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-- ROBLOX deviation END
local chalk = require(Packages.ChalkLua) local JestUtil = require(Packages.JestUtil) local ErrorWithStack = JestUtil.ErrorWithStack local formatTime = JestUtil.formatTime local typesModule = require(CurrentModule.types) type ConsoleBuffer = typesModule.ConsoleBuffer type LogCounters = typesModule.LogCounters type LogMessage = typesModule.LogMessage type LogTimers = typesModule.LogTimers type LogType = typesModule.LogType type InspectOptions = typesModule.InspectOptions local RobloxShared = require(Packages.RobloxShared) type Writeable = RobloxShared.Writeable export type BufferedConsole = { Console: Console, assert: (self: BufferedConsole, value: unknown, message: (string | Error)?) -> (), count: (self: BufferedConsole, label: string?) -> (), countReset: (self: BufferedConsole, label: string?) -> (), debug: (self: BufferedConsole, firstArg: unknown, ...any) -> (), dir: (self: BufferedConsole, firstArg: unknown, options: InspectOptions?) -> (), dirxml: (self: BufferedConsole, firstArg: unknown, ...any) -> (), error: (self: BufferedConsole, firstArg: unknown, ...any) -> (), group: (self: BufferedConsole, title: string?, ...any) -> (), groupCollapsed: (self: BufferedConsole, title: string?, ...any) -> (), groupEnd: (self: BufferedConsole) -> (), info: (self: BufferedConsole, firstArg: unknown, ...any) -> (), log: (self: BufferedConsole, firstArg: unknown, ...any) -> (), time: (self: BufferedConsole, label: string?) -> (), timeEnd: (self: BufferedConsole, label: string?) -> (), timeLog: (self: BufferedConsole, label: string?, ...any) -> (), warn: (self: BufferedConsole, firstArg: unknown, ...any) -> (), getBuffer: (self: BufferedConsole) -> ConsoleBuffer?, write: (buffer: ConsoleBuffer, type: LogType, message: LogMessage, level: (number | nil)?) -> ConsoleBuffer, } type BufferedConsolePrivate = BufferedConsole & { _log: (self: BufferedConsolePrivate, type: LogType, message: LogMessage) -> (), _buffer: ConsoleBuffer, _counters: LogCounters, _timers: LogTimers, _groupDepth: number, }
--[[ Knit.CreateController(controller): Controller Knit.AddControllers(folder): Controller[] Knit.AddControllersDeep(folder): Controller[] Knit.GetService(serviceName): Service Knit.GetController(controllerName): Controller Knit.Start(): Promise<void> Knit.OnStart(): Promise<void> --]]
local KnitClient = {} KnitClient.Version = script.Parent.Version.Value KnitClient.Player = game:GetService("Players").LocalPlayer KnitClient.Controllers = {} KnitClient.Util = script.Parent.Util local Promise = require(KnitClient.Util.Promise) local Thread = require(KnitClient.Util.Thread) local Loader = require(KnitClient.Util.Loader) local Ser = require(KnitClient.Util.Ser) local ClientRemoteSignal = require(KnitClient.Util.Remote.ClientRemoteSignal) local ClientRemoteProperty = require(KnitClient.Util.Remote.ClientRemoteProperty) local TableUtil = require(KnitClient.Util.TableUtil) local services = {} local servicesFolder = script.Parent:WaitForChild("Services") local started = false local startedComplete = false local onStartedComplete = Instance.new("BindableEvent") local function BuildService(serviceName, folder) local service = {} if (folder:FindFirstChild("RF")) then for _,rf in ipairs(folder.RF:GetChildren()) do if (rf:IsA("RemoteFunction")) then service[rf.Name] = function(self, ...) return Ser.DeserializeArgsAndUnpack(rf:InvokeServer(Ser.SerializeArgsAndUnpack(...))) end service[rf.Name .. "Promise"] = function(self, ...) local args = Ser.SerializeArgs(...) return Promise.new(function(resolve) resolve(Ser.DeserializeArgsAndUnpack(rf:InvokeServer(table.unpack(args, 1, args.n)))) end) end end end end if (folder:FindFirstChild("RE")) then for _,re in ipairs(folder.RE:GetChildren()) do if (re:IsA("RemoteEvent")) then service[re.Name] = ClientRemoteSignal.new(re) end end end if (folder:FindFirstChild("RP")) then for _,rp in ipairs(folder.RP:GetChildren()) do if (rp:IsA("ValueBase") or rp:IsA("RemoteEvent")) then service[rp.Name] = ClientRemoteProperty.new(rp) end end end services[serviceName] = service return service end function KnitClient.CreateController(controller) assert(type(controller) == "table", "Controller must be a table; got " .. type(controller)) assert(type(controller.Name) == "string", "Controller.Name must be a string; got " .. type(controller.Name)) assert(#controller.Name > 0, "Controller.Name must be a non-empty string") assert(KnitClient.Controllers[controller.Name] == nil, "Service \"" .. controller.Name .. "\" already exists") TableUtil.Extend(controller, { _knit_is_controller = true; }) KnitClient.Controllers[controller.Name] = controller return controller end function KnitClient.AddControllers(folder) return Loader.LoadChildren(folder) end function KnitClient.AddControllersDeep(folder) return Loader.LoadDescendants(folder) end function KnitClient.GetService(serviceName) assert(type(serviceName) == "string", "ServiceName must be a string; got " .. type(serviceName)) local folder = servicesFolder:FindFirstChild(serviceName) assert(folder ~= nil, "Could not find service \"" .. serviceName .. "\"") return services[serviceName] or BuildService(serviceName, folder) end function KnitClient.GetController(controllerName) return KnitClient.Controllers[controllerName] end function KnitClient.Start() if (started) then return Promise.Reject("Knit already started") end started = true local controllers = KnitClient.Controllers return Promise.new(function(resolve) -- Init: local promisesStartControllers = {} for _,controller in pairs(controllers) do if (type(controller.KnitInit) == "function") then table.insert(promisesStartControllers, Promise.new(function(r) controller:KnitInit() r() end)) end end resolve(Promise.All(promisesStartControllers)) end):Then(function() -- Start: for _,controller in pairs(controllers) do if (type(controller.KnitStart) == "function") then Thread.SpawnNow(controller.KnitStart, controller) end end startedComplete = true onStartedComplete:Fire() Thread.Spawn(function() onStartedComplete:Destroy() end) end) end function KnitClient.OnStart() if (startedComplete) then return Promise.Resolve() else return Promise.new(function(resolve) if (startedComplete) then resolve() return end onStartedComplete.Event:Wait() resolve() end) end end return KnitClient
--Turbo Gauge GUI--
local fix = 0 script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.BAnalog.Visible = BoostGaugeVisible script.Parent.Background.Visible = BoostGaugeVisible script.Parent.DontTouch.Visible = BoostGaugeVisible script.Parent.Num.Visible = BoostGaugeVisible local turbo = ((totalPSI/2)*WasteGatePressure) local turbo2 = WasteGatePressure fix = -turbo2 + turbo*2 script.Parent.BAnalog.Rotation= 110 + (totalPSI/2)*220 script.Parent.Num.N1.TextLabel.Text = (math.floor(WasteGatePressure*(4/4)))*TurboCount script.Parent.Num.N2.TextLabel.Text = (math.floor(WasteGatePressure*(3/4)))*TurboCount script.Parent.Num.N3.TextLabel.Text = (math.floor(WasteGatePressure*(2/4)))*TurboCount script.Parent.Num.N4.TextLabel.Text = (math.floor(WasteGatePressure*(1/4)))*TurboCount script.Parent.Num.N5.TextLabel.Text = 0 script.Parent.Num.N6.TextLabel.Text = -5 end)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Flint",Paint) end)
--Front Suspension
Tune.FSusDamping = 300 -- Spring Dampening Tune.FSusStiffness = 8000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .25 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
--!strict
local function GetAllParts(instance: Instance, includeParent: boolean?): {BasePart} local parts = {} if type(includeParent) ~= "boolean" then includeParent = true end if instance:IsA("BasePart") and includeParent == true then table.insert(parts, instance::BasePart) end for _, child: BasePart in ipairs(instance:GetDescendants()) do if child:IsA("BasePart") then table.insert(parts, child) end end return parts end return GetAllParts
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--fakeroot.Massless = true
fakeroot.Transparency = 1 fakeroot.Parent = viewmodel local faketorso = Instance.new("Part") faketorso.Name = "Torso" faketorso.CanCollide = false faketorso.CanTouch = false faketorso.Transparency = 1
-- Events to listen to selection changes
Selection.ItemsAdded = RbxUtility.CreateSignal(); Selection.ItemsRemoved = RbxUtility.CreateSignal(); Selection.FocusChanged = RbxUtility.CreateSignal(); Selection.Cleared = RbxUtility.CreateSignal(); Selection.Changed = RbxUtility.CreateSignal();
-- ROBLOX deviation: need to execute the module explicitly
exports.installCommonGlobals = require(script.installCommonGlobals)().default
--[[ Local Helper Functions ]]
-- local function doTween(guiObject, endSize, endPosition) guiObject:TweenSizeAndPosition(endSize, endPosition, Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.15, true) end local function CreateArrowLabel(name, position, size, rectOffset, rectSize, parent) local image = Instance.new("ImageLabel") image.Name = name image.Image = DPAD_SHEET image.ImageRectOffset = rectOffset image.ImageRectSize = rectSize image.BackgroundTransparency = 1 image.ImageColor3 = Color3.fromRGB(190, 190, 190) image.Size = size image.Position = position image.Parent = parent return image end function TouchThumbpad:Enable(enable, uiParentFrame) if enable == nil then return false end -- If nil, return false (invalid argument) enable = enable and true or false -- Force anything non-nil to boolean before comparison if self.enabled == enable then return true end -- If no state change, return true indicating already in requested state self.moveVector = ZERO_VECTOR3 self.isJumping = false if enable then -- Enable if not self.thumbpadFrame then self:Create(uiParentFrame) end self.thumbpadFrame.Visible = true else -- Disable self.thumbpadFrame.Visible = false self:OnInputEnded() end self.enabled = enable end function TouchThumbpad:OnInputEnded() self.moveVector = ZERO_VECTOR3 self.isJumping = false self.thumbpadFrame.Position = self.screenPos self.touchObject = nil self.isUp, self.isDown, self.isLeft, self.isRight = false, false, false, false doTween(self.dArrow, self.smArrowSize, UDim2.new(0.5, -0.5*self.smArrowSize.X.Offset, 1, self.lgImgOffset)) doTween(self.uArrow, self.smArrowSize, UDim2.new(0.5, -0.5*self.smArrowSize.X.Offset, 0, self.smImgOffset)) doTween(self.lArrow, self.smArrowSize, UDim2.new(0, self.smImgOffset, 0.5, -0.5*self.smArrowSize.Y.Offset)) doTween(self.rArrow, self.smArrowSize, UDim2.new(1, self.lgImgOffset, 0.5, -0.5*self.smArrowSize.Y.Offset)) end function TouchThumbpad:Create(parentFrame) if self.thumbpadFrame then self.thumbpadFrame:Destroy() self.thumbpadFrame = nil end if self.touchChangedConn then self.touchChangedConn:Disconnect() self.touchChangedConn = nil end if self.touchEndedConn then self.touchEndedConn:Disconnect() self.touchEndedConn = nil end if self.menuOpenedConn then self.menuOpenedConn:Disconnect() self.menuOpenedConn = nil end local minAxis = math.min(parentFrame.AbsoluteSize.x, parentFrame.AbsoluteSize.y) local isSmallScreen = minAxis <= 500 local thumbpadSize = isSmallScreen and 70 or 120 self.screenPos = isSmallScreen and UDim2.new(0, thumbpadSize * 1.25, 1, -thumbpadSize - 20) or UDim2.new(0, thumbpadSize * 0.5 - 10, 1, -thumbpadSize * 1.75 - 10) self.thumbpadFrame = Instance.new("Frame") self.thumbpadFrame.Name = "ThumbpadFrame" self.thumbpadFrame.Visible = false self.thumbpadFrame.Active = true self.thumbpadFrame.Size = UDim2.new(0, thumbpadSize + 20, 0, thumbpadSize + 20) self.thumbpadFrame.Position = self.screenPos self.thumbpadFrame.BackgroundTransparency = 1 local outerImage = Instance.new("ImageLabel") outerImage.Name = "OuterImage" outerImage.Image = TOUCH_CONTROL_SHEET outerImage.ImageRectOffset = Vector2.new(0, 0) outerImage.ImageRectSize = Vector2.new(220, 220) outerImage.BackgroundTransparency = 1 outerImage.Size = UDim2.new(0, thumbpadSize, 0, thumbpadSize) outerImage.Position = UDim2.new(0, 10, 0, 10) outerImage.Parent = self.thumbpadFrame self.smArrowSize = isSmallScreen and UDim2.new(0, 32, 0, 32) or UDim2.new(0, 64, 0, 64) self.lgArrowSize = UDim2.new(0, self.smArrowSize.X.Offset * 2, 0, self.smArrowSize.Y.Offset * 2) local imgRectSize = Vector2.new(110, 110) self.smImgOffset = isSmallScreen and -4 or -9 self.lgImgOffset = isSmallScreen and -28 or -55 self.dArrow = CreateArrowLabel("DownArrow", UDim2.new(0.5, -0.5*self.smArrowSize.X.Offset, 1, self.lgImgOffset), self.smArrowSize, Vector2.new(8, 8), imgRectSize, outerImage) self.uArrow = CreateArrowLabel("UpArrow", UDim2.new(0.5, -0.5*self.smArrowSize.X.Offset, 0, self.smImgOffset), self.smArrowSize, Vector2.new(8, 266), imgRectSize, outerImage) self.lArrow = CreateArrowLabel("LeftArrow", UDim2.new(0, self.smImgOffset, 0.5, -0.5*self.smArrowSize.Y.Offset), self.smArrowSize, Vector2.new(137, 137), imgRectSize, outerImage) self.rArrow = CreateArrowLabel("RightArrow", UDim2.new(1, self.lgImgOffset, 0.5, -0.5*self.smArrowSize.Y.Offset), self.smArrowSize, Vector2.new(8, 137), imgRectSize, outerImage) local function doTween(guiObject, endSize, endPosition) guiObject:TweenSizeAndPosition(endSize, endPosition, Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.15, true) end local padOrigin = nil local deadZone = 0.1 self.isRight, self.isLeft, self.isUp, self.isDown = false, false, false, false local function doMove(pos) local moveDelta = pos - padOrigin local moveVector2 = 2 * moveDelta / thumbpadSize -- Scaled Radial Dead Zone if moveVector2.Magnitude < deadZone then self.moveVector = ZERO_VECTOR3 else moveVector2 = moveVector2.unit * ((moveVector2.Magnitude - deadZone) / (1 - deadZone)) -- prevent NAN Vector from trying to do zerovector.Unit if moveVector2.Magnitude == 0 then self.moveVector = ZERO_VECTOR3 else self.moveVector = Vector3.new(moveVector2.x, 0, moveVector2.y).Unit end end local forwardDot = self.moveVector:Dot(-UNIT_Z) local rightDot = self.moveVector:Dot(UNIT_X) if forwardDot > 0.5 then -- UP if not self.isUp then self.isUp, self.isDown = true, false doTween(self.uArrow, self.lgArrowSize, UDim2.new(0.5, -self.smArrowSize.X.Offset, 0, self.smImgOffset - 1.5*self.smArrowSize.Y.Offset)) doTween(self.dArrow, self.smArrowSize, UDim2.new(0.5, -0.5*self.smArrowSize.X.Offset, 1, self.lgImgOffset)) end elseif forwardDot < -0.5 then -- DOWN if not self.isDown then self.isDown, self.isUp = true, false doTween(self.dArrow, self.lgArrowSize, UDim2.new(0.5, -self.smArrowSize.X.Offset, 1, self.lgImgOffset + 0.5*self.smArrowSize.Y.Offset)) doTween(self.uArrow, self.smArrowSize, UDim2.new(0.5, -0.5*self.smArrowSize.X.Offset, 0, self.smImgOffset)) end else self.isUp, self.isDown = false, false doTween(self.dArrow, self.smArrowSize, UDim2.new(0.5, -0.5*self.smArrowSize.X.Offset, 1, self.lgImgOffset)) doTween(self.uArrow, self.smArrowSize, UDim2.new(0.5, -0.5*self.smArrowSize.X.Offset, 0, self.smImgOffset)) end if rightDot > 0.5 then if not self.isRight then self.isRight, self.isLeft = true, false doTween(self.rArrow, self.lgArrowSize, UDim2.new(1, self.lgImgOffset + 0.5*self.smArrowSize.X.Offset, 0.5, -self.smArrowSize.Y.Offset)) doTween(self.lArrow, self.smArrowSize, UDim2.new(0, self.smImgOffset, 0.5, -0.5*self.smArrowSize.Y.Offset)) end elseif rightDot < -0.5 then if not self.isLeft then self.isLeft, self.isRight = true, false doTween(self.lArrow, self.lgArrowSize, UDim2.new(0, self.smImgOffset - 1.5*self.smArrowSize.X.Offset, 0.5, -self.smArrowSize.Y.Offset)) doTween(self.rArrow, self.smArrowSize, UDim2.new(1, self.lgImgOffset, 0.5, -0.5*self.smArrowSize.Y.Offset)) end else self.isRight, self.isLeft = false, false doTween(self.lArrow, self.smArrowSize, UDim2.new(0, self.smImgOffset, 0.5, -0.5*self.smArrowSize.Y.Offset)) doTween(self.rArrow, self.smArrowSize, UDim2.new(1, self.lgImgOffset, 0.5, -0.5*self.smArrowSize.Y.Offset)) end end --input connections self.thumbpadFrame.InputBegan:connect(function(inputObject) --A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event --if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin) if self.touchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then return end self.thumbpadFrame.Position = UDim2.new(0, inputObject.Position.x - 0.5*self.thumbpadFrame.AbsoluteSize.x, 0, inputObject.Position.y - 0.5*self.thumbpadFrame.Size.Y.Offset) padOrigin = Vector3.new(self.thumbpadFrame.AbsolutePosition.x +0.5* self.thumbpadFrame.AbsoluteSize.x, self.thumbpadFrame.AbsolutePosition.y + 0.5*self.thumbpadFrame.AbsoluteSize.y, 0) doMove(inputObject.Position) self.touchObject = inputObject end) self.touchChangedConn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed) if inputObject == self.touchObject then doMove(self.touchObject.Position) end end) self.touchEndedConn = UserInputService.TouchEnded:Connect(function(inputObject) if inputObject == self.touchObject then self:OnInputEnded() end end) self.menuOpenedConn = GuiService.MenuOpened:Connect(function() if self.touchObject then self:OnInputEnded() end end) self.thumbpadFrame.Parent = parentFrame end return TouchThumbpad
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create DamageValues = { BaseDamage = 11, SlashDamage = 18, LungeDamage = 22, } Multiplier = { Kills = {Current = 0, Max = 3}, Damage = 1.25, } FireParticle = script:WaitForChild("Fire") DeathEffect = script:WaitForChild("DeathEffect") Damage = DamageValues.BaseDamage BaseUrl = "http://www.roblox.com/asset/?id=" BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false Animations = { Equip = {Animation = Tool:WaitForChild("Equip"), FadeTime = nil, Weight = nil, Speed = 0.7, Duration = 1}, LeftSlash = {Animation = Tool:WaitForChild("LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.75}, RightSlash = {Animation = Tool:WaitForChild("RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.75}, SideSwipe = {Animation = Tool:WaitForChild("SideSwipe"), FadeTime = nil, Weight = nil, Speed = 0.8, Duration = 0.75}, } Sounds = { Unsheath = Handle:WaitForChild("Unsheath"), Slash = Handle:WaitForChild("Slash"), Lunge = Handle:WaitForChild("Lunge"), } Grips = { Up = CFrame.new(0, -1.25, 0, 1, 0, -0, 0, 1, 0, 0, 0, 1), Out = CFrame.new(0, -1.25, 0, 1, 0, 0, 0, 0, -1, -0, 1, 0), } LastAttack = 0 ToolEquipped = false ServerControl = (Tool:FindFirstChild("ServerControl") or Create("RemoteFunction"){ Name = "ServerControl", Parent = Tool, }) ClientControl = (Tool:FindFirstChild("ClientControl") or Create("RemoteFunction"){ Name = "ClientControl", Parent = Tool, }) Handle.Transparency = 0 Tool.Grip = Grips.Up Tool.Enabled = true function Clamp(Number, Min, Max) return math.max(math.min(Max, Number), Min) end function GetPercentage(Start, End, Number) return (((Number - Start) / (End - Start)) * 100) end function Round(Number, RoundDecimal) local WholeNumber, Decimal = math.modf(Number) return ((Decimal >= RoundDecimal and math.ceil(Number)) or (Decimal < RoundDecimal and math.floor(Number))) end 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 = Create("ObjectValue"){ Name = "creator", 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 ApplyDeathEffect(character, Direction, Force) local Direction = (Direction or Vector3.new(0, 0, 0)) local Force = (Force or Vector3.new(0, 0, 0)) local humanoid = character:FindFirstChild("Humanoid") if not humanoid then return end local DeathEffectCopy = character:FindFirstChild(DeathEffect.Name) if DeathEffectCopy then return end DeathEffectCopy = DeathEffect:Clone() DeathEffectCopy.WindDirection.Value = Direction DeathEffectCopy.Force.Value = Force DeathEffectCopy.Disabled = false DeathEffectCopy.Parent = character end function DealDamage(character, damage) if not CheckIfAlive() or not character then return end local damage = (damage or 0) local humanoid = character:FindFirstChild("Humanoid") local torso = character:FindFirstChild("Torso") if not humanoid or humanoid.Health == 0 or not torso then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(damage) if humanoid.Health <= 0 then if Multiplier.Kills.Current < Multiplier.Kills.Max then Multiplier.Kills.Current = (Multiplier.Kills.Current + 1) Delay(15, (function() Multiplier.Kills.Current = (Multiplier.Kills.Current - 1) end)) end local WindDir = (CFrame.new(Torso.Position, Vector3.new(torso.Position.X, Torso.Position.Y, torso.Position.Z)) * CFrame.Angles(0, math.pi, 0)).lookVector ApplyDeathEffect(character, Vector3.new(WindDir.X, 1, WindDir.Z), ((WindDir * 6.5) + Vector3.new(0, 15, 0))) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Blow(Part) local PartTouched local HitDelay = false PartTouched = Part.Touched:connect(function(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped or HitDelay then return end local RightArm = Character:FindFirstChild("Right Arm") if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent if character == Character then return end local humanoid = character:FindFirstChild("Humanoid") local torso = character:FindFirstChild("Torso") if not humanoid or humanoid.Health == 0 or not torso then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end HitDelay = true local ChargePercent = (Clamp(GetPercentage(0, Multiplier.Kills.Max, Multiplier.Kills.Current), 0, 100) * 0.01) local BonusDamage = (Damage * (Multiplier.Damage * ChargePercent)) local TotalDamage = (Damage + BonusDamage) print(BonusDamage) DealDamage(character, TotalDamage) wait(0.05) HitDelay = false end) end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() --[[local Anim = Create("StringValue"){ Name = "toolanim", Value = "Slash", } Debris:AddItem(Anim, 2) Anim.Parent = Tool]] local SwingAnimations = {Animations.LeftSlash, Animations.RightSlash, Animations.SideSwipe, Animations.Swing} local Animation = SwingAnimations[math.random(1, #SwingAnimations)] Spawn(function() InvokeClient("PlayAnimation", Animation) end) end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() for i, v in pairs(Animations) do Spawn(function() InvokeClient("StopAnimation", v) end) end local Anim = Create("StringValue"){ Name = "toolanim", Value = "Lunge", } Debris:AddItem(Anim, 2) Anim.Parent = Tool wait(0.2) Tool.Grip = Grips.Out wait(0.75) Tool.Grip = Grips.Up Damage = DamageValues.SlashDamage end function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false local Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Damage = DamageValues.BaseDamage Tool.Enabled = true end function CreateParticlePart(MakeNew) for i, v in pairs(Tool:GetChildren()) do if v:IsA("BasePart") and v ~= Handle then v:Destroy() end end if not MakeNew then return end ParticlePart = BasePart:Clone() ParticlePart.Name = "Effect" ParticlePart.Transparency = 1 ParticlePart.Size = Vector3.new(0.2, 2.5, 0.5) ParticlePart.CanCollide = false FireParticleCopy = FireParticle:Clone() FireParticleCopy.Enabled = true FireParticleCopy.Parent = ParticlePart Create("Weld"){ Name = "Weld", Part0 = Handle, Part1 = ParticlePart, C0 = CFrame.new(0, 0.625, 0), C1 = CFrame.new(0, 0, 0), Parent = ParticlePart, } ParticlePart.Parent = Tool end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") if not CheckIfAlive() then return end Sounds.Unsheath:Play() Spawn(function() if ToolUnequipped then ToolUnequipped:disconnect() end local CurrentlyEquipped = true ToolUnequipped = Tool.Unequipped:connect(function() CurrentlyEquipped = false end) local Animation = Animations.Equip Spawn(function() InvokeClient("PlayAnimation", Animation) end) wait(Animation.Duration) if ToolUnequipped then ToolUnequipped:disconnect() end if not CurrentlyEquipped then return end ToolEquipped = true Humanoid.WalkSpeed = (16 * 1.25) CreateParticlePart(true) end) end function Unequipped() Humanoid.WalkSpeed = 16 Spawn(function() CreateParticlePart(false) end) ToolEquipped = false end function OnServerInvoke(player, mode, value) if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then return end end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end ServerControl.OnServerInvoke = OnServerInvoke Delay(0, (function() if not ToolEquipped then CreateParticlePart(false) end end)) Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Blow(Handle)
-- Public Methods
function CheckboxLabelClass:GetValue() return self.Button.Checkmark.Visible end function CheckboxLabelClass:SetValue(bool) bool = not not bool local container = self.Frame.CheckContainer local colorA = container.BackgroundColor3 local colorB = container.BorderColor3 local colorC = container.Outline.BackgroundColor3 local outlineColor = bool and colorB or colorC if (bool and container.CheckButton.BackgroundTransparency == 1) then outlineColor = colorC end for _, child in next, container.Outline:GetChildren() do child.BackgroundColor3 = outlineColor end container.CheckButton.BackgroundColor3 = bool and colorB or colorA container.CheckButton.Checkmark.Visible = bool self._ChangedBind:Fire(bool) end function CheckboxLabelClass:Destroy() self._Maid:Sweep() --self.Frame:Destroy() self.Changed = nil end
-- This function casts a ray with a blacklist.
