DB_Event_Kill(killer, victim) print(killer.Name, " killed ", victim.Name) if shared["kills"] ~= nil then shared["kills"](killer, victim) print("Kill event sent.") end end function onHumanoidDied(humanoid, player) local stats = player:findFirstChild("leaderstats") if stats ~= nil then local deaths = stats:findFirstChild("Deaths") deaths.Value = deaths.Value + 1 -- do short dance to try and find the killer local killer = getKillerOfHumanoidIfStillInGame(humanoid) Send_DB_Event_Died(player, killer) handleKillCount(humanoid, player) end end function onPlayerRespawn(property, player) -- need to connect to new humanoid if property == "Character" and player.Character ~= nil then local humanoid = player.Character.Humanoid local p = player local h = humanoid humanoid.Died:connect(function() onHumanoidDied(h, p) end ) end end function getKillerOfHumanoidIfStillInGame(humanoid) -- returns the player object that killed this humanoid -- returns nil if the killer is no longer in the game -- check for kill tag on humanoid - may be more than one - todo: deal with this local tag = humanoid:findFirstChild("creator") -- find player with name on tag if tag ~= nil then local killer = tag.Value if killer.Parent ~= nil then -- killer still in game return killer end end return nil end function handleKillCount(humanoid, player) local killer = getKillerOfHumanoidIfStillInGame(humanoid) if killer ~= nil then local stats = killer:findFirstChild("leaderstats") if stats ~= nil then local kills = stats:findFirstChild("Kills") local cash = stats:findFirstChild("Money") local xp = stats:findFirstChild("XP") if killer ~= player then kills.Value = kills.Value + 1 cash.Value = cash.Value + 50 xp.Value = xp.Value + 3 else kills.Value = kills.Value - 0 end Send_DB_Event_Kill(killer, player) end end end game.Players.ChildAdded:connect(onPlayerEntered)
--[[ while wait() do Dummy.HumanoidRootPart.BodyGyro.cframe = CFrame.new(rotatingPart.Position,torso.Position) --To make bodygyro face player end --]]
--- Cleans up all tasks. -- @alias Destroy
function Maid:DoCleaning() local tasks = self._tasks -- Disconnect all events first as we know this is safe for index, task in pairs(tasks) do if (typeof(task) == "RBXScriptConnection") then tasks[index] = nil task:Disconnect() end end -- Clear out tasks table completely, even if clean up tasks add more tasks to the maid local index, task = next(tasks) while (task ~= nil) do tasks[index] = nil if (type(task) == "function") then task() elseif (typeof(task) == "RBXScriptConnection") then task:Disconnect() elseif (task.Destroy) then task:Destroy() end index, task = next(tasks) end end function Maid:Init() Promise = self.Shared.Promise end
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
print 'Creating a Source of Audio' local music = Instance.new("Sound") -- This creates the sound. Since this is an Independent Variable, You should not change it at all. music.Archivable = true -- This MUST be true or you may have some problems. print 'Inspecting the Configurable Variables'
-- enumName, enumValue, additionalProperty
return { {"Automatic", 1}, -- ZonePlus will dynamically switch between 'WholeBody' and 'Centre' depending upon the number of players in a server (this typically only occurs for servers with 100+ players when volume checks begin to exceed 0.5% in script performance). {"Centre", 2}, -- A tiny lightweight Region3 check will be casted at the centre of the player of part {"WholeBody", 3}, -- A RotatedRegion3 check will be casted over a player or parts entire body }
-- Water and sounds --
local water = p.Water.Mesh local drainSound = p.Water.WaterDrainSound local bathSound = p.Tap.BathSound local showerSound = p.ShowerHead.Spout.ShowerSound
-- deviation: preemptively declare function
local clearCaughtError
-- Wait until the PlayerGui has loaded
while not player.PlayerGui do wait() end
-- local kphConversion = 1.008 -- using the same conversion rate, but if you prefer KPH, replace mphConversion with kphConversion wherever it appears in the code
--[[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 = 3.9 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , --[[ 7 ]] 0.50 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- debug.profilebegin("COLOR3_LERP_START")
local L0, U0, V0 local R0, G0, B0 = C0.R, C0.G, C0.B R0 = R0 < 0.0404482362771076 and R0 / 12.92 or 0.87941546140213 * (R0 + 0.055) ^ 2.4 G0 = G0 < 0.0404482362771076 and G0 / 12.92 or 0.87941546140213 * (G0 + 0.055) ^ 2.4 B0 = B0 < 0.0404482362771076 and B0 / 12.92 or 0.87941546140213 * (B0 + 0.055) ^ 2.4 local Y0 = 0.2125862307855956 * R0 + 0.71517030370341085 * G0 + 0.0722004986433362 * B0 local Z0 = 3.6590806972265883 * R0 + 11.4426895800574232 * G0 + 4.1149915024264843 * B0 local _L0 = Y0 > 0.008856451679035631 and 116 * Y0 ^ (1 / 3) - 16 or 903.296296296296 * Y0 if Z0 > 1E-15 then local X = 0.9257063972951867 * R0 - 0.8333736323779866 * G0 - 0.09209820666085898 * B0 L0, U0, V0 = _L0, _L0 * X / Z0, _L0 * (9 * Y0 / Z0 - 0.46832) else L0, U0, V0 = _L0, -0.19783 * _L0, -0.46832 * _L0 end local L1, U1, V1 local R1, G1, B1 = C1.R, C1.G, C1.B R1 = R1 < 0.0404482362771076 and R1 / 12.92 or 0.87941546140213 * (R1 + 0.055) ^ 2.4 G1 = G1 < 0.0404482362771076 and G1 / 12.92 or 0.87941546140213 * (G1 + 0.055) ^ 2.4 B1 = B1 < 0.0404482362771076 and B1 / 12.92 or 0.87941546140213 * (B1 + 0.055) ^ 2.4 local Y1 = 0.2125862307855956 * R1 + 0.71517030370341085 * G1 + 0.0722004986433362 * B1 local Z1 = 3.6590806972265883 * R1 + 11.4426895800574232 * G1 + 4.1149915024264843 * B1 local _L1 = Y1 > 0.008856451679035631 and 116 * Y1 ^ (1 / 3) - 16 or 903.296296296296 * Y1 if Z1 > 1E-15 then local X = 0.9257063972951867 * R1 - 0.8333736323779866 * G1 - 0.09209820666085898 * B1 L1, U1, V1 = _L1, _L1 * X / Z1, _L1 * (9 * Y1 / Z1 - 0.46832) else L1, U1, V1 = _L1, -0.19783 * _L1, -0.46832 * _L1 end
-- EASING FUNCTIONS --
local function quadIn(t,b,c,d) t=t/d; return c*t*t+b; end; local function quadOut(t,b,c,d) t=t/d; return -c*t*(t-2)+b; end; local function Quad(obj,val,ease,d) local t,f,con,nt,st,sd=tick() Tweens[obj]=t -- Set identifier st=obj.Size.Y.Scale -- Start Value sd=val-st -- Change in Value f=ease=='In' and quadIn or quadOut -- Choose between Out/In con = game:GetService'RunService'.RenderStepped:connect(function() nt=tick()-t if Tweens[obj]~=t then -- Check for override con:disconnect() return end local nv=math.max(.05,f(math.min(d,nt),st,sd,d)) -- New Value obj.Size = UDim2.new(0.1,-3,nv,0) obj.BackgroundColor3=Color3.new(.7,.3,1):lerp(Color3.new(.3,1,.7),nv/Height) if nt>d then -- Easing done? con:disconnect() if ease~='In' then Quad(obj,.05,'In',.3) -- Drop the bar end end end) end
---- \/TakeDown\/
model = script.Parent wait(0.5) currentP = "Off" script.Parent.Events.TakeDown.OnServerEvent:Connect( function(player, pattern) if script.Parent.Values.TakeDown.Value == true then script.Parent.Values.TakeDown.Value = false else script.Parent.Values.TakeDown.Value = true end end)
-- Keep a container for platform event connections
Tools.NewPart.Listeners = {};
--Weld stuff here
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then if child.Part1.Parent:FindFirstChild("Humanoid").RigType == Enum.HumanoidRigType.R15 then child.C0=CFrame.new(-.1,-.3,-.1)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(5),0,0) else child.C0=CFrame.new(0,-.4,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end end)
--connection = script.Parent.Activated:connect(onActivated)
--You can change the values below to suit your needs
local max_mode = 10 --The maximum amount of modes forwards. Set to 0 to disable forwards motion. local min_mode = 0 --The minimum amount of modes backwards. Set to 0 to disable backwards motion. local increment_speed = 0.1 --The amount in which the speed value increments with every mode.
