prompt
stringlengths 2
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| completion
stringlengths 1
99.7k
|
---|---|
--Put this in a r15 model character or it wont work.
| |
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 15 -- cooldown for use of the tool again
ZoneModelName = "Bullet hell" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
-- Functions --
|
local function playSoundLocal(sId,sParent)
local sound = Instance.new("Sound",sParent)
sound.SoundId = "http://www.roblox.com/asset/?id="..sId
sound:Play()
sound:Destroy()
end
local function onClicked(player)
print(player.Name.." clicked on Uniform Giver")
playSoundLocal(152206246,player) -- Declaring the sound ID and Parent
local foundShirt = player.Character:FindFirstChild("Shirt") -- Tries to find Shirt
if not foundShirt then -- if there is no shirt
print("No shirt found, creating for "..player.Name)
local newShirt = Instance.new("Shirt",player.Character)
newShirt.Name = "Shirt"
else if foundShirt then -- if there is a shirt
print("Shirt found, reconstructing for "..player.Name)
player.Character.Shirt:remove()
local newShirt = Instance.new("Shirt",player.Character)
newShirt.Name = "Shirt"
end
end
local foundPants = player.Character:FindFirstChild("Pants") -- Tries to find Pants
if not foundPants then -- if there are no pants
print("No pants found, creating for "..player.Name)
local newPants = Instance.new("Pants",player.Character)
newPants.Name = "Pants"
else if foundPants then -- if there are pants
print("Pants found, reconstructing for "..player.Name)
player.Character.Pants:remove()
local newPants = Instance.new("Pants",player.Character)
newPants.Name = "Pants"
end
end
player.Character.Shirt.ShirtTemplate = shirtId
player.Character.Pants.PantsTemplate = pantsId
end
local function onHoverEnter(player)
cPart.Transparency = 1
cPart.BrickColor = BrickColor.White()
end
local function onHoverLeave(player)
cPart.BrickColor = BrickColor.Gray()
cPart.Transparency = 1
end
|
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
|
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.BallonBow
|
-- Get services
|
local players = game:GetService("Players")
local soundService = game:GetService("SoundService")
|
--[=[
Cleans up the service bag and all services that have been
initialized in the service bag.
]=]
|
function ServiceBag:Destroy()
local super = getmetatable(ServiceBag)
self._destroying:Fire()
local services = self._services
local key, service = next(services)
while service ~= nil do
services[key] = nil
if not (self._serviceTypesToInitializeSet and self._serviceTypesToInitializeSet[key]) then
task.spawn(function()
if service.Destroy then
service:Destroy()
end
end)
end
key, service = next(services)
end
super.Destroy(self)
end
return ServiceBag
|
-- Globals
|
local AUTOSAVE_INTERVAL = 300 -- 5 minutes
|
-- Mount the ProfileCard to the playerGui
|
Roact.mount(
Roact.createElement(ConfigContext.ConfigurationProvider, {
config = ProfileCardConfiguration,
}, {
ProfileCard = Roact.createElement(ProfileCard, {
adornee = HumanoidRootPart,
controls = controls,
}),
}),
playerGui,
"MountedProfileCard"
)
|
--Thank U!
|
game.Players.PlayerAdded:connect(function(plr)
plr.CharacterAdded:connect(function(char)
local a = Instance.new("PointLight", char.Head)
a.Range = 17 --Replace 15 with how far you want the glow to be (15 is probably the best)
a.Brightness = .9 --Replace 2 with how bright you want it to be (2 is probably the best)
a.Color = Color3.new(255, 255, 255) --Set the color you want it to be (Red, Green, Blue, value divided by 255)(right now it is set to white which is probably the best)
a.Shadows = true --Do you want the light to be seen through bricks? (true is probably, well, the best! ;)
end)
end)
|
--[=[
Creates an immediately rejected Promise with the given value.
:::caution
Something needs to consume this rejection (i.e. `:catch()` it), otherwise it will emit an unhandled Promise rejection warning on the next frame. Thus, you should not create and store rejected Promises for later use. Only create them on-demand as needed.
:::
@param ... any
@return Promise<...any>
]=]
|
function Promise.reject(...)
local length, values = pack(...)
return Promise._new(debug.traceback(nil, 2), function(_, reject)
reject(unpack(values, 1, length))
end)
end
|
-- Map name
|
local MAP_CONTAINER_NAME = "Arena"
local MAP_NAME = "Map"
|
--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.Character.NPCSpecifics.GaveGriefToArtie.Value == false) and (plrData.Character.NPCSpecifics.GaveFoodToArtie.Value == false)
end
|
-- Important note: Precision checks currently only for 'players' and the 'localplayer', not 'parts'.
| |
--[[---------------- MODULES -----------------]]
|
--
local CIHModule = repStoreService.Game.Modules.ClientInteractionHandler
local interactables = CIHModule.Interactables
local CIH = require(CIHModule)
local BMM = require(repStoreService.Game.Modules.BuildsManagerModule)
|
--[[
Returns true if the current state can transition to specified stateName, otherwise returns false.
]]
|
function StateHolder:canTransition(stateName)
if not self._allowedTransitions[stateName] then
Logger.error("State", stateName, "does not exist!")
return false
end
for _, transitionState in pairs(self._allowedTransitions[self.current]) do
if transitionState == stateName then
return true
end
end
return false
end
return StateHolder
|
-- Load all services within 'Services':
|
Knit.AddServicesDeep(script.Parent.Services)
|
--[[
___ _______ _ _______
/ _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / /
/_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/
SecondLogic @ Inspare
Avxnturador @ Novena
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local BOVact = 0
local BOVact2 = 0
local BOV_Loudness = 7 --volume of the BOV (not exact volume so you kinda have to experiment with it)
local BOV_Pitch = 1 --max pitch of the BOV (not exact so might have to mess with it)
local TurboLoudness = 3 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)
script:WaitForChild("Whistle")
script:WaitForChild("BOV")
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
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
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
end
end)
handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true)
handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true)
handler:FireServer("playSound","Whistle")
car.DriveSeat:WaitForChild("Whistle")
car.DriveSeat:WaitForChild("BOV")
local ticc = tick()
local _TCount = 0
if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end
while wait() do
local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2)
BOVact = math.floor(psi*20)
WP = (psi)
WV = (psi/4)*TurboLoudness
BP = (1-(-psi/20))*BOV_Pitch
BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value))
if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end
if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end
if FE then
handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV)
handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV)
else
car.DriveSeat.Whistle.Pitch = WP
car.DriveSeat.Whistle.Volume = WV
car.DriveSeat.BOV.Pitch = BP
car.DriveSeat.BOV.Volume = BV
end
if (tick()-ticc) >= 0.1 then
BOVact2 = math.floor(psi*20)
ticc = tick()
end
end
|
-- Double check that we are being called from the client...
|
isClient = (game.Players.LocalPlayer ~= nil)
if not isClient then
error("ERROR: '"..script:GetFullName().."' can only be used from a LocalScript.")
end
|
-- VALUES --
|
local Holding = Player:WaitForChild("Holding")
local isBlocking = Player:WaitForChild("isBlocking")
local Equipped = false
local isHolding = false
|
-- Door --
|
local Model = script:FindFirstAncestorOfClass("Model")
local DoorLogo = Model.Door.DoorLogo
local DoorSegment = Model.Door.DoorSegment
|
--[[ Modules ]]
|
--
local ClickToMoveTouchControls = nil
local ControlModules = {}
local ControlState = {}
ControlState.Current = nil
function ControlState:SwitchTo(newControl)
if ControlState.Current == newControl then return end
if ControlState.Current then
ControlState.Current:Disable()
end
ControlState.Current = newControl
if ControlState.Current then
ControlState.Current:Enable()
end
end
function ControlState:IsTouchJumpModuleUsed()
return isJumpEnabled
end
local MasterControl = require(script:WaitForChild('MasterControl'))
|
--[[Transmission]]
|
Tune.TransModes = {"Semi","Auto"} --[[
[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 = 4.60 -- [TRANSMISSION CALCULATIONS FOR NERDS]
Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
--[[Reverse]] 3.484 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
--[[Neutral]] 0 ,
--[[ 1 ]] 3.000 ,
--[[ 2 ]] 2.022 ,
--[[ 3 ]] 1.384 ,
--[[ 4 ]] 1.000 ,
--[[ 5 ]] 0.861 ,
--[[ 6 ]] 0.500 ,
--[[ 7 ]] 0.320 ,
}
Tune.FDMult = 1.7 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--First build your Gun, make sure all the parts and Non-Colliding and Not Anchored.
--Second put these parts inside the Tool (Call one of the parts 'Handle' and the rest 'Part'
--Lastly, make/get your gun script and test it out!
|
local prev
local parts = script.Parent.PTorso:GetChildren()
for i = 1,#parts do
if (parts[i].className == "Part") or (parts[i].className == "VehicleSeat") then
if (prev ~= nil)then
local weld = Instance.new("Weld")
weld.Part0 = prev
weld.Part1 = parts[i]
weld.C0 = prev.CFrame:inverse()
weld.C1 = parts[i].CFrame:inverse()
weld.Parent = prev
end
prev = parts[i]
end
end
|
-------------------------------------Gun info
|
ToolName="Magnum"
ClipSize=12
ReloadTime=1
Firerate=.2
MinSpread=0.000001
MaxSpread=0.00001
SpreadRate=0
BaseDamage=50
automatic=false
burst=false
shot=false --Shotgun
BarrlePos=Vector3.new(0,0,0)
Cursors={"rbxasset://textures\\GunCursor.png"}
ReloadCursor="rbxasset://textures\\GunWaitCursor.png"
|
-- if #all_height > 0 then
-- local avg
-- local sum = 0
-- for i=1,#all_height do
-- local _height = all_height[i]
-- sum = sum + _height
-- end
-- avg = sum / #all_height
-- height = avg
-- end
|
return height
end
function Pets.Update()
if Pets.Pet and Pets.Pet.Instance then
local instance = Pets.Pet.Instance
if Player.Character and Player.Character.PrimaryPart and Player.PetAttachment then
local pet_type_data = PetData[Pets.Pet.Data.referenceModel]
if pet_type_data and instance.PrimaryPart then
local char_cf = Player.Character.PrimaryPart.CFrame
local pet_cf = instance.PrimaryPart.CFrame
local height = Pets:GetHeight(char_cf, instance) or pet_type_data.Offset.p.Y
local new_cf = pet_type_data.Offset - Vector3.new(0,pet_type_data.Offset.p.Y,0) + Vector3.new(0,height,0)--char_cf:ToWorldSpace(pet_type_data.Offset - Vector3.new(0,pet_type_data.Offset.p.Y,0) + Vector3.new(0,height,0))
Player.PetAttachment.CFrame = new_cf
end
end
end
end
Services.RunService.Heartbeat:Connect(Pets.Update)
return Pets
|
-- Components will only work on instances parented under these descendants:
|
local DESCENDANT_WHITELIST = {workspace, Players}
local Component = {}
Component.__index = Component
local componentsByTag = {}
local function FastRemove(tbl, i)
local n = #tbl
tbl[i] = tbl[n]
tbl[n] = nil
end
local function IsDescendantOfWhitelist(instance)
for _,v in ipairs(DESCENDANT_WHITELIST) do
if (instance:IsDescendantOf(v)) then
return true
end
end
return false
end
function Component.FromTag(tag)
return componentsByTag[tag]
end
function Component.Auto(folder)
local function Setup(moduleScript)
local m = require(moduleScript)
assert(type(m) == "table", "Expected table for component")
assert(type(m.Tag) == "string", "Expected .Tag property")
Component.new(m.Tag, m, m.RenderPriority)
end
for _,v in ipairs(folder:GetDescendants()) do
if (v:IsA("ModuleScript")) then
Setup(v)
end
end
folder.DescendantAdded:Connect(function(v)
if (v:IsA("ModuleScript")) then
Setup(v)
end
end)
end
function Component.new(tag, class, renderPriority)
assert(type(tag) == "string", "Argument #1 (tag) should be a string; got " .. type(tag))
assert(type(class) == "table", "Argument #2 (class) should be a table; got " .. type(class))
assert(type(class.new) == "function", "Class must contain a .new constructor function")
assert(type(class.Destroy) == "function", "Class must contain a :Destroy function")
assert(componentsByTag[tag] == nil, "Component already bound to this tag")
local self = setmetatable({}, Component)
self.Added = Signal.new()
self.Removed = Signal.new()
self._maid = Maid.new()
self._lifecycleMaid = Maid.new()
self._tag = tag
self._class = class
self._objects = {}
self._instancesToObjects = {}
self._hasHeartbeatUpdate = (type(class.HeartbeatUpdate) == "function")
self._hasSteppedUpdate = (type(class.SteppedUpdate) == "function")
self._hasRenderUpdate = (type(class.RenderUpdate) == "function")
self._hasInit = (type(class.Init) == "function")
self._hasDeinit = (type(class.Deinit) == "function")
self._renderPriority = renderPriority or Enum.RenderPriority.Last.Value
self._lifecycle = false
self._nextId = 0
self._maid:GiveTask(CollectionService:GetInstanceAddedSignal(tag):Connect(function(instance)
if (IsDescendantOfWhitelist(instance)) then
self:_instanceAdded(instance)
end
end))
self._maid:GiveTask(CollectionService:GetInstanceRemovedSignal(tag):Connect(function(instance)
self:_instanceRemoved(instance)
end))
self._maid:GiveTask(self._lifecycleMaid)
do
local b = Instance.new("BindableEvent")
for _,instance in ipairs(CollectionService:GetTagged(tag)) do
if (IsDescendantOfWhitelist(instance)) then
local c = b.Event:Connect(function()
self:_instanceAdded(instance)
end)
b:Fire()
c:Disconnect()
end
end
b:Destroy()
end
componentsByTag[tag] = self
self._maid:GiveTask(function()
componentsByTag[tag] = nil
end)
return self
end
function Component:_startHeartbeatUpdate()
local all = self._objects
self._heartbeatUpdate = RunService.Heartbeat:Connect(function(dt)
for _,v in ipairs(all) do
v:HeartbeatUpdate(dt)
end
end)
self._lifecycleMaid:GiveTask(self._heartbeatUpdate)
end
function Component:_startSteppedUpdate()
local all = self._objects
self._steppedUpdate = RunService.Stepped:Connect(function(_, dt)
for _,v in ipairs(all) do
v:SteppedUpdate(dt)
end
end)
self._lifecycleMaid:GiveTask(self._steppedUpdate)
end
function Component:_startRenderUpdate()
local all = self._objects
self._renderName = (self._tag .. "RenderUpdate")
RunService:BindToRenderStep(self._renderName, self._renderPriority, function(dt)