local function CastWithBlacklist(origin, direction, blacklist, ignoreWater) if not blacklist or typeof(blacklist) ~= "table" then -- This array is faulty error("Call in CastBlacklist failed! Blacklist table is either nil, or is not actually a table.", 0) end local castRay = Ray.new(origin, direction) return Workspace:FindPartOnRayWithIgnoreList(castRay, blacklist, false, ignoreWater) end
-- Replica object:
Replica = {} Replica.__index = Replica
-- This Script moves the ragdoll Folder to StarterGui
script.Parent:FindFirstChild("ragdoll").Parent = game.StarterGui wait() script.Parent:Destroy()
--[[** asserts a given check @param check The function to wrap with an assert @returns A function that simply wraps the given check in an assert **--]]
function t.strict(check) return function(...) assert(check(...)) end end do local checkChildren = t.map(t.string, t.callback) --[[** Takes a table where keys are child names and values are functions to check the children against. Pass an instance tree into the function. If at least one child passes each check, the overall check passes. Warning! If you pass in a tree with more than one child of the same name, this function will always return false @param checkTable The table to check against @returns A function that checks an instance tree **--]] function t.children(checkTable) assert(checkChildren(checkTable)) return function(value) local instanceSuccess, instanceErrMsg = t.Instance(value) if not instanceSuccess then return false, instanceErrMsg or "" end local childrenByName = {} for _, child in ipairs(value:GetChildren()) do local name = child.Name if checkTable[name] then if childrenByName[name] then return false, string.format("Cannot process multiple children with the same name %q", name) end childrenByName[name] = child end end for name, check in pairs(checkTable) do local success, errMsg = check(childrenByName[name]) if not success then return false, string.format("[%s.%s] %s", value:GetFullName(), name, errMsg or "") end end return true end end end return t
--Made by Stickmasterluke
sp=script.Parent midhight=16 radius=4.5 --hight wavetime=10 --seconds a=0 while true do wait() a=a+1 sp.CFrame=CFrame.new(0,midhight+math.sin((a/(wavetime*30))*math.pi)*radius,0) end
-- a modified version of nocollider's gore system
local RenderDistance = 400 local Workspace = game:GetService("Workspace") local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService") local Debris = game:GetService("Debris") local Miscs = ReplicatedStorage:WaitForChild("Miscs") local Remotes = ReplicatedStorage:WaitForChild("Remotes") local Events = ReplicatedStorage:WaitForChild("Events") local Modules = ReplicatedStorage:WaitForChild("Modules") local Utilities = require(Modules.Utilities) local Thread = Utilities.Thread local Gibs = Miscs.Gibs local GibsR15 = Miscs.GibsR15 local Skeleton = Miscs.Skeleton local SkeletonR15 = Miscs.SkeletonR15 local Camera = Workspace.CurrentCamera local Gib = Events.gib local VisualizeGore = Remotes.VisualizeGore local Joints = {} local DamagedHeadParts = {"damaged.head.1", "damaged.head.2", "damaged.head.3"} local Gore = { ["Head"] = {"damaged.head.bone.1", "damaged.head.bone.2"}, ["Right Arm"] = {"damaged.right.arm.1", "damaged.right.arm.2", "damaged.right.arm.flesh.1", "damaged.right.arm.flesh.2"}, ["Left Arm"] = {"damaged.left.arm.1", "damaged.left.arm.2", "damaged.left.arm.flesh.1", "damaged.left.arm.flesh.2"}, ["Right Leg"] = {"damaged.right.leg.1", "damaged.right.leg.2", "damaged.right.leg.flesh.1", "damaged.right.leg.flesh.2"}, ["Left Leg"] = {"damaged.left.leg.1", "damaged.left.leg.2", "damaged.left.leg.flesh.1", "damaged.left.leg.flesh.2"}, ["Torso"] = {"damaged.torso", "damaged.torso.flesh", "damaged.torso.bone"}, } local GoreR15 = { ["Head"] = {"damaged.head.bone.1", "damaged.head.bone.2"}, ["RightUpperArm"] = {"damaged.right.upper.arm", "damaged.right.upper.arm.bone"}, ["RightLowerArm"] = {"damaged.right.lower.arm", "damaged.right.lower.arm.flesh"}, ["RightHand"] = {"damaged.right.hand"}, ["LeftUpperArm"] = {"damaged.left.upper.arm", "damaged.left.upper.arm.bone"}, ["LeftLowerArm"] = {"damaged.left.lower.arm", "damaged.left.lower.arm.flesh"}, ["LeftHand"] = {"damaged.left.hand"}, ["RightUpperLeg"] = {"damaged.right.upper.leg", "damaged.right.upper.leg.flesh"}, ["RightLowerLeg"] = {"damaged.right.lower.leg", "damaged.right.lower.leg.flesh"}, ["RightFoot"] = {"damaged.right.foot"}, ["LeftUpperLeg"] = {"damaged.left.upper.leg", "damaged.left.upper.leg.flesh"}, ["LeftLowerLeg"] = {"damaged.left.lower.leg", "damaged.left.lower.leg.flesh"}, ["LeftFoot"] = {"damaged.left.foot"}, ["UpperTorso"] = {"damaged.upper.torso", "damaged.upper.torso.bone"}, ["LowerTorso"] = {"damaged.lower.torso", "damaged.lower.torso.flesh"}, } local Bones = { ["Head"] = {"head"}, ["Right Arm"] = {"right.arm"}, ["Left Arm"] = {"left.arm"}, ["Right Leg"] = {"right.leg"}, ["Left Leg"] = {"left.leg"}, ["Torso"] = {"torso"}, } local BonesR15 = { ["Head"] = {"head"}, ["RightUpperArm"] = {"right.upper.arm"}, ["RightLowerArm"] = {"right.lower.arm"}, ["RightHand"] = {"right.hand"}, ["LeftUpperArm"] = {"left.upper.arm"}, ["LeftLowerArm"] = {"left.lower.arm"}, ["LeftHand"] = {"left.hand"}, ["RightUpperLeg"] = {"right.upper.leg"}, ["RightLowerLeg"] = {"right.lower.leg"}, ["RightFoot"] = {"right.foot"}, ["LeftUpperLeg"] = {"left.upper.leg"}, ["LeftLowerLeg"] = {"left.lower.leg"}, ["LeftFoot"] = {"left.foot"}, ["UpperTorso"] = {"upper.torso"}, ["LowerTorso"] = {"lower.torso"}, } function DoOdds(Chances) if Random.new():NextInteger(0, 100) <= Chances then return true end return false end local function FullR6Gib(Joint, Ragdoll, ClientModule, GoreEffect) if Ragdoll:FindFirstChild("Torso") and Joint.Transparency ~= 1 and not Ragdoll:FindFirstChild("gibbed") and (Joint.Position - Camera.CFrame.p).Magnitude <= RenderDistance then Joint.Transparency = 1 local Tag = Instance.new("StringValue", Ragdoll) Tag.Name = "gibbed" local Decal = Joint:FindFirstChildOfClass("Decal") if Decal then Decal:Destroy() end if Joint.Name == "Head" then local parts = Ragdoll:GetChildren() for i = 1, #parts do if parts[i]:IsA("Hat") or parts[i]:IsA("Accessory") then local handle = parts[i].Handle:Clone() local children = handle:GetChildren() for i = 1, #children do if children[i]:IsA("Weld") then children[i]:Destroy() end end handle.CFrame = parts[i].Handle.CFrame handle.CanCollide = true handle.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25) handle.Velocity = Vector3.new( (math.random() - 0.5) * 25, math.random(25, 50), (math.random() - 0.5) * 25 ) handle.Parent = Ragdoll parts[i].Handle.Transparency = 1 end end end for _, Limb in pairs(Bones[Joint.Name]) do local limb = Skeleton[Limb]:Clone() limb.Anchored = true limb.CanCollide = false limb.Parent = Ragdoll local offset = Skeleton.rig[Joint.Name].CFrame:ToObjectSpace(limb.CFrame) Joints[limb] = function() return Joint.CFrame * offset end end local Attachment = Instance.new("Attachment") Attachment.CFrame = Joint.CFrame Attachment.Parent = workspace.Terrain local Sound = Instance.new("Sound",Attachment) Sound.SoundId = "rbxassetid://"..ClientModule.GoreSoundIDs[math.random(1, #ClientModule.GoreSoundIDs)] Sound.PlaybackSpeed = Random.new():NextNumber(ClientModule.GoreSoundPitchMin, ClientModule.GoreSoundPitchMax) Sound.Volume = ClientModule.GoreSoundVolume local function spawner() local C = GoreEffect:GetChildren() for i = 1, #C do if C[i].className == "ParticleEmitter" then local count = 1 local Particle = C[i]:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then count = Particle.EmitCount.Value end Thread:Delay(0.01, function() Particle:Emit(count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() end Thread:Spawn(spawner) Debris:AddItem(Attachment, 10) end end local function R6Gib(Joint, Ragdoll, ClientModule, GoreEffect) if Ragdoll:FindFirstChild("Torso") and Joint.Transparency ~= 1 and not Ragdoll:FindFirstChild("gibbed") and (Joint.Position - Camera.CFrame.p).Magnitude <= RenderDistance then Joint.Transparency = 1 local Tag = Instance.new("StringValue", Ragdoll) Tag.Name = "gibbed" local Decal = Joint:FindFirstChildOfClass("Decal") if Decal then Decal:Destroy() end if Joint.Name == "Head" then local parts = Ragdoll:GetChildren() for i = 1, #parts do if parts[i]:IsA("Hat") or parts[i]:IsA("Accessory") then local handle = parts[i].Handle:Clone() local children = handle:GetChildren() for i = 1, #children do if children[i]:IsA("Weld") then children[i]:Destroy() end end handle.CFrame = parts[i].Handle.CFrame handle.CanCollide = true handle.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25) handle.Velocity = Vector3.new( (math.random() - 0.5) * 25, math.random(25, 50), (math.random() - 0.5) * 25 ) handle.Parent = Ragdoll parts[i].Handle.Transparency = 1 end end for _, headPart in pairs(DamagedHeadParts) do local part = Gibs[headPart]:Clone() part.Color = Joint.Color part.CFrame = Joint.CFrame part.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25) part.Velocity = Vector3.new( (math.random() - 0.5) * 25, math.random(50, 100), (math.random() - 0.5) * 25 ) part.Parent = Ragdoll end end for _, Limb in pairs(Gore[Joint.Name]) do local limb = Gibs[Limb]:Clone() limb.Anchored = true limb.CanCollide = false if not (limb.Name:match("flesh") or limb.Name:match("bone")) then limb.Color = Joint.Color if not limb.Name:match("head") then if limb.Name:match("leg") or limb.Name:match("foot") then if Ragdoll:FindFirstChildOfClass("Pants") then limb.TextureID = Ragdoll:FindFirstChildOfClass("Pants").PantsTemplate end else if limb.Name:match("torso") then if Ragdoll:FindFirstChildOfClass("Shirt") then limb.TextureID = Ragdoll:FindFirstChildOfClass("Shirt").ShirtTemplate else if Ragdoll:FindFirstChildOfClass("Pants") then limb.TextureID = Ragdoll:FindFirstChildOfClass("Pants").PantsTemplate end end else if Ragdoll:FindFirstChildOfClass("Shirt") then limb.TextureID = Ragdoll:FindFirstChildOfClass("Shirt").ShirtTemplate end end end end end limb.Parent = Ragdoll local offset = Gibs.rig[Joint.Name].CFrame:ToObjectSpace(limb.CFrame) Joints[limb] = function() return Joint.CFrame * offset end end local Attachment = Instance.new("Attachment") Attachment.CFrame = Joint.CFrame Attachment.Parent = workspace.Terrain local Sound = Instance.new("Sound",Attachment) Sound.SoundId = "rbxassetid://"..ClientModule.GoreSoundIDs[math.random(1, #ClientModule.GoreSoundIDs)] Sound.PlaybackSpeed = Random.new():NextNumber(ClientModule.GoreSoundPitchMin, ClientModule.GoreSoundPitchMax) Sound.Volume = ClientModule.GoreSoundVolume local function spawner() local C = GoreEffect:GetChildren() for i = 1, #C do if C[i].className == "ParticleEmitter" then local count = 1 local Particle = C[i]:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then count = Particle.EmitCount.Value end Thread:Delay(0.01, function() Particle:Emit(count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() end Thread:Spawn(spawner) Debris:AddItem(Attachment, 10) end end local function FullR15Gib(Joint, Ragdoll, ClientModule, GoreEffect) if Ragdoll:FindFirstChild("UpperTorso") and Joint.Transparency ~= 1 and not Ragdoll:FindFirstChild("gibbed") and (Joint.Position - Camera.CFrame.p).Magnitude <= RenderDistance then Joint.Transparency = 1 local Tag = Instance.new("StringValue", Ragdoll) Tag.Name = "gibbed" local Decal = Joint:FindFirstChildOfClass("Decal") if Decal then Decal:Destroy() end if Joint.Name == "Head" then local parts = Ragdoll:GetChildren() for i = 1, #parts do if parts[i]:IsA("Hat") or parts[i]:IsA("Accessory") then local handle = parts[i].Handle:Clone() local children = handle:GetChildren() for i = 1, #children do if children[i]:IsA("Weld") then children[i]:Destroy() end end handle.CFrame = parts[i].Handle.CFrame handle.CanCollide = true handle.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25) handle.Velocity = Vector3.new( (math.random() - 0.5) * 25, math.random(25, 50), (math.random() - 0.5) * 25 ) handle.Parent = Ragdoll parts[i].Handle.Transparency = 1 end end end for _, Limb in pairs(BonesR15[Joint.Name]) do local limb = SkeletonR15[Limb]:Clone() limb.Anchored = true limb.CanCollide = false limb.Parent = Ragdoll local offset = SkeletonR15.rig[Joint.Name].CFrame:ToObjectSpace(limb.CFrame) Joints[limb] = function() return Joint.CFrame * offset end end local Attachment = Instance.new("Attachment") Attachment.CFrame = Joint.CFrame Attachment.Parent = workspace.Terrain local Sound = Instance.new("Sound",Attachment) Sound.SoundId = "rbxassetid://"..ClientModule.GoreSoundIDs[math.random(1, #ClientModule.GoreSoundIDs)] Sound.PlaybackSpeed = Random.new():NextNumber(ClientModule.GoreSoundPitchMin, ClientModule.GoreSoundPitchMax) Sound.Volume = ClientModule.GoreSoundVolume local function spawner() local C = GoreEffect:GetChildren() for i = 1, #C do if C[i].className == "ParticleEmitter" then local count = 1 local Particle = C[i]:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then count = Particle.EmitCount.Value end Thread:Delay(0.01, function() Particle:Emit(count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() end Thread:Spawn(spawner) Debris:AddItem(Attachment, 10) end end local function R15Gib(Joint, Ragdoll, ClientModule, GoreEffect) if Ragdoll:FindFirstChild("UpperTorso") and Joint.Transparency ~= 1 and not Ragdoll:FindFirstChild("gibbed") and (Joint.Position - Camera.CFrame.p).Magnitude <= RenderDistance then Joint.Transparency = 1 local Tag = Instance.new("StringValue", Ragdoll) Tag.Name = "gibbed" local Decal = Joint:FindFirstChildOfClass("Decal") if Decal then Decal:Destroy() end if Joint.Name == "Head" then local parts = Ragdoll:GetChildren() for i = 1, #parts do if parts[i]:IsA("Hat") or parts[i]:IsA("Accessory") then local handle = parts[i].Handle:Clone() local children = handle:GetChildren() for i = 1, #children do if children[i]:IsA("Weld") then children[i]:Destroy() end end handle.CFrame = parts[i].Handle.CFrame handle.CanCollide = true handle.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25) handle.Velocity = Vector3.new( (math.random() - 0.5) * 25, math.random(25, 50), (math.random() - 0.5) * 25 ) handle.Parent = Ragdoll parts[i].Handle.Transparency = 1 end end for _, headPart in pairs(DamagedHeadParts) do local part = Gibs[headPart]:Clone() part.Color = Joint.Color part.CFrame = Joint.CFrame part.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25) part.Velocity = Vector3.new( (math.random() - 0.5) * 25, math.random(50, 100), (math.random() - 0.5) * 25 ) part.Parent = Ragdoll end end for _, Limb in pairs(GoreR15[Joint.Name]) do local limb = GibsR15[Limb]:Clone() limb.Anchored = true limb.CanCollide = false if not (limb.Name:match("flesh") or limb.Name:match("bone")) then limb.Color = Joint.Color if not limb.Name:match("head") then if limb.Name:match("leg") or limb.Name:match("foot") then if Ragdoll:FindFirstChildOfClass("Pants") then limb.TextureID = Ragdoll:FindFirstChildOfClass("Pants").PantsTemplate end else if limb.Name:match("torso") then if Ragdoll:FindFirstChildOfClass("Shirt") then limb.TextureID = Ragdoll:FindFirstChildOfClass("Shirt").ShirtTemplate else if Ragdoll:FindFirstChildOfClass("Pants") then limb.TextureID = Ragdoll:FindFirstChildOfClass("Pants").PantsTemplate end end else if Ragdoll:FindFirstChildOfClass("Shirt") then limb.TextureID = Ragdoll:FindFirstChildOfClass("Shirt").ShirtTemplate end end end end end limb.Parent = Ragdoll local offset = GibsR15.rig[Joint.Name].CFrame:ToObjectSpace(limb.CFrame) Joints[limb] = function() return Joint.CFrame * offset end end local Attachment = Instance.new("Attachment") Attachment.CFrame = Joint.CFrame Attachment.Parent = workspace.Terrain local Sound = Instance.new("Sound",Attachment) Sound.SoundId = "rbxassetid://"..ClientModule.GoreSoundIDs[math.random(1, #ClientModule.GoreSoundIDs)] Sound.PlaybackSpeed = Random.new():NextNumber(ClientModule.GoreSoundPitchMin, ClientModule.GoreSoundPitchMax) Sound.Volume = ClientModule.GoreSoundVolume local function spawner() local C = GoreEffect:GetChildren() for i = 1, #C do if C[i].className == "ParticleEmitter" then local count = 1 local Particle = C[i]:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then count = Particle.EmitCount.Value end Thread:Delay(0.01, function() Particle:Emit(count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() end Thread:Spawn(spawner) Debris:AddItem(Attachment, 10) end end local function GibJoint(Joint, Ragdoll, ClientModule, GoreEffect) if ClientModule.GoreEffectEnabled then if Ragdoll:FindFirstChildOfClass("Humanoid") then if Ragdoll:FindFirstChildOfClass("Humanoid").RigType == Enum.HumanoidRigType.R6 then if DoOdds(ClientModule.FullyGibbedLimbChance) then FullR6Gib(Joint, Ragdoll, ClientModule, GoreEffect) else R6Gib(Joint, Ragdoll, ClientModule, GoreEffect) end else if DoOdds(ClientModule.FullyGibbedLimbChance) then FullR15Gib(Joint, Ragdoll, ClientModule, GoreEffect) else R15Gib(Joint, Ragdoll, ClientModule, GoreEffect) end end end end end Gib.Event:Connect(GibJoint) VisualizeGore.OnClientEvent:Connect(GibJoint) RunService.RenderStepped:Connect(function(dt) for part, cframe in next, Joints do part.CFrame = cframe() end end)
-- Deal Damage
takeDamage.OnServerEvent:Connect(function(fired, hit, damage) local humanoid = hit humanoid:TakeDamage(damage) end)
--[[ Manages batch updating of tween objects. ]]
local RunService = game:GetService("RunService") local lerpType = require(script.lerpType) local getTweenRatio = require(script.getTweenRatio) local updateAll = require(script.Parent.Parent.Parent.Dependencies).updateAll local TweenScheduler = {} type Set<T> = {[T]: any} local WEAK_KEYS_METATABLE = {__mode = "k"}
-- Indicator class
local Indicator = {} Indicator.all = {} function Indicator:new(position) local newIndicator = newIndicator or {} -- Properties newIndicator.time = (3.2*math.max(0.24,(damagedone/100))) or 1 newIndicator.position = humanoid:FindFirstChild("creator").Value.Character:FindFirstChild("Torso").Position or Vector3.new() print(newIndicator.position) newIndicator.timeCreated = tick() newIndicator.timeExpire = tick() + newIndicator.time newIndicator.alive = true newIndicator.frame = frTemplate:clone() newIndicator.frame.Parent = gui newIndicator.frame.Archivable = false setmetatable(newIndicator, Indicator) self.__index = self table.insert(Indicator.all, newIndicator) newIndicator:update() return newIndicator end function Indicator:expire() self.alive = false -- Cleanup resources self.frame:Destroy() -- Remove from all for i = 1, #Indicator.all do if self == Indicator.all[i] then table.remove(Indicator.all, i) break end end end function Indicator:setAngle(angleRadians) if not self.alive then return end local angleDegrees = angleRadians * (180 / math.pi) self.frame.Position = UDim2.new( .5, math.cos(angleRadians) * radius + self.frame.AbsoluteSize.X / -2, .5, math.sin(angleRadians) * radius + self.frame.AbsoluteSize.Y / -2 ) self.frame.Rotation = angleDegrees + 90 end function Indicator:update() if tick() >= self.timeExpire then self:expire() else local perc = (tick() - self.timeCreated) / self.time self:setAngle(getCameraAngle(camera) - angleBetweenPoints(camera.Focus.p, self.position) - math.pi / 2) self.frame.ImageLabel.ImageTransparency = perc self.frame.ImageLabel.Size = UDim2.new(0, 350, 0, 350 * (1 - perc)) end end function Indicator:updateAll() local i = 1 while i <= #Indicator.all do local indicator = Indicator.all[i] indicator:update() if indicator.alive then i = i + 1 end end end
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return function(position, text, speed, distanceMult) --- Fix arguments speed = speed or 1 text = text or "" distanceMult = distanceMult or 1 --- Variables local holder = _L.GUIFX.GetHolder() local resolution = game.Workspace.CurrentCamera.ViewportSize local newPosition = position + UDim2.new(0, 0, 0, -(resolution.Y / 5) * distanceMult) --- Create local label = Instance.new("TextLabel") label.AnchorPoint = Vector2.new(0.5, 0.5) label.Position = position label.Size = UDim2.new(0, 250, 0, 250) label.BackgroundTransparency = 1 label.BorderSizePixel = 0 label.TextColor3 = Color3.new(1, 1, 1) label.TextStrokeTransparency = 0.5 label.Text = text label.Name = "Floating Text" label.Font = Enum.Font.GothamBold label.TextSize = 20 label.Parent = holder --- Tweem local tween = _L.Functions.FastTween(label, {TextTransparency = 1, TextStrokeTransparency = 1, Position = newPosition}, {speed}) --- Cleanup _L.Functions.AddDebris(label, 5) tween.Completed:Connect(function() label:Destroy() end) -- return label end