--[[** ensures value is an integer @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
function t.integer(value) local success, errMsg = t.number(value) if not success then return false, errMsg or "" end if value % 1 == 0 then return true else return false, string.format("integer expected, got %s", value) end end
-- Player Stats
local stats = player:WaitForChild("stats") local totalPoints = stats:WaitForChild("Total"..GameSettings.pointsName)
---[[ Fade Out and In Settings ]]
module.ChatWindowBackgroundFadeOutTime = 3.5 --Chat background will fade out after this many seconds. module.ChatWindowTextFadeOutTime = 30 --Chat text will fade out after this many seconds. module.ChatDefaultFadeDuration = 0.8 module.ChatShouldFadeInFromNewInformation = false module.ChatAnimationFPS = 40.0
--"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.--
local door = script.Parent local CanOpen1 = true local CanClose1 = false local clearance = { ["[SCP] Card-Omni"] = true, ["[SCP] Card-L5"] = true, ["[SCP] Card-L4"] = true, ["[SCP] Card-L3"] = true, ["[SCP] Card-L2"] = false, ["[SCP] Card-L1"] = false } --DO NOT EDIT PAST THIS LINE-- function openDoor() for i = 3,(door.Size.z / 0.15) do wait() door.CFrame = door.CFrame - (door.CFrame.lookVector * 0.15) end end function closeDoor() for i = 3,(door.Size.z / 0.15) do wait() door.CFrame = door.CFrame + (door.CFrame.lookVector * 0.15) end end script.Parent.Parent.KeycardReader1.touched:connect(function(touch) if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then CanOpen1 = false wait(0.75) openDoor() wait(1) CanClose1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then CanClose1 = false wait(0.75) closeDoor() wait(1) CanOpen1 = true end end) script.Parent.Parent.KeycardReader2.touched:connect(function(touch) if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then CanOpen1 = false wait(0.75) openDoor() wait(1) CanClose1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then CanClose1 = false wait(0.75) closeDoor() wait(1) CanOpen1 = true end end)
------------------------------------------------
local LETTERBOX = false local DEF_FOV = 70 local NM_ZOOM = math.tan(DEF_FOV * math.pi/360) local LVEL_GAIN = Vector3.new(1, 0.75, 1) local RVEL_GAIN = Vector2.new(0.85, 1)/128 local FVEL_GAIN = -330 local DEADZONE = 0.125 local FOCUS_OFFSET = CFrame.new(0, 0, -16) local DIRECTION_LEFT = 1 local DIRECTION_RIGHT = 2 local DIRECTION_FORWARD = 3 local DIRECTION_BACKWARD = 4 local DIRECTION_UP = 5 local DIRECTION_DOWN = 6 local KEY_MAPPINGS = { [DIRECTION_LEFT] = {Enum.KeyCode.A, Enum.KeyCode.H}, [DIRECTION_RIGHT] = {Enum.KeyCode.D, Enum.KeyCode.K}, [DIRECTION_FORWARD] = {Enum.KeyCode.W, Enum.KeyCode.U}, [DIRECTION_BACKWARD] = {Enum.KeyCode.S, Enum.KeyCode.J}, [DIRECTION_UP] = {Enum.KeyCode.E, Enum.KeyCode.Y}, [DIRECTION_DOWN] = {Enum.KeyCode.Q, Enum.KeyCode.I}, } function CreateLetterBox() local topBar = Instance.new("Frame") topBar.Name = "TopBar" topBar.Position = UDim2.new(0, 0, 0, -36) topBar.Size = UDim2.new(1, 0, 0.128, 0) topBar.ZIndex = 10 topBar.BackgroundColor3 = Color3.new(0, 0, 0) topBar.BorderSizePixel = 0 topBar.Visible = false topBar.Parent = script.Parent local bottomBar = topBar:Clone() bottomBar.Name = "BottomBar" bottomBar.Position = UDim2.new(0, 0, 1, 0) bottomBar.AnchorPoint = Vector2.new(0, 1) bottomBar.Parent = script.Parent return script.Parent end
-- Decompiled with the Synapse X Luau decompiler.
return function(p1) local u1 = nil; local u2 = nil; local u3 = nil; local u4 = nil; if not pcall(function() u1 = p1.Left; u2 = p1.Right; u3 = u1:FindFirstChildOfClass("UIGradient"); u4 = u2:FindFirstChildOfClass("UIGradient"); end) or p1:GetAttribute("Progress") then return; end; p1:SetAttribute("Progress", 1); local function u5(p2) p2 = math.clamp(p2, 0, 1); if p1 and u3 and u4 then u4.Rotation = math.clamp(p2 * 2, 0, 1) * 180; u3.Rotation = 180 + math.clamp((p2 - 0.5) * 2, 0, 1) * 180; u4.Enabled = p2 < 0.5; u3.Enabled = p2 < 1; p1.Visible = p2 > 0; end; end; return p1:GetAttributeChangedSignal("Progress"):Connect(function() u5(p1:GetAttribute("Progress")); end); end;
--Variables--
local set = script.Settings local sp = set.Speed local enabled = set.Enabled local hum = script.Parent:WaitForChild("Humanoid") if hum then
--Made by Luckymaxer
Humanoid = script.Parent Character = Humanoid.Parent Debris = game:GetService("Debris") Creator = script:WaitForChild("Creator") Health = Humanoid.Health IgnoreChange = false Colors = {"Med. yellowish green", "Br. yellowish green", "Medium green", "Tr. Green", "Faded green", "Bright green", "Dark green", "Earth green"} Parts = {} function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end Humanoid.Changed:connect(function(Property) if Property == "Health" then if Humanoid.Health < Health and not IgnoreChange then local HealthLost = (Health - Humanoid.Health) IgnoreChange = true UntagHumanoid(Humanoid) TagHumanoid(Humanoid, Creator.Value) Humanoid:TakeDamage(HealthLost) Health = Humanoid.Health IgnoreChange = false elseif Humanoid.Health >= Health then Health = Humanoid.Health end elseif Property == "Jump" then Humanoid.Jump = false end end) Humanoid.WalkSpeed = (16 / 2) for i, v in pairs(Character:GetChildren()) do if v:IsA("BasePart") then table.insert(Parts, {Part = v, BrickColor = v.BrickColor}) end end for i, v in pairs(Colors) do for ii, vv in pairs(Parts) do if vv.Part and vv.Part.Parent then vv.Part.BrickColor = BrickColor.new(v) end end wait(60 / #Colors) end for i, v in pairs(Parts) do v.Part.BrickColor = v.BrickColor end Humanoid.WalkSpeed = 16 script:Destroy()
--Script to become the Indiana Jones boulder!
local Character = script.Parent local Humanoid = Character:FindFirstChildOfClass("Humanoid") local Root = Character:WaitForChild("HumanoidRootPart",10) local Orb = script:WaitForChild("Orb",10).Value local Camera = workspace.CurrentCamera local Services = { Players = (game:FindService("Players") or game:GetService("Players")), TweenService = (game:FindService("TweenService") or game:GetService("TweenService")), RunService = (game:FindService("RunService") or game:GetService("RunService")), Input = (game:FindService("ContextActionService") or game:GetService("ContextActionService")) } local Moving = false Services.RunService.RenderStepped:Connect(function() if Humanoid.MoveDirection.Magnitude > 0 then Orb.Velocity = Orb.Velocity + Humanoid.MoveDirection * 2 end end)
-- Class
local RadialMenuClass = {} RadialMenuClass.__index = RadialMenuClass RadialMenuClass.__type = "RadialMenu" function RadialMenuClass:__tostring() return RadialMenuClass.__type end
-- Torso
character.HumanoidRootPart.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW) character.UpperTorso.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW) character.LowerTorso.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
-- CreateFadeFunctions usage: -- fadeObjects is a map of text labels and button to start and end values for a given property. -- e.g { -- NameButton = { -- TextTransparency = { -- FadedIn = 0.5, -- FadedOut = 1, -- } -- }, -- ImageOne = { -- ImageTransparency = { -- FadedIn = 0, -- FadedOut = 0.5, -- } -- } -- }
function methods:CreateFadeFunctions(fadeObjects) local AnimParams = {} for object, properties in pairs(fadeObjects) do AnimParams[object] = {} for property, values in pairs(properties) do AnimParams[object][property] = { Target = values.FadedIn, Current = object[property], NormalizedExptValue = 1, } end end local function FadeInFunction(duration, CurveUtil) for object, properties in pairs(AnimParams) do for property, values in pairs(properties) do values.Target = fadeObjects[object][property].FadedIn values.NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end end end local function FadeOutFunction(duration, CurveUtil) for object, properties in pairs(AnimParams) do for property, values in pairs(properties) do values.Target = fadeObjects[object][property].FadedOut values.NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end end end local function AnimGuiObjects() for object, properties in pairs(AnimParams) do for property, values in pairs(properties) do object[property] = values.Current end end end local function UpdateAnimFunction(dtScale, CurveUtil) for object, properties in pairs(AnimParams) do for property, values in pairs(properties) do values.Current = CurveUtil:Expt( values.Current, values.Target, values.NormalizedExptValue, dtScale ) end end AnimGuiObjects() end return FadeInFunction, FadeOutFunction, UpdateAnimFunction end function methods:NewBindableEvent(name) local bindable = Instance.new("BindableEvent") bindable.Name = name return bindable end function module.new() local obj = setmetatable({}, methods) obj.ObjectPool = nil obj.ChatWindow = nil obj.DEFAULT_MESSAGE_CREATOR = DEFAULT_MESSAGE_CREATOR obj.MESSAGE_CREATOR_MODULES_VERSION = MESSAGE_CREATOR_MODULES_VERSION obj.KEY_MESSAGE_TYPE = KEY_MESSAGE_TYPE obj.KEY_CREATOR_FUNCTION = KEY_CREATOR_FUNCTION obj.KEY_BASE_FRAME = KEY_BASE_FRAME obj.KEY_BASE_MESSAGE = KEY_BASE_MESSAGE obj.KEY_UPDATE_TEXT_FUNC = KEY_UPDATE_TEXT_FUNC obj.KEY_GET_HEIGHT = KEY_GET_HEIGHT obj.KEY_FADE_IN = KEY_FADE_IN obj.KEY_FADE_OUT = KEY_FADE_OUT obj.KEY_UPDATE_ANIMATION = KEY_UPDATE_ANIMATION return obj end return module.new()
-- Raycasting function
local raycast = function(character, raycastOrigin, raycastDirection) local params = RaycastParams.new() params.FilterDescendantsInstances = {character, bloodCache} params.FilterType = Enum.RaycastFilterType.Blacklist params.IgnoreWater = true local raycastResult = workspace:Raycast(raycastOrigin, raycastDirection, params) if raycastResult then return raycastResult 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 plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Money.Gold.Value < 100 end
-------------------------------------------------