for _,v in ipairs(all) do
v:RenderUpdate(dt)
end
end)
self._lifecycleMaid:GiveTask(function()
RunService:UnbindFromRenderStep(self._renderName)
end)
end
function Component:_startLifecycle()
self._lifecycle = true
if (self._hasHeartbeatUpdate) then
self:_startHeartbeatUpdate()
end
if (self._hasSteppedUpdate) then
self:_startSteppedUpdate()
end
if (self._hasRenderUpdate) then
self:_startRenderUpdate()
end
end
function Component:_stopLifecycle()
self._lifecycle = false
self._lifecycleMaid:DoCleaning()
end
function Component:_instanceAdded(instance)
if (self._instancesToObjects[instance]) then return end
if (not self._lifecycle) then
self:_startLifecycle()
end
self._nextId = (self._nextId + 1)
local id = (self._tag .. tostring(self._nextId))
if (IS_SERVER) then
instance:SetAttribute(ATTRIBUTE_ID_NAME, id)
end
local obj = self._class.new(instance)
obj.Instance = instance
obj._id = id
self._instancesToObjects[instance] = obj
table.insert(self._objects, obj)
if (self._hasInit) then
Thread.Spawn(function()
if (self._instancesToObjects[instance] ~= obj) then return end
obj:Init()
end)
end
self.Added:Fire(obj)
return obj
end
function Component:_instanceRemoved(instance)
self._instancesToObjects[instance] = nil
for i,obj in ipairs(self._objects) do
if (obj.Instance == instance) then
if (self._hasDeinit) then
obj:Deinit()
end
if (IS_SERVER and instance.Parent and instance:GetAttribute(ATTRIBUTE_ID_NAME) ~= nil) then
instance:SetAttribute(ATTRIBUTE_ID_NAME, nil)
end
self.Removed:Fire(obj)
obj:Destroy()
obj._destroyed = true
FastRemove(self._objects, i)
break
end
end
if (#self._objects == 0 and self._lifecycle) then
self:_stopLifecycle()
end
end
function Component:GetAll()
return TableUtil.CopyShallow(self._objects)
end
function Component:GetFromInstance(instance)
return self._instancesToObjects[instance]
end
function Component:GetFromID(id)
for _,v in ipairs(self._objects) do
if (v._id == id) then
return v
end
end
return nil
end
function Component:Filter(filterFunc)
return TableUtil.Filter(self._objects, filterFunc)
end
function Component:WaitFor(instance, timeout)
local isName = (type(instance) == "string")
local function IsInstanceValid(obj)
return ((isName and obj.Instance.Name == instance) or ((not isName) and obj.Instance == instance))
end
for _,obj in ipairs(self._objects) do
if (IsInstanceValid(obj)) then
return Promise.resolve(obj)
end
end
local lastObj = nil
return Promise.FromEvent(self.Added, function(obj)
lastObj = obj
return IsInstanceValid(obj)
end):Then(function()
return lastObj
end):Timeout(timeout or DEFAULT_WAIT_FOR_TIMEOUT)
end
function Component:Destroy()
self._maid:Destroy()
end
return Component
|
-- Encuentra el sonido llamado "hyperx" en el servicio de sonido
|
local sound = soundService:FindFirstChild("ruby")
|
--------------------[ KEYBOARD FUNCTIONS ]--------------------------------------------
|
function KeyDown(K)
local Key = string.lower(K)
if Key == S.LowerStanceKey and S.CanChangeStance then
if (not Running) then
if Stance == 0 then
Crouch()
elseif Stance == 1 then
Prone()
end
elseif S.DolphinDive then
delay(1 / 30,function()
CanRun = false
Dive(S.BaseWalkSpeed)
Run_Key_Pressed = false
wait(S.DiveRechargeTime)
CanRun = true
end)
end
end
if Key == S.RaiseStanceKey and S.CanChangeStance then
if (not Running) then
if Stance == 2 then
Crouch()
elseif Stance == 1 then
Stand()
end
end
end
if Key == S.ADSKey then
if S.HoldMouseOrKeyToADS then
if (not AimingIn) and (not Aimed) then
AimingIn = true
AimGun()
AimingIn = false
end
else
if Aimed then
UnAimGun()
else
AimGun()
end
end
end
if Key == S.ReloadKey then
if (not Reloading) and (not Running) then
Reload()
end
end
if Key == S.KnifeKey and S.CanKnife then
if KnifeReady and (not Knifing) and (not ThrowingGrenade) then
if Aimed then UnAimGun(true) end
BreakReload = true
Knifing = true
KnifeReady = false
KnifeAnim()
BreakReload = false
Knifing = false
delay(S.KnifeCooldown, function()
KnifeReady = true
end)
end
end
if Key == S.LethalGrenadeKey and S.Throwables then
if (not Knifing) and (not Running) and (not Aimed) and (not Aiming) and (not ThrowingGrenade) then
if LethalGrenades.Value > 0 then
LethalGrenades.Value = LethalGrenades.Value - 1
ThrowingGrenade = true
ThrowGrenade(1)
ThrowingGrenade = false
end
end
end
if Key == S.TacticalGrenadeKey and S.Throwables then
if (not Knifing) and (not Running) and (not Aimed) and (not Aiming) and (not ThrowingGrenade) then
if TacticalGrenades.Value > 0 then
TacticalGrenades.Value = TacticalGrenades.Value - 1
ThrowingGrenade = true
ThrowGrenade(2)
ThrowingGrenade = false
end
end
end
if Key == S.SprintKey then
Run_Key_Pressed = true
if Aimed and (not Aiming) then
TakingBreath = false
SteadyCamera()
end
if CanRun then
if (not Idleing) and Walking and (not Running) and (not Knifing) and (not ThrowingGrenade) then
if Reloading then BreakReload = true end
MonitorStamina()
end
end
end
end
function KeyUp(K)
local Key = string.lower(K)
if Key == S.ADSKey then
if S.HoldMouseOrKeyToADS then
if (not AimingOut) and Aimed then
AimingOut = true
UnAimGun()
AimingOut = false
end
end
end
if Key == S.SprintKey then
Run_Key_Pressed = false
Running = false
if (not ChargingStamina) then
RechargeStamina()
end
end
end
|
--------| Library |--------
|
local _L = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"))
while (not _L.Loaded) do game:GetService("RunService").Heartbeat:Wait() end
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 10 -- cooldown for use of the tool again
ZoneModelName = "Spin Orange bone" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
-- Objects
|
local plr = playerService.LocalPlayer
local char = plr.Character or plr.CharacterAdded:wait()
local settingsDir = script.Settings
function getSetting (name)
return settingsDir and settingsDir:FindFirstChild(name) and settingsDir[name].Value
end
local normalSpeed = getSetting("Walking speed") or 18 -- The player's walking speed (Roblox default is 16)
local sprintSpeed = getSetting("Running speed") or 26 -- The player's speed while sprinting
local sprinting = false
inputService.InputBegan:Connect(function (key)
if key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then
running = true
if char:FindFirstChild("Humanoid") then
char.Humanoid.WalkSpeed = sprintSpeed
end
end
end)
inputService.InputEnded:Connect(function (key)
if key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then
running = false
if char:FindFirstChild("Humanoid") then
char.Humanoid.WalkSpeed = normalSpeed
end
end
end)
|
-- DefaultValue for spare ammo
|
local SpareAmmo = 16
|
--
--
|
local Monster = {} -- Create the monster class
function Monster:GetCFrame()
-- Returns the CFrame of the monster's humanoidrootpart
local humanoidRootPart = Self:FindFirstChild('HumanoidRootPart')
if humanoidRootPart ~= nil and humanoidRootPart:IsA('BasePart') then
return humanoidRootPart.CFrame
else
return CFrame.new()
end
end
function Monster:GetMaximumDetectionDistance()
-- Returns the maximum detection distance
local setting = Settings.MaximumDetectionDistance.Value
if setting < 0 then
return math.huge
else
return setting
end
end
function Monster:SearchForTarget()
-- Finds the closest player and sets the target
local players = Info.Players:GetPlayers()
local closestCharacter, closestCharacterDistance
for i=1, #players do
local player = players[i]
if player.Neutral or player.TeamColor ~= Settings.FriendlyTeam.Value then
local character = player.Character
if character ~= nil and character:FindFirstChild('Humanoid') ~= nil and character.Humanoid:IsA('Humanoid') then
local distance = player:DistanceFromCharacter(Monster:GetCFrame().p)
if distance < Monster:GetMaximumDetectionDistance() then
if closestCharacter == nil then
closestCharacter, closestCharacterDistance = character, distance
else
if closestCharacterDistance > distance then
closestCharacter, closestCharacterDistance = character, distance
end
end
end
end
end
end
if closestCharacter ~= nil then
Mind.CurrentTargetHumanoid.Value = closestCharacter.Humanoid
end
end
function Monster:TryRecomputePath()
if Data.AutoRecompute or tick() - Data.LastRecomputePath > 1/Info.RecomputePathFrequency then
Monster:RecomputePath()
end
end
function Monster:GetTargetCFrame()
local targetHumanoid = Mind.CurrentTargetHumanoid.Value
if Monster:TargetIsValid() then
return targetHumanoid.Torso.CFrame
else
return CFrame.new()
end
end
function Monster:IsAlive()
return Self.Humanoid.Health > 0 and Self.Humanoid.Torso ~= nil
end
function Monster:TargetIsValid()
local targetHumanoid = Mind.CurrentTargetHumanoid.Value
if targetHumanoid ~= nil and targetHumanoid:IsA 'Humanoid' and targetHumanoid.Torso ~= nil and targetHumanoid.Torso:IsA 'BasePart' then
return true
else
return false
end
end
function Monster:HasClearLineOfSight()
-- Going to cast a ray to see if I can just see my target
local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p
local hit, pos = Workspace:FindPartOnRayWithIgnoreList(
Ray.new(
myPos,
targetPos - myPos
),
{
Self,
Mind.CurrentTargetHumanoid.Value.Parent
}
)
if hit == nil then
return true
else
return false
end
end
function Monster:RecomputePath()
if not Data.Recomputing then
if Monster:IsAlive() and Monster:TargetIsValid() then
if Monster:HasClearLineOfSight() then
Data.AutoRecompute = true
Data.PathCoords = {
Monster:GetCFrame().p,
Monster:GetTargetCFrame().p
}
Data.LastRecomputePath = tick()
Data.CurrentNode = nil
Data.CurrentNodeIndex = 2 -- Starts chasing the target without evaluating its current position
else
-- Do pathfinding since you can't walk straight
Data.Recomputing = true -- Basically a debounce.
Data.AutoRecompute = false
local path = Info.PathfindingService:ComputeSmoothPathAsync(
Monster:GetCFrame().p,
Monster:GetTargetCFrame().p,
500
)
Data.PathCoords = path:GetPointCoordinates()
Data.Recomputing = false
Data.LastRecomputePath = tick()
Data.CurrentNode = nil
Data.CurrentNodeIndex = 1
end
end
end
end
function Monster:Update()
Monster:ReevaluateTarget()
Monster:SearchForTarget()
Monster:TryRecomputePath()
Monster:TravelPath()
end
function Monster:TravelPath()
local closest, closestDistance, closestIndex
local myPosition = Monster:GetCFrame().p
local skipCurrentNode = Data.CurrentNode ~= nil and (Data.CurrentNode - myPosition).magnitude < 3
for i=Data.CurrentNodeIndex, #Data.PathCoords do
local coord = Data.PathCoords[i]
if not (skipCurrentNode and coord == Data.CurrentNode) then
local distance = (coord - myPosition).magnitude
if closest == nil then
closest, closestDistance, closestIndex = coord, distance, i
else
if distance < closestDistance then
closest, closestDistance, closestIndex = coord, distance, i
else
break
end
end
end
end
--
if closest ~= nil then
Data.CurrentNode = closest
Data.CurrentNodeIndex = closestIndex
local humanoid = Self:FindFirstChild 'Humanoid'
if humanoid ~= nil and humanoid:IsA'Humanoid' then
humanoid:MoveTo(closest)
end
if Monster:IsAlive() and Monster:TargetIsValid() then
Monster:TryJumpCheck()
Monster:TryAttack()
end
if closestIndex == #Data.PathCoords then
-- Reached the end of the path, force a new check
Data.AutoRecompute = true
end
end
end
function Monster:TryJumpCheck()
if tick() - Data.LastJumpCheck > 1/Info.JumpCheckFrequency then
Monster:JumpCheck()
end
end
function Monster:TryAttack()
if tick() - Data.LastAttack > 1/Settings.AttackFrequency.Value then
Monster:Attack()
end
end
function Monster:Attack()
local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p
if (myPos - targetPos).magnitude <= Settings.AttackRange.Value then
Mind.CurrentTargetHumanoid.Value:TakeDamage(Settings.AttackDamage.Value)
Data.LastAttack = tick()
Data.AttackTrack:Play()
end
end
function Monster:JumpCheck()
-- Do a raycast to check if we need to jump
local myCFrame = Monster:GetCFrame()
local checkVector = (Monster:GetTargetCFrame().p - myCFrame.p).unit*2
local hit, pos = Workspace:FindPartOnRay(
Ray.new(
myCFrame.p + Vector3.new(0, -2.4, 0),
checkVector
),
Self
)
if hit ~= nil and not hit:IsDescendantOf(Mind.CurrentTargetHumanoid.Value.Parent) then
-- Do a slope check to make sure we're not walking up a ramp
local hit2, pos2 = Workspace:FindPartOnRay(
Ray.new(
myCFrame.p + Vector3.new(0, -2.3, 0),
checkVector
),
Self
)
if hit2 == hit then
if ((pos2 - pos)*Vector3.new(1,0,1)).magnitude < 0.05 then -- Will pass for any ramp with <2 slope
Self.Humanoid.Jump = true
end
end
end
Data.LastJumpCheck = tick()
end
function Monster:Connect()
Mind.CurrentTargetHumanoid.Changed:connect(function(humanoid)
if humanoid ~= nil then
assert(humanoid:IsA'Humanoid', 'Monster target must be a humanoid')
Monster:RecomputePath()
end
end)
end
function Monster:Initialize()
Monster:Connect()
if Settings.AutoDetectSpawnPoint.Value then
Settings.SpawnPoint.Value = Monster:GetCFrame().p
end
end
function Monster:Respawn(point)
local point = point or Settings.SpawnPoint.Value
for index, obj in next, Data.BaseMonster:Clone():GetChildren() do
if obj.Name == 'Configurations' or obj.Name == 'Mind' or obj.Name == 'Respawned' or obj.Name == 'Died' or obj.Name == 'MonsterScript' or obj.Name == 'Respawn' then
obj:Destroy()
else
Self[obj.Name]:Destroy()
obj.Parent = Self
end
end
Monster:InitializeUnique()
Self.Parent = Workspace
Self.HumanoidRootPart.CFrame = CFrame.new(point)
Settings.SpawnPoint.Value = point
Self.Respawned:Fire()
end
function Monster:InitializeUnique()
Data.AttackTrack = Self.Humanoid:LoadAnimation(script.Attack)
end
function Monster:ReevaluateTarget()
local currentTarget = Mind.CurrentTargetHumanoid.Value
if currentTarget ~= nil and currentTarget:IsA'Humanoid' then
local character = currentTarget.Parent
if character ~= nil then
local player = Info.Players:GetPlayerFromCharacter(character)
if player ~= nil then
if not player.Neutral and player.TeamColor == Settings.FriendlyTeam.Value then
Mind.CurrentTargetHumanoid.Value = nil
end
end
end
if currentTarget == Mind.CurrentTargetHumanoid.Value then
local torso = currentTarget.Torso
if torso ~= nil and torso:IsA 'BasePart' then
if Settings.CanGiveUp.Value and (torso.Position - Monster:GetCFrame().p).magnitude > Monster:GetMaximumDetectionDistance() then
Mind.CurrentTargetHumanoid.Value = nil
end
end
end
end
end
|
-- METHODS
|
function Enum.createEnum(enumName, details)
assert(typeof(enumName) == "string", "bad argument #1 - enums must be created using a string name!")