-- /** -- * Returns a presentation string of your `val` object -- * @param val any potential JavaScript object -- * @param options Custom settings -- */
local function format(val: any, options: OptionsReceived?): string if options then validateOptions(options) if options.plugins then local plugin_ = findPlugin((options.plugins :: Plugins), val) if plugin_ ~= nil then return printPlugin(plugin_, val, getConfig(options), "", 0, {}) end end end local basicResult = printBasicValue( val, getOption(options, "printFunctionName"), getOption(options, "escapeRegex"), getOption(options, "escapeString") ) if basicResult ~= nil then return basicResult end -- ROBLOX deviation: luau doesn't handle optional arguments, explicitly pass nil return printComplexValue(val, getConfig(options), "", 0, {}, nil) end local plugins = { AsymmetricMatcher = AsymmetricMatcher, ConvertAnsi = ConvertAnsi, ReactElement = ReactElement, ReactTestComponent = ReactTestComponent, -- ROBLOX deviation: Roblox Instance matchers RobloxInstance = RobloxInstance, } return { format = format, default = format, plugins = plugins, DEFAULT_OPTIONS = DEFAULT_OPTIONS, }
--[[feature ideas: - setting to auto-focus screen when character is close to a screen ]]
function setHumanoidControl(hasControl) local character = localPlayer.Character if character and character.Parent then local humanoid = character:FindFirstChildOfClass("Humanoid") if not hasControl then humanoid.WalkSpeed = 0 if humanoid.UseJumpPower then humanoid.JumpPower = 0 else humanoid.JumpHeight = 0 end humanoid.AutoRotate = false else humanoid.WalkSpeed = StarterPlayer.CharacterWalkSpeed if humanoid.UseJumpPower then humanoid.JumpPower = StarterPlayer.CharacterJumpPower else humanoid.JumpHeight = StarterPlayer.CharacterJumpHeight end humanoid.AutoRotate = true end end -- Find the jump button and adjust it's visibility if UserInputService.TouchEnabled then local playerGui = localPlayer:FindFirstChild("PlayerGui") if playerGui then local touchGui = playerGui:FindFirstChild("TouchGui") if touchGui then local controlFrame = touchGui:FindFirstChild("TouchControlFrame") if controlFrame then local jumpButton = controlFrame:FindFirstChild("JumpButton") if jumpButton then TweenService:Create( touchGui.TouchControlFrame.JumpButton, TweenInfo.new(0.5), { ImageTransparency = hasControl and 0 or 1 } ):Play() end end end end end end function setCameraCF(screenPart) local halfFOV = math.rad(camera.FieldOfView / 2) local halfScreenHeight = screenPart.Size.Y / 2 local distanceOffset = halfScreenHeight / math.tan(halfFOV) local cameraAspectRatio = (camera.ViewportSize.X / camera.ViewportSize.Y) local screenAspectRatio = screenPart.Size.X / screenPart.Size.Y if cameraAspectRatio < screenAspectRatio then distanceOffset = distanceOffset / (cameraAspectRatio / screenAspectRatio) end local targetCF = screenPart.CFrame * CFrame.new(0, 0, -(distanceOffset + screenPart.Size.Z / 2)) return CFrame.new(targetCF.Position, screenPart.Position) end function getCharacterPart() local character = localPlayer.Character if character and character.Parent and character:IsA("Model") then return character.PrimaryPart end end function updateButtonVisuals() if button and button.Parent then if fullscreenModule.FocusedScreen == buttonTargetScreen then button.Image = ZOOM_OUT_ICON button.GamepadPrompt.Image = BACKOUT_GAMEPAD_BUTTON_ICON else button.Image = ZOOM_IN_ICON button.GamepadPrompt.Image = FULLSCREEN_GAMEPAD_BUTTON_ICON end end end function fullscreenModule.FocusScreen(screenPart, manageLockingCharacterControl) -- If screenPart is nil or the character, the camera will return to the character if screenPart and screenPart == localPlayer.Character then screenPart = nil end if fullscreenModule.FocusedScreen == screenPart then return end fullscreenModule.FocusedScreen = screenPart transitionCount += 1 local thisTransitionCount = transitionCount updateButtonVisuals() -- Tween camera into position local targetCF = nil local camTweenRelativeTargetPart = nil if screenPart then if manageLockingCharacterControl then setHumanoidControl(false) end -- If focusing a screen, and no currently saved relative info for the character, then capture relative character info. if not characterCamCF then local cameraSubjectPart = getCharacterPart() if cameraSubjectPart then characterCamCF = CFrame.new(cameraSubjectPart.Position):ToObjectSpace(camera.CFrame) characterCamCFIsRelative = true else characterCamCF = camera.CFrame characterCamCFIsRelative = false end end camera.CameraType = Enum.CameraType.Scriptable targetCF = setCameraCF(screenPart) else targetCF = characterCamCF if characterCamCFIsRelative then camTweenRelativeTargetPart = getCharacterPart() end end if targetCF then -- Tweening an object so that we can apply the tweened cframe overtop a camera subject local cfObject = Instance.new("CFrameValue") if camTweenRelativeTargetPart and camTweenRelativeTargetPart.Parent then cfObject.Value = CFrame.new(camTweenRelativeTargetPart.Position * -1) * camera.CFrame else cfObject.Value = camera.CFrame end local cameraTween = TweenService:Create( cfObject, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), { Value = targetCF } ) local cfChangedConn = cfObject.Changed:connect(function() if transitionCount == thisTransitionCount then camera.CameraType = Enum.CameraType.Scriptable if camTweenRelativeTargetPart and camTweenRelativeTargetPart.Parent then camera.CFrame = CFrame.new(camTweenRelativeTargetPart.Position) * cfObject.Value else camera.CFrame = cfObject.Value end end end) cameraTween:Play() cameraTween.Completed:Wait() cfChangedConn:Disconnect() cfChangedConn = nil cfObject = nil end -- Camera finished tweening if transitionCount == thisTransitionCount then if screenPart then -- Lock camera to screen if lockCameraConnection then lockCameraConnection:Disconnect() lockCameraConnection = nil end lockCameraConnection = RunService.RenderStepped:Connect(function() if transitionCount == thisTransitionCount then camera.CFrame = setCameraCF(screenPart) end end) else -- Return camera to character camera.CameraType = Enum.CameraType.Custom characterCamCF = nil characterCamCFIsRelative = false local character = localPlayer.Character if character and character.Parent then local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then camera.CameraSubject = humanoid end end if manageLockingCharacterControl then setHumanoidControl(true) end end end end function toggleFullscreen() if button then -- Only toggle if button exists, as a user control if fullscreenModule.FocusedScreen ~= buttonTargetScreen then fullscreenModule.FocusScreen(buttonTargetScreen) else fullscreenModule.FocusScreen() end end end function backoutFullscreen() if button and fullscreenModule.FocusedScreen == buttonTargetScreen then -- Only backout if there is a button for usercontrol and it is hooked up to the current screen fullscreenModule.FocusScreen() end end function updateGamepadPromptVisibility() if button and button.Parent then local gamepadPrompt = button:FindFirstChild("GamepadPrompt") if gamepadPrompt then if UserInputService.GamepadEnabled then button.GamepadPrompt.Visible = false button.Active = false else button.GamepadPrompt.Visible = true button.Active = true end end end end UserInputService.GamepadConnected:connect(updateGamepadPromptVisibility) UserInputService.GamepadDisconnected:connect(updateGamepadPromptVisibility) function fullscreenModule.RemoveButton() if buttonConnection then buttonConnection:Disconnect() buttonConnection = nil end if gamepadButtonConnection then gamepadButtonConnection:Disconnect() gamepadButtonConnection = nil end if button and button.Parent then button:Destroy() end if buttonGui and buttonGui.Parent then buttonGui:Destroy() end button = nil buttonGui = nil buttonTargetScreen = nil end function fullscreenModule.CreateButtonToFocusScreen(screenPart) local playerGui = localPlayer:FindFirstChild("PlayerGui") if playerGui then if button or buttonGui then fullscreenModule.RemoveButton() end buttonTargetScreen = screenPart buttonGui = buttonGuiTemplate:clone() button = buttonGui.Button buttonConnection = button.Activated:connect(toggleFullscreen) gamepadButtonConnection = UserInputService.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.Gamepad1 then if input.KeyCode == FULLSCREEN_GAMEPAD_BUTTON then toggleFullscreen() elseif input.KeyCode == BACKOUT_GAMEPAD_BUTTON then backoutFullscreen() end end end) updateButtonVisuals() buttonGui.Parent = playerGui end end return fullscreenModule
--Eventos Touched para hacer daño al jugador
filoEspada.Touched:Connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and confirmador == true then local humanoid = hit.Parent:FindFirstChild("Humanoid") humanoid:TakeDamage(10) confirmador = false end end)
-- Implements equivalent functionality to JavaScript's `array.splice`, including -- the interface and behaviors defined at: -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/splice
return function<T>(array: Array<T>, start: number, deleteCount: number?, ...: T): Array<T> -- Append varargs without removing anything if start > #array then local varargCount = select("#", ...) for i = 1, varargCount do local toInsert = select(i, ...) table.insert(array, toInsert) end return {} else local length = #array -- In the JS impl, a negative fromIndex means we should use length - -- index; with Lua, of course, this means that 0 is still valid, but -- refers to the end of the array the way that '-1' would in JS if start < 1 then start = math.max(length - math.abs(start), 1) end local deletedItems = {} :: Array<T> -- If no deleteCount was provided, we want to delete the rest of the -- array starting with `start` local deleteCount_: number = deleteCount or length if deleteCount_ > 0 then local lastIndex = math.min(length, start + math.max(0, deleteCount_ - 1)) for i = start, lastIndex do local deleted = table.remove(array, start) :: T table.insert(deletedItems, deleted) end end local varargCount = select("#", ...) -- Do this in reverse order so we can always insert in the same spot for i = varargCount, 1, -1 do local toInsert = select(i, ...) table.insert(array, start, toInsert) end return deletedItems end end
-- Just drop this inside of the tool
local CS = game:GetService('CollectionService') local Character script.Parent.Equipped:Connect(function() Character = script:FindFirstAncestorOfClass('Model') if not CS:HasTag(Character,'Mic') then CS:AddTag(Character,'Mic') else CS:RemoveTag(Character,'Mic') end end) script.Parent.Unequipped:Connect(function() CS:RemoveTag(Character,'Mic') end) script.Parent.AncestryChanged:Connect(function() CS:RemoveTag(Character,'Mic') end)
-- перебираем
for a,b in pairs(tmp) do wait(1) local param = b.Name -- сохраняем имя local anchor = b.Parent -- сохраняем привязку local orient = b.Orientation-- сохраняем оринтацию local temp = orig:Clone() -- создаём клон -- размещаём клон в пространстве вместо нашего кирпича temp:SetPrimaryPartCFrame(CFrame.new(b.Position) * CFrame.Angles(0, math.rad(orient.Y),0) ) temp.Name = param -- меняем имя temp.Parent = anchor -- вынимаем из ОЗУ temp.scrStatueAllDay.Enabled=true b.Parent = nil -- удаляем кирпич end
--By Luckymaxer
r = game:service("RunService") local damage = 1 local slash_damage = 5 sword = script.Parent.Handle Tool = script.Parent local SlashSound = sword:WaitForChild("SlashSound") function blow(hit) if not hit or not hit.Parent then return end 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.Health > 0 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) if humanoid.Health == 0 then for i, v in pairs(humanoid.Parent:GetChildren()) do if v:IsA("BasePart") then for ii = 1, 2 do local Wood = Instance.new("Part") Wood.Name = "Wood" Wood.Locked = true Wood.CanCollide = true Wood.Anchored = false Wood.FormFactor = Enum.FormFactor.Custom Wood.TopSurface = Enum.SurfaceType.Smooth Wood.BottomSurface = Enum.SurfaceType.Smooth Wood.Size = Vector3.new(1, 0.8, 1) Wood.Material = Enum.Material.Wood Wood.BrickColor = BrickColor.new("Dark orange") game:GetService("Debris"):AddItem(Wood, 5) Wood.Parent = game:GetService("Workspace") Wood.CFrame = v.CFrame + Vector3.new(0, (ii * Wood.Size.y), 0) v:Destroy() end end end end 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 game.Debris:AddItem(creator_tag, 1) end function attack() damage = slash_damage SlashSound:play() 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 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() attack() last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--[[ 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(0.75, 0.75, 0.75) c.RotationInfluence = Vector3.new(6, 3, 3) 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; })
-- Preload animations
function playAnimation(animName, transitionTime, humanoid) if (animName ~= currentAnim) then if (oldAnimTrack ~= nil) then oldAnimTrack:Stop() oldAnimTrack:Destroy() end local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end
--
local function rayPlane(p, v, s, n) local r = p - s; local t = -r:Dot(n) / v:Dot(n) return p + t * v, t end;
-- Get reference to the Dock frame
local dock = script.Parent.Parent.DockShelf
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Gravity = 196.20 JumpHeightPercentage = 0.25 ToolEquipped = false local ToolUnequipped, DescendantAdded, DescendantRemoving; function GetAllConnectedParts(Object) local Parts = {} local function GetConnectedParts(Object) for i, v in pairs(Object:GetConnectedParts()) do local Ignore = false for ii, vv in pairs(Parts) do if v == vv then Ignore = true end end if not Ignore then table.insert(Parts, v) GetConnectedParts(v) end end end GetConnectedParts(Object) return Parts end function SetGravityEffect() if not GravityEffect or not GravityEffect.Parent then GravityEffect = Instance.new("BodyForce") GravityEffect.Name = "GravityCoilEffect" GravityEffect.Parent = Torso end local TotalMass = 0 local ConnectedParts = GetAllConnectedParts(Torso) for i, v in pairs(ConnectedParts) do if v:IsA("BasePart") then TotalMass = (TotalMass + v:GetMass()) end end local TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage)) GravityEffect.force = Vector3.new(0, TotalMass, 0) end function HandleGravityEffect(Enabled) if not CheckIfAlive() then return end for i, v in pairs(Torso:GetChildren()) do if v:IsA("BodyForce") then v:Destroy() end end for i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do if v then v:disconnect() end end if Enabled then CurrentlyEquipped = true ToolUnequipped = Tool.Unequipped:connect(function() CurrentlyEquipped = false end) SetGravityEffect() DescendantAdded = Character.DescendantAdded:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) DescendantRemoving = Character.DescendantRemoving:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end if HumanoidDied then HumanoidDied:disconnect() end HumanoidDied = Humanoid.Died:connect(function() if GravityEffect and GravityEffect.Parent then GravityEffect:Destroy() end end) HandleGravityEffect(true) ToolEquipped = true end function Unequipped() if HumanoidDied then HumanoidDied:disconnect() end HandleGravityEffect(false) ToolEquipped = false end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- setup emote chat hook --[[Game.Players.LocalPlayer.Chatted:connect(function(msg) local emote = "" if (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, 0.1, Humanoid) end -- print("===> " .. string.sub(msg, 1, 3) .. "(" .. emote .. ")") end) ]]
--[[ CameraShaker.CameraShakeInstance cameraShaker = CameraShaker.new(renderPriority, callbackFunction) CameraShaker:Start() CameraShaker:Stop() CameraShaker:StopSustained([fadeOutTime]) CameraShaker:Shake(shakeInstance) CameraShaker:ShakeSustain(shakeInstance) CameraShaker:ShakeOnce(magnitude, roughness [, fadeInTime, fadeOutTime, posInfluence, rotInfluence]) CameraShaker:StartShake(magnitude, roughness [, fadeInTime, posInfluence, rotInfluence]) EXAMPLE: local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame) camera.CFrame = playerCFrame * shakeCFrame end) camShake:Start() -- Explosion shake: camShake:Shake(CameraShaker.Presets.Explosion) wait(1) -- Custom shake: camShake:ShakeOnce(3, 1, 0.2, 1.5) -- Sustained shake: camShake:ShakeSustain(CameraShaker.Presets.Earthquake) -- Stop all sustained shakes: camShake:StopSustained(1) -- Argument is the fadeout time (defaults to the same as fadein time if not supplied) -- Stop only one sustained shake: shakeInstance = camShake:ShakeSustain(CameraShaker.Presets.Earthquake) wait(2) shakeInstance:StartFadeOut(1) -- Argument is the fadeout time NOTE: This was based entirely on the EZ Camera Shake asset for Unity3D. I was given written permission by the developer, Road Turtle Games, to port this to Roblox. Original asset link: https://assetstore.unity.com/packages/tools/camera/ez-camera-shake-33148 GitHub repository: https://github.com/Sleitnick/RbxCameraShaker --]]
local CameraShaker = {} CameraShaker.__index = CameraShaker local profileBegin = debug.profilebegin local profileEnd = debug.profileend local profileTag = "CameraShakerUpdate" local V3 = Vector3.new local CF = CFrame.new local ANG = CFrame.Angles local RAD = math.rad local v3Zero = V3() local CameraShakeInstance = require(script.CameraShakeInstance) local CameraShakeState = CameraShakeInstance.CameraShakeState local defaultPosInfluence = V3(0.15, 0.15, 0.15) local defaultRotInfluence = V3(1, 1, 1) CameraShaker.CameraShakeInstance = CameraShakeInstance CameraShaker.Presets = require(script.CameraShakePresets) function CameraShaker.new(renderPriority, callback) assert(type(renderPriority) == "number", "RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)") assert(type(callback) == "function", "Callback must be a function") local self = setmetatable({ _running = false; _renderName = "CameraShaker"; _renderPriority = renderPriority; _posAddShake = v3Zero; _rotAddShake = v3Zero; _camShakeInstances = {}; _removeInstances = {}; _callback = callback; }, CameraShaker) return self end function CameraShaker:Start() if (self._running) then return end self._running = true local callback = self._callback game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt) profileBegin(profileTag) local cf = self:Update(dt) profileEnd() callback(cf) end) end function CameraShaker:Stop() if (not self._running) then return end game:GetService("RunService"):UnbindFromRenderStep(self._renderName) self._running = false end function CameraShaker:StopSustained(duration) for _,c in pairs(self._camShakeInstances) do if (c.fadeOutDuration == 0) then c:StartFadeOut(duration or c.fadeInDuration) end end end function CameraShaker:Update(dt) local posAddShake = v3Zero local rotAddShake = v3Zero local instances = self._camShakeInstances -- Update all instances: for i = 1,#instances do local c = instances[i] local state = c:GetState() if (state == CameraShakeState.Inactive and c.DeleteOnInactive) then self._removeInstances[#self._removeInstances + 1] = i elseif (state ~= CameraShakeState.Inactive) then local shake = c:UpdateShake(dt) posAddShake = posAddShake + (shake * c.PositionInfluence) rotAddShake = rotAddShake + (shake * c.RotationInfluence) end end -- Remove dead instances: for i = #self._removeInstances,1,-1 do local instIndex = self._removeInstances[i] table.remove(instances, instIndex) self._removeInstances[i] = nil end return CF(posAddShake) * ANG(0, RAD(rotAddShake.Y), 0) * ANG(RAD(rotAddShake.X), 0, RAD(rotAddShake.Z)) end function CameraShaker:Shake(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:ShakeSustain(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance shakeInstance:StartFadeIn(shakeInstance.fadeInDuration) return shakeInstance end function CameraShaker:ShakeOnce(magnitude, roughness, fadeInTime, fadeOutTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:StartShake(magnitude, roughness, fadeInTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) shakeInstance:StartFadeIn(fadeInTime) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end return CameraShaker
--wait(2) --camera:Interpolate(game.Workspace.Part2.CFrame, game.Workspace.Part1.CFrame, 2) --wait(2) --camera.CameraType = "Custom"
-- Decompiled with the Synapse X Luau decompiler.