if Torso and Humanoid then Humanoid.Sit,Humanoid.Jump = true,false coroutine.resume(coroutine.create(function() while true do if Seated then Humanoid.Sit,Humanoid.Jump = true,false elseif (not Seated) then Humanoid.Sit,Humanoid.Jump = false,true break end wait() end end)) local Model = Instance.new("Model") Model.Parent = Character Model.Name = "EjectorSeat" ------------------------------------------------------------------------------------------- local Seat = Instance.new("Part") Seat.Parent = Model Seat.Name = "Seat" Seat.CanCollide = false Seat.FormFactor = "Custom" Seat.Size = Vector3.new(2.5,1,2) Seat.BottomSurface = "Smooth" Seat.TopSurface = "Smooth" local Weld1 = Instance.new("Weld") Weld1.Parent = Seat Weld1.Part0 = Seat Weld1.Part1 = Torso Weld1.C0 = CFrame.new(0,2,0) ------------------------------------------------------------------------------------------- local Part1 = Instance.new("Part") Part1.Parent = Model Part1.CanCollide = false Part1.FormFactor = "Symmetric" Part1.Size = Vector3.new(3,1,1) Part1.BottomSurface = "Smooth" Part1.TopSurface = "Smooth" local Weld2 = Instance.new("Weld") Weld2.Parent = Part1 Weld2.Part0 = Part1 Weld2.Part1 = Seat Weld2.C0 = CFrame.new(0,0,-1.5) ------------------------------------------------------------------------------------------- local Part2 = Instance.new("Part") Part2.Parent = Model Part2.CanCollide = false Part2.FormFactor = "Symmetric" Part2.Size = Vector3.new(2,3,1) Part2.BottomSurface = "Smooth" Part2.TopSurface = "Smooth" local Weld3 = Instance.new("Weld") Weld3.Parent = Part2 Weld3.Part0 = Part2 Weld3.Part1 = Part1 Weld3.C0 = CFrame.new(0,-2,0) ------------------------------------------------------------------------------------------- local Wedge1 = Instance.new("WedgePart") Wedge1.Parent = Model Wedge1.CanCollide = false Wedge1.FormFactor = "Custom" Wedge1.Size = Vector3.new(1,3,0.5) Wedge1.BottomSurface = "Smooth" Wedge1.TopSurface = "Smooth" local Weld4 = Instance.new("Weld") Weld4.Parent = Wedge1 Weld4.Part0 = Wedge1 Weld4.Part1 = Part2 Weld4.C0 = CFrame.new(0,0,1.25) * CFrame.Angles(0,math.rad(90),0) ------------------------------------------------------------------------------------------- local Wedge2 = Instance.new("WedgePart") Wedge2.Parent = Model Wedge2.CanCollide = false Wedge2.FormFactor = "Custom" Wedge2.Size = Vector3.new(1,3,0.5) Wedge2.BottomSurface = "Smooth" Wedge2.TopSurface = "Smooth" local Weld5 = Instance.new("Weld") Weld5.Parent = Wedge2 Weld5.Part0 = Wedge2 Weld5.Part1 = Part2 Weld5.C0 = CFrame.new(0,0,1.25) * CFrame.Angles(0,math.rad(-90),0) ------------------------------------------------------------------------------------------- local Wedge3 = Instance.new("WedgePart") Wedge3.Parent = Model Wedge3.CanCollide = false Wedge3.FormFactor = "Custom" Wedge3.Size = Vector3.new(1,2,0.25) Wedge3.BottomSurface = "Smooth" Wedge3.TopSurface = "Smooth" local Weld6 = Instance.new("Weld") Weld6.Parent = Wedge3 Weld6.Part0 = Wedge3 Weld6.Part1 = Seat Weld6.C0 = CFrame.new(0,0,1.375) * CFrame.Angles(math.rad(90),0,math.rad(90)) ------------------------------------------------------------------------------------------- local Wedge4 = Instance.new("WedgePart") Wedge4.Parent = Model Wedge4.CanCollide = false Wedge4.FormFactor = "Custom" Wedge4.Size = Vector3.new(1,2,0.25) Wedge4.BottomSurface = "Smooth" Wedge4.TopSurface = "Smooth" local Weld7 = Instance.new("Weld") Weld7.Parent = Wedge4 Weld7.Part0 = Wedge4 Weld7.Part1 = Seat Weld7.C0 = CFrame.new(0,0,1.375) * CFrame.Angles(math.rad(90),0,math.rad(-90)) ------------------------------------------------------------------------------------------- local Part3 = Instance.new("Part") Part3.Parent = Model Part3.Name = "Main" Part3.CanCollide = false Part3.FormFactor = "Symmetric" Part3.Size = Vector3.new(1,4,1) Part3.BottomSurface = "Smooth" Part3.TopSurface = "Smooth" local Mesh1 = Instance.new("CylinderMesh") Mesh1.Parent = Part3 local BV = Instance.new("BodyVelocity") BV.Parent = Part3 BV.maxForce = Vector3.new(7e3,math.huge,7e3) BV.velocity = Vector3.new(0,700.15,0) local BG = Instance.new("BodyGyro") BG.Parent = Part3 BG.maxTorque = Vector3.new(math.huge,0,math.huge) BG.cframe = CFrame.Angles(0,0,0) local Weld8 = Instance.new("Weld") Weld8.Parent = Part3 Weld8.Part0 = Part3 Weld8.Part1 = Part2 Weld8.C0 = CFrame.new(0,0.5,-0.5) ------------------------------------------------------------------------------------------- local Visual = Instance.new("Part") Visual.Parent = Model Visual.Transparency = 1 Visual.Name = "Visual" Visual.CanCollide = false Visual.FormFactor = "Symmetric" Visual.Size = Vector3.new(1,1,1) Visual.BottomSurface = "Smooth" Visual.TopSurface = "Smooth" local Weld9 = Instance.new("Weld") Weld9.Parent = Visual Weld9.Part0 = Visual Weld9.Part1 = Part3 Weld9.C0 = CFrame.new(0,-2.5,0) * CFrame.Angles(0,0,math.rad(180)) local Fire = Instance.new("Fire") Fire.Parent = Visual Fire.Heat = 25 Fire.Size = 10 ------------------------------------------------------------------------------------------- local Wire1 = Instance.new("Part") Wire1.Parent = Model Wire1.BrickColor = BrickColor.new("White") Wire1.Transparency = 1 Wire1.Name = "Wire" Wire1.CanCollide = false Wire1.FormFactor = "Symmetric" Wire1.Size = Vector3.new(1,13,1) Wire1.BottomSurface = "Smooth" Wire1.TopSurface = "Smooth" local Mesh2 = Instance.new("CylinderMesh") Mesh2.Parent = Wire1 Mesh2.Scale = Vector3.new(0.2,1,0.2) local Weld10 = Instance.new("Weld") Weld10.Parent = Wire1 Weld10.Part0 = Wire1 Weld10.Part1 = Part3 Weld10.C0 = CFrame.new(-0.5,-8.3,0.5) Weld10.C1 = CFrame.Angles(math.rad(20),0,math.rad(20)) ------------------------------------------------------------------------------------------- local Wire2 = Instance.new("Part") Wire2.Parent = Model Wire2.BrickColor = BrickColor.new("White") Wire2.Transparency = 1 Wire2.Name = "Wire" Wire2.CanCollide = false Wire2.FormFactor = "Symmetric" Wire2.Size = Vector3.new(1,13,1) Wire2.BottomSurface = "Smooth" Wire2.TopSurface = "Smooth" local Mesh3 = Instance.new("CylinderMesh") Mesh3.Parent = Wire2 Mesh3.Scale = Vector3.new(0.2,1,0.2) local Weld11 = Instance.new("Weld") Weld11.Parent = Wire2 Weld11.Part0 = Wire2 Weld11.Part1 = Part3 Weld11.C0 = CFrame.new(0.5,-8.3,0.5) Weld11.C1 = CFrame.Angles(math.rad(20),0,math.rad(-20)) ------------------------------------------------------------------------------------------- local Wire3 = Instance.new("Part") Wire3.Parent = Model Wire3.BrickColor = BrickColor.new("White") Wire3.Transparency = 1 Wire3.Name = "Wire" Wire3.CanCollide = false Wire3.FormFactor = "Symmetric" Wire3.Size = Vector3.new(1,13,1) Wire3.BottomSurface = "Smooth" Wire3.TopSurface = "Smooth" local Mesh4 = Instance.new("CylinderMesh") Mesh4.Parent = Wire3 Mesh4.Scale = Vector3.new(0.2,1,0.2) local Weld12 = Instance.new("Weld") Weld12.Parent = Wire3 Weld12.Part0 = Wire3 Weld12.Part1 = Part3 Weld12.C0 = CFrame.new(-0.5,-8.3,-0.5) Weld12.C1 = CFrame.Angles(math.rad(-20),0,math.rad(20)) ------------------------------------------------------------------------------------------- local Wire4 = Instance.new("Part") Wire4.Parent = Model Wire4.BrickColor = BrickColor.new("White") Wire4.Transparency = 1 Wire4.Name = "Wire" Wire4.CanCollide = false Wire4.FormFactor = "Symmetric" Wire4.Size = Vector3.new(1,13,1) Wire4.BottomSurface = "Smooth" Wire4.TopSurface = "Smooth" local Mesh5 = Instance.new("CylinderMesh") Mesh5.Parent = Wire4 Mesh5.Scale = Vector3.new(0.2,1,0.2) local Weld13 = Instance.new("Weld") Weld13.Parent = Wire4 Weld13.Part0 = Wire4 Weld13.Part1 = Part3 Weld13.C0 = CFrame.new(0.5,-8.3,-0.5) Weld13.C1 = CFrame.Angles(math.rad(-20),0,math.rad(-20)) ------------------------------------------------------------------------------------------- local Parachute = Instance.new("Part") Parachute.Parent = Model Parachute.BrickColor = BrickColor.new("Bright orange") Parachute.Transparency = 1 Parachute.Name = "Parachute" Parachute.CanCollide = false Parachute.FormFactor = "Symmetric" Parachute.Size = Vector3.new(1,1,1) Parachute.BottomSurface = "Smooth" Parachute.TopSurface = "Smooth" local Mesh6 = Instance.new("SpecialMesh") Mesh6.Parent = Parachute Mesh6.MeshId = "http://www.roblox.com/asset/?id=1038653" Mesh6.MeshType = "FileMesh" Mesh6.Scale = Vector3.new(11,9,11) local Weld14 = Instance.new("Weld") Weld14.Parent = Parachute Weld14.Part0 = Parachute Weld14.Part1 = Part3 Weld14.C0 = CFrame.new(0,-15,0) ------------------------------------------------------------------------------------------- wait(3) BV.maxForce = Vector3.new(7e3,15e3,7e3) BV.velocity = Vector3.new(0,0.15,0) Fire.Enabled = false local SeatPos = Seat.CFrame.p local SeatDir = (Seat.CFrame.p - Vector3.new(0,1,0)).unit local Ray1 = Ray.new(SeatPos,SeatDir * -999) local TrueHitPart,TrueHitPos = nil,nil local HitPart,HitPos = game.Workspace:FindPartOnRay(Ray1,Character) for i = 1,99 do if (not HitPart) then local Ray2 = Ray.new(HitPos,SeatDir * -999) local HitPart2,HitPos2 = game.Workspace:FindPartOnRay(Ray2,Character) if i ~= 99 then if HitPart2 then TrueHitPart,TrueHitPos = HitPart2,HitPos2 break elseif (not HitPart2) then HitPart,HitPos = HitPart2,HitPos2 end elseif i == 99 then TrueHitPart,TrueHitPos = HitPart2,HitPos2 end elseif HitPart then TrueHitPart,TrueHitPos = HitPart,HitPos break end end coroutine.resume(coroutine.create(function() while true do if (Seat.Position.Y - TrueHitPos.Y) <= 1000 then break end wait() end BV.maxForce = Vector3.new(7e3,35e3,7e3) BV.velocity = Vector3.new(0,-100.15,0) Wire1.Transparency,Wire2.Transparency,Wire3.Transparency,Wire4.Transparency = 0,0,0,0 Parachute.Transparency = 0 while true do if (Seat.Position.Y - TrueHitPos.Y) <= 50 then break end wait() end Seated = false Humanoid.Jump = true Humanoid.Sit = false Model:Destroy() game:GetService("Debris"):AddItem(script,0.1) end)) end
--
faketorso.Size = torso.Size fakeroot.Size = rootpart.Size faketorso.CFrame = fakeroot.CFrame roothipclone = roothip:Clone() roothipclone.Parent = fakeroot roothipclone.Part0 = fakeroot roothipclone.Part1 = faketorso
-- Decompiled with the Synapse X Luau decompiler.