assert(typeof(details) == "table", "bad argument #2 - enums must be created using a table!")
assert(not enums[enumName], ("enum '%s' already exists!"):format(enumName))
local enum = {}
local usedNames = {}
local usedValues = {}
local usedProperties = {}
local enumMetaFunctions = {
getName = function(valueOrProperty)
valueOrProperty = tostring(valueOrProperty)
local index = usedValues[valueOrProperty]
if not index then
index = usedProperties[valueOrProperty]
end
if index then
return details[index][1]
end
end,
getValue = function(nameOrProperty)
nameOrProperty = tostring(nameOrProperty)
local index = usedNames[nameOrProperty]
if not index then
index = usedProperties[nameOrProperty]
end
if index then
return details[index][2]
end
end,
getProperty = function(nameOrValue)
nameOrValue = tostring(nameOrValue)
local index = usedNames[nameOrValue]
if not index then
index = usedValues[nameOrValue]
end
if index then
return details[index][3]
end
end
}
for i, detail in pairs(details) do
assert(typeof(detail) == "table", ("bad argument #2.%s - details must only be comprised of tables!"):format(i))
local name = detail[1]
assert(typeof(name) == "string", ("bad argument #2.%s.1 - detail name must be a string!"):format(i))
assert(typeof(not usedNames[name]), ("bad argument #2.%s.1 - the detail name '%s' already exists!"):format(i, name))
assert(typeof(not enumMetaFunctions[name]), ("bad argument #2.%s.1 - that name is reserved."):format(i, name))
usedNames[tostring(name)] = i
local value = detail[2]
local valueString = tostring(value)
--assert(typeof(value) == "number" and math.ceil(value)/value == 1, ("bad argument #2.%s.2 - detail value must be an integer!"):format(i))
assert(typeof(not usedValues[valueString]), ("bad argument #2.%s.2 - the detail value '%s' already exists!"):format(i, valueString))
usedValues[valueString] = i
local property = detail[3]
if property then
assert(typeof(not usedProperties[property]), ("bad argument #2.%s.3 - the detail property '%s' already exists!"):format(i, tostring(property)))
usedProperties[tostring(property)] = i
end
enum[name] = value
setmetatable(enum, {
__index = function(_, index)
return(enumMetaFunctions[index])
end
})
end
enums[enumName] = enum
return enum
end
function Enum.getEnums()
return enums
end
|
--
|
larm = character:WaitForChild("Left Arm")
rarm = character:WaitForChild("Right Arm")
if firstperson_arm_transparency >= 1 then
armsvisible = false
end
|
--[[ Controls State Management ]]
|
--
local onControlsChanged = nil
if IsTouchDevice then
createTouchGuiContainer()
onControlsChanged = function()
local newModuleToEnable = nil
if not IsUserChoice then
if DevMovementMode == Enum.DevTouchMovementMode.Thumbstick then
newModuleToEnable = ControlModules.Thumbstick
isJumpEnabled = true
elseif DevMovementMode == Enum.DevTouchMovementMode.Thumbpad then
newModuleToEnable = ControlModules.Thumbpad
isJumpEnabled = true
elseif DevMovementMode == Enum.DevTouchMovementMode.DPad then
newModuleToEnable = ControlModules.DPad
isJumpEnabled = false
elseif DevMovementMode == Enum.DevTouchMovementMode.ClickToMove then
-- Managed by CameraScript
newModuleToEnable = nil
elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then
newModuleToEnable = nil
end
else
if UserMovementMode == Enum.TouchMovementMode.Default or UserMovementMode == Enum.TouchMovementMode.Thumbstick then
newModuleToEnable = ControlModules.Thumbstick
isJumpEnabled = true
elseif UserMovementMode == Enum.TouchMovementMode.Thumbpad then
newModuleToEnable = ControlModules.Thumbpad
isJumpEnabled = true
elseif UserMovementMode == Enum.TouchMovementMode.DPad then
newModuleToEnable = ControlModules.DPad
isJumpEnabled = false
elseif UserMovementMode == Enum.TouchMovementMode.ClickToMove then
-- Managed by CameraScript
newModuleToEnable = nil
end
end
setClickToMove()
if newModuleToEnable ~= CurrentControlModule then
if CurrentControlModule then
CurrentControlModule:Disable()
end
setJumpModule(isJumpEnabled)
CurrentControlModule = newModuleToEnable
if CurrentControlModule and not IsModalEnabled then
CurrentControlModule:Enable()
if isJumpEnabled then TouchJumpModule:Enable() end
end
end
end
elseif UserInputService.KeyboardEnabled then
onControlsChanged = function()
-- NOTE: Click to move still uses keyboard. Leaving cases in case this ever changes.
local newModuleToEnable = nil
if not IsUserChoice then
if DevMovementMode == Enum.DevComputerMovementMode.KeyboardMouse then
newModuleToEnable = ControlModules.Keyboard
elseif DevMovementMode == Enum.DevComputerMovementMode.ClickToMove then
-- Managed by CameraScript
newModuleToEnable = ControlModules.Keyboard
end
else
if UserMovementMode == Enum.ComputerMovementMode.KeyboardMouse or UserMovementMode == Enum.ComputerMovementMode.Default then
newModuleToEnable = ControlModules.Keyboard
elseif UserMovementMode == Enum.ComputerMovementMode.ClickToMove then
-- Managed by CameraScript
newModuleToEnable = ControlModules.Keyboard
end
end
if newModuleToEnable ~= CurrentControlModule then
if CurrentControlModule then
CurrentControlModule:Disable()
end
CurrentControlModule = newModuleToEnable
if CurrentControlModule then
CurrentControlModule:Enable()
end
end
end
elseif UserInputService.GamepadEnabled then
onControlsChanged = function()
-- nil for now, probably needs some stuff later
end
end
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 0
local slash_damage = 0
local lunge_damage = 0
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = 7
local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = 8
function blow(hit)
if (hit.Parent == nil) then return end -- happens when bullet hits sword
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
if script.Parent.Parent.Humanoid.Health>0 then
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
wait(3)
attack()
end
end
function lunge()
damage = lunge_damage
LungeSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
force.Parent = Tool.Parent.Torso
wait(.25)
swordOut()
wait(.25)
force.Parent = nil
wait(.5)
swordUp()
damage = slash_damage
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
t = r.Stepped:wait()
if (t - last_attack < .2) then
lunge()
else
attack()
end
last_attack = t
--wait(.5)
Tool.Enabled = true
end
function onEquipped()
end
attack()
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
-- Define the function to open or close the window with gene-alike effect
|
local function toggleWindow()
if window.Visible then
window.Visible = false
else
window.Visible = true
end
end
|
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name
--// Be sure to update the console gui's code if you change stuff
|
return function(data, env)
if env then
setfenv(1, env)
end
local client, cPcall, Pcall, Routine, service, gTable =
client, cPcall, Pcall, Routine, service, gTable
local gui = script.Parent.Parent
local localplayer = service.Player
local mouse = localplayer:GetMouse()
local playergui = service.PlayerGui
local storedChats = client.Variables.StoredChats
local desc = gui.Desc
local nohide = data.KeepChat
local function Expand(ent, point)
ent.MouseLeave:Connect(function(x, y)
point.Visible = false
end)
ent.MouseMoved:Connect(function(x, y)
point.Text = ent.Desc.Value
point.Size = UDim2.new(0, 10000, 0, 10000)
local bounds = point.TextBounds.X
local rows = math.floor(bounds / 500)
rows = rows + 1
if rows < 1 then
rows = 1
end
local newx = 500
if bounds < 500 then
newx = bounds
end
point.Visible = true
point.Size = UDim2.new(0, newx + 10, 0, rows * 20)
point.Position = UDim2.new(0, x, 0, y - 40 - (rows * 20))
end)
end
local function UpdateChat()
if gui then
local globalTab = gui.Drag.Frame.Frame.Global
local teamTab = gui.Drag.Frame.Frame.Team
local localTab = gui.Drag.Frame.Frame.Local
local adminsTab = gui.Drag.Frame.Frame.Admins
local crossTab = gui.Drag.Frame.Frame.Cross
local entry = gui.Entry
local tester = gui.BoundTest
globalTab:ClearAllChildren()
teamTab:ClearAllChildren()
localTab:ClearAllChildren()
adminsTab:ClearAllChildren()
crossTab:ClearAllChildren()
local globalNum = 0
local teamNum = 0
local localNum = 0
local adminsNum = 0
local crossNum = 0
for i, v in pairs(storedChats) do
local clone = entry:Clone()
clone.Message.Text = service.MaxLen(v.Message, 100)
clone.Desc.Value = v.Message
Expand(clone, desc)
if not string.match(v.Player, "%S") then
clone.Nameb.Text = v.Player
else
clone.Nameb.Text = "["..v.Player.."]: "
end
clone.Visible = true
clone.Nameb.Font = "SourceSansBold"
local color = v.Color or BrickColor.White()
clone.Nameb.TextColor3 = color.Color
tester.Text = "["..v.Player.."]: "
local naml = tester.TextBounds.X + 5
if naml > 100 then
naml = 100
end
tester.Text = v.Message
local mesl = tester.TextBounds.X
clone.Message.Position = UDim2.new(0, naml, 0, 0)
clone.Message.Size = UDim2.new(1, -(naml + 10), 1, 0)
clone.Nameb.Size = UDim2.new(0, naml, 0, 20)
clone.Visible = false
clone.Parent = globalTab
local rows = math.floor((mesl + naml) / clone.AbsoluteSize.X)
rows = rows + 1
if rows < 1 then
rows = 1
end
if rows > 3 then
rows = 3
end
--rows = rows+1
clone.Parent = nil
clone.Visible = true
clone.Size = UDim2.new(1, 0, 0, rows * 20)
if v.Private then
clone.Nameb.TextColor3 = Color3.new(0.58823529411765, 0.22352941176471, 0.69019607843137)
end
if v.Mode == "Global" then
clone.Position = UDim2.new(0, 0, 0, globalNum * 20)
globalNum = globalNum + 1
if rows > 1 then
globalNum = globalNum + rows - 1
end
clone.Parent = globalTab
elseif v.Mode == "Team" then
clone.Position = UDim2.new(0, 0, 0, teamNum * 20)
teamNum = teamNum + 1
if rows > 1 then
teamNum = teamNum + rows - 1
end
clone.Parent = teamTab
elseif v.Mode == "Local" then
clone.Position = UDim2.new(0, 0, 0, localNum * 20)
localNum = localNum + 1
if rows > 1 then
localNum = localNum + rows - 1
end
clone.Parent = localTab
elseif v.Mode == "Admins" then
clone.Position = UDim2.new(0, 0, 0, adminsNum * 20)
adminsNum = adminsNum + 1
if rows > 1 then
adminsNum = adminsNum + rows - 1
end
clone.Parent = adminsTab
elseif v.Mode == "Cross" then
clone.Position = UDim2.new(0, 0, 0, crossNum * 20)
crossNum = crossNum + 1
if rows > 1 then
crossNum = crossNum + rows - 1
end
clone.Parent = crossTab
end
end
globalTab.CanvasSize = UDim2.new(0, 0, 0, ((globalNum) * 20))
teamTab.CanvasSize = UDim2.new(0, 0, 0, ((teamNum) * 20))
localTab.CanvasSize = UDim2.new(0, 0, 0, ((localNum) * 20))
adminsTab.CanvasSize = UDim2.new(0, 0, 0, ((adminsNum) * 20))
crossTab.CanvasSize = UDim2.new(0, 0, 0, ((crossNum) * 20))
local glob = (((globalNum) * 20) - globalTab.AbsoluteWindowSize.Y)
local tea = (((teamNum) * 20) - teamTab.AbsoluteWindowSize.Y)
local loc = (((localNum) * 20) - localTab.AbsoluteWindowSize.Y)
local adm = (((adminsNum) * 20) - adminsTab.AbsoluteWindowSize.Y)
local cro = (((crossNum) * 20) - crossTab.AbsoluteWindowSize.Y)
if glob < 0 then
glob = 0
end
if tea < 0 then
tea = 0
end
if loc < 0 then
loc = 0
end
if adm < 0 then
adm = 0
end
if cro < 0 then
cro = 0
end
globalTab.CanvasPosition = Vector2.new(0, glob)
teamTab.CanvasPosition = Vector2.new(0, tea)
localTab.CanvasPosition = Vector2.new(0, loc)
adminsTab.CanvasPosition = Vector2.new(0, adm)
crossTab.CanvasPosition = Vector2.new(0, cro)
end
end
if not storedChats then
client.Variables.StoredChats = {}
storedChats = client.Variables.StoredChats
end
gTable:Ready()
local bubble = gui.Bubble
local toggle = gui.Toggle
local drag = gui.Drag
local frame = gui.Drag.Frame
local frame2 = gui.Drag.Frame.Frame
local box = gui.Drag.Frame.Chat
local globalTab = gui.Drag.Frame.Frame.Global
local teamTab = gui.Drag.Frame.Frame.Team