if not game:IsLoaded() then game.Loaded:Wait() end local v1 = script:FindFirstAncestor("MainUI"); local v2 = require(script.Parent); local v3 = require(v1.Modules.Spring); local l__UserInputService__4 = game:GetService("UserInputService"); local l__TweenService__5 = game:GetService("TweenService"); local l__LocalPlayer__6 = game.Players.LocalPlayer; local l__Humanoid__7 = v2.char:WaitForChild("Humanoid"); local l__HumanoidRootPart__8 = v2.char:WaitForChild("HumanoidRootPart"); local v9 = CFrame.new(0, 0, 0); local v10 = Vector3.new(0, 0, 0); local v11 = Vector3.new(0, 0, 0); local v12 = v3.new(Vector3.new(0, -2.7, -0.25)); v12:__newindex("Damper", 1); v12:__newindex("Speed", 20); v2.cam.CameraType = Enum.CameraType.Scriptable; local v13 = { Acog = 25, HoloSight = 15, [""] = 0 }; local v14 = Instance.new("PointLight"); v14.Color = Color3.fromRGB(120, 122, 138); v14.Range = 10; v14.Brightness = 0.55; if v2.platform == "console" then v14.Brightness = 0.7; pcall(function() game.Lighting.XBoxColor.Enabled = true; end); end; v14.Shadows = false; v14.Parent = v2.char:WaitForChild("Head"); delay(5, function() v14.Parent = v2.char:WaitForChild("Head"); end); local v15 = RaycastParams.new(); v15.CollisionGroup = "NoPlayer"; v15.FilterDescendantsInstances = { v2.viewmodel, v2.char }; l__UserInputService__4.MouseIconEnabled = false; local v16 = Vector2.new(0, 0); v2.update(); local u1 = 0.016666666666666666; local u2 = v9; local u3 = v16; local function u4(p1) if p1 ~= p1 then return; end; local v17 = p1.Magnitude / u1; if v17 >= 1000 then p1 = p1 * (1000 / v17); end; v2.ay_t = math.clamp(v2.ay_t - p1.y, -65, 65); v2.ax_t = (v2.ax_t - p1.x) % 360; if v2.camlock ~= nil then v2.camlockedoffset[2] = math.clamp(v2.camlockedoffset[2] - p1.y / 2, -25, 25); v2.camlockedoffset[1] = math.clamp(v2.camlockedoffset[1] - p1.x / 2, -65, 65); else v2.camlockedoffset = { 0, 0 }; end; u2 = u2 * (CFrame.Angles(0, math.rad(-p1.x), 0) * CFrame.Angles(math.rad(-p1.y), 0, 0)); v2.bobspring:Impulse(Vector3.new(-p1.x / 1, -p1.y / 1, 0)); end; l__UserInputService__4.InputChanged:connect(function(p2, p3) if (p2.UserInputType == Enum.UserInputType.MouseMovement or p2.UserInputType == Enum.UserInputType.Touch or p2.KeyCode == Enum.KeyCode.Thumbstick2) and (p3 == false and v2.dead == false or (v2.hrc == true or p2.KeyCode == Enum.KeyCode.Thumbstick2) and v2.dead == true) then local v18 = v2.cam.FieldOfView / 90; local v19 = Vector2.new(p2.Delta.x * 0.5, p2.Delta.y * 0.5) * 0.8 * v18; if p2.UserInputType == Enum.UserInputType.Touch then v19 = Vector2.new(p2.Delta.x * 0.5, p2.Delta.y * 0.5) * 1.6 * v18; v2.hrc = true; end; if p2.KeyCode == Enum.KeyCode.Thumbstick2 then local v20 = Vector2.new(p2.Position.x * 0.5, p2.Position.y * -1 * 0.5) * 12 * v18; if p2.Position.Magnitude < 0.3 then v20 = Vector2.new(0, 0); end; u3 = v20.Unit * math.max(v20.Magnitude - 0.3, 0) * 1.5; return; else u4(v19); end; end; end); v1.Event_RepositionViewmodel.Event:Connect(function() v12:__newindex("Position", Vector3.new(0, -3, -0.35)); end); local u5 = nil; local u6 = v10; local u7 = v11; v2.cam.CameraType = Enum.CameraType.Scriptable; game["Run Service"]:BindToRenderStep("caminit", 95, function(p4) if workspace.CurrentCamera.CameraType ~= Enum.CameraType.Attach or script.Parent.Parent.Parent.Parent.lol.Initiator.Main_Game.stopscriptablecam.Value == false then v2.cam.CameraType = Enum.CameraType.Scriptable; end if v2.freemouse == true or v2.dead == true and v2.hrc == false then l__UserInputService__4.MouseBehavior = Enum.MouseBehavior.Default; l__UserInputService__4.MouseIconEnabled = true; else l__UserInputService__4.MouseBehavior = Enum.MouseBehavior.LockCenter; l__UserInputService__4.MouseIconEnabled = false; end; if u5 ~= nil then local v21 = Vector2.new(u5.Position.x * 0.5, u5.Position.y * -1 * 0.5) * 12 * (v2.cam.FieldOfView / 90); u4(v21.Unit * math.max(v21.Magnitude - 0.25, 0) * 1.1 * p4 * 60); end; if v2.camlock ~= nil and ((tick() <= v2.camlock.last or l__Humanoid__7.MoveDirection.Magnitude < 0.75) and v2.camlockHead == false) then v2.ax_t = v2.camlock.x; v2.ay_t = v2.camlock.y; v2.ax = v2.camlock.x; v2.ay = v2.camlock.y; elseif v2.camlock == nil or not v2.camlockHead then if v2.camlock ~= nil then game:GetService("ReplicatedStorage").Bricks.CamLock:FireServer(); end; local v22 = v2.ax_t - v2.ax; v2.ax = (v2.ax + (math.abs(v22) > 180 and v22 - v22 / math.abs(v22) * 360 or v22) * math.clamp(p4 * 25, 0.01, 1)) % 360; v2.ay = v2.ay + (v2.ay_t - v2.ay) * math.clamp(p4 * 25, 0.01, 1); end; local v23 = Vector3.new(0, 0.2, 0); local v24 = Vector3.new(0, 0, -0.25); if v2.crouching == true then v23 = Vector3.new(0, -0.2, 0); end; u1 = p4; u6 = u6 + (v23 - u6) * math.clamp(p4 * 10, 0.01, 1); u7 = u7 + (v24 - u7) * math.clamp(p4 * 10, 0.01, 1); v2.fovspring = v2.fovspring + (v2.fovtarget - v2.fovspring) * math.clamp(p4 * 5, 0.01, 1); v2.az = v2.az + (v2.az_t - v2.az) * math.clamp(p4 * 12, 0.01, 1); local v25 = Vector3.new(0, 0, 0); if v2.dead == true then local v26 = workspace.CurrentRooms:FindFirstChild(game:GetService("ReplicatedStorage").GameData.LatestRoom.Value); if v26 and v2.spectarget == nil then v2.basecamcf = v26.RoomStart.CFrame * CFrame.new(0, 5, -9) * CFrame.Angles(0, math.rad((tick() - v2.deathtick) * 15), 0); elseif v2.spectarget and (v2.spectarget:IsA("Player") and v2.spectarget.Character) and v2.spectarget.Character:FindFirstChild("HumanoidRootPart") and v2.spectarget.Character:FindFirstChild("Humanoid") and v2.spectarget.Character:FindFirstChild("Humanoid").Health > 0.01 then v2.basecamcf = CFrame.new(v2.spectarget.Character:FindFirstChild("HumanoidRootPart").Position) * CFrame.new(0, 1, 0) * CFrame.Angles(0, math.rad(v2.ax), 0) * CFrame.Angles(-0.2617993877991494, 0, 0) * CFrame.new(0, 0, 6); end; elseif v2.stunned == true then local l__p__27 = (l__HumanoidRootPart__8.CFrame * CFrame.new(0, 1.45, 0)).p; local v28 = RaycastParams.new(); v28.CollisionGroup = "NoPlayer"; v28.FilterDescendantsInstances = { v2.viewmodel, v2.char }; local v29 = workspace:Raycast(l__p__27, l__HumanoidRootPart__8.CFrame.LookVector * 0.75, v28); if v29 and v29.Position then local l__Position__30 = v29.Position; local l__Instance__31 = v29.Instance; if l__Position__30 then v2.basecamcf = l__HumanoidRootPart__8.CFrame * CFrame.new(0, 1.45, -(l__p__27 - l__Position__30)) * CFrame.Angles(math.rad(math.clamp(v2.bobspring.p.Y, -80, 80)), math.rad(math.clamp(v2.bobspring.p.X, -80, 80)), math.rad(math.clamp(v2.bobspring.p.Z, -40, 40))); end; else v2.basecamcf = l__HumanoidRootPart__8.CFrame * CFrame.new(0, 1.45, -0.75) * CFrame.Angles(math.rad(math.clamp(v2.bobspring.p.Y, -80, 80)), math.rad(math.clamp(v2.bobspring.p.X, -80, 80)), math.rad(math.clamp(v2.bobspring.p.Z, -40, 40))); end; v2.bobspring:__newindex("Speed", 3); elseif v2.camlock ~= nil then v2.basecamcf = (v2.char.Head.CFrame + Vector3.new(0, 0.5, 0)) * CFrame.new(0, 0.15, -0.25) * CFrame.Angles(math.rad(math.clamp(v2.bobspring.p.Y, -80, 80)), math.rad(math.clamp(v2.bobspring.p.X, -80, 80)), math.rad(math.clamp(v2.bobspring.p.Z, -40, 40))) * CFrame.Angles(0, math.rad(v2.camlockedoffset[1]), 0) * CFrame.Angles(math.rad(v2.camlockedoffset[2]), 0, 0); v2.bobspring:__newindex("Speed", 5); else v2.bobspring:__newindex("Speed", 12); local v32 = (v2.char.Head.Position - v2.char.LowerTorso.Position) * Vector3.new(1, 0, 1); v2.basecamcf = CFrame.new(v2.char.Head.Position + v2.char.Head.CFrame.UpVector * 0.2) * CFrame.new(u6) * CFrame.Angles(0, math.rad(v2.ax), 0) * CFrame.new(-v2.az / 40, 0, -0.2) * CFrame.Angles(math.rad(math.clamp(v2.ay + v2.bobspring.Position.Y + v2.spring.p.Y + v2.recoil_spring.Position.Y, -88, 88)), 0, 0) * CFrame.new(u7) * CFrame.Angles(0, 0, math.rad(v2.az / 2)) * CFrame.Angles(0, math.rad(math.clamp(-v2.bobspring.p.X, -20, 20)), math.rad(math.clamp(-v2.bobspring.Position.X, -20, 20))); end; if v2.stopcam == false then v2.finalCamCFrame = v2.basecamcf * v2.csgo + v25; v2.cam.FieldOfView = v2.fovspring; end; end); local function v33() local v34 = {}; for v35, v36 in pairs((l__UserInputService__4:GetGamepadState(Enum.UserInputType.Gamepad1))) do v34[v36.KeyCode] = v36; end; u5 = v34[Enum.KeyCode.Thumbstick2]; print(u5); end; l__UserInputService__4.GamepadConnected:Connect(v33); if l__UserInputService__4.GamepadEnabled then v33(); end;
--[[ REALISM_CONFIG.Sounds = {} REALISM_CONFIG.MaterialMap = {} for i,v in pairs(script:GetChildren()) do if v.ClassName == "Sound" then REALISM_CONFIG.Sounds[v.Name] = tostring(v.SoundId):match("%d+") end end -]]
return REALISM_CONFIG
-- Returns whether part is a child of Roads folder
local function isRoad(part) local mapAncestor = part:FindFirstAncestor("Roads") return mapAncestor and mapAncestor:IsA("Folder") end
--
wait(1) powerlmp.Value = true function Alert() script.Parent.Assembly.Sound.Click:Play() script.AttackScript.Disabled = true script.Parent.Parent.On.Value = true end function Fire() script.Parent.Assembly.Sound.Click:Play() script.Parent.Parent.On.Value = true script.Parent.Values.Fire.Value = true end function Test() script.Parent.Assembly.Sound.Click:Play() script.AttackScript.Disabled = true script.Parent.Parent.On.Value = true end function Attack() script.AttackScript.Disabled = false end function Cancel() script.Parent.Assembly.Sound.Click:Play() script.AttackScript.Disabled = true script.Parent.Values.Fire.Value = false script.Parent.Values.Mode.Value = 4 script.Parent.Parent.On.Value = false script.Parent.Values.TimerOn.Value = false end function Timer() script.Timer.Disabled = false signallmp.Value = true end script.Parent.Values.TimerOn.Changed:connect(function() if script.Parent.Values.TimerOn.Value == true then if script.Parent.Values.Mode.Value == 2 then Alert() Timer() elseif script.Parent.Values.Mode.Value == 3 then Attack() Timer() elseif script.Parent.Values.Mode.Value == 5 then Fire() Timer() elseif script.Parent.Values.Mode.Value == 1 then Test() elseif script.Parent.Values.Mode.Value == 4 then script.AttackScript.Disabled = true Cancel() end end end) script.Parent.Values.Mode.Changed:connect(function() if script.Parent.Values.Mode.Value == 4 then Cancel() end end) script.Parent.Values.Fire.Changed:connect(function() if script.Parent.Values.Fire.Value == true then script.Parent.Parent.Parent.FederalSignalRCM3.Modulate.Value = true else script.Parent.Parent.Parent.FederalSignalRCM3.Modulate.Value = false end end)
--There's a reason why this hasn't been done before by ROBLOX users (as far as I know) --It's really mathy, really long, and really confusing. --0.000033 seconds is the worst, 0.000018 looks like the average case. --Also I ran out of local variables so I had to redo everything so that I could reuse the names lol. --So don't even try to read it.