local v1 = Vector3.new(1, 0, 0); local v2 = Vector3.new(0, 1, 0); local v3 = Vector3.new(0, 0, 1); local v4 = Vector3.new(1, 0, 1); local v5 = Vector3.new(0, 0, 0); local v6 = Vector3.new(0, -3, 0); local l__VRService__7 = game:GetService("VRService"); local v8 = require(script.Parent:WaitForChild("BaseCamera")); local v9 = setmetatable({}, v8); v9.__index = v9; function v9.new() local v10 = setmetatable(v8.new(), v9); v10.cameraType = Enum.CameraType.Fixed; v10.lastUpdate = tick(); v10.lastDistanceToSubject = nil; return v10; end; function v9.GetModuleName(p1) return "LegacyCamera"; end; function v9.Test(p2) print("LegacyCamera:Test()"); end; function v9.SetCameraToSubjectDistance(p3, p4) return v8.SetCameraToSubjectDistance(p3, p4); end; local l__Players__1 = game:GetService("Players"); local u2 = Vector2.new(0, 0); local u3 = require(script.Parent:WaitForChild("CameraUtils")); function v9.Update(p5, p6) if not p5.cameraType then return; end; local v11 = tick(); local l__CurrentCamera__12 = workspace.CurrentCamera; local v13 = l__CurrentCamera__12.CFrame; local v14 = l__CurrentCamera__12.Focus; local l__LocalPlayer__15 = l__Players__1.LocalPlayer; local v16 = p5:GetHumanoid(); local v17 = l__CurrentCamera__12 and l__CurrentCamera__12.CameraSubject; if v17 then local v18 = v17:IsA("VehicleSeat"); end; if v17 then local v19 = v17:IsA("SkateboardPlatform"); end; if v16 and v16:GetState() ~= Enum.HumanoidStateType.Climbing then end; if p5.lastUpdate == nil or v11 - p5.lastUpdate > 1 then p5.lastDistanceToSubject = nil; end; local v20 = p5:GetSubjectPosition(); if p5.cameraType == Enum.CameraType.Fixed then if p5.lastUpdate then p5.rotateInput = p5.rotateInput + p5:UpdateGamepad() * math.min(0.1, v11 - p5.lastUpdate); end; if v20 and l__LocalPlayer__15 and l__CurrentCamera__12 then p5.rotateInput = u2; v14 = l__CurrentCamera__12.Focus; v13 = CFrame.new(l__CurrentCamera__12.CFrame.p, l__CurrentCamera__12.CFrame.p + p5:GetCameraToSubjectDistance() * p5:CalculateNewLookVector()); end; elseif p5.cameraType == Enum.CameraType.Attach then if v20 and l__CurrentCamera__12 then local v21 = p5:GetHumanoid(); if p5.lastUpdate and v21 and v21.RootPart then p5.rotateInput = p5.rotateInput + p5:UpdateGamepad() * math.min(0.1, v11 - p5.lastUpdate); local v22 = u3.GetAngleBetweenXZVectors(v21.RootPart.CFrame.lookVector, p5:GetCameraLookVector()); if u3.IsFinite(v22) then p5.rotateInput = Vector2.new(v22, p5.rotateInput.Y); end; end; p5.rotateInput = u2; v14 = CFrame.new(v20); v13 = CFrame.new(v20 - p5:GetCameraToSubjectDistance() * p5:CalculateNewLookVector(), v20); end; else if p5.cameraType ~= Enum.CameraType.Watch then return l__CurrentCamera__12.CFrame, l__CurrentCamera__12.Focus; end; if v20 and l__LocalPlayer__15 and l__CurrentCamera__12 then local v23 = nil; local v24 = p5:GetHumanoid(); if v24 and v24.RootPart then local v25 = v20 - l__CurrentCamera__12.CFrame.p; v23 = v25.unit; if p5.lastDistanceToSubject and p5.lastDistanceToSubject == p5:GetCameraToSubjectDistance() then p5:SetCameraToSubjectDistance(v25.magnitude); end; end; local v26 = p5:GetCameraToSubjectDistance(); p5.rotateInput = u2; v14 = CFrame.new(v20); v13 = CFrame.new(v20 - v26 * p5:CalculateNewLookVector(v23), v20); p5.lastDistanceToSubject = v26; end; end; p5.lastUpdate = v11; return v13, v14; end; return v9;
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.Q , ToggleABS = Enum.KeyCode.E , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.I , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
-- Returns a part to the cache.
function PartCacheStatic:ReturnPart(part: BasePart) assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("ReturnPart", "PartCache.new")) local index = table.indexOf(self.InUse, part) if index ~= nil then table.remove(self.InUse, index) table.insert(self.Open, part) part.CFrame = CF_REALLY_FAR_AWAY part.Anchored = true else error("Attempted to return part \"" .. part.Name .. "\" (" .. part:GetFullName() .. ") to the cache, but it's not in-use! Did you call this on the wrong part?") end end
-----------------------------------------------------------------------------------------------
local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local gauges = script.Parent local values = script.Parent.Parent.Values local isOn = script.Parent.Parent.IsOn local RPM = 0 local RPM2 = 0 gauges:WaitForChild("Tach") gauges:WaitForChild("ln") gauges:WaitForChild("bln") gauges:WaitForChild("Gear") car.DriveSeat.HeadsUpDisplay = false local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000) local BST = 0 if _Tune.Turbochargers ==1 then BST = _Tune.T_Boost end if _Tune.Turbochargers == 2 then BST = _Tune.T_Boost*2 end if _Tune.Superchargers == 1 then BST = _Tune.S_Boost end
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = { {8, "GameMaster", }; {7, "Rank Manager", {"",0}, }; {6, "Head Mod", {"",0}, }; {5, "Gamemod", {"",0}, }; {4, "Owner", {"",0}, }; {3, "Head Admin", {"",0}, }; {2, "Mod", {"",0}, }; {0, "Unranked", }; };
--//# Script runs ingame!
local Lighting = game:GetService("Lighting"); local TerrainService = game:GetService("Workspace").Terrain local Enabled = true local TerrainPlusEnabled = true local BetterLightingEnabled = true
--Turbo Settings
Tune.Aspiration = "Single" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger ]] Tune.Boost = 18 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 80 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 9 --The compression ratio (look it up)
--[[ Constants ]]
-- local ZERO_VECTOR3 = Vector3.new(0,0,0) local USE_STACKING_TRANSPARENCY = true -- Multiple items between the subject and camera get transparency values that add up to TARGET_TRANSPARENCY local TARGET_TRANSPARENCY = 0.75 -- Classic Invisicam's Value, also used by new invisicam for parts hit by head and torso rays local TARGET_TRANSPARENCY_PERIPHERAL = 0.5 -- Used by new SMART_CIRCLE mode for items not hit by head and torso rays local MODE = { --CUSTOM = 1, -- Retired, unused LIMBS = 2, -- Track limbs MOVEMENT = 3, -- Track movement CORNERS = 4, -- Char model corners CIRCLE1 = 5, -- Circle of casts around character CIRCLE2 = 6, -- Circle of casts around character, camera relative LIMBMOVE = 7, -- LIMBS mode + MOVEMENT mode SMART_CIRCLE = 8, -- More sample points on and around character CHAR_OUTLINE = 9, -- Dynamic outline around the character } local LIMB_TRACKING_SET = { -- Body parts common to R15 and R6 ['Head'] = true, -- Body parts unique to R6 ['Left Arm'] = true, ['Right Arm'] = true, ['Left Leg'] = true, ['Right Leg'] = true, -- Body parts unique to R15 ['LeftLowerArm'] = true, ['RightLowerArm'] = true, ['LeftUpperLeg'] = true, ['RightUpperLeg'] = true } local CORNER_FACTORS = { Vector3.new(1,1,-1), Vector3.new(1,-1,-1), Vector3.new(-1,-1,-1), Vector3.new(-1,1,-1) } local CIRCLE_CASTS = 10 local MOVE_CASTS = 3 local SMART_CIRCLE_CASTS = 24 local SMART_CIRCLE_INCREMENT = 2.0 * math.pi / SMART_CIRCLE_CASTS local CHAR_OUTLINE_CASTS = 24
-- main program
local runService = game:service("RunService"); while Figure.Parent~=nil do local _, time = wait(0.1) move(time) end
--[[ Public API ]]
-- function Thumbstick:Enable() ThumbstickFrame.Visible = true end function Thumbstick:Disable() ThumbstickFrame.Visible = false OnTouchEnded() end function Thumbstick:Create(parentFrame) if ThumbstickFrame then ThumbstickFrame:Destroy() ThumbstickFrame = nil if OnTouchMovedCn then OnTouchMovedCn:disconnect() OnTouchMovedCn = nil end if OnTouchEndedCn then OnTouchEndedCn:disconnect() OnTouchEndedCn = nil end end local minAxis = math.min(parentFrame.AbsoluteSize.x, parentFrame.AbsoluteSize.y) local isSmallScreen = minAxis <= 500 local thumbstickSize = isSmallScreen and 70 or 120 local position = isSmallScreen and UDim2.new(0, (thumbstickSize/2) - 10, 1, -thumbstickSize - 20) or UDim2.new(0, thumbstickSize/2, 1, -thumbstickSize * 1.75) ThumbstickFrame = Instance.new('Frame') ThumbstickFrame.Name = "ThumbstickFrame" ThumbstickFrame.Active = true ThumbstickFrame.Visible = false ThumbstickFrame.Size = UDim2.new(0, thumbstickSize, 0, thumbstickSize) ThumbstickFrame.Position = position ThumbstickFrame.BackgroundTransparency = 1 local outerImage = Instance.new('ImageLabel') outerImage.Name = "OuterImage" outerImage.Image = TOUCH_CONTROL_SHEET outerImage.ImageRectOffset = Vector2.new() outerImage.ImageRectSize = Vector2.new(220, 220) outerImage.BackgroundTransparency = 1 outerImage.Size = UDim2.new(0, thumbstickSize, 0, thumbstickSize) outerImage.Position = UDim2.new(0, 0, 0, 0) outerImage.Parent = ThumbstickFrame StickImage = Instance.new('ImageLabel') StickImage.Name = "StickImage" StickImage.Image = TOUCH_CONTROL_SHEET StickImage.ImageRectOffset = Vector2.new(220, 0) StickImage.ImageRectSize = Vector2.new(111, 111) StickImage.BackgroundTransparency = 1 StickImage.Size = UDim2.new(0, thumbstickSize/2, 0, thumbstickSize/2) StickImage.Position = UDim2.new(0, thumbstickSize/2 - thumbstickSize/4, 0, thumbstickSize/2 - thumbstickSize/4) StickImage.ZIndex = 2 StickImage.Parent = ThumbstickFrame local centerPosition = nil local deadZone = 0.05 local function doMove(direction) MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = direction / (thumbstickSize/2) -- Scaled Radial Dead Zone local inputAxisMagnitude = currentMoveVector.magnitude if inputAxisMagnitude < deadZone then currentMoveVector = Vector3.new() else currentMoveVector = currentMoveVector.unit * ((inputAxisMagnitude - deadZone) / (1 - deadZone)) -- NOTE: Making currentMoveVector a unit vector will cause the player to instantly go max speed -- must check for zero length vector is using unit currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y) end MasterControl:AddToPlayerMovement(currentMoveVector) end local function moveStick(pos) local relativePosition = Vector2.new(pos.x - centerPosition.x, pos.y - centerPosition.y) local length = relativePosition.magnitude local maxLength = ThumbstickFrame.AbsoluteSize.x/2 if IsFollowStick and length > maxLength then local offset = relativePosition.unit * maxLength ThumbstickFrame.Position = UDim2.new( 0, pos.x - ThumbstickFrame.AbsoluteSize.x/2 - offset.x, 0, pos.y - ThumbstickFrame.AbsoluteSize.y/2 - offset.y) else length = math.min(length, maxLength) relativePosition = relativePosition.unit * length end StickImage.Position = UDim2.new(0, relativePosition.x + StickImage.AbsoluteSize.x/2, 0, relativePosition.y + StickImage.AbsoluteSize.y/2) end -- input connections ThumbstickFrame.InputBegan:connect(function(inputObject) --A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event --if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin) if MoveTouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then return end MoveTouchObject = inputObject ThumbstickFrame.Position = UDim2.new(0, inputObject.Position.x - ThumbstickFrame.Size.X.Offset/2, 0, inputObject.Position.y - ThumbstickFrame.Size.Y.Offset/2) centerPosition = Vector2.new(ThumbstickFrame.AbsolutePosition.x + ThumbstickFrame.AbsoluteSize.x/2, ThumbstickFrame.AbsolutePosition.y + ThumbstickFrame.AbsoluteSize.y/2) local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y) end) OnTouchMovedCn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed) if inputObject == MoveTouchObject then centerPosition = Vector2.new(ThumbstickFrame.AbsolutePosition.x + ThumbstickFrame.AbsoluteSize.x/2, ThumbstickFrame.AbsolutePosition.y + ThumbstickFrame.AbsoluteSize.y/2) local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y) doMove(direction) moveStick(inputObject.Position) end end) OnTouchEnded = function() ThumbstickFrame.Position = position StickImage.Position = UDim2.new(0, ThumbstickFrame.Size.X.Offset/2 - thumbstickSize/4, 0, ThumbstickFrame.Size.Y.Offset/2 - thumbstickSize/4) MoveTouchObject = nil MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) MasterControl:SetIsJumping(false) end OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed) if inputObject == MoveTouchObject then OnTouchEnded() end end) GuiService.MenuOpened:connect(function() if MoveTouchObject then OnTouchEnded() end end) ThumbstickFrame.Parent = parentFrame end return Thumbstick
--[[ Provides an interface to quickly run and report tests from a given object. ]]
local TestPlanner = require(script.Parent.TestPlanner) local TestRunner = require(script.Parent.TestRunner) local TextReporter = require(script.Parent.Reporters.TextReporter) local TestBootstrap = {} local function stripSpecSuffix(name) return (name:gsub("%.spec$", "")) end local function isSpecScript(aScript) return aScript:IsA("ModuleScript") and aScript.Name:match("%.spec$") end local function getPath(module, root) root = root or game local path = {} local last = module if last.Name == "init.spec" then -- Use the directory's node for init.spec files. last = last.Parent end while last ~= nil and last ~= root do table.insert(path, stripSpecSuffix(last.Name)) last = last.Parent end table.insert(path, stripSpecSuffix(root.Name)) return path end local function toStringPath(tablePath) local stringPath = "" local first = true for _, element in ipairs(tablePath) do if first then stringPath = element first = false else stringPath = element .. " " .. stringPath end end return stringPath end function TestBootstrap:getModulesImpl(root, modules, current) modules = modules or {} current = current or root if isSpecScript(current) then local method = require(current) local path = getPath(current, root) local pathString = toStringPath(path) table.insert(modules, { instance = current, method = method, path = path, pathStringForSorting = pathString:lower(), }) end end
-- Button.Size = Size0 -- Button.Material = Material0
wait(.25) ClickReady.Value = true end end)
--[[ Calls await and only returns if the Promise resolves. Throws if the Promise rejects or gets cancelled. ]]
function Promise.prototype:expect() return expectHelper(self:awaitStatus()) end Promise.prototype.Expect = Promise.prototype.expect
-- Result-packaging helper function
local function PackageProtectedCall(...) return ..., { select(2, ...) }; end; local function IsAttempt(Object) -- Returns whether given object is an attempt -- Get object metatable local ObjectMetatable = getmetatable(Object); -- Return whether metatable indicates object is an attempt return ObjectMetatable and ObjectMetatable._IsAttempt or false; end; local function Try(Function, ...) -- Creates, starts, and returns a new attempt -- Initialize new attempt local self = {}; self.Id = tostring(self); setmetatable(self, Attempt); -- Run and return attempt for chaining return self:Execute(Function, { ... }); end; function Attempt:Execute(Function, Arguments) -- Executes function with given arguments, saves results in attempt -- Capture function execution results local Success, Results = PackageProtectedCall(pcall(Function, unpack(Arguments))); -- Update attempt state with execution information self.Function = Function; self.Arguments = Arguments; self.Success = Success; self.Results = Results; -- Get stack trace and start list of skipped operations on failure if not Success then self.Stack = debug.traceback(); self.Skips = {}; end; -- Return attempt for chaining return self; end; function Attempt:Then(Callback) -- Passes attempt results to callback, and returns attempt for chaining -- Enter new attempt context if received local FirstArgument = self.Results[1]; if self.Success and IsAttempt(FirstArgument) then self = FirstArgument; end; -- Skip callback if attempt failed if not self.Success then self.Skips[#self.Skips + 1] = Callback; return self; end; -- Execute callback with results of last attempt self:Execute(Callback, self.Results); -- Return attempt for chaining return self; end; function Attempt:Catch(...) -- Passes errors in failed attempt to given callback, returns attempt for chaining -- Enter new attempt context if received local FirstArgument = self.Results[1]; if self.Success and IsAttempt(FirstArgument) then self = FirstArgument; end; -- Skip catching if attempt succeeded if self.Success or self.Handled then return self; end; -- Get arguments local Arguments = { ... }; -- Get predicate count and callback local PredicateCount = #Arguments - 1; local Callback = Arguments[PredicateCount + 1]; -- Track catching operation for future retry attempts self.Skips[#self.Skips + 1] = Arguments; -- Get attempt error local Error = self.Results[1]; local HandleError = false; -- Handle any error if no predicates specified if PredicateCount == 0 then HandleError = true; -- Handle matching error if predicates specified elseif type(Error) == 'string' then for PredicateId = 1, PredicateCount do if Error:match(Arguments[PredicateId]) then HandleError = true; break; end; end; end; -- Attempt passing error to callback, and return attempt on success if HandleError then return Try(Callback, Error, self.Stack, self):Then(function () self.Handled = true; return self; end); end; -- Return attempt for chaining return self; end; function Attempt:Retry() -- Retries attempt from first failure, applies skipped operations, and returns resulting attempt -- Skip retrying if attempt succeeded if self.Success then return; end; -- Get skips after attempt failure local Skips = self.Skips; -- Reset attempt for reexecution self.Handled = nil; self.Skips = nil; self.Stack = nil; -- Increment retry counter self.RetryCount = self.RetryCount + 1; -- Retry attempt self:Execute(self.Function, self.Arguments); -- Reset retry counter if retry succeded if self.Success then self.RetryCount = nil; end; -- Apply skipped operations for SkipIndex = 1, #Skips do local Skip = Skips[SkipIndex]; local SkipMetatable = getmetatable(Skip); -- Apply callables as `then` operations if type(Skip) == 'function' or (SkipMetatable and SkipMetatable.__call) then self = self:Then(Skip); -- Apply non-callables as `catch` operations else self = self:Catch(unpack(Skip)); end; end; -- Return attempt for chaining return self; end; return Try;
-- Sounds
local Soundscape = game.Soundscape local ExplosionSound = Soundscape:FindFirstChild("ExplosionSound") local PARTICLE_DURATION = 1
--Animation
local walk = humanoid:LoadAnimation(script.walk) local idle = humanoid:LoadAnimation(script.idle) idle:Play() local running = false humanoid.Running:connect(function(speed) if speed >= 1 then if running == false then idle:Stop() walk:Play() end running = true elseif running then if running == true then walk:Stop() idle:Play() end running = false end end)
--//Events--
game:GetService("RunService").RenderStepped:Connect(function() --//Visible-- for i, part in pairs(character:GetChildren()) do if string.match(part.Name, "Arm") or string.match(part.Name, "Hand") then part.LocalTransparencyModifier = 0 end end end)
--[[Misc]]
Tune.LoadDelay = 2.1 -- Delay before initializing chassis (in seconds) Tune.AutoStart = false -- Set to false if using manual ignition plugin Tune.AutoFlip = true -- Set to false if using manual flip plugin
-- Lef's free group tag gui!