local localTab = gui.Drag.Frame.Frame.Local
local adminsTab = gui.Drag.Frame.Frame.Admins
local crossTab = gui.Drag.Frame.Frame.Cross
local global = gui.Drag.Frame.Global
local team = gui.Drag.Frame.Team
local localb = gui.Drag.Frame.Local
local admins = gui.Drag.Frame.Admins
local cross = gui.Drag.Frame.Cross
if not nohide then
client.Variables.CustomChat = true
client.Variables.ChatEnabled = false
service.StarterGui:SetCoreGuiEnabled('Chat', false)
else
drag.Position = UDim2.new(0, 10, 1, -180)
end
local dragger = gui.Drag.Frame.Dragger
local fakeDrag = gui.Drag.Frame.FakeDragger
local boxFocused = false
local mode = "Global"
local lastChat = 0
local lastClick = 0
local isAdmin = client.Remote.Get("CheckAdmin")
if not isAdmin then
admins.BackgroundTransparency = 0.8
admins.TextTransparency = 0.8
cross.BackgroundTransparency = 0.8
cross.TextTransparency = 0.8
end
if client.UI.Get("HelpButton") then
toggle.Position = UDim2.new(1, -90, 1, -45)
end
local function openGlobal()
globalTab.Visible = true
teamTab.Visible = false
localTab.Visible = false
adminsTab.Visible = false
crossTab.Visible = false
global.Text = "Global"
mode = "Global"
global.BackgroundTransparency = 0
team.BackgroundTransparency = 0.5
localb.BackgroundTransparency = 0.5
if isAdmin then
admins.BackgroundTransparency = 0.5
admins.TextTransparency = 0
cross.BackgroundTransparency = 0.5
cross.TextTransparency = 0
else
admins.BackgroundTransparency = 0.8
admins.TextTransparency = 0.8
cross.BackgroundTransparency = 0.8
cross.TextTransparency = 0.8
end
end
local function openTeam()
globalTab.Visible = false
teamTab.Visible = true
localTab.Visible = false
adminsTab.Visible = false
crossTab.Visible = false
team.Text = "Team"
mode = "Team"
global.BackgroundTransparency = 0.5
team.BackgroundTransparency = 0
localb.BackgroundTransparency = 0.5
admins.BackgroundTransparency = 0.5
if isAdmin then
admins.BackgroundTransparency = 0.5
admins.TextTransparency = 0
cross.BackgroundTransparency = 0.5
cross.TextTransparency = 0
else
admins.BackgroundTransparency = 0.8
admins.TextTransparency = 0.8
cross.BackgroundTransparency = 0.8
cross.TextTransparency = 0.8
end
end
local function openLocal()
globalTab.Visible = false
teamTab.Visible = false
localTab.Visible = true
adminsTab.Visible = false
crossTab.Visible = false
localb.Text = "Local"
mode = "Local"
global.BackgroundTransparency = 0.5
team.BackgroundTransparency = 0.5
localb.BackgroundTransparency = 0
admins.BackgroundTransparency = 0.5
if isAdmin then
admins.BackgroundTransparency = 0.5
admins.TextTransparency = 0
cross.BackgroundTransparency = 0.5
cross.TextTransparency = 0
else
admins.BackgroundTransparency = 0.8
admins.TextTransparency = 0.8
cross.BackgroundTransparency = 0.8
cross.TextTransparency = 0.8
end
end
local function openAdmins()
globalTab.Visible = false
teamTab.Visible = false
localTab.Visible = false
adminsTab.Visible = true
crossTab.Visible = false
admins.Text = "Admins"
mode = "Admins"
global.BackgroundTransparency = 0.5
team.BackgroundTransparency = 0.5
localb.BackgroundTransparency = 0.5
if isAdmin then
admins.BackgroundTransparency = 0
admins.TextTransparency = 0
cross.BackgroundTransparency = 0.5
cross.TextTransparency = 0
else
admins.BackgroundTransparency = 0.8
admins.TextTransparency = 0.8
cross.BackgroundTransparency = 0.8
cross.TextTransparency = 0.8
end
end
local function openCross()
globalTab.Visible = false
teamTab.Visible = false
localTab.Visible = false
adminsTab.Visible = false
crossTab.Visible = true
cross.Text = "Cross"
mode = "Cross"
global.BackgroundTransparency = 0.5
team.BackgroundTransparency = 0.5
localb.BackgroundTransparency = 0.5
if isAdmin then
admins.BackgroundTransparency = 0.5
admins.TextTransparency = 0
cross.BackgroundTransparency = 0
cross.TextTransparency = 0
else
admins.BackgroundTransparency = 0.8
admins.TextTransparency = 0.8
cross.BackgroundTransparency = 0.8
cross.TextTransparency = 0.8
end
end
local function fadeIn()
--[[
frame.BackgroundTransparency = 0.5
frame2.BackgroundTransparency = 0.5
box.BackgroundTransparency = 0.5
for i=0.1,0.5,0.1 do
--wait(0.1)
frame.BackgroundTransparency = 0.5-i
frame2.BackgroundTransparency = 0.5-i
box.BackgroundTransparency = 0.5-i
end-- Disabled ]]
frame.BackgroundTransparency = 0
frame2.BackgroundTransparency = 0
box.BackgroundTransparency = 0
fakeDrag.Visible = true
end
local function fadeOut()
--[[
frame.BackgroundTransparency = 0
frame2.BackgroundTransparency = 0
box.BackgroundTransparency = 0
for i=0.1,0.5,0.1 do
--wait(0.1)
frame.BackgroundTransparency = i
frame2.BackgroundTransparency = i
box.BackgroundTransparency = i
end-- Disabled ]]
frame.BackgroundTransparency = 0.7
frame2.BackgroundTransparency = 1
box.BackgroundTransparency = 1
fakeDrag.Visible = false
end
fadeOut()
frame.MouseEnter:Connect(function()
fadeIn()
end)
frame.MouseLeave:Connect(function()
if not boxFocused then
fadeOut()
end
end)
toggle.MouseButton1Click:Connect(function()
if drag.Visible then
drag.Visible = false
toggle.Image = "rbxassetid://417301749"--417285299"
else
drag.Visible = true
toggle.Image = "rbxassetid://417301773"--417285351"
end
end)
global.MouseButton1Click:Connect(function()
openGlobal()
end)
team.MouseButton1Click:Connect(function()
openTeam()
end)
localb.MouseButton1Click:Connect(function()
openLocal()
end)
admins.MouseButton1Click:Connect(function()
if isAdmin or tick() - lastClick > 5 then
isAdmin = client.Remote.Get("CheckAdmin")
if isAdmin then
openAdmins()
else
admins.BackgroundTransparency = 0.8
admins.TextTransparency = 0.8
end
lastClick = tick()
end
end)
cross.MouseButton1Click:Connect(function()
if isAdmin or tick() - lastClick > 5 then
isAdmin = client.Remote.Get("CheckAdmin")
if isAdmin then
openCross()
else
cross.BackgroundTransparency = 0.8
cross.TextTransparency = 0.8
end
lastClick = tick()
end
end)
box.FocusLost:Connect(function(enterPressed)
boxFocused = false
if enterPressed and not client.Variables.Muted then
if box.Text ~= '' and ((mode ~= "Cross" and tick() - lastChat >= 0.5) or (mode == "Cross" and tick() - lastChat >= 10)) then
if not client.Variables.Muted then
client.Remote.Send('ProcessCustomChat', box.Text, mode)
lastChat = tick()
end
elseif not ((mode ~= "Cross" and tick() - lastChat >= 0.5) or (mode == "Cross" and tick() - lastChat >= 10)) then
local tim
if mode == "Cross" then
tim = 10 - (tick() - lastChat)
else
tim = 0.5 - (tick() - lastChat)
end
tim = string.sub(tostring(tim), 1, 3)
client.Handlers.ChatHandler("SpamBot", "Sending too fast! Please wait "..tostring(tim).." seconds.", "System")
end
box.Text = "Click here or press the '/' key to chat"
fadeOut()
if mode ~= "Cross" then
lastChat = tick()
end
end
end)
box.Focused:Connect(function()
boxFocused = true
if box.Text == "Click here or press the '/' key to chat" then
box.Text = ''
end
fadeIn()
end)
if not nohide then
service.UserInputService.InputBegan:Connect(function(InputObject)
local textbox = service.UserInputService:GetFocusedTextBox()
if not (textbox) and InputObject.UserInputType == Enum.UserInputType.Keyboard and InputObject.KeyCode == Enum.KeyCode.Slash then
if box.Text == "Click here or press the '/' key to chat" then
box.Text = ''
end
service.RunService.RenderStepped:Wait()
box:CaptureFocus()
end
end)
end
local dragging = false
local nx, ny = drag.AbsoluteSize.X, frame.AbsoluteSize.Y --450,200
local defx, defy = nx, ny
mouse.Move:Connect(function(x, y)
if dragging then
nx = math.clamp(defx + (dragger.Position.X.Offset + 20), 1, 260)
ny = math.clamp(defy + (dragger.Position.Y.Offset + 20), 1, 100)
frame.Size = UDim2.new(1, 0, 0, ny)
drag.Size = UDim2.new(0, nx, 0, 30)
end
end)
dragger.DragBegin:Connect(function(init)
dragging = true
end)
dragger.DragStopped:Connect(function(x, y)
dragging = false
defx = nx
defy = ny
dragger.Position = UDim2.new(1, -20, 1, -20)
UpdateChat()
end)
UpdateChat()
|
--Wheel Setup--
|
for i, child in pairs(script.Parent.Parent.Parent.FL:GetChildren()) do
if child:IsA("UnionOperation") then child.CanCollide = false child.Name = "WheelPart" end
if child:IsA("Part") and not child:IsA("UnionOperation") then child.CanCollide = false
if (child.Shape ~= Enum.PartType.Ball) or (child.Name == "Wheel") then child.Name = "WheelPart" end
if (child.Shape == Enum.PartType.Ball) and not child.Parent:FindFirstChild("Wheel") then child.Name = "Wheel" end
end
end
for i, child in pairs(script.Parent.Parent.Parent.FR:GetChildren()) do
if child:IsA("UnionOperation") then child.CanCollide = false child.Name = "WheelPart" end
if child:IsA("Part") and not child:IsA("UnionOperation") then child.CanCollide = false
if (child.Shape ~= Enum.PartType.Ball) or (child.Name == "Wheel") then child.Name = "WheelPart" end
if (child.Shape == Enum.PartType.Ball) and not child.Parent:FindFirstChild("Wheel") then child.Name = "Wheel" end
end
end
for i, child in pairs(script.Parent.Parent.Parent.RL:GetChildren()) do
if child:IsA("UnionOperation") then child.CanCollide = false child.Name = "WheelPart" end
if child:IsA("Part") and not child:IsA("UnionOperation") then child.CanCollide = false
if (child.Shape ~= Enum.PartType.Ball) or (child.Name == "Wheel") then child.Name = "WheelPart" end
if (child.Shape == Enum.PartType.Ball) and not child.Parent:FindFirstChild("Wheel") then child.Name = "Wheel" end
end
end
for i, child in pairs(script.Parent.Parent.Parent.RR:GetChildren()) do
if child:IsA("UnionOperation") then child.CanCollide = false child.Name = "WheelPart" end
if child:IsA("Part") and not child:IsA("UnionOperation") then child.CanCollide = false
if (child.Shape ~= Enum.PartType.Ball) or (child.Name == "Wheel") then child.Name = "WheelPart" end
if (child.Shape == Enum.PartType.Ball) and not child.Parent:FindFirstChild("Wheel") then child.Name = "Wheel" end
end
end
local FL = script.Parent.Parent.Parent.FL.Wheel
local FR = script.Parent.Parent.Parent.FR.Wheel
local RL = script.Parent.Parent.Parent.RL.Wheel
local RR = script.Parent.Parent.Parent.RR.Wheel
local zfl = FL:Clone()
zfl.Parent = script.Parent.Parent.Parent.FL
zfl.Name = "Part"
zfl.Transparency = 0
zfl.CFrame = FL.CFrame
local zfr = FR:Clone()
zfr.Parent = script.Parent.Parent.Parent.FR
zfr.Name = "Part"
zfr.Transparency = 0
zfr.CFrame = FR.CFrame
local zrl = RL:Clone()
zrl.Parent = script.Parent.Parent.Parent.RL
zrl.Name = "Part"
zrl.Transparency = 0
zrl.CFrame = RL.CFrame
local zrr = RR:Clone()
zrr.Parent = script.Parent.Parent.Parent.RR
zrr.Name = "Part"
zrr.Transparency = 0
zrr.CFrame = RR.CFrame
FL.CanCollide = true
FR.CanCollide = true
RL.CanCollide = true
RR.CanCollide = true
FL.Transparency = 1
FR.Transparency = 1
RL.Transparency = 1
RR.Transparency = 1
ManualOnly = false
SuspensionTravelF = 1
SuspensionTravelR = 1
Radio = false
ActiveStabilityControl = false
AutoClutch = false
Mode = "Sport"
if WHEELS_VISIBLE == false then
zfl.Transparency = 1
zfr.Transparency = 1
zrl.Transparency = 1
zrr.Transparency = 1
else
zfl.Transparency = 0
zfr.Transparency = 0
zrl.Transparency = 0
zrr.Transparency = 0
end
FL.Rotation = script.Parent.Rotation
FR.Rotation = script.Parent.Rotation
RL.Rotation = script.Parent.Rotation
RR.Rotation = script.Parent.Rotation
for _,v in pairs(FL:GetChildren()) do if v:IsA("Decal") then v:Destroy() end end
for _,v in pairs(FR:GetChildren()) do if v:IsA("Decal") then v:Destroy() end end
for _,v in pairs(RL:GetChildren()) do if v:IsA("Decal") then v:Destroy() end end
for _,v in pairs(RR:GetChildren()) do if v:IsA("Decal") then v:Destroy() end end
|
--On lines 10 and 29 change Gold to the name of your money and Exp to the stat you wish to upgrade.