local BoxCollision do local components=CFrame.new().components function BoxCollision(CFrame0,Size0,CFrame1,Size1,AssumeTrue) local m00,m01,m02, m03,m04,m05, m06,m07,m08, m09,m10,m11 =components(CFrame0) local m12,m13,m14, m15,m16,m17, m18,m19,m20, m21,m22,m23 =components(CFrame1) local m24,m25,m26 =Size0.x/2,Size0.y/2,Size0.z/2 local m27,m28,m29 =Size1.x/2,Size1.y/2,Size1.z/2 local m30,m31,m32 =m12-m00,m13-m01,m14-m02 local m00 =m03*m30+m06*m31+m09*m32 local m01 =m04*m30+m07*m31+m10*m32 local m02 =m05*m30+m08*m31+m11*m32 local m12 =m15*m30+m18*m31+m21*m32 local m13 =m16*m30+m19*m31+m22*m32 local m14 =m17*m30+m20*m31+m23*m32 local m30 =m12>m27 and m12-m27 or m12<-m27 and m12+m27 or 0 local m31 =m13>m28 and m13-m28 or m13<-m28 and m13+m28 or 0 local m32 =m14>m29 and m14-m29 or m14<-m29 and m14+m29 or 0 local m33 =m00>m24 and m00-m24 or m00<-m24 and m00+m24 or 0 local m34 =m01>m25 and m01-m25 or m01<-m25 and m01+m25 or 0 local m35 =m02>m26 and m02-m26 or m02<-m26 and m02+m26 or 0 local m36 =m30*m30+m31*m31+m32*m32 local m30 =m33*m33+m34*m34+m35*m35 local m31 =m24<m25 and (m24<m26 and m24 or m26) or (m25<m26 and m25 or m26) local m32 =m27<m28 and (m27<m29 and m27 or m29) or (m28<m29 and m28 or m29) if m36<m31*m31 or m30<m32*m32 then return true elseif m36>m24*m24+m25*m25+m26*m26 or m30>m27*m27+m28*m28+m29*m29 then return false elseif AssumeTrue==nil then local m30=m03*m15+m06*m18+m09*m21 local m31=m03*m16+m06*m19+m09*m22 local m32=m03*m17+m06*m20+m09*m23 local m03=m04*m15+m07*m18+m10*m21 local m06=m04*m16+m07*m19+m10*m22 local m09=m04*m17+m07*m20+m10*m23 local m04=m05*m15+m08*m18+m11*m21 local m07=m05*m16+m08*m19+m11*m22 local m10=m05*m17+m08*m20+m11*m23 local m05=m29*m29 local m08=m27*m27 local m11=m28*m28 local m15=m24*m30 local m16=m25*m03 local m17=m26*m04 local m18=m24*m31 local m19=m25*m06 local m20=m26*m07 local m21=m24*m32 local m22=m25*m09 local m23=m26*m10 local m33=m15+m16+m17-m12;if m33*m33<m08 then local m34=m18+m19+m20-m13;if m34*m34<m11 then local m35=m21+m22+m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=-m15+m16+m17-m12;if m33*m33<m08 then local m34=-m18+m19+m20-m13;if m34*m34<m11 then local m35=-m21+m22+m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=m15-m16+m17-m12;if m33*m33<m08 then local m34=m18-m19+m20-m13;if m34*m34<m11 then local m35=m21-m22+m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=-m15-m16+m17-m12;if m33*m33<m08 then local m34=-m18-m19+m20-m13;if m34*m34<m11 then local m35=-m21-m22+m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=m15+m16-m17-m12;if m33*m33<m08 then local m34=m18+m19-m20-m13;if m34*m34<m11 then local m35=m21+m22-m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=-m15+m16-m17-m12;if m33*m33<m08 then local m34=-m18+m19-m20-m13;if m34*m34<m11 then local m35=-m21+m22-m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=m15-m16-m17-m12;if m33*m33<m08 then local m34=m18-m19-m20-m13;if m34*m34<m11 then local m35=m21-m22-m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=-m15-m16-m17-m12;if m33*m33<m08 then local m34=-m18-m19-m20-m13;if m34*m34<m11 then local m35=-m21-m22-m23-m14;if m35*m35<m05 then return true;end;end;end; local m12=m24*m24 local m13=m25*m25 local m14=m26*m26 local m15=m27*m04 local m16=m28*m07 local m17=m27*m30 local m18=m28*m31 local m19=m27*m03 local m20=m28*m06 local m21=m29*m10 local m22=m29*m32 local m23=m29*m09 local m35=(m02-m26+m15+m16)/m10;if m35*m35<m05 then local m33=m00+m17+m18-m35*m32;if m33*m33<m12 then local m34=m01+m19+m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26+m15+m16)/m10;if m35*m35<m05 then local m33=m00+m17+m18-m35*m32;if m33*m33<m12 then local m34=m01+m19+m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26-m15+m16)/m10;if m35*m35<m05 then local m33=m00-m17+m18-m35*m32;if m33*m33<m12 then local m34=m01-m19+m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26-m15+m16)/m10;if m35*m35<m05 then local m33=m00-m17+m18-m35*m32;if m33*m33<m12 then local m34=m01-m19+m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26+m15-m16)/m10;if m35*m35<m05 then local m33=m00+m17-m18-m35*m32;if m33*m33<m12 then local m34=m01+m19-m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26+m15-m16)/m10;if m35*m35<m05 then local m33=m00+m17-m18-m35*m32;if m33*m33<m12 then local m34=m01+m19-m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26-m15-m16)/m10;if m35*m35<m05 then local m33=m00-m17-m18-m35*m32;if m33*m33<m12 then local m34=m01-m19-m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26-m15-m16)/m10;if m35*m35<m05 then local m33=m00-m17-m18-m35*m32;if m33*m33<m12 then local m34=m01-m19-m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m00-m24+m17+m18)/m32;if m35*m35<m05 then local m33=m01+m19+m20-m35*m09;if m33*m33<m13 then local m34=m02+m15+m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m17+m18)/m32;if m35*m35<m05 then local m33=m01+m19+m20-m35*m09;if m33*m33<m13 then local m34=m02+m15+m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m17+m18)/m32;if m35*m35<m05 then local m33=m01-m19+m20-m35*m09;if m33*m33<m13 then local m34=m02-m15+m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m17+m18)/m32;if m35*m35<m05 then local m33=m01-m19+m20-m35*m09;if m33*m33<m13 then local m34=m02-m15+m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24+m17-m18)/m32;if m35*m35<m05 then local m33=m01+m19-m20-m35*m09;if m33*m33<m13 then local m34=m02+m15-m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m17-m18)/m32;if m35*m35<m05 then local m33=m01+m19-m20-m35*m09;if m33*m33<m13 then local m34=m02+m15-m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m17-m18)/m32;if m35*m35<m05 then local m33=m01-m19-m20-m35*m09;if m33*m33<m13 then local m34=m02-m15-m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m17-m18)/m32;if m35*m35<m05 then local m33=m01-m19-m20-m35*m09;if m33*m33<m13 then local m34=m02-m15-m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m01-m25+m19+m20)/m09;if m35*m35<m05 then local m33=m02+m15+m16-m35*m10;if m33*m33<m14 then local m34=m00+m17+m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m19+m20)/m09;if m35*m35<m05 then local m33=m02+m15+m16-m35*m10;if m33*m33<m14 then local m34=m00+m17+m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m19+m20)/m09;if m35*m35<m05 then local m33=m02-m15+m16-m35*m10;if m33*m33<m14 then local m34=m00-m17+m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m19+m20)/m09;if m35*m35<m05 then local m33=m02-m15+m16-m35*m10;if m33*m33<m14 then local m34=m00-m17+m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25+m19-m20)/m09;if m35*m35<m05 then local m33=m02+m15-m16-m35*m10;if m33*m33<m14 then local m34=m00+m17-m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m19-m20)/m09;if m35*m35<m05 then local m33=m02+m15-m16-m35*m10;if m33*m33<m14 then local m34=m00+m17-m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m19-m20)/m09;if m35*m35<m05 then local m33=m02-m15-m16-m35*m10;if m33*m33<m14 then local m34=m00-m17-m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m19-m20)/m09;if m35*m35<m05 then local m33=m02-m15-m16-m35*m10;if m33*m33<m14 then local m34=m00-m17-m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m02-m26+m16+m21)/m04;if m35*m35<m08 then local m33=m00+m18+m22-m35*m30;if m33*m33<m12 then local m34=m01+m20+m23-m35*m03;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26+m16+m21)/m04;if m35*m35<m08 then local m33=m00+m18+m22-m35*m30;if m33*m33<m12 then local m34=m01+m20+m23-m35*m03;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26-m16+m21)/m04;if m35*m35<m08 then local m33=m00-m18+m22-m35*m30;if m33*m33<m12 then local m34=m01-m20+m23-m35*m03;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26-m16+m21)/m04;if m35*m35<m08 then local m33=m00-m18+m22-m35*m30;if m33*m33<m12 then local m34=m01-m20+m23-m35*m03;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26+m16-m21)/m04;if m35*m35<m08 then local m33=m00+m18-m22-m35*m30;if m33*m33<m12 then local Axi=m01+m20-m23-m35*m03;if Axi*Axi<m13 then return true;end;end;end; local m35=(m02+m26+m16-m21)/m04;if m35*m35<m08 then local m33=m00+m18-m22-m35*m30;if m33*m33<m12 then local sAn=m01+m20-m23-m35*m03;if sAn*sAn<m13 then return true;end;end;end; local m35=(m02-m26-m16-m21)/m04;if m35*m35<m08 then local m33=m00-m18-m22-m35*m30;if m33*m33<m12 then local gle=m01-m20-m23-m35*m03;if gle*gle<m13 then return true;end;end;end; local m35=(m02+m26-m16-m21)/m04;if m35*m35<m08 then local m33=m00-m18-m22-m35*m30;if m33*m33<m12 then local m34=m01-m20-m23-m35*m03;if m34*m34<m13 then return true;end;end;end; local m35=(m00-m24+m18+m22)/m30;if m35*m35<m08 then local m33=m01+m20+m23-m35*m03;if m33*m33<m13 then local m34=m02+m16+m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m18+m22)/m30;if m35*m35<m08 then local m33=m01+m20+m23-m35*m03;if m33*m33<m13 then local m34=m02+m16+m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m18+m22)/m30;if m35*m35<m08 then local m33=m01-m20+m23-m35*m03;if m33*m33<m13 then local m34=m02-m16+m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m18+m22)/m30;if m35*m35<m08 then local m33=m01-m20+m23-m35*m03;if m33*m33<m13 then local m34=m02-m16+m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24+m18-m22)/m30;if m35*m35<m08 then local m33=m01+m20-m23-m35*m03;if m33*m33<m13 then local m34=m02+m16-m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m18-m22)/m30;if m35*m35<m08 then local m33=m01+m20-m23-m35*m03;if m33*m33<m13 then local m34=m02+m16-m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m18-m22)/m30;if m35*m35<m08 then local m33=m01-m20-m23-m35*m03;if m33*m33<m13 then local m34=m02-m16-m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m18-m22)/m30;if m35*m35<m08 then local m33=m01-m20-m23-m35*m03;if m33*m33<m13 then local m34=m02-m16-m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m01-m25+m20+m23)/m03;if m35*m35<m08 then local m33=m02+m16+m21-m35*m04;if m33*m33<m14 then local m34=m00+m18+m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m20+m23)/m03;if m35*m35<m08 then local m33=m02+m16+m21-m35*m04;if m33*m33<m14 then local m34=m00+m18+m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m20+m23)/m03;if m35*m35<m08 then local m33=m02-m16+m21-m35*m04;if m33*m33<m14 then local m34=m00-m18+m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m20+m23)/m03;if m35*m35<m08 then local m33=m02-m16+m21-m35*m04;if m33*m33<m14 then local m34=m00-m18+m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25+m20-m23)/m03;if m35*m35<m08 then local m33=m02+m16-m21-m35*m04;if m33*m33<m14 then local m34=m00+m18-m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m20-m23)/m03;if m35*m35<m08 then local m33=m02+m16-m21-m35*m04;if m33*m33<m14 then local m34=m00+m18-m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m20-m23)/m03;if m35*m35<m08 then local m33=m02-m16-m21-m35*m04;if m33*m33<m14 then local m34=m00-m18-m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m20-m23)/m03;if m35*m35<m08 then local m33=m02-m16-m21-m35*m04;if m33*m33<m14 then local m34=m00-m18-m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m02-m26+m21+m15)/m07;if m35*m35<m11 then local m33=m00+m22+m17-m35*m31;if m33*m33<m12 then local m34=m01+m23+m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26+m21+m15)/m07;if m35*m35<m11 then local m33=m00+m22+m17-m35*m31;if m33*m33<m12 then local m34=m01+m23+m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26-m21+m15)/m07;if m35*m35<m11 then local m33=m00-m22+m17-m35*m31;if m33*m33<m12 then local m34=m01-m23+m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26-m21+m15)/m07;if m35*m35<m11 then local m33=m00-m22+m17-m35*m31;if m33*m33<m12 then local m34=m01-m23+m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26+m21-m15)/m07;if m35*m35<m11 then local m33=m00+m22-m17-m35*m31;if m33*m33<m12 then local m34=m01+m23-m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26+m21-m15)/m07;if m35*m35<m11 then local m33=m00+m22-m17-m35*m31;if m33*m33<m12 then local m34=m01+m23-m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26-m21-m15)/m07;if m35*m35<m11 then local m33=m00-m22-m17-m35*m31;if m33*m33<m12 then local m34=m01-m23-m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26-m21-m15)/m07;if m35*m35<m11 then local m33=m00-m22-m17-m35*m31;if m33*m33<m12 then local m34=m01-m23-m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m00-m24+m22+m17)/m31;if m35*m35<m11 then local m33=m01+m23+m19-m35*m06;if m33*m33<m13 then local m34=m02+m21+m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m22+m17)/m31;if m35*m35<m11 then local m33=m01+m23+m19-m35*m06;if m33*m33<m13 then local m34=m02+m21+m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m22+m17)/m31;if m35*m35<m11 then local m33=m01-m23+m19-m35*m06;if m33*m33<m13 then local m34=m02-m21+m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m22+m17)/m31;if m35*m35<m11 then local m33=m01-m23+m19-m35*m06;if m33*m33<m13 then local m34=m02-m21+m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24+m22-m17)/m31;if m35*m35<m11 then local m33=m01+m23-m19-m35*m06;if m33*m33<m13 then local m34=m02+m21-m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m22-m17)/m31;if m35*m35<m11 then local m33=m01+m23-m19-m35*m06;if m33*m33<m13 then local m34=m02+m21-m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m22-m17)/m31;if m35*m35<m11 then local m33=m01-m23-m19-m35*m06;if m33*m33<m13 then local m34=m02-m21-m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m22-m17)/m31;if m35*m35<m11 then local m33=m01-m23-m19-m35*m06;if m33*m33<m13 then local m34=m02-m21-m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m01-m25+m23+m19)/m06;if m35*m35<m11 then local m33=m02+m21+m15-m35*m07;if m33*m33<m14 then local m34=m00+m22+m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m23+m19)/m06;if m35*m35<m11 then local m33=m02+m21+m15-m35*m07;if m33*m33<m14 then local m34=m00+m22+m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m23+m19)/m06;if m35*m35<m11 then local m33=m02-m21+m15-m35*m07;if m33*m33<m14 then local m34=m00-m22+m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m23+m19)/m06;if m35*m35<m11 then local m33=m02-m21+m15-m35*m07;if m33*m33<m14 then local m34=m00-m22+m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25+m23-m19)/m06;if m35*m35<m11 then local m33=m02+m21-m15-m35*m07;if m33*m33<m14 then local m34=m00+m22-m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m23-m19)/m06;if m35*m35<m11 then local m33=m02+m21-m15-m35*m07;if m33*m33<m14 then local m34=m00+m22-m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m23-m19)/m06;if m35*m35<m11 then local m33=m02-m21-m15-m35*m07;if m33*m33<m14 then local m34=m00-m22-m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m23-m19)/m06;if m35*m35<m11 then local m33=m02-m21-m15-m35*m07;if m33*m33<m14 then local m34=m00-m22-m17-m35*m31;if m34*m34<m12 then return true;end;end;end; return false else return AssumeTrue end end end local setmetatable =setmetatable local components =CFrame.new().components local workspace =workspace local BoxCast =workspace.FindPartsInRegion3WithIgnoreList local unpack =unpack local type =type local IsA =game.IsA local r3 =Region3.new local v3 =Vector3.new local function Region3BoundingBox(CFrame,Size) local x,y,z, xx,yx,zx, xy,yy,zy, xz,yz,zz=components(CFrame) local sx,sy,sz=Size.x/2,Size.y/2,Size.z/2 local px =sx*(xx<0 and -xx or xx) +sy*(yx<0 and -yx or yx) +sz*(zx<0 and -zx or zx) local py =sx*(xy<0 and -xy or xy) +sy*(yy<0 and -yy or yy) +sz*(zy<0 and -zy or zy) local pz =sx*(xz<0 and -xz or xz) +sy*(yz<0 and -yz or yz) +sz*(zz<0 and -zz or zz) return r3(v3(x-px,y-py,z-pz),v3(x+px,y+py,z+pz)) end local function FindAllPartsInRegion3(Region3,Ignore) local Ignore=type(Ignore)=="table" and Ignore or {Ignore} local Last=#Ignore repeat local Parts=BoxCast(workspace,Region3,Ignore,100) local Start=#Ignore for i=1,#Parts do Ignore[Start+i]=Parts[i] end until #Parts<100; return {unpack(Ignore,Last+1,#Ignore)} end local function CastPoint(Region,Point) return BoxPointCollision(Region.CFrame,Region.Size,Point) end local function CastSphere(Region,Center,Radius) return BoxSphereCollision(Region.CFrame,Region.Size,Center,Radius) end local function CastBox(Region,CFrame,Size) return BoxCollision(Region.CFrame,Region.Size,CFrame,Size) end local function CastPart(Region,Part) return (not IsA(Part,"Part") or Part.Shape=="Block") and BoxCollision(Region.CFrame,Region.Size,Part.CFrame,Part.Size) or BoxSphereCollision(Region.CFrame,Region.Size,Part.Position,Part.Size.x) end local function CastParts(Region,Parts) local Inside={} for i=1,#Parts do if CastPart(Region,Parts[i]) then Inside[#Inside+1]=Parts[i] end end return Inside end local function Cast(Region,Ignore) local Inside={} local Parts=FindAllPartsInRegion3(Region.Region3,Ignore) for i=1,#Parts do if CastPart(Region,Parts[i]) then Inside[#Inside+1]=Parts[i] end end return Inside end local function NewRegion(CFrame,Size) local Object ={ CFrame =CFrame; Size =Size; Region3 =Region3BoundingBox(CFrame,Size); Cast =Cast; CastPart =CastPart; CastParts =CastParts; CastPoint =CastPoint; CastSphere =CastSphere; CastBox =CastBox; } return setmetatable({},{ __index=Object; __newindex=function(_,Index,Value) Object[Index]=Value Object.Region3=Region3BoundingBox(Object.CFrame,Object.Size) end; }) end Region.Region3BoundingBox =Region3BoundingBox Region.FindAllPartsInRegion3=FindAllPartsInRegion3 Region.BoxPointCollision =BoxPointCollision Region.BoxSphereCollision =BoxSphereCollision Region.BoxCollision =BoxCollision Region.new =NewRegion function Region.FromPart(Part) return NewRegion(Part.CFrame,Part.Size) end return Region
----- Script -----
Button.Activated:Connect(function() Events.HammerEvent:FireServer() Frame.Visible = false end)
--[=[ @type ServerMiddleware {ServerMiddlewareFn} @within KnitServer An array of server middleware functions. ]=]
type ServerMiddleware = { ServerMiddlewareFn }
--[=[ @prop Stopped Signal @within Component Fired when an instance of a component is stopped. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) MyComponent.Stopped:Connect(function(component) end) ``` ]=]
local CollectionService = game:GetService("CollectionService") local RunService = game:GetService("RunService") local Signal = require(script.Parent.Signal) local Trove = require(script.Parent.Trove) local IS_SERVER = RunService:IsServer() local DEFAULT_ANCESTORS = {workspace, game:GetService("Players")} local renderId = 0 local function NextRenderName(): string renderId += 1 return "ComponentRender" .. tostring(renderId) end local function InvokeExtensionFn(component, fnName: string) for _,extension in ipairs(component._activeExtensions) do local fn = extension[fnName] if type(fn) == "function" then fn(component) end end end local function ShouldConstruct(component): boolean for _,extension in ipairs(component._activeExtensions) do local fn = extension.ShouldConstruct if type(fn) == "function" then local shouldConstruct = fn(component) if not shouldConstruct then return false end end end return true end local function GetActiveExtensions(component, extensionList) local activeExtensions = table.create(#extensionList) local allActive = true for _,extension in ipairs(extensionList) do local fn = extension.ShouldExtend local shouldExtend = type(fn) ~= "function" or not not fn(component) if shouldExtend then table.insert(activeExtensions, extension) else allActive = false end end return if allActive then extensionList else activeExtensions end
-- << RETRIEVE FRAMEWORK >>
local main = require(game:GetService("ReplicatedStorage").HDAdminContainer.SharedModules.MainFramework) local modules = main.modules local settings = main.settings
--//Shifting//-
if key == "u" then if script.Parent.IsOn.Value == true then script.Parent.IsOn.Value = false for index, child in pairs(carSeat.Body.ExhaustSmoke.E1:GetChildren()) do child.Enabled = false end for index, child in pairs(carSeat.Body.ExhaustSmoke.E2:GetChildren()) do child.Enabled = false end for index, child in pairs(carSeat.Body.ExhaustSmoke.E3:GetChildren()) do child.Enabled = false end for index, child in pairs(carSeat.Body.ExhaustSmoke.E4:GetChildren()) do child.Enabled = false end carSeat.DriveSeat.Start1:Stop() carSeat.DriveSeat.Start2:Stop() carSeat.DriveSeat.Rev:Stop() carSeat.DriveSeat.Rev2:Stop() carSeat.DriveSeat.Idle:Stop() carSeat.DriveSeat.Idle2:Stop() else script.Parent.IsOn.Value = true for index, child in pairs(carSeat.Body.ExhaustSmoke.E1:GetChildren()) do child.Enabled = true end for index, child in pairs(carSeat.Body.ExhaustSmoke.E2:GetChildren()) do child.Enabled = true carSeat.DriveSeat.Start1:Play() carSeat.DriveSeat.Start2:Play() end wait(2.5) carSeat.DriveSeat.Idle:Play() carSeat.DriveSeat.Idle2:Play() carSeat.DriveSeat.Idle3:Play() carSeat.DriveSeat.Idle4:Play() for index, child in pairs(carSeat.Body.ExhaustSmoke.E1:GetChildren()) do child.Enabled = true end for index, child in pairs(carSeat.Body.ExhaustSmoke.E2:GetChildren()) do child.Enabled = true end wait(0.5) carSeat.DriveSeat.Rev:Play() carSeat.DriveSeat.Rev2:Play() for index, child in pairs(carSeat.Body.ExhaustSmoke.E1:GetChildren()) do child.Enabled = false end for index, child in pairs(carSeat.Body.ExhaustSmoke.E2:GetChildren()) do child.Enabled = false end for index, child in pairs(carSeat.Body.ExhaustSmoke.E3:GetChildren()) do child.Enabled = true end for index, child in pairs(carSeat.Body.ExhaustSmoke.E4:GetChildren()) do child.Enabled = true end wait(.03) end end
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58},t}, [49]={{49},t}, [16]={n,f}, [19]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19},t}, [59]={{49,45,44,28,29,31,32,34,35,39,41,59},t}, [63]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t}, [34]={{49,45,44,28,29,31,32,34},t}, [21]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21},t}, [48]={{49,48},t}, [27]={{49,45,44,28,27},t}, [14]={n,f}, [31]={{49,45,44,28,29,31},t}, [56]={{49,45,44,28,29,31,32,34,35,39,41,30,56},t}, [29]={{49,45,44,28,29},t}, [13]={n,f}, [47]={{49,48,47},t}, [12]={n,f}, [45]={{49,45},t}, [57]={{49,45,44,28,29,31,32,34,35,39,41,30,56,57},t}, [36]={{49,45,44,28,29,31,32,33,36},t}, [25]={{49,45,44,28,27,26,25},t}, [71]={{49,45,44,28,29,31,32,34,35,39,41,59,61,71},t}, [20]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,20},t}, [60]={{49,45,44,28,29,31,32,34,35,39,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t}, [22]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t}, [74]={{49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t}, [62]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{49,45,44,28,29,31,32,33,36,37},t}, [2]={n,f}, [35]={{49,45,44,28,29,31,32,34,35},t}, [53]={{49,48,47,52,53},t}, [73]={{49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t}, [72]={{49,45,44,28,29,31,32,34,35,39,41,59,61,71,72},t}, [33]={{49,45,44,28,29,31,32,33},t}, [69]={{49,45,44,28,29,31,32,34,35,39,41,60,69},t}, [65]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t}, [26]={{49,45,44,28,27,26},t}, [68]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t}, [76]={{49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76},t}, [50]={{49,48,47,50},t}, [66]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{49,45,44,28,27,26,25,24},t}, [23]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,23},t}, [44]={{49,45,44},t}, [39]={{49,45,44,28,29,31,32,34,35,39},t}, [32]={{49,45,44,28,29,31,32},t}, [3]={n,f}, [30]={{49,45,44,28,29,31,32,34,35,39,41,30},t}, [51]={{49,48,47,50,51},t}, [18]={n,f}, [67]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t}, [61]={{49,45,44,28,29,31,32,34,35,39,41,59,61},t}, [55]={{49,48,47,52,53,54,55},t}, [46]={{49,48,47,46},t}, [42]={{49,45,44,28,29,31,32,34,35,38,42},t}, [40]={{49,45,44,28,29,31,32,34,35,40},t}, [52]={{49,48,47,52},t}, [54]={{49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{49,45,44,28,29,31,32,34,35,39,41},t}, [17]={n,f}, [38]={{49,45,44,28,29,31,32,34,35,38},t}, [28]={{49,45,44,28},t}, [5]={n,f}, [64]={{49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t}, } return r