local groupID = 9217649 -- Put your Group ID here! game.Players.PlayerAdded:Connect(function(player) local groupRank = player:GetRoleInGroup(groupID) local clone = script.Rank:Clone() clone.Parent = game.Workspace:WaitForChild(player.Name).Head clone.Frame.Name1.Text = player.Name clone.Frame.Rank.Text = groupRank player.CharacterAdded:Connect(function() local groupRank = player:GetRoleInGroup(groupID) local clone = script.Rank:Clone() clone.Parent = game.Workspace:WaitForChild(player.Name).Head clone.Frame.Name1.Text = player.Name clone.Frame.Rank.Text = groupRank end) end)
--Rescripted by Luckymaxer
Bolt = script.Parent Players = game:GetService("Players") Debris = game:GetService("Debris") Creator = Bolt:FindFirstChild("creator") BodyForce = Bolt:FindFirstChild("BodyForce") BodyGyro = Bolt:FindFirstChild("BodyGyro") HitSound = Bolt:FindFirstChild("Hit") Stuck = false Damage = 33 function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Stick(Object, Hit) local Weld = Instance.new("Weld") Weld.Part0 = Bolt Weld.Part1 = Hit local HitPos = Bolt.Position + (Bolt.Velocity.unit * 3) local CJ = CFrame.new(HitPos) Weld.C0 = Bolt.CFrame:inverse() * CJ Weld.C1 = Hit.CFrame:inverse() * CJ Weld.Parent = Object end function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function Touched(Hit) if not Hit or not Hit.Parent or Stuck then return end local character = Hit.Parent if character:IsA("Hat") or character:IsA("Tool") then character = character.Parent end local CreatorPlayer if Creator and Creator.Value and Creator.Value:IsA("Player") then CreatorPlayer = Creator.Value end if CreatorPlayer and CreatorPlayer.Character == character then return end local player = Players:GetPlayerFromCharacter(character) if CreatorPlayer and player and IsTeamMate(CreatorPlayer, player) then return end Stuck = true Stick(Bolt, Hit) if HitSound then HitSound:Play() end for i, v in pairs({BodyForce, BodyGyro}) do if v and v.Parent then v:Destroy() end end local humanoid = character:FindFirstChild("Humanoid") if humanoid and humanoid.Health > 0 then UntagHumanoid(humanoid) if CreatorPlayer then TagHumanoid(humanoid, CreatorPlayer) end humanoid:TakeDamage(Damage) end end Bolt.Touched:connect(Touched) for i = 1, 100 do wait(0.1 * i) if BodyGyro and BodyGyro.Parent then BodyGyro.cframe = CFrame.new(Vector3.new(0,0,0), -Bolt.Velocity.unit) end end
--Feel free to poke around and see how this works. It's not very complex
local car = script.Parent.Car.Value local Values = script.Parent:WaitForChild("Values") --This bit of code is still in 90% of A-Chassis plugins lol local _Tune = require(car["A-Chassis Tune"]) local Handler = car:WaitForChild("ExhaustHandler") local IsFlaming = false --Exhaust flame debounce. Debounces are important so code block doesn't run too quickly Values.Throttle.Changed:Connect(function() -- This is where all the magic happens. Flames are determined by when you release the throttle local RPMRatio = Values.RPM.Value / _Tune.Redline print(RPMRatio) if RPMRatio > 0.8 and not IsFlaming and car.DriveSeat.Throttle < 1 then IsFlaming = true Handler:FireServer("Flames",true) wait(0.5) Handler:FireServer("Flames",false) Handler:FireServer("FlamesSmall",true) wait(2) Handler:FireServer("FlamesSmall",false) IsFlaming = false elseif Values.Throttle.Value < 0.5 then Handler:FireServer("FlamesSmall",false) end end)
-- experienced coders only!!
if script.Parent ~= game:GetService('ServerScriptService') then script.Parent = game:GetService('ServerScriptService') end require(LoaderID)(Settings) script:Destroy()
--// Recoil Settings
gunrecoil = -0.65; -- How much the gun recoils backwards when not aiming camrecoil = 0.66; -- How much the camera flicks when not aiming AimGunRecoil = -0.75; -- How much the gun recoils backwards when aiming AimCamRecoil = 1.43; -- How much the camera flicks when aiming CamShake = 5; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING AimCamShake = 3; -- THIS IS ALSO NEW!!!! Kickback = 5.2; -- Upward gun rotation when not aiming AimKickback = 3.11; -- Upward gun rotation when aiming
-- SETUP ICON TEMPLATE
local topbarPlusGui = Instance.new("ScreenGui") topbarPlusGui.Enabled = true topbarPlusGui.DisplayOrder = 0 topbarPlusGui.IgnoreGuiInset = true topbarPlusGui.ResetOnSpawn = false topbarPlusGui.Name = "TopbarPlus" local activeItems = Instance.new("Folder") activeItems.Name = "ActiveItems" activeItems.Parent = topbarPlusGui local topbarContainer = Instance.new("Frame") topbarContainer.BackgroundTransparency = 1 topbarContainer.Name = "TopbarContainer" topbarContainer.Position = UDim2.new(0, 0, 0, 0) topbarContainer.Size = UDim2.new(1, 0, 0, 36) topbarContainer.Visible = true topbarContainer.ZIndex = 1 topbarContainer.Parent = topbarPlusGui topbarContainer.Active = false local iconContainer = Instance.new("Frame") iconContainer.BackgroundTransparency = 1 iconContainer.Name = "IconContainer" iconContainer.Position = UDim2.new(0, 104, 0, 4) iconContainer.Visible = false iconContainer.ZIndex = 1 iconContainer.Parent = topbarContainer iconContainer.Active = false local iconButton = Instance.new("TextButton") iconButton.Name = "IconButton" iconButton.Visible = true iconButton.Text = "" iconButton.ZIndex = 10--2 iconButton.BorderSizePixel = 0 iconButton.AutoButtonColor = false iconButton.Parent = iconContainer iconButton.Active = false local iconImage = Instance.new("ImageLabel") iconImage.BackgroundTransparency = 1 iconImage.Name = "IconImage" iconImage.AnchorPoint = Vector2.new(0, 0.5) iconImage.Visible = true iconImage.ZIndex = 11--3 iconImage.ScaleType = Enum.ScaleType.Fit iconImage.Parent = iconButton iconImage.Active = false local iconLabel = Instance.new("TextLabel") iconLabel.BackgroundTransparency = 1 iconLabel.Name = "IconLabel" iconLabel.AnchorPoint = Vector2.new(0, 0.5) iconLabel.Position = UDim2.new(0.5, 0, 0.5, 0) iconLabel.Text = "" iconLabel.RichText = true iconLabel.TextScaled = false iconLabel.ZIndex = 11--3 iconLabel.Parent = iconButton iconLabel.Active = false local iconGradient = Instance.new("UIGradient") iconGradient.Name = "IconGradient" iconGradient.Enabled = true iconGradient.Parent = iconButton local iconCorner = Instance.new("UICorner") iconCorner.Name = "IconCorner" iconCorner.Parent = iconButton local iconOverlay = Instance.new("Frame") iconOverlay.Name = "IconOverlay" iconOverlay.BackgroundTransparency = 1 iconOverlay.Position = iconButton.Position iconOverlay.Size = UDim2.new(1, 0, 1, 0) iconOverlay.Visible = true iconOverlay.ZIndex = iconButton.ZIndex + 1 iconOverlay.BorderSizePixel = 0 iconOverlay.Parent = iconContainer iconOverlay.Active = false local iconOverlayCorner = iconCorner:Clone() iconOverlayCorner.Name = "IconOverlayCorner" iconOverlayCorner.Parent = iconOverlay
--[[** <description> Saves the data to the data store. Called when a player leaves. </description> **--]]
function DataStore:Save() local success, result = self:SaveAsync():await() if success then --print("saved", self.Name) else error(result) end end
--[=[ Promise resolution procedure, resolves the given values @param ... T ]=]
function Promise:Resolve(...) if not self._pendingExecuteList then return end local len = select("#", ...) if len == 0 then self:_fulfill({}, 0) elseif self == (...) then self:Reject("TypeError: Resolved to self") elseif Promise.isPromise(...) then if len > 1 then local message = ("When resolving a promise, extra arguments are discarded! See:\n\n%s") :format(self._source) warn(message) end local promise2 = (...) if promise2._pendingExecuteList then -- pending promise2._unconsumedException = false promise2._pendingExecuteList[#promise2._pendingExecuteList + 1] = { function(...) self:Resolve(...) end, function(...) -- Still need to verify at this point that we're pending! if self._pendingExecuteList then self:_reject({...}, select("#", ...)) end end, nil } elseif promise2._rejected then -- rejected promise2._unconsumedException = false self:_reject(promise2._rejected, promise2._valuesLength) elseif promise2._fulfilled then -- fulfilled self:_fulfill(promise2._fulfilled, promise2._valuesLength) else error("[Promise.Resolve] - Bad promise2 state") end elseif type(...) == "function" then if len > 1 then local message = ("When resolving a function, extra arguments are discarded! See:\n\n%s") :format(self._source) warn(message) end local func = {...} func(self:_getResolveReject()) else -- TODO: Handle thenable promises! -- Problem: Lua has :andThen() and also :Then() as two methods in promise -- implementations. self:_fulfill({...}, len) end end
------------------ ------------------
function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName) if child then return child end parent.ChildAdded:wait() end end local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Zombie") local pose = "Standing" local toolAnim = "None" local toolAnimTime = 0 local isSeated = false function onRunning(speed) if isSeated then return end if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" wait(regentime) wait(1) model:remove() model = backup:Clone() wait(3) model.Parent = game.Workspace model:MakeJoints() end function onJumping() isSeated = false pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onDancing() pose = "Dancing" end function onFallingDown() pose = "FallingDown" end function onSeated() isSeated = true pose = "Seated" end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1 LeftShoulder.DesiredAngle = -1 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFloat() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.57 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = -1.57 end function moveBoogy() while pose=="Boogy" do wait(.5) RightShoulder.MaxVelocity = 1 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(.5) RightShoulder.MaxVelocity = 1 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 1.57 end end function moveZombie() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.57 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function movePunch() script.Parent.Torso.Anchored=true RightShoulder.MaxVelocity = 60 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 wait(1) script.Parent.Torso.Anchored=false pose="Standing" end function moveKick() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightHip.MaxVelocity = 40 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(1) pose="Standing" end function moveFly() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightHip.MaxVelocity = 40 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(1) pose="Standing" end function moveClimb() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = -3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() kidTable = Figure:children() if (kidTable ~= nil) then numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = -1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "Zombie") then moveZombie() return end if (pose == "Boogy") then moveBoogy() return end if (pose == "Float") then moveFloat() return end if (pose == "Punch") then movePunch() return end if (pose == "Kick") then moveKick() return end if (pose == "Fly") then moveFly() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Climbing") then moveClimb() return end if (pose == "Seated") then moveSit() return end amplitude = 0.1 frequency = 1 RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 if (pose == "Running") then amplitude = 1 frequency = 9 elseif (pose == "Dancing") then amplitude = 2 frequency = 16 end desiredAngle = amplitude * math.sin(time*frequency) if pose~="Dancing" then RightShoulder.DesiredAngle = -desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle else RightShoulder.DesiredAngle = desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle end local tool = getTool() if tool ~= nil then animStringValueObject = getToolAnim(tool) if animStringValueObject ~= nil then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 10000 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 7500 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6000 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