|
local Humanoid = script.Parent.Human -- Change Enemy to the name of your Monsters Humanoid
function PwntX_X()
local tag = Humanoid:findFirstChild("creator")
if tag ~= nil then
if tag.Value ~= nil then
local Leaderstats = tag.Value:findFirstChild("leaderstats")
if Leaderstats ~= nil then
Leaderstats.Gold.Value = Leaderstats.Gold.Value + 2500 --How Much Money Given
wait(0.1)
script:remove()
end
end
end
end
Humanoid.Died:connect(PwntX_X)
local Humanoid = script.Parent.Human -- Change Enemy to the name of your Monsters Humaniod
function PwntX_X()
local tag = Humanoid:findFirstChild("creator")
if tag ~= nil then
if tag.Value ~= nil then
local Leaderstats = tag.Value:findFirstChild("leaderstats")
if Leaderstats ~= nil then
Leaderstats.XP.Value = Leaderstats.XP.Value + 1500 --How Much XP Given
wait(0.1)
script:remove()
end
end
end
end
Humanoid.Died:connect(PwntX_X)
|
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
|
wait(0.1)
local player = game.Players.LocalPlayer
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local winfob = script.Parent.Music
local handler = carSeat:WaitForChild('Filter')
|
-- Overrides Keyboard:UpdateMovement(inputState) to conditionally consider self.wasdEnabled
|
function ClickToMove:UpdateMovement(inputState)
if inputState == Enum.UserInputState.Cancel then
self.moveVector = ZERO_VECTOR3
elseif self.wasdEnabled then
self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue)
end
end
return ClickToMove
|
--// You can use modules like this to alter guis without making a new theme
--// This makes it so you don't need to make an entire gui folder n all that
--// If the theme is set to this module, it will use the default guis
--// The default requested gui will be passed to and modified by this module
--// before it runs. This lets you change things in anyway you want without
--// needing to change the guis by hand or their code.
--// This is also generally safer and update proof.
--// Alternatively if this returns anything, it will be assumed
--// that this module created and registered it's own screenguis
--// It will assume that any return is from those guis
--// For instance the YesNoPrompt returns Yes or No depending on
--// what button the player presses.
--// Any non-nil return will be returned by the script
--// IF YOU MAKE YOUR OWN SCREENGUIS IT IS UP TO YOU TO REGISTER THEM!
--// If you plan to make your own guis you must return something from this module
--// and you must register them using client.UI.Register(ScreenGuiObjectHere)
--// Register will return gTable and gIndex, when destroying your gui
--// use gTable:Destroy(); If your gui needs to be removed in a special way
--// you can define a custom destroy function by doing
--// gTable.CustomDestroy = function() doStuffHere end
| |
--WalkSpeedsHere!
|
local WalkSpeedWhileCrouching = 8
local CurrentWalkSpeed = 16
|
--local infectedTeams = {["Contained Infected Subject"] = true,
-- ["Latex"] = true
--}
--local roleTeams = { --what CIS is on that group
-- {11649027,game.Teams["Medical Department"],2},--med
-- {12022092,game.Teams["Janitorial Department"],3},--jan
-- {11649027,game.Teams["Medical Department"],254}--Naki
--}
| |
---------END RIGHT DOOR
|
game.Workspace.doorleft.p1.CFrame = game.Workspace.doorleft.p1.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p2.CFrame = game.Workspace.doorleft.p2.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p3.CFrame = game.Workspace.doorleft.p3.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p4.CFrame = game.Workspace.doorleft.p4.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p5.CFrame = game.Workspace.doorleft.p5.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p6.CFrame = game.Workspace.doorleft.p6.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p7.CFrame = game.Workspace.doorleft.p7.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p8.CFrame = game.Workspace.doorleft.p8.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p9.CFrame = game.Workspace.doorleft.p9.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p10.CFrame = game.Workspace.doorleft.p10.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p11.CFrame = game.Workspace.doorleft.p11.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p12.CFrame = game.Workspace.doorleft.p12.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p13.CFrame = game.Workspace.doorleft.p13.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p14.CFrame = game.Workspace.doorleft.p14.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p15.CFrame = game.Workspace.doorleft.p15.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p16.CFrame = game.Workspace.doorleft.p16.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p17.CFrame = game.Workspace.doorleft.p17.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p18.CFrame = game.Workspace.doorleft.p18.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p19.CFrame = game.Workspace.doorleft.p19.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.pillar.CFrame = game.Workspace.doorleft.pillar.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l11.CFrame = game.Workspace.doorleft.l11.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l12.CFrame = game.Workspace.doorleft.l12.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l13.CFrame = game.Workspace.doorleft.l13.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l21.CFrame = game.Workspace.doorleft.l21.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l22.CFrame = game.Workspace.doorleft.l22.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l23.CFrame = game.Workspace.doorleft.l23.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l31.CFrame = game.Workspace.doorleft.l31.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l32.CFrame = game.Workspace.doorleft.l32.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l33.CFrame = game.Workspace.doorleft.l33.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l41.CFrame = game.Workspace.doorleft.l41.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l42.CFrame = game.Workspace.doorleft.l42.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l43.CFrame = game.Workspace.doorleft.l43.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l51.CFrame = game.Workspace.doorleft.l51.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l52.CFrame = game.Workspace.doorleft.l52.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l53.CFrame = game.Workspace.doorleft.l53.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l61.CFrame = game.Workspace.doorleft.l61.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l62.CFrame = game.Workspace.doorleft.l62.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l63.CFrame = game.Workspace.doorleft.l63.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l71.CFrame = game.Workspace.doorleft.l71.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l72.CFrame = game.Workspace.doorleft.l72.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l73.CFrame = game.Workspace.doorleft.l73.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
|
--[=[
Returns a new Promise that resolves if the chained Promise resolves within `seconds` seconds, or rejects if execution time exceeds `seconds`. The chained Promise will be cancelled if the timeout is reached.
Rejects with `rejectionValue` if it is non-nil. If a `rejectionValue` is not given, it will reject with a `Promise.Error(Promise.Error.Kind.TimedOut)`. This can be checked with [[Error.isKind]].
```lua
getSomething():timeout(5):andThen(function(something)
-- got something and it only took at max 5 seconds
end):catch(function(e)
-- Either getting something failed or the time was exceeded.
if Promise.Error.isKind(e, Promise.Error.Kind.TimedOut) then
warn("Operation timed out!")
else
warn("Operation encountered an error!")
end
end)
```
Sugar for:
```lua
Promise.race({
Promise.delay(seconds):andThen(function()
return Promise.reject(
rejectionValue == nil
and Promise.Error.new({ kind = Promise.Error.Kind.TimedOut })
or rejectionValue
)
end),
promise
})
```
@param seconds number
@param rejectionValue? any -- The value to reject with if the timeout is reached
@return Promise
]=]
|
function Promise.prototype:timeout(seconds, rejectionValue)
local traceback = debug.traceback(nil, 2)
return Promise.race({
Promise.delay(seconds):andThen(function()
return Promise.reject(rejectionValue == nil and Error.new({
kind = Error.Kind.TimedOut,
error = "Timed out",
context = string.format(
"Timeout of %d seconds exceeded.\n:timeout() called at:\n\n%s",
seconds,
traceback
),
}) or rejectionValue)
end),
self,
})
end
|
--[ Hooks ]--
-- Controls
|
Mouse.KeyDown:connect(function(Key)
if (Hold ~= nil) then return end
if (string.upper(Key) ~= "C") and (string.lower(Key) ~= " ") then return end
Hold = true
if (Torso:FindFirstChild("LegWeld") == nil) and (string.lower(Key) ~= " ") then
-- Right Leg
RH.Part1 = nil
CreateWeld(RL, CFrame.new(-0.5, 0.75, 1))
-- Left Leg
LH.Part1 = nil
CreateWeld(LL, CFrame.new(0.5, 0.495, 1.25) * CFrame.Angles(math.rad(90), 0, 0))
-- Lower Character
RJ.C0 = CFrame.new(0, -1.25, 0) * CFrame.Angles(0, 0, 0)
RJ.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)
-- Slow Walk Speed
Humanoid.CameraOffset = Vector3.new(0, -1.25, 0)
Humanoid.WalkSpeed = 8
else
StandUp()
Humanoid.WalkSpeed = 16
if Humanoid.CameraOffset == Vector3.new(0,1.25,0) then
Humanoid.CameraOffset = Vector3.new(0, 0, 0)
Humanoid.WalkSpeed = 16
end
end
wait(0.5)
Hold = nil
end)
|
--[[
CameraShakePresets.Bump
CameraShakePresets.Explosion
CameraShakePresets.Earthquake
CameraShakePresets.BadTrip
CameraShakePresets.HandheldCamera
CameraShakePresets.Vibration
CameraShakePresets.RoughDriving
--]]
|
local CameraShakeInstance = require(script.Parent.CameraShakeInstance)
local CameraShakePresets = {
-- A high-magnitude, short, yet smooth shake.
-- Should happen once.
Bump = function()
local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75)
c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15)
c.RotationInfluence = Vector3.new(1, 1, 1)
return c
end;
-- An intense and rough shake.
-- Should happen once.
Explosion = function()
local c = CameraShakeInstance.new(5, 10, 0, 1.5)
c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
c.RotationInfluence = Vector3.new(4, 1, 1)
return c
end;
-- A continuous, rough shake
-- Sustained.
Earthquake = function()
local c = CameraShakeInstance.new(0.6, 3.5, 2, 10)
c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
c.RotationInfluence = Vector3.new(1, 1, 4)
return c
end;
-- A bizarre shake with a very high magnitude and low roughness.
-- Sustained.
BadTrip = function()
local c = CameraShakeInstance.new(10, 0.15, 5, 10)
c.PositionInfluence = Vector3.new(0, 0, 0.15)
c.RotationInfluence = Vector3.new(2, 1, 4)
return c
end;
-- A subtle, slow shake.
-- Sustained.
HandheldCamera = function()
local c = CameraShakeInstance.new(1, 0.25, 5, 10)
c.PositionInfluence = Vector3.new(0, 0, 0)
c.RotationInfluence = Vector3.new(1, 0.5, 0.5)
return c
end;
-- A very rough, yet low magnitude shake.
-- Sustained.
Vibration = function()
local c = CameraShakeInstance.new(0.4, 20, 2, 2)
c.PositionInfluence = Vector3.new(0, 0.15, 0)
c.RotationInfluence = Vector3.new(1.25, 0, 4)
return c
end;
-- A slightly rough, medium magnitude shake.
-- Sustained.
RoughDriving = function()
local c = CameraShakeInstance.new(1, 2, 1, 1)
c.PositionInfluence = Vector3.new(0, 0, 0)
c.RotationInfluence = Vector3.new(1, 1, 1)
return c
end;
}
return setmetatable({}, {
__index = function(t, i)
local f = CameraShakePresets[i]
if (type(f) == "function") then
return f()
end
error("No preset found with index \"" .. i .. "\"")
end;
})
|
--[[Weight and CG]]
|
Tune.Weight = 1000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--used by checkTeams
|
function sameTeam(otherHuman)
local player = getPlayer()
local otherPlayer = game:GetService("Players"):GetPlayerFromCharacter(otherHuman.Parent)
if player and otherPlayer then
if player == otherPlayer then
return true
end
if otherPlayer.Neutral then
return false
end
return player.TeamColor == otherPlayer.TeamColor
end
return false
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)
if plrData.Character.Injuries.Burned.Value == true then
return true
end
return false
end
|
-- hide the default loading screen
|
ReplicatedFirst:RemoveDefaultLoadingScreen()
|
--[[
Calls a function and throws an error if it attempts to yield.
Pass any number of arguments to the function after the callback.
This function supports multiple return; all results returned from the
given function will be returned.