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; cPcall = nil; Pcall = nil; Routine = nil; GetEnv = nil; origEnv = nil; logError = nil; return function() local u1 = nil; local l__client__2 = client; local u3 = nil; local u4 = nil; local u5 = nil; local u6 = nil; local u7 = nil; local u8 = nil; getfenv().client = nil; getfenv().service = nil; getfenv().script = nil; l__client__2.GUIs = {}; l__client__2.GUIHolder = service.New("Folder"); l__client__2.Variables = { Init = function() u1 = l__client__2.UI; u3 = l__client__2.Anti; u4 = l__client__2.Core; u5 = l__client__2.Variables; u6 = l__client__2.Functions; u7 = l__client__2.Process; u8 = l__client__2.Remote; end, CodeName = "", UIKeepAlive = true, KeybindsEnabled = true, ParticlesEnabled = true, CapesEnabled = true, Particles = {}, KeyBinds = {}, Capes = {}, savedUI = {}, localSounds = {}, LightingSettings = { Ambient = service.Lighting.Ambient, Brightness = service.Lighting.Brightness, ColorShift_Bottom = service.Lighting.ColorShift_Bottom, ColorShift_Top = service.Lighting.ColorShift_Top, GlobalShadows = service.Lighting.GlobalShadows, OutdoorAmbient = service.Lighting.OutdoorAmbient, Outlines = service.Lighting.Outlines, ShadowColor = service.Lighting.ShadowColor, GeographicLatitude = service.Lighting.GeographicLatitude, Name = service.Lighting.Name, TimeOfDay = service.Lighting.TimeOfDay, FogColor = service.Lighting.FogColor, FogEnd = service.Lighting.FogEnd, FogStart = service.Lighting.FogStart } }; end;
-- local EndToCurrent_Distance = (At - Point).Magnitude -- local Change = (LastToCurrent_Distance - EndToCurrent_Distance)
LengthChanged:Fire(Origin, LastPoint, RayDir.Unit, LastToCurrent_Distance, CosmeticBulletObject) LastPoint = At if Hit then --V5: WAIT! Test if the cosmetic bullet was hit! if Hit ~= CosmeticBulletObject then --Hit something, stop the function and fire the hit event. RayHit:Fire(Hit, Point, Normal, Material, CosmeticBulletObject) return end --If we make it here, then the bullet isn't nil, and it was the hit.(The above code exits the function) --This will ignore the bullet. For this function, no changes need to be made. end DistanceTravelled = DistanceTravelled + LastToCurrent_Distance end --If we make it here, then we have exceeded the maximum distance. --As part of Ver. 4, the hit function will fire here. --V5: Changed below to return all nil values aside from the point RayHit:Fire(nil, LastPoint, nil, nil, CosmeticBulletObject) end --Fire without physics local function MainCastFireNoPhys(Origin, Direction, Velocity, Function, CosmeticBulletObject, List) if type(Velocity) == "number" then Velocity = Direction.Unit * Velocity end local Distance = Direction.Magnitude local NormalizedDir = Direction / Distance local LastPoint = Origin local DistanceTravelled = 0 while DistanceTravelled <= Distance do local Delta = RunService.Heartbeat:Wait() local UpgradedDir = (NormalizedDir + Velocity).Unit local Start = Origin + (UpgradedDir.Unit * DistanceTravelled) local RayDir = UpgradedDir * Velocity.Magnitude * Delta local Hit, Point, Normal, Material = Function(Start, RayDir, List) local ExtraDistance = (Start - Point).Magnitude local ModifiedDistance = DistanceTravelled + ExtraDistance --Note to self: ExtraDistance will be identical to RayDir.Magnitude unless something is hit. LengthChanged:Fire(Origin, LastPoint, RayDir.Unit, ExtraDistance, CosmeticBulletObject) LastPoint = Point if Hit then --V5: WAIT! Test if the cosmetic bullet was hit! if Hit ~= CosmeticBulletObject then --Hit something, stop the function and fire the hit event. RayHit:Fire(Hit, Point, Normal, Material, CosmeticBulletObject) return end --If we make it here, then the bullet isn't nil, and it was the cosmetic bullet that got hit. (The above code exits the function) --In this case, we will kindly ignore the bullet. --We will also set ExtraDistance to RayDir.Magnitude (See above - These two values are identical if nothing is hit, so we need to force that behavior) ExtraDistance = RayDir.Magnitude end DistanceTravelled = DistanceTravelled + ExtraDistance end --V5: Changed below to return all nil values aside from the point RayHit:Fire(nil, LastPoint, nil, nil, CosmeticBulletObject) end --Fire a ray from origin -> direction at the specified velocity. function Caster:Fire(Origin, Direction, Velocity, CosmeticBulletObject, BulletAcceleration) --Note to scripters: 'self' is a variable lua creates when a method like ^ is run. It's an alias to the table that the function is part of (in this case, Caster) assert(Caster == self, "Expected ':' not '.' calling member function Fire") spawn(function () if UsingPhysics() or BulletAcceleration then MainCastFire(Origin, Direction, Velocity, Cast, CosmeticBulletObject, nil, BulletAcceleration) else MainCastFireNoPhys(Origin, Direction, Velocity, Cast, CosmeticBulletObject) end end) end --Identical to above, but with a whitelist. function Caster:FireWithWhitelist(Origin, Direction, Velocity, Whitelist, CosmeticBulletObject, BulletAcceleration) --Note to scripters: 'self' is a variable lua creates when a method like ^ is run. It's an alias to the table that the function is part of (in this case, Caster) assert(Caster == self, "Expected ':' not '.' calling member function FireWithWhitelist") spawn(function () if UsingPhysics() or BulletAcceleration then MainCastFire(Origin, Direction, Velocity, CastWhitelist, CosmeticBulletObject, Whitelist, BulletAcceleration) else MainCastFireNoPhys(Origin, Direction, Velocity, CastWhitelist, CosmeticBulletObject, Whitelist) end end) end --Identical to above, but with a blacklist. function Caster:FireWithBlacklist(Origin, Direction, Velocity, Blacklist, CosmeticBulletObject, BulletAcceleration) --Note to unaware scripters: 'self' is a variable lua creates when a method like ^ is run. It's an alias to the table that the function is part of (in this case, Caster) assert(Caster == self, "Expected ':' not '.' calling member function FireWithBlacklist") spawn(function () if UsingPhysics() or BulletAcceleration then MainCastFire(Origin, Direction, Velocity, CastBlacklist, CosmeticBulletObject, Blacklist, BulletAcceleration) else MainCastFireNoPhys(Origin, Direction, Velocity, CastBlacklist, CosmeticBulletObject, Blacklist) end end) end --Indexing stuff here. --For those scripters new to Metatables, they allow you to fake information in tables by controlling how it works. --This function will be run when you try to index anything of the fastcaster. --If I were to do Caster["CoolIndex"], this function would fire, table being Caster, and Index being "CoolIndex". --This means that I can return my own value, even if "CoolIndex" isn't valid. --Neat, huh? CMeta.__index = function (Table, Index) if Table == Caster then if Index == "IgnoreDescendantsInstance" then return IgnoreDescendantsInstance elseif Index == "RayHit" then return RayHit elseif Index == "LengthChanged" then return LengthChanged elseif Index == "Gravity" then return Gravity elseif Index == "ExtraForce" then return ExtraForce elseif Index == "HasPhysics" then return UsingPhysics() end end end local IgnoreMode = false -- This is used so I can do some tricks below --Same thing as above, just that this fires writing to the table (e.g. Caster["CoolIndex"] = "CoolValue") CMeta.__newindex = function (Table, Index, Value) if IgnoreMode then return end if Table == Caster then if Index == "IgnoreDescendantsInstance" then assert(Value == nil or typeof(Value) == "Instance", "Bad argument \"" .. Index .. "\" (Instance expected, got " .. typeof(Value) .. ")") IgnoreDescendantsInstance = Value elseif Index == "Gravity" then assert(typeof(Value) == "number", "Bad argument \"" .. Index .. "\" (number expected, got " .. typeof(Value) .. ")") Gravity = Value elseif Index == "ExtraForce" then assert(typeof(Value) == "Vector3", "Bad argument \"" .. Index .. "\" (Vector3 expected, got " .. typeof(Value) .. ")") ExtraForce = Value elseif Index == "RayHit" or Index == "LengthChanged" or Index == "HasPhysics" then error("Can't set value", 0) end end end --TRICK: I'm going to make dummy values for the properties and events. --Roblox will show these in intellesence (the thing that suggests what to type in as you go) IgnoreMode = true Caster.RayHit = RayHit Caster.LengthChanged = LengthChanged Caster.IgnoreDescendantsInstance = IgnoreDescendantsInstance Caster.Gravity = Gravity Caster.ExtraForce = ExtraForce Caster.HasPhysics = UsingPhysics() IgnoreMode = false --Better yet, while these values are just in the open, they will still be managed by the metatables. CMeta.__metatable = "FastCaster" return Caster end return FastCast
-- Minor input to buffer.
function ChangeBuffer:pushDiff(diff: Diff): () table.insert(self.line, diff) end
--[=[ This function merges two dictionaries. Keys *will* overwrite- if there are duplicate keys, dictionary2 will take priority. ```lua local Dictionary = { A = 1, B = 2, } local SecondDictionary = { C = 3, D = 4, } print(TableKit.MergeDictionary(Dictionary, SecondDictionary)) -- prints { ["A"] = 1, ["B"] = 2, ["C"] = 3, ["D"] = 4 } ``` :::caution Potential overwrite Keys are overwritten when using .MergeDictionary() @within TableKit @param dictionary1 table @param dictionary2 table @return table ]=]
function TableKit.MergeDictionary<dictionary1, dictionary2>( dictionary1: { [unknown]: unknown }, dictionary2: { [unknown]: unknown } ): dictionary1 & dictionary2 local newTable = table.clone(dictionary1) for key, value in dictionary2 do newTable[key] = value end return newTable end
--[[Weight and CG]]
Tune.Weight = 2810 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 4 , --[[Length]] 15 } Tune.WeightDist = 51 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .75 -- 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
-- Waits for the child of the specified parent
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local Tool = script.Parent local Animations = {} local MyHumanoid local MyCharacter local function PlayAnimation(animationName) if Animations[animationName] then Animations[animationName]:Play() end end local function StopAnimation(animationName) if Animations[animationName] then Animations[animationName]:Stop() end end function OnEquipped(mouse) MyCharacter = Tool.Parent MyHumanoid = WaitForChild(MyCharacter, 'Humanoid') if MyHumanoid then Animations['EquipAnim'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'EquipAnim5')) Animations['IdleAnim'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'IdleAnim3')) Animations['OverheadAnim'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'OverheadAnim2')) Animations['SlashAnim'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'SlashAnim2')) Animations['ThrustAnim'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'ThrustAnim2')) Animations['UnequipAnim'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'UnequipAnim2')) end mouse.KeyDown:connect(function(key) function Taunt() --gather all of the humanoids in a 30stud radius local torsos = {} for _, p in pairs(game.Players:GetChildren()) do if p ~= game.Players:GetPlayerFromCharacter(Tool.Parent) then if p.Character and p.Character:FindFirstChild('Torso') then torsos[#torsos+1] = p.Character.Torso end end end --now pull them in towards us local mpos = Tool.Parent.Torso.Position for _, torso in pairs(torsos) do if (mpos-torso.Position).magnitude < 40 then local dir = (mpos-torso.Position).unit ------------ stolen from dagger of time to make a character "fly" in some direction local force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,1,0) force.Parent = torso torso.Velocity = dir*250 game.Debris:AddItem(force, 0.5) ------------ end end end function rTaunt() --gather all of the humanoids in a 30stud radius local torsos = {} for _, p in pairs(game.Players:GetChildren()) do if p ~= game.Players:GetPlayerFromCharacter(Tool.Parent) then if p.Character and p.Character:FindFirstChild('Torso') then torsos[#torsos+1] = p.Character.Torso end end end --now pull them in towards us local mpos = Tool.Parent.Torso.Position for _, torso in pairs(torsos) do if (mpos-torso.Position).magnitude < 40 then local dir = (mpos-torso.Position).unit ------------ stolen from dagger of time to make a character "fly" in some direction local force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,1,0) force.Parent = torso torso.Velocity = -dir*250 game.Debris:AddItem(force, 0.5) ------------ end end end if key == 'q' then if debounce==nil then debounce=true Animations['EquipAnim']:Play(.1,.8,2) Taunt() wait(5) debounce=nil end elseif key == 'e' then if debounce2==nil then debounce2=true Animations['EquipAnim']:Play(.1,.8,2) rTaunt() wait(5) debounce2=nil end end end) Animations['EquipAnim']:Play(.1,.8,1) PlayAnimation('IdleAnim') end function OnUnequipped() Tool.Handle.deactivate:Play() for animName, _ in pairs(Animations) do StopAnimation(animName) end end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped) WaitForChild(Tool, 'PlaySlash').Changed:connect( function (value) --if value then PlayAnimation('SlashAnim') --else -- StopAnimation('SlashAnim') --end end) WaitForChild(Tool, 'PlayThrust').Changed:connect( function (value) --if value then PlayAnimation('ThrustAnim') --else -- StopAnimation('ThrustAnim') --end end) WaitForChild(Tool, 'PlayOverhead').Changed:connect( function (value) --if value then Animations['OverheadAnim']:Play() --else -- StopAnimation('OverheadAnim') --end end)
-- SERVICES --
local CS = game:GetService("CollectionService") local SSS = game:GetService("ServerScriptService")
-- RCM Settings V
self.WeaponWeight = 4 -- Weapon weight must be enabled in the Config module self.ShellEjectionMod = true self.Holster = true self.HolsterPoint = "Torso" self.HolsterCFrame = CFrame.new(0.65,0.1,-0.8) * CFrame.Angles(math.rad(-90),math.rad(15),math.rad(75)) self.FlashChance = 4 -- 0 = no muzzle flash, 10 = Always muzzle flash self.ADSEnabled = { -- Ignore this setting if not using an ADS Mesh true, -- Enabled for primary sight true} -- Enabled for secondary sight (T) self.ExplosiveAmmo = false -- Enables explosive ammo self.ExplosionRadius = 70 -- Radius of explosion damage in studs self.ExplosionType = "Default" -- Which explosion effect is used from the HITFX Explosion folder self.IsLauncher = true -- For RPG style rocket launchers self.EjectionOverride = nil -- Don't touch unless you know what you're doing with Vector3s return self
--/Recoil Modification
module.camRecoil = { RecoilUp = 1 ,RecoilTilt = 1 ,RecoilLeft = 1 ,RecoilRight = 1 } module.gunRecoil = { RecoilUp = 1 ,RecoilTilt = 1 ,RecoilLeft = 1 ,RecoilRight = 1 } module.AimRecoilReduction = 1 module.AimSpreadReduction = 1 module.MinRecoilPower = 1 module.MaxRecoilPower = 1 module.RecoilPowerStepAmount = 1 module.MinSpread = 1 module.MaxSpread = 0.1 module.AimInaccuracyStepAmount = 1 module.AimInaccuracyDecrease = 1 module.WalkMult = 1 module.MuzzleVelocityMod = 1 return module
--//Setup//--
local WindLines = require(script.WindLines) local WindShake = require(script.WindShake) local WindSpeed = 20 local WindDirection = Vector3.new(-1, 1, 0) local WindShakeSettings = { WindPower = 0.75, WindSpeed = WindSpeed, WindDirection = WindDirection } local WindLinesSettings = { WindDirection = WindDirection, WindSpeed = WindSpeed, LifeTime = 2, SpawnRate = 20 } local ShakableObjects = { "Leaf", "Leaves", "Bush", }
--[[ have all the edits only on the client until the client is done then send fire the remote event once with all the changes instead of per accessory. too lazy to change. adopt me does it 1 by 1 soo... ]]
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage")
--[=[ @prop None Option<None> @within Option Represents no value. ]=]
Option.None = Option._new() return Option
-- Function that other scripts can call to change a player's stats
function PlayerStatManager:ChangeStat(player, statName, value) local playerUserId = "Player_" .. player.UserId sessionData[playerUserId][statName] = value end function PlayerStatManager:ChangeStatInTycoonPurchases(player, statName, value) local playerUserId = "Player_" .. player.UserId sessionData[playerUserId]["TycoonPurchases"][statName] = value print("Saving------------------> ",statName) end function PlayerStatManager:IncrementStat(player, statName, value) local playerUserId = "Player_" .. player.UserId if typeof(sessionData[playerUserId][statName]) == "number" then sessionData[playerUserId][statName] = sessionData[playerUserId][statName] + value end end local function setupPlayerData(player) local playerMoney = serverStorage:WaitForChild("PlayerMoney") local playerStats = playerMoney:FindFirstChild(player.Name) --Sometimes people have duplicate tycoon add e.g in core handler script --adds PlayerMoney to storage and number value with player name that holds the --money value if playerStats == nil then playerStats = Instance.new("NumberValue",playerMoney) playerStats.Name = player.Name local isOwner = Instance.new("ObjectValue",playerStats) isOwner.Name = "OwnsTycoon" end local playerUserId = "Player_" .. player.UserId local success,data = pcall(function() return playerData:GetAsync(playerUserId) end) if success then if data then print("----------Money: ---------> "..data["Money"]) print("Show tycoon purchases---------------------") sessionData[playerUserId] = data for key,value in pairs(sessionData[playerUserId]["TycoonPurchases"]) do print(key,value) end print("End printing tycoon purchases-------------") local playerMoneyChild = playerMoney:FindFirstChild(player.Name) if playerMoneyChild then playerMoneyChild.Value = playerMoneyChild.Value + data["Money"] else print("------------playerMoneyChild is nil") end else print("setupPlayerData no data found for player ",player.Name) wait() local money = 0 local success,err = pcall(function() if player:IsInGroup(SaveSettings.giveCashToPlayersInGroup.groupId) then local plrCash = playerMoney:FindFirstChild(player.Name) if plrCash then plrCash.Value = plrCash.Value + SaveSettings.giveCashToPlayersInGroup.cashAmount money = plrCash.Value end end end) if success == false then print(err) end sessionData[playerUserId] = {} sessionData[playerUserId]["Money"] = money sessionData[playerUserId]["RebirthCount"] = 0 sessionData[playerUserId]["TycoonPurchases"] = {} end playerStats.Changed:Connect(function(newValue) print("playerStats.Changed ",newValue) sessionData[playerUserId]["Money"] = newValue end) else warn("Couldn't get data") print(data) end end
-- Visualizes an impact. This will not run if FastCast.VisualizeCasts is false.
function DbgVisualizeHit(atCF: CFrame, wasPierce: boolean): SphereHandleAdornment? --if ClientSettings.Debug.Value == false then return nil end if true then return end local adornment = Instance.new("SphereHandleAdornment") adornment.Adornee = workspace.Terrain adornment.CFrame = atCF adornment.Radius = 0.1 adornment.Transparency = 0.25 adornment.Color3 = (wasPierce == false) and Color3.new(0.2, 1, 0.5) or Color3.new(1, 0.2, 0.2) adornment.Parent = GetFastCastVisualizationContainer() Debris:AddItem(adornment, 3) return adornment end
--[[for i=1, #Sounds, 1 do if Sounds[i] then Sounds[i]:Play() end end]]
for i=1, #Deletables,1 do if Deletables[i] then if not IsA(Deletables[i], "ParticleEmitter") and not IsA(Deletables[i], "Attachment") and not IsA(Deletables[i], "BasePart") then Destroy(Deletables[i]) elseif IsA(Deletables[i], "ParticleEmitter") then --[[pcall(function() Deletables[i].Enabled = false Deletables[i].Speed = NumberRange.new(10, 20) Deletables[i]:Emit(75) end)]] Debris:AddItem(Deletables[i], Deletables[i].Lifetime.Max + 1) else Debris:AddItem(Deletables[i], 3) end end end Destroy(script)
---------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)
--!strict
local rshift = bit32.rshift local log = math.log local floor = math.floor local LN2 = math.log(2) return function(x: number): number -- convert to 32 bit integer local as32bit = rshift(x, 0) if as32bit == 0 then return 32 end return 31 - floor(log(as32bit) / LN2) end
-- services
local Workspace = game:GetService("Workspace") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local Debris = game:GetService("Debris")
--WARNING!------------------------------------------------------------------------------------------------------------------------------------------ --DO NOT MODIFY THE CODE BELOW! (Unless you know what you're doing, in that case: go nuts!(Unless you're allergic to nuts of course. Then don't.))-- ----------------------------------------------------------------------------------------------------------------------------------------------------
wait() local motors = script.Parent._Motors:GetChildren() local uiLabel = script.Parent.Status.SurfaceGui.TextLabel for i=1,#motors do motors[i].Value.HingeConstraint.MotorMaxAcceleration = maxAcceleration end function Increase() if tonumber(uiLabel.Text) < maxValue then for i=1, #motors do motors[i].Value.HingeConstraint.AngularVelocity = motors[i].Value.HingeConstraint.AngularVelocity + increment end uiLabel.Text = uiLabel.Text + 1 end end function Decrease() if tonumber(script.Parent.Status.SurfaceGui.TextLabel.Text) > minValue then for i=1, #motors do motors[i].Value.HingeConstraint.AngularVelocity = motors[i].Value.HingeConstraint.AngularVelocity - increment end uiLabel.Text = uiLabel.Text - 1 end end script.Parent.Increase.ClickDetector.MouseClick:Connect(Increase) script.Parent.Decrease.ClickDetector.MouseClick:Connect(Decrease)
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -8 Tune.RCamber = -8 Tune.FCaster = 7 Tune.FToe = 1 Tune.RToe = 0
-- CODE [if you're not experienced, do not mess with this code!]