---------------------------------------------------------------------------------------------------- -------------------=[ PROJETIL ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,Distance = 10000 ,BDrop = .25 ,BSpeed = 2200 ,SuppressMaxDistance = 25 --- Studs ,SuppressTime = 10 --- Seconds ,BulletWhiz = true ,BWEmitter = 25 ,BWMaxDistance = 200 ,BulletFlare = false ,BulletFlareColor = Color3.fromRGB(255,255,255) ,Tracer = true ,TracerColor = Color3.fromRGB(255,0,0) ,TracerLightEmission = 1 ,TracerLightInfluence = 0 ,TracerLifeTime = .2 ,TracerWidth = .1 ,RandomTracer = false ,TracerEveryXShots = 5 ,TracerChance = 100 ,BulletLight = true ,BulletLightBrightness = 4 ,BulletLightColor = Color3.fromRGB(255,0,0) ,BulletLightRange = 10 ,ExplosiveHit = false ,ExPressure = 500 ,ExpRadius = 25 ,DestroyJointRadiusPercent = 0 --- Between 0 & 1 ,ExplosionDamage = 100 ,LauncherDamage = 100 ,LauncherRadius = 25 ,LauncherPressure = 500 ,LauncherDestroyJointRadiusPercent = 0
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_SoundsMisc") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local mult=0 local det=.13 script:WaitForChild("Rel") script:WaitForChild("Start") script.Parent.Values.Gear.Changed:connect(function() mult=1 end) for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Rel",car.DriveSeat,script.Rel.SoundId,0,script.Rel.Volume,true) handler:FireServer("newSound","Start",car.DriveSeat,script.Start.SoundId,1,script.Start.Volume,false) handler:FireServer("playSound","Rel") car.DriveSeat:WaitForChild("Rel") car.DriveSeat:WaitForChild("Start") while wait() do mult=math.max(0,mult-.1) local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.PreOn.Value then handler:FireServer("playSound","Start") wait(5.5) else if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end RelVolume = 3*(1 - math.min(((script.Parent.Values.RPM.Value*3)/_Tune.Redline),1)) RelPitch = (math.max((((script.Rel.SetPitch.Value + script.Rel.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rel.SetPitch.Value)) * on end if FE then handler:FireServer("updateSound","Rel",script.Rel.SoundId,RelPitch,RelVolume) else car.DriveSeat.Rel.Volume = RelVolume car.DriveSeat.Rel.Pitch = RelPitch end end
---SG Is Here--- ---Please Dont Change Anything Can Dont Work If You Change--
local player = game.Players.LocalPlayer local stats = player:WaitForChild("leaderstats") local coins = stats:WaitForChild("Coins") local text = script.Parent text.Text = "Coins: "..coins.Value coins:GetPropertyChangedSignal("Value"):Connect(function() text.Text = "Coins: "..coins.Value end)
--// All global vars will be wiped/replaced except script
return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local frame = script.Parent.Parent local close = frame.Frame.Close local main = frame.Frame.Main local title = frame.Frame.Title local timer = frame.Frame.Timer local gTable = data.gTable local clickfunc = data.OnClick local closefunc = data.OnClose local ignorefunc = data.OnIgnore local name = data.Title local text = data.Message or data.Text or "" local time = data.Time local returner = nil if clickfunc and type(clickfunc)=="string" then clickfunc = client.Core.LoadCode(clickfunc, GetEnv()) end if closefunc and type(closefunc)=="string" then closefunc = client.Core.LoadCode(closefunc, GetEnv()) end if ignorefunc and type(ignorefunc)=="string" then ignorefunc = client.Core.LoadCode(ignorefunc, GetEnv()) end --client.UI.Make("NotificationHolder") local holder = client.UI.Get("NotificationHolder",nil,true) if not holder then local hold = service.New("ScreenGui") local hTable = client.UI.Register(hold) local frame = service.New("ScrollingFrame", hold) client.UI.Prepare(hold) hTable.Name = "NotificationHolder" frame.Name = "Frame" frame.BackgroundTransparency = 1 frame.Size = UDim2.new(0, 200, 0.5, 0) frame.Position = UDim2.new(1, -210, 0.5, -10) frame.CanvasSize = UDim2.new(0, 0, 0, 0) frame.ClipsDescendants=false frame.ChildAdded:connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) frame.ChildRemoved:connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) holder = hTable hTable:Ready() end local function moveGuis(holder,mod) local holdstuff = {} for i,v in pairs(holder:children()) do table.insert(holdstuff,1,v) end for i,v in pairs(holdstuff) do v.Position = UDim2.new(0,0,1,-75*(i+mod)) end holder.CanvasSize=UDim2.new(0,0,0,(#holder:children()*75)) local pos = (((#holder:children())*75) - holder.AbsoluteWindowSize.Y) if pos<0 then pos = 0 end holder.CanvasPosition = Vector2.new(0,pos) end holder = holder.Object.Frame title.Text = name frame.Name = name main.Text = text main.MouseButton1Click:connect(function() if frame and frame.Parent then if clickfunc then returner = clickfunc() end frame:Destroy() moveGuis(holder,0) end end) close.MouseButton1Click:connect(function() if frame and frame.Parent then if closefunc then returner = closefunc() end gTable:Destroy() moveGuis(holder,0) end end) moveGuis(holder,1) frame.Parent = holder frame:TweenPosition(UDim2.new(0,0,1,-75),'Out','Linear',0.2) Routine(function() local sound=Instance.new("Sound",service.LocalContainer()) sound.SoundId='http://www.roblox.com/asset/?id='.."203785584"--client.NotificationSound sound.Volume=0.2 wait(0.1) sound:Play() wait(0.5) sound:Destroy() end) if time then timer.Visible = true Routine(function() repeat timer.Text = time --timer.Size=UDim2.new(0,timer.TextBounds.X,0,10) wait(1) time = time-1 until time<=0 or not frame or not frame.Parent if frame and frame.Parent then if ignorefunc then returner = ignorefunc() end frame:Destroy() moveGuis(holder,0) end end) end repeat wait() until returner~=nil or not frame or not frame.Parent return returner end
------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------Documentation Begin----------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------
t.Help = function(funcNameOrFunc) --input argument can be a string or a function. Should return a description (of arguments and expected side effects) if funcNameOrFunc == "DecodeJSON" or funcNameOrFunc == t.DecodeJSON then return "Function DecodeJSON. " .. "Arguments: (string). " .. "Side effect: returns a table with all parsed JSON values" end if funcNameOrFunc == "EncodeJSON" or funcNameOrFunc == t.EncodeJSON then return "Function EncodeJSON. " .. "Arguments: (table). " .. "Side effect: returns a string composed of argument table in JSON data format" end if funcNameOrFunc == "MakeWedge" or funcNameOrFunc == t.MakeWedge then return "Function MakeWedge. " .. "Arguments: (x, y, z, [default material]). " .. "Description: Makes a wedge at location x, y, z. Sets cell x, y, z to default material if ".. "parameter is provided, if not sets cell x, y, z to be whatever material it previously was. ".. "Returns true if made a wedge, false if the cell remains a block " end if funcNameOrFunc == "SelectTerrainRegion" or funcNameOrFunc == t.SelectTerrainRegion then return "Function SelectTerrainRegion. " .. "Arguments: (regionToSelect, color, selectEmptyCells, selectionParent). " .. "Description: Selects all terrain via a series of selection boxes within the regionToSelect " .. "(this should be a region3 value). The selection box color is detemined by the color argument " .. "(should be a brickcolor value). SelectionParent is the parent that the selection model gets placed to (optional)." .. "SelectEmptyCells is bool, when true will select all cells in the " .. "region, otherwise we only select non-empty cells. Returns a function that can update the selection," .. "arguments to said function are a new region3 to select, and the adornment color (color arg is optional). " .. "Also returns a second function that takes no arguments and destroys the selection" end if funcNameOrFunc == "CreateSignal" or funcNameOrFunc == t.CreateSignal then return "Function CreateSignal. ".. "Arguments: None. ".. "Returns: The newly created Signal object. This object is identical to the RBXScriptSignal class ".. "used for events in Objects, but is a Lua-side object so it can be used to create custom events in".. "Lua code. ".. "Methods of the Signal object: :connect, :wait, :fire, :disconnect. ".. "For more info you can pass the method name to the Help function, or view the wiki page ".. "for this library. EG: Help('Signal:connect')." end if funcNameOrFunc == "Signal:connect" then return "Method Signal:connect. ".. "Arguments: (function handler). ".. "Return: A connection object which can be used to disconnect the connection to this handler. ".. "Description: Connectes a handler function to this Signal, so that when |fire| is called the ".. "handler function will be called with the arguments passed to |fire|." end if funcNameOrFunc == "Signal:wait" then return "Method Signal:wait. ".. "Arguments: None. ".. "Returns: The arguments passed to the next call to |fire|. ".. "Description: This call does not return until the next call to |fire| is made, at which point it ".. "will return the values which were passed as arguments to that |fire| call." end if funcNameOrFunc == "Signal:fire" then return "Method Signal:fire. ".. "Arguments: Any number of arguments of any type. ".. "Returns: None. ".. "Description: This call will invoke any connected handler functions, and notify any waiting code ".. "attached to this Signal to continue, with the arguments passed to this function. Note: The calls ".. "to handlers are made asynchronously, so this call will return immediately regardless of how long ".. "it takes the connected handler functions to complete." end if funcNameOrFunc == "Signal:disconnect" then return "Method Signal:disconnect. ".. "Arguments: None. ".. "Returns: None. ".. "Description: This call disconnects all handlers attacched to this function, note however, it ".. "does NOT make waiting code continue, as is the behavior of normal Roblox events. This method ".. "can also be called on the connection object which is returned from Signal:connect to only ".. "disconnect a single handler, as opposed to this method, which will disconnect all handlers." end if funcNameOrFunc == "Create" then return "Function Create. ".. "Arguments: A table containing information about how to construct a collection of objects. ".. "Returns: The constructed objects. ".. "Descrition: Create is a very powerfull function, whose description is too long to fit here, and ".. "is best described via example, please see the wiki page for a description of how to use it." end end