]]
|
local function resultHandler(co, ok, ...)
if not ok then
local err = (...)
error(err, 2)
end
if coroutine.status(co) ~= "dead" then
error(debug.traceback(co, "Attempted to yield inside Changed event!"), 2)
end
return ...
end
local function NoYield(callback, ...)
local co = coroutine.create(callback)
return resultHandler(co, coroutine.resume(co, ...))
end
return NoYield
|
--NOTE
--The animation can bug out, im still trying to find a way to fix that.
|
repeat wait() until game:IsLoaded()
wait(0.01)
local TweenService = game:GetService("TweenService")
local tweenPart = game.Players.LocalPlayer.Character.Humanoid
local info = TweenInfo.new(
0.325,
Enum.EasingStyle.Back,
Enum.EasingDirection.Out,
0,
false,
0
)
local info2 = TweenInfo.new(
0.3,
Enum.EasingStyle.Back,
Enum.EasingDirection.Out,
0,
false,
0
)
local Goals = {CameraOffset = Vector3.new(0,-1.75,0)}
local Goals2 = {CameraOffset = Vector3.new(0,0,0)}
local animsR6 = script.Parent.Parent.R6Anims
local animsR15 = script.Parent.Parent.R15Anims
local PartTween = TweenService:Create(tweenPart, info, Goals)
local PartTween2 = TweenService:Create(tweenPart, info2, Goals2)
local animidle = tweenPart:LoadAnimation(animsR15.Idle)
local animwalk = tweenPart:LoadAnimation(animsR15.Walk)
if tweenPart.RigType == Enum.HumanoidRigType.R6 then
animidle = tweenPart:LoadAnimation(animsR6.Idle)
animwalk = tweenPart:LoadAnimation(animsR6.Walk)
elseif tweenPart.RigType == Enum.HumanoidRigType.R15 then
animidle = tweenPart:LoadAnimation(animsR15.Idle)
animwalk = tweenPart:LoadAnimation(animsR15.Walk)
end
local crouching = false
local waiting = false
local function Crouch()
if waiting == false then
if crouching == false then
script.Parent.Parent.ImageColor3 = script.Parent.Parent.Values.OnCrouchColor.Value
script.Parent.Parent.CrouchImage.ImageColor3 = Color3.new(1, 1, 1)
tweenPart.WalkSpeed = 8
waiting = true
crouching = true
animidle:Play()
PartTween:Play() --plays it
tweenPart.Running:Connect(function(Speed)
if crouching == true then
if Speed >= 1 then
animidle:Stop()
if animwalk.IsPlaying == false then
animwalk:Play()
end
else
animidle:Play()
animwalk:Stop()
end
end
end)
wait(0.05)
waiting = false
else
script.Parent.Parent.ImageColor3 = script.Parent.Parent.Values.OriginalColor.Value
script.Parent.Parent.CrouchImage.ImageColor3 = Color3.new(0, 0, 0)
tweenPart.WalkSpeed = 16
waiting = true
crouching = false
animidle:Stop()
animwalk:Stop()
PartTween2:Play()
wait(0.05)
waiting = false
end
end
end
local userinputservice = game:GetService("UserInputService")
userinputservice.InputBegan:Connect(function(input)
if script.Parent.Parent.Visible == true then
if input.KeyCode == Enum.KeyCode.LeftControl then
Crouch()
end
end
end)
script.Parent.Parent.MouseButton1Click:Connect(function()
Crouch()
end)
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 265 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6980 -- Use sliders to manipulate values
Tune.Redline = 8000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
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)
|
-- ROBLOX deviation: IndexedCall annotated as any for now since we don't have tuple support in luau
|
type IndexedCall = any
function printReceivedCallsNegative(
expected: Array<any>,
indexedCalls: Array<IndexedCall>,
isOnlyCall: boolean,
iExpectedCall: number?
)
if #indexedCalls == 0 then
return ""
end
local label = "Received: "
if isOnlyCall then
return label .. printReceivedArgs(indexedCalls[1], expected) .. "\n"
end
local printAligned = getRightAlignedPrinter(label)
return "Received\n"
.. Array.reduce(indexedCalls, function(printed: string, iCall: IndexedCall)
local i = iCall[1]
local args = iCall[2]
return printed .. printAligned(tostring(i), i == iExpectedCall) .. printReceivedArgs(args, expected) .. "\n"
end, "")
end
function printExpectedReceivedCallsPositive(
expected: Array<any>,
indexedCalls: Array<IndexedCall>,
expand: boolean,
isOnlyCall: boolean,
iExpectedCall: number?
)
local expectedLine = string.format("Expected: %s\n", printExpectedArgs(expected))
if #indexedCalls == 0 then
return expectedLine
end
local label = "Received: "
if isOnlyCall and (iExpectedCall == 1 or iExpectedCall == nil) then
local received = indexedCalls[1][2]
if isLineDiffableCall(expected, received) then
-- Display diff without indentation.
local lines = {
EXPECTED_COLOR("- Expected"),
RECEIVED_COLOR("+ Received"),
"",
}
local length = math.max(#expected, #received)
for i = 1, length do
local added = false
if i <= #expected and i <= #received then
if isEqualValue(expected[i], received[i]) then
table.insert(lines, " " .. printCommon(received[i]) .. ",")
added = true
end
if not added and isLineDiffableArg(expected[i], received[i]) then
local difference = diff(expected[i], received[i], { expand })
if
typeof(difference) == "string"
and difference:find("%- Expected")
and difference:find("%+ Received")
then
-- Omit annotation in case multiple args have diff.
local splitLines = {}
for s in difference:gmatch("[^\n]+") do
table.insert(splitLines, s)
end
splitLines = Array.slice(splitLines, 3)
table.insert(lines, Array.join(splitLines, "\n") .. ",")
added = true
end
end
end
if not added then
if i <= #expected then
table.insert(lines, EXPECTED_COLOR("- " .. stringify(expected[i])) .. ",")
end
if i <= #received then
table.insert(lines, RECEIVED_COLOR("+ " .. stringify(received[i])) .. ",")
end
end
i = i + 1
end
return table.concat(lines, "\n") .. "\n"
end
return expectedLine .. label .. printReceivedArgs(received, expected) .. "\n"
end
local printAligned = getRightAlignedPrinter(label)
return expectedLine
.. "Received\n"
.. Array.reduce(indexedCalls, function(printed: string, indexedCall: IndexedCall)
local i = indexedCall[1]
local received = indexedCall[2]
local aligned = printAligned(tostring(i), i == iExpectedCall)
if (i == iExpectedCall or iExpectedCall == nil) and isLineDiffableCall(expected, received) then
return printed
.. aligned:sub(1, aligned:find(":") - 1)
.. "\n"
.. aligned:sub(aligned:find(":") + 1, #aligned)
.. printDiffCall(expected, received, expand)
.. "\n"
else
return printed .. aligned .. printReceivedArgs(received, expected) .. "\n"
end
end, "")
end
local indentation = string.gsub("Received", "[a-zA-Z0-9_]", " ")
function printDiffCall(expected: Array<any>, received: Array<any>, expand: boolean)
return Array.join(
Array.map(received, function(arg, i)
if i <= #expected then
if isEqualValue(expected[i], arg) then
return indentation .. " " .. printCommon(arg) .. ","
end
if isLineDiffableArg(expected[i], arg) then
local difference = diff(expected[i], arg, { expand = expand })
if
typeof(difference) == "string"
and difference:find("%- Expected")
and difference:find("%+ Received")
then
-- Display diff with indentation.
-- Omit annotation in case multiple args have diff.
local splitLines = {}
for s in difference:gmatch("[^\n]+") do
table.insert(splitLines, s)
end
return Array.join(
Array.map(Array.slice(splitLines, 3), function(line)
return indentation .. line
end),
"\n"
) .. ","
end
end
end
-- Display + only if received arg has no corresponding expected arg.
return indentation
.. (function()
if i <= #expected then
return " " .. printReceived(arg)
end
return RECEIVED_COLOR("+ " .. stringify(arg))
end)()
.. ","
end),
"\n"
)
end
function isLineDiffableCall(expected: Array<any>, received: Array<any>): boolean
return Array.some(expected, function(arg, i)
return i <= #received and isLineDiffableArg(arg, received[i])
end)
end
|
--("found vehicle gui - deleting")
|
gui = pl.PlayerGui:findFirstChild("VehicleGui")
gui:Destroy()
newscript = script.Parent.camfix:Clone()
newscript.Parent = pl.PlayerGui
script.Parent.Parent.HasGunner.Value = false
|
-- connect events
|
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)
local runService = game:GetService("RunService");
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
while wait(0)do
local _,time=wait(0)
move(time)
end
|
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
|
debounce = true
function onTouched(hit)
if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(-0,-0,-1)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentPos = Vector3.new(1, 0.56, -0.3) -- Change these to change the positiones of your hat, as I said earlier.
wait(5) debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
-- Splits a uint32 number into four bytes.
|
function common.uint32_to_bytes(a)
local a4 = a % 256
a = (a - a4) / 256
local a3 = a % 256
a = (a - a3) / 256
local a2 = a % 256
local a1 = (a - a2) / 256
return a1, a2, a3, a4
end
return common
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 0
local slash_damage = 0
sword = script.Parent.Handle
Tool = script.Parent
function attack()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
attack()
wait(1)
Tool.Enabled = true
end
function onEquipped()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
|
--Objects
|
local DriverSeat = Chassis.driverSeat
local function unbindActions()
ContextActionService:UnbindAction(STEER_LEFT_ACTION_NAME)
ContextActionService:UnbindAction(STEER_RIGHT_ACTION_NAME)
ContextActionService:UnbindAction(THROTTLE_ACTION_NAME)
ContextActionService:UnbindAction(BRAKE_ACTION_NAME)
ContextActionService:UnbindAction(HAND_BRAKE_ACTION_NAME)
ContextActionService:UnbindAction(EXIT_ACTION_NAME)
end
local function onExitSeat(Seat)
unbindActions()
LocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat)
script.Disabled = true
end
LocalVehicleSeating.OnSeatExitEvent(onExitSeat)
|
--local Player
--local Character
--local Humanoid
|
local Module = require(Tool:WaitForChild("Setting"))
local ChangeMagAndAmmo = script:WaitForChild("ChangeMagAndAmmo")
local Grip2
local Handle2
if Module.DualEnabled then
Handle2 = Tool:WaitForChild("Handle2",1)
if Handle2 == nil and Module.DualEnabled then error("\"Dual\" setting is enabled but \"Handle2\" is missing!") end
end
local MagValue = script:FindFirstChild("Mag") or Instance.new("NumberValue",script)
MagValue.Name = "Mag"
MagValue.Value = Module.AmmoPerMag
local AmmoValue = script:FindFirstChild("Ammo") or Instance.new("NumberValue",script)
AmmoValue.Name = "Ammo"
AmmoValue.Value = Module.LimitedAmmoEnabled and Module.Ammo or 0
if Module.IdleAnimationID ~= nil or Module.DualEnabled then
local IdleAnim = Instance.new("Animation",Tool)
IdleAnim.Name = "IdleAnim"
IdleAnim.AnimationId = "rbxassetid://"..(Module.DualEnabled and 53610688 or Module.IdleAnimationID)
end
if Module.FireAnimationID ~= nil then
local FireAnim = Instance.new("Animation",Tool)
FireAnim.Name = "FireAnim"
FireAnim.AnimationId = "rbxassetid://"..Module.FireAnimationID
end
if Module.ReloadAnimationID ~= nil then
local ReloadAnim = Instance.new("Animation",Tool)
ReloadAnim.Name = "ReloadAnim"
ReloadAnim.AnimationId = "rbxassetid://"..Module.ReloadAnimationID
end
if Module.ShotgunClipinAnimationID ~= nil then
local ShotgunClipinAnim = Instance.new("Animation",Tool)
ShotgunClipinAnim.Name = "ShotgunClipinAnim"
ShotgunClipinAnim.AnimationId = "rbxassetid://"..Module.ShotgunClipinAnimationID
end
if Module.HoldDownAnimationID ~= nil then
local HoldDownAnim = Instance.new("Animation",Tool)
HoldDownAnim.Name = "HoldDownAnim"
HoldDownAnim.AnimationId = "rbxassetid://"..Module.HoldDownAnimationID
end
if Module.EquippedAnimationID ~= nil then
local EquippedAnim = Instance.new("Animation",Tool)
EquippedAnim.Name = "EquippedAnim"
EquippedAnim.AnimationId = "rbxassetid://"..Module.EquippedAnimationID
end
ChangeMagAndAmmo.OnServerEvent:connect(function(Player,Mag,Ammo)
MagValue.Value = Mag
AmmoValue.Value = Ammo
end)
Tool.Equipped:connect(function()
--Player = game.Players:GetPlayerFromCharacter(Tool.Parent)
--Character = Tool.Parent
--Humanoid = Character:FindFirstChild("Humanoid")
if Module.DualEnabled and workspace.FilteringEnabled then
Handle2.CanCollide = false
local LeftArm = Tool.Parent:FindFirstChild("Left Arm") or Tool.Parent:FindFirstChild("LeftHand")
local RightArm = Tool.Parent:FindFirstChild("Right Arm") or Tool.Parent:FindFirstChild("RightHand")
if RightArm then
local Grip = RightArm:WaitForChild("RightGrip",0.01)
if Grip then
Grip2 = Grip:Clone()
Grip2.Name = "LeftGrip"
Grip2.Part0 = LeftArm
Grip2.Part1 = Handle2
--Grip2.C1 = Grip2.C1:inverse()
Grip2.Parent = LeftArm
end
end
end
end)
Tool.Unequipped:connect(function()
if Module.DualEnabled and workspace.FilteringEnabled then
Handle2.CanCollide = true
if Grip2 then Grip2:Destroy() end
end
end)
|
--Dont mess with any of this
|
function boop(Player)
if not Player.Backpack:FindFirstChild(Toolname) then
local Tool = game.ServerStorage[Toolname]:clone()
Tool.Parent = Player.Backpack
script.Parent.ClickDetector.MaxActivationDistance = 0
game.Workspace.Crowbarmod.Transparency = 1
wait(100)
game.Workspace.Crowbarmod.Transparency = 0
script.Parent.ClickDetector.MaxActivationDistance = 5
end
end
script.Parent.ClickDetector.MouseClick:connect(boop)
|
-- InspiringNote's free to use rank GUI/script.