Transition.OnClientEvent:Connect(function() Frame.Visible = true Frame:TweenPosition(UDim2.new(0,0,-0.1,0), "In", "Quad", 0.5) wait(TRANSITION_TIME) Frame:TweenPosition(UDim2.new(0,0,1,0), "In", "Quad", 0.5) wait(1) Frame.Visible = false Frame.Position = UDim2.new(0,0,-1.1,0) end)
-- Other useful variables
local player = game.Players.LocalPlayer local mouse = player:GetMouse() local tool = script.Parent local mobileShouldTrack = true local oldIcon = mouse.Icon local connection
----------------------------------------------
local RS = char.RightUpperArm["RightShoulder"] local LS = char.LeftUpperArm["LeftShoulder"] local RH = char["RightUpperLeg"]:WaitForChild("RightHip") local LH = char["LeftUpperLeg"]:WaitForChild("LeftHip") local LeftLeg = char["LeftUpperLeg"] local RightLeg = char["RightUpperLeg"]--[[ ttt = Instance.new("Weld",Character.Head) ttt.Part0 = Character.Head ttt.Part1 = Character.UpperTorso --]] function Stand() Humanoid.CameraOffset = Vector3.new(0, .7, 0) Humanoid.WalkSpeed = 16 IsStanced = false for i, s in pairs(Torso:GetChildren()) do if (s.Name == "LegWeld") and (s.ClassName == "Weld") then s:Destroy() end end LH.Part1 = LeftLeg RH.Part1 = RightLeg Proned2 = Vector3.new(0,0,0) tweenJoint(RootJoint, CFrame.new()* CFrame.Angles(math.rad(-0),0,math.rad(0)), CFrame.new(0,0,0), function(X) return math.sin(math.rad(X)) end, 0.25) tweenJoint(RH, CFrame.new(.4,0,0)* CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0) tweenJoint(LH, CFrame.new(-.4,0,0)* CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0) tweenJoint(RS, CFrame.new(.85,0.5,0)* CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25) tweenJoint(LS, CFrame.new(-.85,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-0),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25) end function LeanRight() Humanoid.CameraOffset = Vector3.new(0.5, -0.35, 0) Humanoid.WalkSpeed = 9 IsStanced = true Proned2 = Vector3.new(0,0,0) RH.Part1 = nil CreateWeld(RightLeg, CFrame.new(-0.2,1.85,0.3)* CFrame.Angles(math.rad(-0),0,math.rad(-20))) tweenJoint(RootJoint, CFrame.new(0.1,-0.25,0)* CFrame.Angles(math.rad(-0),0,math.rad(-20)), CFrame.new(0,0,0), function(X) return math.sin(math.rad(X)) end, 0.25) end function LeanLeft() Humanoid.CameraOffset = Vector3.new(-0.5, -0.35, 0) Humanoid.WalkSpeed = 9 IsStanced = true Proned2 = Vector3.new(0,0,0) LH.Part1 = nil CreateWeld(LeftLeg, CFrame.new(0.2,1.85,0.3)* CFrame.Angles(math.rad(-0),0,math.rad(20))) tweenJoint(RootJoint, CFrame.new(-0.1,-0.25,0)* CFrame.Angles(math.rad(-0),0,math.rad(20)), CFrame.new(0,0,0), function(X) return math.sin(math.rad(X)) end, 0.25) end function Crouch() Humanoid.CameraOffset = Vector3.new(0, -1, 0) Humanoid.WalkSpeed = 9 for i, s in pairs(Torso:GetChildren()) do if (s.Name == "LegWeld") and (s.ClassName == "Weld") then s:Destroy() end end IsStanced = true RH.Part1 = RightLeg LH.Part1 = LeftLeg Proned2 = Vector3.new(0,0,0) tweenJoint(RootJoint, CFrame.new(0,-1,0)* CFrame.Angles(math.rad(-0),0,math.rad(0)), CFrame.new(0,0,0), function(X) return math.sin(math.rad(X)) end, 0.25) tweenJoint(RH, CFrame.new(1,-0.15,-0.65)* CFrame.Angles(math.rad(-20),math.rad(90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25) tweenJoint(LH, CFrame.new(-1,-0.675,-0.625)* CFrame.Angles(math.rad(-60),math.rad(-90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25) tweenJoint(RS, CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-45),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25) tweenJoint(LS, CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(45),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25) end function Prone() Humanoid.CameraOffset = Vector3.new(0, -3.5, 0) Humanoid.WalkSpeed = 4 IsStanced = true RH.Part1 = nil LH.Part1 = nil Proned2 = Vector3.new(0,0.5,0.5) tweenJoint(RootJoint, CFrame.new(0,-2.5,1)* CFrame.Angles(math.rad(-90),0,math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25) tweenJoint(RS, CFrame.new(0,0,0)* CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25) tweenJoint(LS, CFrame.new(0,0,0)* CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0) CreateWeld(RightLeg, CFrame.new(-0.2,1.85,0)* CFrame.Angles(math.rad(-0),0,math.rad(-20))) CreateWeld(LeftLeg, CFrame.new(0.2,1.85,0)* CFrame.Angles(math.rad(-0),0,math.rad(20))) end local AlreadyProned = false mouse.KeyDown:connect(function(Key) if Key == "c" and Stances == 0 and not _G.Sprinting and not _G.Lean then Stances = 1 Crouch() _G.Crouched = true elseif Key == "c" and Stances == 1 and not _G.Sprinting and not _G.Lean then Stances = 2 Prone() _G.Crouched = false _G.Proned = true AlreadyProned = true elseif Key == "x" and Stances == 2 and not _G.Sprinting and not _G.Lean then AlreadyProned = false _G.Crouched = true _G.Proned = false Stances = 1 Crouch() elseif Key == "x" and Stances == 1 and not _G.Sprinting and not _G.Lean then _G.Crouched = false Stances = 0 Stand() end if Key == "e" and not _G.Lean and Stances == 0 and not _G.Sprinting then LeanRight() _G.Lean = true end if Key == "q" and not _G.Lean and Stances == 0 and not _G.Sprinting then LeanLeft() _G.Lean = true end end) mouse.KeyUp:connect(function(Key) if Key == "e" and _G.Lean and Stances == 0 and not _G.Sprinting then Stand() _G.Lean = false end if Key == "q" and _G.Lean and Stances == 0 and not _G.Sprinting then Stand() _G.Lean = false end end) Stand()
--!nonstrict --[[ VRVehicleCamera - Roblox VR vehicle camera control module 2021 Roblox VR --]]
local EPSILON = 1e-3 local PITCH_LIMIT = math.rad(80) local YAW_DEFAULT = math.rad(0) local ZOOM_MINIMUM = 0.5 local ZOOM_SENSITIVITY_CURVATURE = 0.5 local DEFAULT_CAMERA_DIST = 16 local TP_FOLLOW_DIST = 200 local TP_FOLLOW_ANGLE_DOT = 0.56 local VRBaseCamera = require(script.Parent:WaitForChild("VRBaseCamera")) local CameraInput = require(script.Parent:WaitForChild("CameraInput")) local CameraUtils = require(script.Parent:WaitForChild("CameraUtils")) local ZoomController = require(script.Parent:WaitForChild("ZoomController")) local VehicleCamera = require(script.Parent:WaitForChild("VehicleCamera")) local VehicleCameraCore = require(script.Parent.VehicleCamera:FindFirstChild("VehicleCameraCore")) :: any local VehicleCameraConfig = require(script.Parent.VehicleCamera:FindFirstChild("VehicleCameraConfig")) :: any local Players = game:GetService("Players") local RunService = game:GetService("RunService") local VRService = game:GetService("VRService") local localPlayer = Players.LocalPlayer local Spring = CameraUtils.Spring local mapClamp = CameraUtils.mapClamp local sanitizeAngle = CameraUtils.sanitizeAngle local ZERO_VECTOR3 = Vector3.new(0,0,0)
--
h = script.Parent.Parent:WaitForChild("Humanoid") pathService = game:GetService("PathfindingService") targetV = script.Parent:WaitForChild("Target") function closestTargetAndPath() local humanoids = {} if targetNPCs then local function recurse(o) for _,obj in pairs(o:GetChildren()) do if obj:IsA("Model") then if obj:findFirstChild("Humanoid") and obj:findFirstChild("Torso") and obj.Humanoid ~= h and obj.Humanoid.Health > 0 and not obj:findFirstChild("ForceField") then table.insert(humanoids,obj.Humanoid) end end recurse(obj) end end recurse(workspace) else for _,v in pairs(game.Players:GetPlayers()) do if v.Character and v.Character:findFirstChild("HumanoidRootPart") and v.Character:findFirstChild("Humanoid") and v.Character.Humanoid.Health > 0 and not v:findFirstChild("ForceField") then table.insert(humanoids,v.Character.Humanoid) end end end local closest,path,dist for _,humanoid in pairs(humanoids) do local myPath = pathService:ComputeRawPathAsync(h.Torso.Position,humanoid.Torso.Position,500) if myPath.Status ~= Enum.PathStatus.FailFinishNotEmpty then -- Now that we have a successful path, we need to figure out how far we need to actually travel to reach this point. local myDist = 0 local previous = h.Torso.Position for _,point in pairs(myPath:GetPointCoordinates()) do myDist = myDist + (point-previous).magnitude previous = point end if not dist or myDist < dist then -- if true, this is the closest path so far. closest = humanoid path = myPath dist = myDist end end end return closest,path end function goToPos(loc) h:MoveTo(loc) local distance = (loc-h.Torso.Position).magnitude local start = tick() while distance > 4 do if tick()-start > distance/h.WalkSpeed then -- Something may have gone wrong. Just break. break end distance = (loc-h.Torso.Position).magnitude wait() end end while wait() do local target,path = closestTargetAndPath() local didBreak = false local targetStart if target and h.Torso then targetV.Value = target targetStart = target.Torso.Position roaming = false local previous = h.Torso.Position local points = path:GetPointCoordinates() local s = #points > 1 and 2 or 1 for i = s,#points do local point = points[i] if didBreak then break end if target and target.Torso and target.Health > 0 then if (target.Torso.Position-targetStart).magnitude < 1.5 then local pos = previous:lerp(point,.5) local moveDir = ((pos - h.Torso.Position).unit * 2) goToPos(previous:lerp(point,.5)) previous = point end else didBreak = true break end end else targetV.Value = nil end if not didBreak and targetStart then goToPos(targetStart) end end
-- transforms Roblox types into intermediate types, converting -- between spaces as necessary to preserve perceptual linearity
local typeMetadata = { number = { springType = LinearSpring.new, toIntermediate = function(value) return {value} end, fromIntermediate = function(value) return value[1] end, }, NumberRange = { springType = LinearSpring.new, toIntermediate = function(value) return {value.Min, value.Max} end, fromIntermediate = function(value) return NumberRange.new(value[1], value[2]) end, }, UDim = { springType = LinearSpring.new, toIntermediate = function(value) return {value.Scale, value.Offset} end, fromIntermediate = function(value) return UDim.new(value[1], value[2]) end, }, UDim2 = { springType = LinearSpring.new, toIntermediate = function(value) local x = value.X local y = value.Y return {x.Scale, x.Offset, y.Scale, y.Offset} end, fromIntermediate = function(value) return UDim2.new(value[1], value[2], value[3], value[4]) end, }, Vector2 = { springType = LinearSpring.new, toIntermediate = function(value) return {value.X, value.Y} end, fromIntermediate = function(value) return Vector2.new(value[1], value[2]) end, }, Vector3 = { springType = LinearSpring.new, toIntermediate = function(value) return {value.X, value.Y, value.Z} end, fromIntermediate = function(value) return Vector3.new(value[1], value[2], value[3]) end, }, Color3 = { springType = LinearSpring.new, toIntermediate = function(value) -- convert RGB to a variant of cieluv space local r, g, b = value.R, value.G, value.B -- D65 sRGB inverse gamma correction r = r < 0.0404482362771076 and r/12.92 or 0.87941546140213*(r + 0.055)^2.4 g = g < 0.0404482362771076 and g/12.92 or 0.87941546140213*(g + 0.055)^2.4 b = b < 0.0404482362771076 and b/12.92 or 0.87941546140213*(b + 0.055)^2.4 -- sRGB -> xyz local x = 0.9257063972951867*r - 0.8333736323779866*g - 0.09209820666085898*b local y = 0.2125862307855956*r + 0.71517030370341085*g + 0.0722004986433362*b local z = 3.6590806972265883*r + 11.4426895800574232*g + 4.1149915024264843*b -- xyz -> modified cieluv local l = y > 0.008856451679035631 and 116*y^(1/3) - 16 or 903.296296296296*y local u, v if z > 1e-14 then u = l*x/z v = l*(9*y/z - 0.46832) else u = -0.19783*l v = -0.46832*l end return {l, u, v} end, fromIntermediate = function(value) -- convert back from modified cieluv to rgb space local l = value[1] if l < 0.0197955 then return Color3.new(0, 0, 0) end local u = value[2]/l + 0.19783 local v = value[3]/l + 0.46832 -- cieluv -> xyz local y = (l + 16)/116 y = y > 0.206896551724137931 and y*y*y or 0.12841854934601665*y - 0.01771290335807126 local x = y*u/v local z = y*((3 - 0.75*u)/v - 5) -- xyz -> D65 sRGB local r = 7.2914074*x - 1.5372080*y - 0.4986286*z local g = -2.1800940*x + 1.8757561*y + 0.0415175*z local b = 0.1253477*x - 0.2040211*y + 1.0569959*z -- clamp minimum sRGB component if r < 0 and r < g and r < b then r, g, b = 0, g - r, b - r elseif g < 0 and g < b then r, g, b = r - g, 0, b - g elseif b < 0 then r, g, b = r - b, g - b, 0 end -- gamma correction from D65 -- clamp to avoid undesirable overflow wrapping behavior on certain properties (e.g. BasePart.Color) return Color3.new( min(r < 3.1306684425e-3 and 12.92*r or 1.055*r^(1/2.4) - 0.055, 1), min(g < 3.1306684425e-3 and 12.92*g or 1.055*g^(1/2.4) - 0.055, 1), min(b < 3.1306684425e-3 and 12.92*b or 1.055*b^(1/2.4) - 0.055, 1) ) end, }, } local springStates = {} -- {[instance] = {[property] = spring} RunService.Stepped:Connect(function(_, dt) for instance, state in pairs(springStates) do for propName, spring in pairs(state) do if spring:canSleep() then state[propName] = nil instance[propName] = spring.rawTarget else instance[propName] = spring:step(dt) end end if not next(state) then springStates[instance] = nil end end end) local function assertType(argNum, fnName, expectedType, value) if not STRICT_TYPES then return end if not expectedType:find(typeof(value)) then error( ("bad argument #%d to %s (%s expected, got %s)"):format( argNum, fnName, expectedType, typeof(value) ), 3 ) end end local spr = {} function spr.target(instance, dampingRatio, frequency, properties) assertType(1, "spr.target", "Instance", instance) assertType(2, "spr.target", "number", dampingRatio) assertType(3, "spr.target", "number", frequency) assertType(4, "spr.target", "table", properties) if dampingRatio ~= dampingRatio or dampingRatio < 0 then error(("expected damping ratio >= 0; got %.2f"):format(dampingRatio), 2) end if frequency ~= frequency or frequency < 0 then error(("expected undamped frequency >= 0; got %.2f"):format(frequency), 2) end local state = springStates[instance] if not state then state = {} springStates[instance] = state end for propName, propTarget in pairs(properties) do local propValue = instance[propName] if STRICT_TYPES and typeof(propTarget) ~= typeof(propValue) then error( ("bad property %s to spr.target (%s expected, got %s)"):format( propName, typeof(propValue), typeof(propTarget) ), 2 ) end local spring = state[propName] if not spring then local md = typeMetadata[typeof(propTarget)] if not md then error("unsupported type: " .. typeof(propTarget), 2) end spring = md.springType(dampingRatio, frequency, propValue, md, propTarget) state[propName] = spring end spring.d = dampingRatio spring.f = frequency spring:setGoal(propTarget) end end function spr.stop(instance, property) assertType(1, "spr.stop", "Instance", instance) assertType(2, "spr.stop", "string|nil", property) if property then local state = springStates[instance] if state then state[property] = nil end else springStates[instance] = nil end end if STRICT_API_ACCESS then return tableLock(spr) else return spr end
-- private functions
local function typeof(x) return x.__type or _typeof(x); end
--[[* * During execution of guarded functions we will capture the first error which * we will rethrow to be handled by the top level error handler. ]]
exports.rethrowCaughtError = function() if hasRethrowError then local err = rethrowError hasRethrowError = false rethrowError = nil error(err) end end exports.hasCaughtError = function() return hasError end clearCaughtError = function() if hasError then local err = caughtError hasError = false caughtError = nil return err else invariant( false, "clearCaughtError was called but no error was captured. This error " .. "is likely caused by a bug in React. Please file an issue." ) -- deviation: luau doesn't know that invariant throws, so we return nil return nil end end exports.clearCaughtError = clearCaughtError return exports
-- Make triggers transparent
local menuTriggers = workspace:WaitForChild("MenuTriggers", 10) -- Menu triggers for GUI if menuTriggers then for _,trigger in pairs(menuTriggers:GetChildren()) do trigger.Transparency = 1 trigger.Touched:Connect(function(part) if players.LocalPlayer.Character and part:IsDescendantOf(players.LocalPlayer.Character) then require(switchMenu)(trigger.Name) end end) end end
--Made by Stickmasterluke
sp=script.Parent damage=100 -- +/- 10% damagewindow=1 --after clicking, how long does the player have to hit the opponent wioth their weapon to deal damage swingrate=.75 clashsounds={91154405,91154446,91154471,91154503,91154521} swooshsounds={91154708,91155889} hitsounds={91154909,91154932,91154954} anims={"Stab1","Stab2","RightSlash","LeftSlash"} bloodeffects=false ready=false equipped=false rate=1/30 lastswing=0 local reloading=sp:WaitForChild("Reloading") local down=sp:WaitForChild("MouseDown") local runanim=sp:WaitForChild("RunAnim") local sparkles=sp.Handle:WaitForChild("Sparkles") local debris=game:getService("Debris") local weaponhud=sp:WaitForChild("WeaponHud") local weaponnametag=weaponhud:WaitForChild("WeaponName") local guibar=weaponhud:WaitForChild("Bar") local guibarfill=guibar:WaitForChild("Fill") weaponnametag.Text=sp.Name function runsound(id,volume) local volume=volume or 1 local sound=Instance.new("Sound") sound.Looped=false sound.Pitch=1 sound.SoundId="http://www.roblox.com/asset/?id="..tostring(id) sound.PlayOnRemove=false sound.Volume=volume debris:AddItem(sound,3) sound.Parent=sp.Handle wait() sound:Play() end function billboard(pos,text,time,color) local pos=pos or Vector3.new(0,0,0) local text=text or "Hello World!" local time=time or 2 local color=color or Color3.new(1,0,0) local pos=pos+Vector3.new(0,5,0) local ep=Instance.new("Part") ep.Name="Effect" ep.formFactor="Custom" ep.Size=Vector3.new(0,0,0) ep.TopSurface="Smooth" ep.BottomSurface="Smooth" ep.CFrame=CFrame.new(pos) ep.Anchored=true ep.CanCollide=false ep.Transparency=1 local bb=Instance.new("BillboardGui") bb.Size=UDim2.new(3,0,3,0) bb.Adornee=ep local tl=Instance.new("TextLabel") tl.BackgroundTransparency=1 tl.Size=UDim2.new(1,0,1,0) tl.Text=text tl.TextColor3=color tl.TextScaled=true tl.Font="ArialBold" tl.Parent=bb bb.Parent=ep debris:AddItem(ep,time+.1) ep.Parent=game.Workspace delay(0,function() local frames=time/rate for frame=1,frames do wait(rate) local percent=frame/frames ep.CFrame=CFrame.new(pos)+Vector3.new(0,5*percent,0) tl.TextTransparency=percent end ep:remove() end) end function makeblood(part) if part then local b=Instance.new("Part") b.BrickColor=BrickColor.new("Bright red") b.formFactor="Custom" b.Transparency=math.random(0,1)*.5 if math.random()<.5 then b.CanCollide=false else b.CanCollide=true end b.TopSurface="Smooth" b.BottomSurface="Smooth" b.Size=Vector3.new(.2*math.random(1,5),.2*math.random(1,5),.2*math.random(1,5)) b.Velocity=part.Velocity+(Vector3.new((math.random()-.5),(math.random()-.5),(math.random()-.5))*30) b.RotVelocity=part.RotVelocity+(Vector3.new((math.random()-.5),(math.random()-.5),(math.random()-.5))*20) b.CFrame=part.CFrame*CFrame.new((math.random()-.5)*3,(math.random()-.5)*3,(math.random()-.5)*3)*CFrame.Angles(math.pi*2*math.random(),math.pi*2*math.random(),math.pi*2*math.random()) debris:AddItem(b,math.random()*4) b.Parent=game.Workspace end end sp.Handle.Touched:connect(function(hit) if ready and equipped and hit and hit.Parent~=nil and hit:IsDescendantOf(sp.Parent)==false and string.lower(string.sub(hit.Name,1,6))~="effect" and (tick()-lastswing)<=damagewindow then if hit:FindFirstChild("CanBlock") and sp.Handle:FindFirstChild("Blockable") then ready=false runsound(clashsounds[math.random(1,#clashsounds)]) sparkles.Enabled=true delay(.2,function() sparkles.Enabled=false end) billboard(sp.Handle.Position,"Block",2,Color3.new(1,1,0)) end local mh=sp.Parent:FindFirstChild("Humanoid") local eh=hit.Parent:FindFirstChild("Humanoid") local ra=sp.Parent:FindFirstChild("Right Arm") local plr=game.Players:GetPlayerFromCharacter(sp.Parent) if mh and eh and eh~=mh and mh.Health>0 and eh.Health>0 and ra and plr~=nil then local eplr=game.Players:GetPlayerFromCharacter(eh.Parent) if eplr~=nil and not eplr.Neutral and not plr.Neutral and eplr.TeamColor==plr.TeamColor then return --No team killing end ready=false for i,v in ipairs(eh:GetChildren()) do if v.Name=="creator" then v:remove() end end local creator=Instance.new("ObjectValue") creator.Name="creator" creator.Value=plr creator.Parent=eh debris:AddItem(creator,1) local localdamage=math.floor(damage*(.9+(math.random()*.2))+.5) eh:TakeDamage(localdamage) billboard(hit.Position,"-"..tostring(localdamage)) runsound(hitsounds[math.random(1,#hitsounds)]) if bloodeffects then local numbloodeffects=math.ceil(localdamage/10) for i=1,math.random(numbloodeffects-1,numbloodeffects+1) do --[[if math.random()<.5 then makeblood(sp.Handle) else]] makeblood(hit) --end end end end end end) function Activate() if equipped and (tick()-lastswing)>=swingrate then ready=true reloading.Value=true runsound(swooshsounds[math.random(1,#swooshsounds)],.5) newanim=anims[math.random(1,#anims)] while newanim==runanim.Value do newanim=anims[math.random(1,#anims)] end runanim.Value=newanim lastswing=tick() wait(swingrate) reloading.Value=false if down.Value then Activate() end end end down.Changed:connect(function() if down.Value then Activate() end end) sp.Equipped:connect(function(mouse) lastswing=tick() reloading.Value=true ready=false equipped=true local plr=game.Players:GetPlayerFromCharacter(sp.Parent) if plr~=nil then local plrgui=plr:FindFirstChild("PlayerGui") if plrgui~=nil then weaponhud.Parent=plrgui end end wait(swingrate) reloading.Value=false if down.Value then Activate() end end) sp.Unequipped:connect(function() ready=false equipped=false weaponhud.Parent=sp end) function updategui() local swingpercent=math.min((tick()-lastswing)/swingrate,1) if swingpercent<.5 then --fade from red to yellow then to green guibarfill.BackgroundColor3=Color3.new(1,swingpercent*2,0) else guibarfill.BackgroundColor3=Color3.new(1-((swingpercent-.5)/.5),1,0) end guibarfill.Size=UDim2.new(swingpercent,0,1,0) end while true do updategui() wait(rate) end