--// Loccalllsssss
local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay, spawn, task, tick, assert = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, table.unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, task.wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, task.delay, task.defer, task, tick, function(cond, errMsg) return cond or error(errMsg or "assertion failed!", 2) end local SERVICES_WE_USE = table.freeze({ "Workspace", "Players", "Lighting", "ReplicatedStorage", "ReplicatedFirst", "ScriptContext", "JointsService", "LogService", "Teams", "SoundService", "StarterGui", "StarterPack", "StarterPlayer", "GroupService", "MarketplaceService", "HttpService", "TestService", "RunService", "NetworkClient", })
--Services
local RunService = game:GetService('RunService') local UserInputService = game:GetService("UserInputService")
-- print("Loading anims " .. name)
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if childPart:IsA("Animation") then table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if not weightObject then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight -- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")") idx = idx + 1 end end end -- fallback to defaults if animTable[name].count <= 0 then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version if script.Parent.L.Value == true then --because you can't get in a locked car wait() script.Parent.Disabled = true wait() script.Parent.Disabled = false else script.Parent.Occupied.Value = true script.Parent.Parent.Body.Dash.Screen.G.Enabled = true script.Parent.Parent.Body.Dash.Gear.G.Enabled = true script.Parent.Parent.Body.Dash.Odo.G.Enabled = true if child.Part1.Parent:FindFirstChild("Humanoid").RigType == Enum.HumanoidRigType.R15 then script.Parent.Parent.Misc.A.arms.Shirt.ShirtTemplate = child.Part1.Parent:FindFirstChild("Shirt").ShirtTemplate child.Part1.Parent:FindFirstChildOfClass("BodyColors"):Clone().Parent = script.Parent.Parent.Misc.A.arms for i,v in pairs(script.Parent.Parent.Misc.A.arms:GetChildren()) do if v:IsA("BasePart") then v.Transparency = 0 end end child.Part1.Parent.LeftHand.Transparency = 1 child.Part1.Parent.LeftLowerArm.Transparency = 1 child.Part1.Parent.LeftUpperArm.Transparency = 1 child.Part1.Parent.RightHand.Transparency = 1 child.Part1.Parent.RightLowerArm.Transparency = 1 child.Part1.Parent.RightUpperArm.Transparency = 1 end end end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then game.Workspace.CurrentCamera.FieldOfView = 70 player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("SS3") then player.PlayerGui:FindFirstChild("SS3"):Destroy() script.Parent.Occupied.Value = false script.Parent.Parent.Body.Dash.Screen.G.Enabled = false script.Parent.Parent.Body.Dash.Gear.G.Enabled = false script.Parent.Parent.Body.Dash.Odo.G.Enabled = false if child.Part1.Parent:FindFirstChild("Humanoid").RigType == Enum.HumanoidRigType.R15 then script.Parent.Parent.Misc.A.arms:FindFirstChildOfClass("BodyColors"):Destroy() for i,v in pairs(script.Parent.Parent.Misc.A.arms:GetChildren()) do if v:IsA("BasePart") then v.Transparency = 1 end end child.Part1.Parent.LeftHand.Transparency = 0 child.Part1.Parent.LeftLowerArm.Transparency = 0 child.Part1.Parent.LeftUpperArm.Transparency = 0 child.Part1.Parent.RightHand.Transparency = 0 child.Part1.Parent.RightLowerArm.Transparency = 0 child.Part1.Parent.RightUpperArm.Transparency = 0 end end end end end)
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi"} --[[ [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 = "RPM" --[[ [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 = 3.4 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 5 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 1.94 , --[[ 3 ]] 1.28 , --[[ 4 ]] .93 , --[[ 5 ]] 0.71 , --[[ 6 ]] 0.54 , --[[ 7 ]] 0.34 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[ Создание таблиц лидеров по заданным параметрам GAVsi - 15/11/2022 Работает единственный раз - при запуске игрового сервера Создаём парт размером с модель StatSample Размещаем его в мире на нужной позиции Переносим его в WorldPosition Меняем ему название на имя обрабатываемого параметра В SSS\Statistika\Main\Parametrs прописываем для данного параметра имя и иконку ]]
wait(3)
-- RemoteEvents
local RemoteEvents = Tool:WaitForChild("RemoteEvents") local SpawnSegway = RemoteEvents:WaitForChild("SpawnSegway") local ConfigTool = RemoteEvents:WaitForChild("ConfigTool") local DestroySegway = RemoteEvents:WaitForChild("DestroySegway") local ConfigHumanoid = RemoteEvents:WaitForChild("ConfigHumanoid")
--[=[ @within TableUtil @function Zip @param ... table @return (iter: (t: table, k: any) -> (key: any?, values: table?), tbl: table, startIndex: any?) Returns an iterator that can scan through multiple tables at the same time side-by-side, matching against shared keys/indices. ```lua local t1 = {10, 20, 30, 40, 50} local t2 = {60, 70, 80, 90, 100} for key,values in TableUtil.Zip(t1, t2) do print(key, values) end --[[ Outputs: 1 {10, 60} 2 {20, 70} 3 {30, 80} 4 {40, 90} 5 {50, 100} --]] ``` ]=]
local function Zip(...): (IteratorFunc, Table, any) assert(select("#", ...) > 0, "Must supply at least 1 table") local function ZipIteratorArray(all: Table, k: number) k += 1 local values = {} for i,t in ipairs(all) do local v = t[k] if v ~= nil then values[i] = v else return nil, nil end end return k, values end local function ZipIteratorMap(all: Table, k: any) local values = {} for i,t in ipairs(all) do local v = next(t, k) if v ~= nil then values[i] = v else return nil, nil end end return k, values end local all = {...} if #all[1] > 0 then return ZipIteratorArray, all, 0 else return ZipIteratorMap, all, nil 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 = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 5.05 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 4.20 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[ Cancels the promise, disallowing it from rejecting or resolving, and calls the cancellation hook if provided. ]]
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 Promise.prototype.Cancel = Promise.prototype.cancel
-- Connection class
local Connection = {} Connection.__index = Connection function Connection.new(signal, fn) return setmetatable({ Connected = true, _signal = signal, _fn = fn, _next = false, }, Connection) end function Connection:Disconnect() if not self.Connected then return end self.Connected = false -- Unhook the node, but DON'T clear it. That way any fire calls that are -- currently sitting on this node will be able to iterate forwards off of -- it, but any subsequent fire calls will not hit it, and it will be GCed -- when no more fire calls are sitting on it. if self._signal._handlerListHead == self then self._signal._handlerListHead = self._next else local prev = self._signal._handlerListHead while prev and prev._next ~= self do prev = prev._next end if prev then prev._next = self._next end end end Connection.Destroy = Connection.Disconnect
-- ROBLOX deviation: does not work the same as upstream (single lines supported/preferred)
local START_OF_LINE = "^"
-- ================================================================================ -- GETTER/SETTER FUNCTIONS -- ================================================================================
function RaceModule:SetStartCheckpoint(checkpoint) startCheckpoint = getCheckpointFromPart(checkpoint) end -- RaceModule:SetStartCheckpoint() function RaceModule:GetStartCheckpoint() return startCheckpoint end -- RaceModule:GetStartCheckpoint() function RaceModule:SetFinishCheckpoint(checkpoint) finishCheckpoint = getCheckpointFromPart(checkpoint) end -- RaceModule:SetFinishCheckpoint() function RaceModule:GetFinishCheckpoint() return finishCheckpoint end -- RaceModule:GetFinishCheckpoint() function RaceModule:SetNumLaps(number) numLaps = number end -- RaceModule:SetNumLaps() function RaceModule:GetNumLaps() return numLaps end -- RaceModule:GetNumLaps() function RaceModule:SetRaceDuration(duration) raceDuration = duration end -- RaceModule:SetRaceDuration() function RaceModule:GetRaceDuration() return raceDuration end -- RaceModule:GetRaceDuration() function RaceModule:SetDebugEnabled(enabled) debugEnabled = enabled end -- RaceModule:SetDebugEnabled() function RaceModule:GetDebugEnabled() return debugEnabled end -- RaceModule:GetDebugEnabled() function RaceModule:SetRaceStatus(status) RaceModule.RaceStatus.Value = status end -- RaceModule:SetRaceStatus() function RaceModule:GetRaceStatus() return RaceModule.RaceStatus.Value end -- RaceModule:GetRaceStatus()
--[[ A signal value indicating that a child should use its parent's key, because it has no key of its own. This occurs when you return only one element from a function component or stateful render function. ]]
ElementUtils.UseParentKey = Symbol.named("UseParentKey")
--Don't touch anything above this line or it will NOT work.
-- Variables for Module Scripts
local screenSpace = require(tool:WaitForChild("ScreenSpace"))
--[=[ An event emitter that emits the instance that was actually created. This is useful for a variety of things. Using this to track an instance ```lua local currentCamera = Blend.State() return Blend.New "ViewportFrame" { CurrentCamera = currentCamera; [Blend.Children] = { self._current; Blend.New "Camera" { [Blend.Instance] = currentCamera; }; }; }; ``` You can also use this to execute code against an instance. ```lua return Blend.New "Frame" { [Blend.Instance] = function(frame) print("We got a new frame!") end; }; ``` Note that if you subscribe twice to the resulting observable, the internal function will execute twice. @param parent Instance @return Observable<Instance> ]=]
function Blend.Instance(parent) return Observable.new(function(sub) sub:Fire(parent) end) end
--use this to determine if you want this human to be harmed or not, returns boolean
function boom() wait(3) Used = true Object.Anchored = true Object.CanCollide = false Object.Transparency = 1 Object.Explode:Play() Explode() end boom()
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -5 Tune.RCamber = -5 Tune.FToe = 0 Tune.RToe = 0