|
local groupID = 16072157 -- 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)
|
--//D//--
|
if gear.Value == 1 then
if script.Parent.TC.On.Value == true then
if carSeat.Throttle == 1 and script.Parent.CC.Value == true then
rwd.Torque = 0
lwd.Torque = 0
rrwd.Torque = 0
rwd.Throttle = 0
lwd.Throttle = 0
rrwd.Throttle = 0
elseif carSeat.Throttle == 1 and script.Parent.CC.Value == false then
rwd.Throttle = 0
rwd.Torque = 0
rwd.MaxSpeed = maxspeed
lwd.Throttle = 0
lwd.Torque = 0
lwd.MaxSpeed = maxspeed
rrwd.Throttle = 0
rrwd.Torque = 0
rrwd.MaxSpeed = maxspeed
elseif carSeat.Throttle == -1 then
script.Parent.CC.Value = false
rb.RB.CanCollide = true
rb.FB.CanCollide = true
lfb.RB.CanCollide = true
lfb.FB.CanCollide = true
rfb.RB.CanCollide = true
rfb.FB.CanCollide = true
wait(brakes)
rb.RB.CanCollide = false
rb.FB.CanCollide = false
lfb.RB.CanCollide = false
lfb.FB.CanCollide = false
rfb.RB.CanCollide = false
rfb.FB.CanCollide = false
wait()
elseif carSeat.Throttle == 0 and script.Parent.CC.Value == true then
rb.RB.CanCollide = false
rb.FB.CanCollide = false
lfb.RB.CanCollide = false
lfb.FB.CanCollide = false
rfb.RB.CanCollide = false
rfb.FB.CanCollide = false
elseif carSeat.Throttle == 0 and script.Parent.CC.Value == false then
rwd.Throttle = 0
rwd.Torque = cst
rwd.MaxSpeed = maxspeed
lwd.Throttle = 0
lwd.Torque = cst
lwd.MaxSpeed = maxspeed
rrwd.Throttle = 0
rrwd.Torque = cst
rrwd.MaxSpeed = maxspeed
rb.RB.CanCollide = false
rb.FB.CanCollide = false
lfb.RB.CanCollide = false
lfb.FB.CanCollide = false
rfb.RB.CanCollide = false
rfb.FB.CanCollide = false
end
end
if script.Parent.TC.On.Value == false then
if carSeat.Throttle == 1 and script.Parent.CC.Value == true then
rwd.Torque = tq
lwd.Torque = ftq
rrwd.Torque = ftq
rwd.Throttle = 1
lwd.Throttle = 1
rrwd.Throttle = 1
elseif carSeat.Throttle == 1 and script.Parent.CC.Value == false then
rwd.Throttle = 1
rwd.Torque = tq
rwd.MaxSpeed = maxspeed
lwd.Throttle = 1
lwd.Torque = ftq
lwd.MaxSpeed = maxspeed
rrwd.Throttle = 1
rrwd.Torque = ftq
rrwd.MaxSpeed = maxspeed
elseif carSeat.Throttle == -1 then
script.Parent.CC.Value = false
rb.RB.CanCollide = true
rb.FB.CanCollide = true
lfb.RB.CanCollide = true
lfb.FB.CanCollide = true
rfb.RB.CanCollide = true
rfb.FB.CanCollide = true
wait(brakes)
rb.RB.CanCollide = false
rb.FB.CanCollide = false
lfb.RB.CanCollide = false
lfb.FB.CanCollide = false
rfb.RB.CanCollide = false
rfb.FB.CanCollide = false
wait()
elseif carSeat.Throttle == 0 and script.Parent.CC.Value == true then
rb.RB.CanCollide = false
rb.FB.CanCollide = false
lfb.RB.CanCollide = false
lfb.FB.CanCollide = false
rfb.RB.CanCollide = false
rfb.FB.CanCollide = false
elseif carSeat.Throttle == 0 and script.Parent.CC.Value == false then
rwd.Throttle = 0
rwd.Torque = cst
rwd.MaxSpeed = maxspeed
lwd.Throttle = 0
lwd.Torque = cst
lwd.MaxSpeed = maxspeed
rrwd.Throttle = 0
rrwd.Torque = cst
rrwd.MaxSpeed = maxspeed
rb.RB.CanCollide = false
rb.FB.CanCollide = false
lfb.RB.CanCollide = false
lfb.FB.CanCollide = false
rfb.RB.CanCollide = false
rfb.FB.CanCollide = false
end
end
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local v2 = {};
local l__LocalPlayer__3 = game.Players.LocalPlayer;
local v4 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule"));
v2.value = 250;
v2.event = v4.event.Knobs;
v4.event.Knobs.Event:connect(function(p1)
if type(p1) == "number" then
v2.value = p1;
return;
end;
v2.value = 250;
end);
v2.value = v4.data.Knobs;
return v2;
|
-- Don't edit if you don't know what you're doing --
|
local DataStoreService = game:GetService("DataStoreService")
local DataStore = DataStoreService:GetOrderedDataStore("GlobalLeaderboard_" .. StatsName)
local SurfaceGui = script.Parent
local Sample = script.Sample
local List = SurfaceGui.Frame.List
local ItemsFrame = List.ListContent.Items
local function GetItems()
local Data = DataStore:GetSortedAsync(false, MaxItems, MinValueDisplay, MaxValueDisplay)
local TopPage = Data:GetCurrentPage()
ItemsFrame.Nothing.Visible = #TopPage == 0 and true or false
for i, v in ipairs(TopPage) do
local UserId = v.key
local Value = v.value
local Username = "[Not Available]"
local Color = Color3.fromRGB(38, 50, 56)
local Success, Error = pcall(function()
Username = game.Players:GetNameFromUserIdAsync(UserId)
end)
if i == 1 then
Color = Color3.fromRGB(255, 215, 0)
elseif i == 2 then
Color = Color3.fromRGB(192, 192, 192)
elseif i == 3 then
Color = Color3.fromRGB(205, 127, 50)
end
local Item = Sample:Clone()
Item.Name = Username
Item.LayoutOrder = i
Item.Values.Number.TextColor3 = Color
Item.Values.Number.Text = i
Item.Values.Username.Text = Username
Item.Values.Value.Text = Value
Item.Parent = ItemsFrame
end
end
while true do
for i, v in pairs(game.Players:GetPlayers()) do
local Stats = v.leaderstats:WaitForChild(StatsName).Value
if Stats then
pcall(function()
DataStore:UpdateAsync(v.UserId, function(Value)
return tonumber(Stats)
end)
end)
end
end
for i, v in pairs(ItemsFrame:GetChildren()) do
if v:IsA("ImageLabel") then
v:Destroy()
end
end
GetItems()
wait()
SurfaceGui.Heading.Heading.Text = StatsName .. " Leaderboard"
List.ListContent.GuideTopBar.Value.Text = StatsName
List.CanvasSize = UDim2.new(0, 0, 0, ItemsFrame.UIListLayout.AbsoluteContentSize.Y + 35)
wait(UpdateEvery)
end
|
-- Helpers to patch console.logs to avoid logging during side-effect free
-- replaying on render function. This currently only patches the object
-- lazily which won't cover if the log function was extracted eagerly.
-- We could also eagerly patch the method.
|
local disabledDepth = 0
local prevLog
local prevInfo
local prevWarn
local prevError
local prevGroup
local prevGroupCollapsed
local prevGroupEnd
local disabledLog = function() end
local exports = {}
|
--[[
ControlModule - This ModuleScript implements a singleton class to manage the
selection, activation, and deactivation of the current character movement controller.
This script binds to RenderStepped at Input priority and calls the Update() methods
on the active controller instances.
The character controller ModuleScripts implement classes which are instantiated and
activated as-needed, they are no longer all instantiated up front as they were in
the previous generation of PlayerScripts.
2018 PlayerScripts Update - AllYourBlox
--]]
|
local ControlModule = {}
ControlModule.__index = ControlModule
|
-- if Zdir < 0 then -- Get closest 45 degree angle. Diagonal.
-- Zdag = -RAYLength
-- else
-- Zdag = RAYLength
-- end
-- if Xdir < 0 then
-- Xdag = -RAYLength
-- else
-- Xdag = RAYLength
-- end
|
if math.abs(Xdir) > math.abs(Zdir) then -- Ordinal.
if Xdir < 0 then
Xdir = -RAYLength
-- convert to our direction indicator.
else
Xdir = RAYLength
end
Zdag = Xdir -- Diagonal Right.
Xdag = Xdir
Zdir = 0
else -- abs
if Zdir < 0 then
Zdir = -RAYLength
else
Zdir = RAYLength
end
Zdag = Zdir
Xdag = -Zdir
Xdir = 0
end -- abs
end -- GetDir
while AItorso do -- while I still have a body; search.
torsoPos = AItorso.Position
local targ = Workspace.Terrain -- Temp targ
local Distance =(torsoPos - OldPos).magnitude -- Distance traveled, since last loop
|
--[[
APICharacterState
Description: This simple API is to get the character state instance of your local player.
The character state is an object that stores some flags that determine if your player is crouched, aiming, shooting, or sprinting.
These flags are vital for state machines that need to make sure the character enters a state without conflicting with specifc flags.
]]
|
local APICharacterState = {}
|
-- ScreenSpace -> WorldSpace. Taking a screen height, and a depth to put an object
-- at, and returning a size of how big that object has to be to appear that size
-- at that depth.
|
function ScreenSpace.ScreenToWorldByHeightDepth(x, y, screenHeight, depth)
local aspectRatio = ScreenSpace.AspectRatio()
local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2)
local wfactor = aspectRatio*hfactor
local sx, sy = ScreenSpace.ViewSizeX(), ScreenSpace.ViewSizeY()
--
local worldHeight = -(screenHeight/sy) * 2 * hfactor * depth
--
local xf, yf = x/sx*2 - 1, y/sy*2 - 1
local xpos = xf * -wfactor * depth
local ypos = yf * hfactor * depth
--
return Vector3.new(xpos, ypos, depth), worldHeight
end
|
-- regeneration
|
while true do
local s = wait(0.01)
local health = Humanoid.Health
if health > 0 and health < Humanoid.MaxHealth then
health = health + 0.1 * s * Humanoid.MaxHealth
if health * 1.05 < Humanoid.MaxHealth then
Humanoid.Health = health
else
Humanoid.Health = Humanoid.MaxHealth
end
end
end
|
-- Main LEDs
|
function AlarmFlash()
if aflash then return end
aflash = true
while alarmpiezo do
trans.AlarmLED.BrickColor = BrickColor.new("Really red")
wait(0.1)
trans.AlarmLED.BrickColor = BrickColor.new("Mid gray")
wait(0.1)
end
aflash = false
if #system.ActiveAlarms:GetChildren() > 0 then trans.AlarmLED.BrickColor = BrickColor.new("Really red") end
end
function TroFlash()
if tflash then return end
tflash = true
while tropiezo do
trans.TroubleLED.BrickColor = BrickColor.new("Deep orange")
wait(0.1)
trans.TroubleLED.BrickColor = BrickColor.new("Mid gray")
wait(0.1)
end
tflash = false
if #system.Troubles:GetChildren() > 0 then trans.TroubleLED.BrickColor = BrickColor.new("Deep orange") end
end
function ResetLED()
if system.Reset.Value == false then return end
trans.Sounder.T3.Disabled = true
trans.Sounder.TR.Disabled = true
alarmpiezo = false
tropiezo = false
while system.Reset.Value == true do
trans.AlarmLED.BrickColor = BrickColor.new("Really red")
trans.TroubleLED.BrickColor = BrickColor.new("Deep orange")
trans.SilencedLED.BrickColor = BrickColor.new("Deep orange")
wait()
end
trans.AlarmLED.BrickColor = BrickColor.new("Mid gray")
trans.TroubleLED.BrickColor = BrickColor.new("Mid gray")
trans.SilencedLED.BrickColor = BrickColor.new("Mid gray")
CheckForAlarmAck()
CheckForTroAck()
end
system.Reset.Changed:connect(ResetLED)
function CheckForAlarmAck()
local af = system.ActiveAlarms:GetChildren()
local aack = true
for i = 1, #af do
if af[i]:findFirstChild("Ack")==nil then aack = false end
end
if aack then
alarmpiezo = false
else
alarmpiezo = true
end
if alarmpiezo then
trans.Sounder.T3.Disabled = false
trans.Sounder.TR.Disabled = true
elseif tropiezo then
trans.Sounder.T3.Disabled = true
trans.Sounder.TR.Disabled = false
elseif alarmpiezo == false and tropiezo == false then
trans.Sounder.T3.Disabled = true
trans.Sounder.TR.Disabled = true
end
AlarmFlash()
TroFlash()
end
function CheckForTroAck()
local tf = system.Troubles:GetChildren()
local tack = true
for i = 1, #tf do
if tf[i]:findFirstChild("Ack")==nil then tack = false end
end
if tack then
tropiezo = false
else
tropiezo = true
end
if alarmpiezo then
trans.Sounder.T3.Disabled = false
trans.Sounder.TR.Disabled = true
elseif tropiezo then
trans.Sounder.T3.Disabled = true
trans.Sounder.TR.Disabled = false
elseif alarmpiezo == false and tropiezo == false then
trans.Sounder.T3.Disabled = true
trans.Sounder.TR.Disabled = true
end
AlarmFlash()
TroFlash()
if #tf==0 then trans.TroubleLED.BrickColor = BrickColor.new("Mid gray") end
end
function NewAlarm(na)
alarmpiezo = true
na.ChildAdded:connect(function() CheckForAlarmAck() end)
if alarmpiezo then
trans.Sounder.T3.Disabled = false
trans.Sounder.TR.Disabled = true
elseif tropiezo then
trans.Sounder.T3.Disabled = true
trans.Sounder.TR.Disabled = false
elseif alarmpiezo == false and tropiezo == false then
trans.Sounder.T3.Disabled = true
trans.Sounder.TR.Disabled = true
end
AlarmFlash()
TroFlash()
end
system.ActiveAlarms.ChildAdded:connect(NewAlarm)
system.ActiveAlarms.ChildRemoved:connect(CheckForAlarmAck)
function NewTrouble(nt)
tropiezo = true
nt.ChildAdded:connect(function() CheckForTroAck() end)
if alarmpiezo then
trans.Sounder.T3.Disabled = false
trans.Sounder.TR.Disabled = true
elseif tropiezo then
trans.Sounder.T3.Disabled = true
trans.Sounder.TR.Disabled = false
elseif alarmpiezo == false and tropiezo == false then
trans.Sounder.T3.Disabled = true
trans.Sounder.TR.Disabled = true
end
AlarmFlash()
TroFlash()
end
system.Troubles.ChildAdded:connect(NewTrouble)
system.Troubles.ChildRemoved:connect(CheckForTroAck)
system.Silence.Changed:connect(function()
if system.Silence.Value == true then
trans.SilencedLED.BrickColor = BrickColor.new("Deep orange")
else
trans.SilencedLED.BrickColor = BrickColor.new("Mid gray")
end
end)
|
--Char stats stuffs
|
local charStats = char.CharStats
local downedVal = charStats.Downed
local mouseHoverObjectVal = charStats.MouseHoverObject
local holdingInputVal = mouseHoverObjectVal.HoldingInput
local equippedGunIndexVal = charStats.EquippedGunIndex
|
--("IsAPlayer")
|
if pl.PlayerGui:findFirstChild("VehicleGui")~=nil then
|
-------------------- End JSON Parser ------------------------
|
t.DecodeJSON = function(jsonString)
pcall(function() warn("RbxUtility.DecodeJSON is deprecated, please use Game:GetService('HttpService'):JSONDecode() instead.") end)
if type(jsonString) == "string" then
return Decode(jsonString)
end
print("RbxUtil.DecodeJSON expects string argument!")
return nil
end
t.EncodeJSON = function(jsonTable)
pcall(function() warn("RbxUtility.EncodeJSON is deprecated, please use Game:GetService('HttpService'):JSONEncode() instead.") end)
return Encode(jsonTable)
end
|
-------------------------
|
function onClicked()
R.BrickColor = BrickColor.new("Really red")
C.One.BrickColor = BrickColor.new("Really black")
C.Two.BrickColor = BrickColor.new("Really black")
C.Three.BrickColor = BrickColor.new("Really black")
C.Four.BrickColor = BrickColor.new("Really black")
C.A.BrickColor = BrickColor.new("Really black")
C.B.BrickColor = BrickColor.new("Really black")
C.M.BrickColor = BrickColor.new("Really black")
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
------------------------------------------------------------------------
-- search the local variable namespace of the given fs for a match
-- * used only in singlevaraux()
------------------------------------------------------------------------
|
function luaY:searchvar(fs, n)
for i = fs.nactvar - 1, 0, -1 do
if n == self:getlocvar(fs, i).varname then
return i
end
end
return -1 -- not found
end
|
--[[ Functions overridden from BaseCamera ]]
|
--
function LegacyCamera:SetCameraToSubjectDistance(desiredSubjectDistance)
return BaseCamera.SetCameraToSubjectDistance(self,desiredSubjectDistance)
end
function LegacyCamera:Update(dt)
-- Cannot update until cameraType has been set
if not self.cameraType then return end
local now = tick()
local timeDelta = (now - self.lastUpdate)
local camera = workspace.CurrentCamera
local newCameraCFrame = camera.CFrame
local newCameraFocus = camera.Focus
local player = PlayersService.LocalPlayer
if self.lastUpdate == nil or timeDelta > 1 then
self.lastDistanceToSubject = nil
end
local subjectPosition = self:GetSubjectPosition()
if self.cameraType == Enum.CameraType.Fixed then
if self.lastUpdate then
-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
local delta = math.min(0.1, now - self.lastUpdate)
local gamepadRotation = self:UpdateGamepad()
self.rotateInput = self.rotateInput + (gamepadRotation * delta)
end
if subjectPosition and player and camera then
local distanceToSubject = self:GetCameraToSubjectDistance()
local newLookVector = self:CalculateNewLookVector()
self.rotateInput = ZERO_VECTOR2
newCameraFocus = camera.Focus -- Fixed camera does not change focus
newCameraCFrame = CFrame.new(camera.CFrame.p, camera.CFrame.p + (distanceToSubject * newLookVector))
end
elseif self.cameraType == Enum.CameraType.Attach then
if subjectPosition and camera then
local distanceToSubject = self:GetCameraToSubjectDistance()
local humanoid = self:GetHumanoid()
if self.lastUpdate and humanoid and humanoid.RootPart then
-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
local delta = math.min(0.1, now - self.lastUpdate)
local gamepadRotation = self:UpdateGamepad()
self.rotateInput = self.rotateInput + (gamepadRotation * delta)
local forwardVector = humanoid.RootPart.CFrame.lookVector
local y = Util.GetAngleBetweenXZVectors(forwardVector, self:GetCameraLookVector())
if Util.IsFinite(y) then
-- Preserve vertical rotation from user input
self.rotateInput = Vector2.new(y, self.rotateInput.Y)
end
end
local newLookVector = self:CalculateNewLookVector()
self.rotateInput = ZERO_VECTOR2
newCameraFocus = CFrame.new(subjectPosition)
newCameraCFrame = CFrame.new(subjectPosition - (distanceToSubject * newLookVector), subjectPosition)
end
elseif self.cameraType == Enum.CameraType.Watch then
if subjectPosition and player and camera then
local cameraLook = nil
local humanoid = self:GetHumanoid()
if humanoid and humanoid.RootPart then
local diffVector = subjectPosition - camera.CFrame.p
cameraLook = diffVector.unit
if self.lastDistanceToSubject and self.lastDistanceToSubject == self:GetCameraToSubjectDistance() then
-- Don't clobber the zoom if they zoomed the camera
local newDistanceToSubject = diffVector.magnitude
self:SetCameraToSubjectDistance(newDistanceToSubject)
end
end
local distanceToSubject = self:GetCameraToSubjectDistance()
local newLookVector = self:CalculateNewLookVector(cameraLook)
self.rotateInput = ZERO_VECTOR2
newCameraFocus = CFrame.new(subjectPosition)
newCameraCFrame = CFrame.new(subjectPosition - (distanceToSubject * newLookVector), subjectPosition)
self.lastDistanceToSubject = distanceToSubject
end
else
-- Unsupported type, return current values unchanged
return camera.CFrame, camera.Focus
end
self.lastUpdate = now
return newCameraCFrame, newCameraFocus
end
return LegacyCamera
|
-- SERVICES --
|
local TS = game:GetService("TweenService")
local CS = game:GetService("CollectionService")
local RS = game:GetService("ReplicatedStorage")
local PS = game:GetService("PhysicsService")
local UIS = game:GetService("UserInputService")
local Players = game:GetService("Players")
|
-- On Startup
-- Start running "autoSave()" function in the background
|
spawn(autoSave)
|
--[[*
* Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
]]
|
local exports = {}
|
---- In order to make this work put the script inside the tool not in the handle just the tool.
| |
--Made by Luckymaxer
|
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
BaseUrl = "http://www.roblox.com/asset/?id="
Functions = require(script:WaitForChild("Functions"))
DeathEffect = script:FindFirstChild("DeathEffect")
Creator = script:FindFirstChild("Creator")
DisplayParts = {}
Rate = (1 / 60)
function IsTeamMate(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end
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 DestroyScript()
Debris:AddItem(script, 0.5)
return
end
if not Humanoid then
DestroyScript()
return
end
Player = Players:GetPlayerFromCharacter(Character)
for i = 1, 5 do
if Player then
Humanoid:UnequipTools()
else
for i, v in pairs(Character:GetChildren()) do
if v:IsA("Tool") then
v:Destroy()
end
end
end
local Objects = Functions.Redesign(Character)
for i, v in pairs(Objects) do
v = v.Object
if v:IsA("BasePart") then
if v.Transparency < 1 then
table.insert(DisplayParts, v)
end
elseif v:IsA("Decal") or v:IsA("Texture") then
if v.Transparency < 1 then
table.insert(DisplayParts, v)
end
end
end
local SameTeam = false
UntagHumanoid(Humanoid)
if Creator and Creator.Value and Creator.Value.Parent and Creator.Value:IsA("Player") then
if not Player or not IsTeamMate(Creator.Value, Player) then
TagHumanoid(Humanoid, Creator.Value)
else
SameTeam = true
end
end
if not SameTeam then
Humanoid:TakeDamage(8)
if Humanoid.Health <= 0 and DeathEffect then
local DeathEffectScript = DeathEffect:Clone()
DeathEffectScript.Disabled = false
DeathEffectScript.Parent = Character
end
end
if Humanoid.Health > 0 then
--wait(0.1)
--Delay(0.1, (function()
local FadeRate = 2
local FadeAmount = 0.95
for i = 1, ((1 - Functions.DarkProperties.All.Transparency) * (FadeAmount * FadeRate)) do
for ii, vv in pairs(DisplayParts) do
if vv and vv.Parent then
vv.Transparency = (vv.Transparency + (FadeAmount / FadeRate))
end
end
wait(Rate)
end
wait(0.5)
for i = 1, ((1 - Functions.DarkProperties.All.Transparency) * (FadeAmount * FadeRate)) do
for ii, vv in pairs(DisplayParts) do
if vv and vv.Parent then
vv.Transparency = (vv.Transparency - (FadeAmount / FadeRate))
end
end
wait(Rate)
end
for i, v in pairs(Objects) do
local Object = v.Object
for ii, vv in pairs(v.FakeObjects) do
if vv and vv.Parent then
vv:Destroy()
end
end
pcall(function()
for ii, vv in pairs(v.Properties) do
pcall(function()
Object[ii] = vv
end)
end
Object.Parent = v.Parent
end)
end
--end))
wait(0.5)
end
end
DestroyScript()
|
----------------------------------------------------------------------------------------------------
-------------------=[ 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(255,255,255)
,TracerLightEmission = 1
,TracerLightInfluence = 0
,TracerLifeTime = .2
,TracerWidth = .1
,RandomTracer = false
,TracerEveryXShots = 5
,TracerChance = 100
,BulletLight = false
,BulletLightBrightness = 1
,BulletLightColor = Color3.fromRGB(255,255,255)
,BulletLightRange = 10
,ExplosiveHit = false
,ExPressure = 500
,ExpRadius = 25
,DestroyJointRadiusPercent = 0 --- Between 0 & 1
,ExplosionDamage = 100
,LauncherDamage = 100
,LauncherRadius = 25
,LauncherPressure = 500
,LauncherDestroyJointRadiusPercent = 0
|
--[[ END OF SERVICES ]]
|
local LocalPlayer = PlayersService.LocalPlayer
while LocalPlayer == nil do
PlayersService.ChildAdded:wait()
LocalPlayer = PlayersService.LocalPlayer
end
local PlayerGui = LocalPlayer:WaitForChild("PlayerGui")
local success, UserShouldLocalizeGameChatBubble = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserShouldLocalizeGameChatBubble")
end)
local UserShouldLocalizeGameChatBubble = success and UserShouldLocalizeGameChatBubble
local function getMessageLength(message)
return utf8.len(utf8.nfcnormalize(message))
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
return {
["Halloween Quests 2022"] = { {
title = "Scary Hours",
desc = "Complete all 2 Halloween Event 2022 Quests!",
amount = 1,
difficulty = 5,
secret = true,
rewardType = "Halloween Candy",
reward = 10000000
} }
};
|
--function
|
function whitelisted(player)
for _, p in pairs(whitelist) do
if player==p then
return true
end
end
return false
end
|
--Input attachments and effects
|
for i,v in pairs(Wheels) do
local att = Instance.new("Attachment")
att.Name = "EffectsCenter"
att.Parent = AttachmentPart
v.AttCenter = att
script.Smoke:Clone().Parent = att
v.Smoke = att.Smoke
attR = Instance.new("Attachment")
attR.Name = "EffectsR"
attR.Parent = AttachmentPart
v.AttR = attR
attL = Instance.new("Attachment")
attL.Name = "EffectsL"
attL.Parent = AttachmentPart
v.AttL = attL
local Beam = script.TireTrail:Clone()
Beam.Parent = AttachmentPart
Beam.Attachment0 = attL
Beam.Attachment1 = attR
v.Beam = Beam
local Sound = script.Drift:Clone()
Sound.Parent = v.Wheel
v.DriftSound = Sound
end
|
--[=[
@function sort
@within Array
@param array {T} -- The array to sort.
@param comparator? (a: T, b: T) -> boolean -- The comparator function.
@return {T} -- The sorted array.
Sorts an array.
```lua
local array = { "a", "b", "c", "d", "e" }
local new = Sort(array, function(a, b)
return a > b
end) -- { "e", "d", "c", "b", "a" }
```
]=]
|
local function sort<T>(array: { T }, comparator: ((firstValue: T, secondValue: T) -> boolean)?): { T }
local result = Copy(array)
table.sort(result, comparator)
return result
end
return sort
|
--// Servc
|
local UIS = game:GetService('UserInputService')
local SSS = game:GetService('ServerScriptService')
local Players = game:GetService('Players')
local rp = game:GetService("ReplicatedStorage")
|
--[=[
Utility functions that are related to the Spring object
@class SpringUtils
]=]
|
local EPSILON = 1e-6
local require = require(script.Parent.loader).load(script)
local LinearValue = require("LinearValue")
local SpringUtils = {}
|
-- Idle:Play()
|
end)
tool.Activated:Connect(function()
if Debounce == true then
Debounce = true
tool.Handle.sound_open:Play()
|
------------------------------------------------------------------------
-- * reader() should return a string, or nil if nothing else to parse.
-- Additional data can be set only during stream initialization
-- * Readers are handled in lauxlib.c, see luaL_load(file|buffer|string)
-- * LUAL_BUFFERSIZE=BUFSIZ=512 in make_getF() (located in luaconf.h)
-- * Original Reader typedef:
-- const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz);
-- * This Lua chunk reader implementation:
-- returns string or nil, no arguments to function
------------------------------------------------------------------------
| |
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
|
debounce = true
function onTouched(hit)
if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(-0,-0,-1)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentPos = Vector3.new(0,0.075,0.05) -- Change these to change the positiones of your hat, as I said earlier.
wait(5) debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
--[[Susupension]]
|
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = .3 -- Pre-compression adds resting length force
Tune.FExtensionLim = .0 -- Max Extension Travel (in studs)
Tune.FCompressLim = .1 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RPreCompress = .3 -- Pre-compression adds resting length force
Tune.RExtensionLim = .0 -- Max Extension Travel (in studs)
Tune.RCompressLim = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = true -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Bright red" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
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