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") local Players = game:GetService("Players") local Debris = game:GetService("Debris") local Player = game.Players.LocalPlayer local Character = Player.Character local Humanoid = Character:WaitForChild("Humanoid") Speed = 100 Duration = 1 NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"), Reload = Handle:WaitForChild("Reload"), HitFade = Handle:WaitForChild("HitFade") } PointLight = Handle:WaitForChild("PointLight") ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool ServerControl.OnServerInvoke = (function(player, Mode, Value, arg) if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then return end if Mode == "Click" and Value then Activated(arg) end end) function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) 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 FindCharacterAncestor(Parent) if Parent and Parent ~= game:GetService("Workspace") then local humanoid = Parent:FindFirstChild("Humanoid") if humanoid then return Parent, humanoid else return FindCharacterAncestor(Parent.Parent) end end return nil end function GetTransparentsRecursive(Parent, PartsTable) local PartsTable = (PartsTable or {}) for i, v in pairs(Parent:GetChildren()) do local TransparencyExists = false pcall(function() local Transparency = v["Transparency"] if Transparency then TransparencyExists = true end end) if TransparencyExists then table.insert(PartsTable, v) end GetTransparentsRecursive(v, PartsTable) end return PartsTable end function SelectionBoxify(Object) local SelectionBox = Instance.new("SelectionBox") SelectionBox.Adornee = Object SelectionBox.Color = BrickColor.new("Really red") SelectionBox.Parent = Object return SelectionBox end local function Light(Object) local Light = PointLight:Clone() Light.Range = (Light.Range + 2) Light.Parent = Object end function FadeOutObjects(Objects, FadeIncrement) repeat local LastObject = nil for i, v in pairs(Objects) do v.Transparency = (v.Transparency + FadeIncrement) LastObject = v end wait() until LastObject.Transparency >= 1 or not LastObject end function Dematerialize(character, humanoid, FirstPart) if not character or not humanoid then return end humanoid.WalkSpeed = 0 local Parts = {} for i, v in pairs(character:GetChildren()) do if v:IsA("BasePart") then v.Anchored = true table.insert(Parts, v) elseif v:IsA("LocalScript") or v:IsA("Script") then v:Destroy() end end local SelectionBoxes = {} local FirstSelectionBox = SelectionBoxify(FirstPart) Light(FirstPart) wait(0.05) for i, v in pairs(Parts) do if v ~= FirstPart then table.insert(SelectionBoxes, SelectionBoxify(v)) Light(v) end end local ObjectsWithTransparency = GetTransparentsRecursive(character) FadeOutObjects(ObjectsWithTransparency, 0.1) wait(0.5) character:BreakJoints() humanoid.Health = 0 Debris:AddItem(character, 2) local FadeIncrement = 0.05 delay(0.2, function() FadeOutObjects({FirstSelectionBox}, FadeIncrement) if character and character.Parent then character:Destroy() end end) FadeOutObjects(SelectionBoxes, FadeIncrement) end function Touched(Projectile, Hit) if not Hit or not Hit.Parent then return end local character, humanoid = FindCharacterAncestor(Hit) if character and humanoid and character ~= Character then local ForceFieldExists = false for i, v in pairs(character:GetChildren()) do if v:IsA("ForceField") then ForceFieldExists = true end end if not ForceFieldExists then if Projectile then local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name) local torso = humanoid.Torso if HitFadeSound and torso then HitFadeSound.Parent = torso HitFadeSound:Play() end end Dematerialize(character, humanoid, Hit) end if Projectile and Projectile.Parent then Projectile:Destroy() end end end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end end function Activated(target) if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false InvokeClient("PlaySound", Sounds.Fire) local HandleCFrame = Handle.CFrame local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset) local ShotCFrame = CFrame.new(FiringPoint, target) local LaserShotClone = BaseShot:Clone() LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2)) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.velocity = ShotCFrame.lookVector * Speed BodyVelocity.Parent = LaserShotClone LaserShotClone.Touched:connect(function(Hit) if not Hit or not Hit.Parent then return end Touched(LaserShotClone, Hit) end) Debris:AddItem(LaserShotClone, Duration) LaserShotClone.Parent = game:GetService("Workspace") wait(0.6) -- FireSound length InvokeClient("PlaySound", Sounds.Reload) wait(0.75) -- ReloadSound length Tool.Enabled = true end end function Unequipped() end BaseShot = Instance.new("Part") BaseShot.Name = "Effect" BaseShot.BrickColor = BrickColor.new("Really red") BaseShot.Material = Enum.Material.Plastic BaseShot.Shape = Enum.PartType.Block BaseShot.TopSurface = Enum.SurfaceType.Smooth BaseShot.BottomSurface = Enum.SurfaceType.Smooth BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.2, 0.2, 3) BaseShot.CanCollide = false BaseShot.Locked = true SelectionBoxify(BaseShot) Light(BaseShot) BaseShotSound = Sounds.HitFade:Clone() BaseShotSound.Parent = BaseShot Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[Engine]]
--Torque Curve Tune.Horsepower = 318 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- 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 = 4.7 -- 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)
--[[ Manager for a single player's spots. ]]
local Cryo = require(script.Parent.Parent.Packages.Cryo) local constants = require(script.Parent.Parent.Constants) local PlayerSpots = {} PlayerSpots.__index = PlayerSpots function PlayerSpots.new(quota) if not quota then warn("Invalid player quota passed:", quota) end local self = { -- Table of { canvas, spot, createdAt } that a player has placed surface art in placedSpots = {}, -- Maximum number of artwork that we can place for a player quota = quota, -- Index of spot to remove if player exceeds quota - this is set during spot assignment toRemove = nil, } setmetatable(self, PlayerSpots) return self end
--CONFIG VARIABLES
local uptime = 12 local downtime = 12 --the amount of time it takes for the door to open local waitTime = 0.29 --the amount of time to wait after the door has finished moving that you can use the button again
-----------------------------------PATHER--------------------------------------
local function Pather(endPoint, surfaceNormal, overrideUseDirectPath: boolean?) local this = {} local directPathForHumanoid local directPathForVehicle if overrideUseDirectPath ~= nil then directPathForHumanoid = overrideUseDirectPath directPathForVehicle = overrideUseDirectPath else directPathForHumanoid = UseDirectPath directPathForVehicle = UseDirectPathForVehicle end this.Cancelled = false this.Started = false this.Finished = Instance.new("BindableEvent") this.PathFailed = Instance.new("BindableEvent") this.PathComputing = false this.PathComputed = false this.OriginalTargetPoint = endPoint this.TargetPoint = endPoint this.TargetSurfaceNormal = surfaceNormal this.DiedConn = nil this.SeatedConn = nil this.BlockedConn = nil this.TeleportedConn = nil this.CurrentPoint = 0 this.HumanoidOffsetFromPath = ZERO_VECTOR3 this.CurrentWaypointPosition = nil this.CurrentWaypointPlaneNormal = ZERO_VECTOR3 this.CurrentWaypointPlaneDistance = 0 this.CurrentWaypointNeedsJump = false; this.CurrentHumanoidPosition = ZERO_VECTOR3 this.CurrentHumanoidVelocity = 0 :: Vector3 | number this.NextActionMoveDirection = ZERO_VECTOR3 this.NextActionJump = false this.Timeout = 0 this.Humanoid = findPlayerHumanoid(Player) this.OriginPoint = nil this.AgentCanFollowPath = false this.DirectPath = false this.DirectPathRiseFirst = false local rootPart: BasePart = this.Humanoid and this.Humanoid.RootPart if rootPart then -- Setup origin this.OriginPoint = rootPart.CFrame.Position -- Setup agent local agentRadius = 2 local agentHeight = 5 local agentCanJump = true local seat = this.Humanoid.SeatPart if seat and seat:IsA("VehicleSeat") then -- Humanoid is seated on a vehicle local vehicle = seat:FindFirstAncestorOfClass("Model") if vehicle then -- Make sure the PrimaryPart is set to the vehicle seat while we compute the extends. local tempPrimaryPart = vehicle.PrimaryPart vehicle.PrimaryPart = seat -- For now, only direct path if directPathForVehicle then local extents: Vector3 = vehicle:GetExtentsSize() agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z) agentHeight = AgentSizeIncreaseFactor * extents.Y agentCanJump = false this.AgentCanFollowPath = true this.DirectPath = directPathForVehicle end -- Reset PrimaryPart vehicle.PrimaryPart = tempPrimaryPart end else local extents: Vector3? if FFlagUserExcludeNonCollidableForPathfinding then local character: Model? = GetCharacter() if character ~= nil then extents = getCollidableExtentsSize(character) end end if extents == nil then extents = GetCharacter():GetExtentsSize() end agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z) agentHeight = AgentSizeIncreaseFactor * extents.Y agentCanJump = (this.Humanoid.JumpPower > 0) this.AgentCanFollowPath = true this.DirectPath = directPathForHumanoid :: boolean this.DirectPathRiseFirst = this.Humanoid.Sit end -- Build path object this.pathResult = PathfindingService:CreatePath({AgentRadius = agentRadius, AgentHeight = agentHeight, AgentCanJump = agentCanJump}) end function this:Cleanup() if this.stopTraverseFunc then this.stopTraverseFunc() this.stopTraverseFunc = nil end if this.MoveToConn then this.MoveToConn:Disconnect() this.MoveToConn = nil end if this.BlockedConn then this.BlockedConn:Disconnect() this.BlockedConn = nil end if this.DiedConn then this.DiedConn:Disconnect() this.DiedConn = nil end if this.SeatedConn then this.SeatedConn:Disconnect() this.SeatedConn = nil end if this.TeleportedConn then this.TeleportedConn:Disconnect() this.TeleportedConn = nil end this.Started = false end function this:Cancel() this.Cancelled = true this:Cleanup() end function this:IsActive() return this.AgentCanFollowPath and this.Started and not this.Cancelled end function this:OnPathInterrupted() -- Stop moving this.Cancelled = true this:OnPointReached(false) end function this:ComputePath() if this.OriginPoint then if this.PathComputed or this.PathComputing then return end this.PathComputing = true if this.AgentCanFollowPath then if this.DirectPath then this.pointList = { PathWaypoint.new(this.OriginPoint, Enum.PathWaypointAction.Walk), PathWaypoint.new(this.TargetPoint, this.DirectPathRiseFirst and Enum.PathWaypointAction.Jump or Enum.PathWaypointAction.Walk) } this.PathComputed = true else this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint) this.pointList = this.pathResult:GetWaypoints() this.BlockedConn = this.pathResult.Blocked:Connect(function(blockedIdx) this:OnPathBlocked(blockedIdx) end) this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success end end this.PathComputing = false end end function this:IsValidPath() this:ComputePath() return this.PathComputed and this.AgentCanFollowPath end this.Recomputing = false function this:OnPathBlocked(blockedWaypointIdx) local pathBlocked = blockedWaypointIdx >= this.CurrentPoint if not pathBlocked or this.Recomputing then return end this.Recomputing = true if this.stopTraverseFunc then this.stopTraverseFunc() this.stopTraverseFunc = nil end this.OriginPoint = this.Humanoid.RootPart.CFrame.p this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint) this.pointList = this.pathResult:GetWaypoints() if #this.pointList > 0 then this.HumanoidOffsetFromPath = this.pointList[1].Position - this.OriginPoint end this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success if ShowPath then this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList) end if this.PathComputed then this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it. this:OnPointReached(true) -- Move to first point else this.PathFailed:Fire() this:Cleanup() end this.Recomputing = false end function this:OnRenderStepped(dt: number) if this.Started and not this.Cancelled then -- Check for Timeout (if a waypoint is not reached within the delay, we fail) this.Timeout = this.Timeout + dt if this.Timeout > UnreachableWaypointTimeout then this:OnPointReached(false) return end -- Get Humanoid position and velocity this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity -- Check if it has reached some waypoints while this.Started and this:IsCurrentWaypointReached() do this:OnPointReached(true) end -- If still started, update actions if this.Started then -- Move action this.NextActionMoveDirection = this.CurrentWaypointPosition - this.CurrentHumanoidPosition if this.NextActionMoveDirection.Magnitude > ALMOST_ZERO then this.NextActionMoveDirection = this.NextActionMoveDirection.Unit else this.NextActionMoveDirection = ZERO_VECTOR3 end -- Jump action if this.CurrentWaypointNeedsJump then this.NextActionJump = true this.CurrentWaypointNeedsJump = false -- Request jump only once else this.NextActionJump = false end end end end function this:IsCurrentWaypointReached() local reached = false -- Check we do have a plane, if not, we consider the waypoint reached if this.CurrentWaypointPlaneNormal ~= ZERO_VECTOR3 then -- Compute distance of Humanoid from destination plane local dist = this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidPosition) - this.CurrentWaypointPlaneDistance -- Compute the component of the Humanoid velocity that is towards the plane local velocity = -this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidVelocity) -- Compute the threshold from the destination plane based on Humanoid velocity local threshold = math.max(1.0, 0.0625 * velocity) -- If we are less then threshold in front of the plane (between 0 and threshold) or if we are behing the plane (less then 0), we consider we reached it reached = dist < threshold else reached = true end if reached then this.CurrentWaypointPosition = nil this.CurrentWaypointPlaneNormal = ZERO_VECTOR3 this.CurrentWaypointPlaneDistance = 0 end return reached end function this:OnPointReached(reached) if reached and not this.Cancelled then -- First, destroyed the current displayed waypoint if this.setPointFunc then this.setPointFunc(this.CurrentPoint) end local nextWaypointIdx = this.CurrentPoint + 1 if nextWaypointIdx > #this.pointList then -- End of path reached if this.stopTraverseFunc then this.stopTraverseFunc() end this.Finished:Fire() this:Cleanup() else local currentWaypoint = this.pointList[this.CurrentPoint] local nextWaypoint = this.pointList[nextWaypointIdx] -- If airborne, only allow to keep moving -- if nextWaypoint.Action ~= Jump, or path mantains a direction -- Otherwise, wait until the humanoid gets to the ground local currentState = this.Humanoid:GetState() local isInAir = currentState == Enum.HumanoidStateType.FallingDown or currentState == Enum.HumanoidStateType.Freefall or currentState == Enum.HumanoidStateType.Jumping if isInAir then local shouldWaitForGround = nextWaypoint.Action == Enum.PathWaypointAction.Jump if not shouldWaitForGround and this.CurrentPoint > 1 then local prevWaypoint = this.pointList[this.CurrentPoint - 1] local prevDir = currentWaypoint.Position - prevWaypoint.Position local currDir = nextWaypoint.Position - currentWaypoint.Position local prevDirXZ = Vector2.new(prevDir.x, prevDir.z).Unit local currDirXZ = Vector2.new(currDir.x, currDir.z).Unit local THRESHOLD_COS = 0.996 -- ~cos(5 degrees) shouldWaitForGround = prevDirXZ:Dot(currDirXZ) < THRESHOLD_COS end if shouldWaitForGround then this.Humanoid.FreeFalling:Wait() -- Give time to the humanoid's state to change -- Otherwise, the jump flag in Humanoid -- will be reset by the state change wait(0.1) end end -- Move to the next point this:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx) end else this.PathFailed:Fire() this:Cleanup() end end function this:MoveToNextWayPoint(currentWaypoint: PathWaypoint, nextWaypoint: PathWaypoint, nextWaypointIdx: number) -- Build next destination plane -- (plane normal is perpendicular to the y plane and is from next waypoint towards current one (provided the two waypoints are not at the same location)) -- (plane location is at next waypoint) this.CurrentWaypointPlaneNormal = currentWaypoint.Position - nextWaypoint.Position this.CurrentWaypointPlaneNormal = Vector3.new(this.CurrentWaypointPlaneNormal.X, 0, this.CurrentWaypointPlaneNormal.Z) if this.CurrentWaypointPlaneNormal.Magnitude > ALMOST_ZERO then this.CurrentWaypointPlaneNormal = this.CurrentWaypointPlaneNormal.Unit this.CurrentWaypointPlaneDistance = this.CurrentWaypointPlaneNormal:Dot(nextWaypoint.Position) else -- Next waypoint is the same as current waypoint so no plane this.CurrentWaypointPlaneNormal = ZERO_VECTOR3 this.CurrentWaypointPlaneDistance = 0 end -- Should we jump this.CurrentWaypointNeedsJump = nextWaypoint.Action == Enum.PathWaypointAction.Jump; -- Remember next waypoint position this.CurrentWaypointPosition = nextWaypoint.Position -- Move to next point this.CurrentPoint = nextWaypointIdx -- Finally reset Timeout this.Timeout = 0 end function this:Start(overrideShowPath) if not this.AgentCanFollowPath then this.PathFailed:Fire() return end if this.Started then return end this.Started = true ClickToMoveDisplay.CancelFailureAnimation() if ShowPath then if overrideShowPath == nil or overrideShowPath then this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList, this.OriginalTargetPoint) end end if #this.pointList > 0 then -- Determine the humanoid offset from the path's first point -- Offset of the first waypoint from the path's origin point this.HumanoidOffsetFromPath = Vector3.new(0, this.pointList[1].Position.Y - this.OriginPoint.Y, 0) -- As well as its current position and velocity this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity -- Connect to events this.SeatedConn = this.Humanoid.Seated:Connect(function(isSeated, seat) this:OnPathInterrupted() end) this.DiedConn = this.Humanoid.Died:Connect(function() this:OnPathInterrupted() end) this.TeleportedConn = this.Humanoid.RootPart:GetPropertyChangedSignal("CFrame"):Connect(function() this:OnPathInterrupted() end) -- Actually start this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it. this:OnPointReached(true) -- Move to first point else this.PathFailed:Fire() if this.stopTraverseFunc then this.stopTraverseFunc() end end end --We always raycast to the ground in the case that the user clicked a wall. local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5 local ray = Ray.new(offsetPoint, Vector3.new(0,-1,0)*50) local newHitPart, newHitPos = Workspace:FindPartOnRayWithIgnoreList(ray, getIgnoreList()) if newHitPart then this.TargetPoint = newHitPos end this:ComputePath() return this end
--[[ Splits a string into parts based on a delimiter and returns a table of the parts. The delimiter is a Lua string pattern, so special characters need escaping. See https://www.lua.org/manual/5.1/manual.html#5.4.1 for details on patterns. ]]
function StringUtils.split(str, delimiter) --: (string, string) => string local result = {} local from = 1 if (not delimiter) then for i = 1, #str do table.insert(result, string.sub(str, i, i)) end return result end local delim_from, delim_to = string.find(str, delimiter, from) while delim_from do table.insert(result, string.sub(str, from, delim_from - 1)) from = delim_to + 1 delim_from, delim_to = string.find(str, delimiter, from) end table.insert(result, string.sub(str, from)) return result end function StringUtils.trim(s) --: (string) => string return s:match "^%s*(.-)%s*$" end function StringUtils.startsWith(str, start) --: (string, string) => boolean return string.sub(str, 1, string.len(start)) == start end function StringUtils.endsWith(str, ending) --: (string, string) => boolean return string.sub(str, -string.len(ending)) == ending end function StringUtils.leftPad(string, length, character) --: (string, number, string) => string return string.rep(character or " ", length - #string) .. string end function StringUtils.rightPad(string, length, character) --: (string, number, string) => string return string .. string.rep(character or " ", length - #string) end return StringUtils
--CurrentCamera.CFrame = camPart.CFrame -- This attaches the Camera's CFrame to the camPart
-- Implement Signal:Wait() in terms of a temporary connection using -- a Signal:Connect() which disconnects itself.
function Signal:Wait() local waitingCoroutine = coroutine.running() local cn cn = self:Connect(function(...) cn:Disconnect() task.spawn(waitingCoroutine, ...) end) return coroutine.yield() end
--[[Engine]]
--Torque Curve Tune.Horsepower = 1000 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 400 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 4500 -- Use sliders to manipulate values Tune.Redline = 5500 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 3000 Tune.PeakSharpness = 1.5 Tune.CurveMult = 0.2 --Incline Compensation Tune.InclineComp = 2 -- 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 = 1000 -- RPM kickback from redline Tune.IdleThrottle = 2 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[=[ Mounts the instance to the props. This handles mounting children, and events. The contract is that the props table is turned into observables. Note the following. * Keys of strings are turned into properties * If this can be turned into an observable, it will be used to subscribe to this event * Otherwise, we assign directly * Keys of functions are invoked on the instance in question * `(instance, value) -> Observable * If this returns an observable (or can be turned into one), we subscribe the event immediately * If the key is [Blend.Children] then we invoke mountChildren on it @param instance Instance @param props table @return Maid ]=]
function Blend.mount(instance, props) local maid = Maid.new() local parent = nil local dependentObservables = {} for key, value in pairs(props) do if type(key) == "string" then if key == "Parent" then parent = value else local observable = Blend.toPropertyObservable(value) if observable then maid:GiveTask(observable:Subscribe(function(result) task.spawn(function() instance[key] = result end) end)) else task.spawn(function() instance[key] = value end) end end elseif type(key) == "function" then local observable = Blend.toEventObservable(key(instance, value)) if Observable.isObservable(observable) then table.insert(dependentObservables, {observable, value}) else warn(("Unable to apply event listener %q"):format(tostring(key))) end else warn(("Unable to apply property %q"):format(tostring(key))) end end -- Subscribe dependentObservables (which includes adding children) for _, event in pairs(dependentObservables) do maid:GiveTask(event[1]:Subscribe(Blend.toEventHandler(event[2]))) end if parent then local observable = Blend.toPropertyObservable(parent) if observable then maid:GiveTask(observable:Subscribe(function(result) instance.Parent = result end)) else instance.Parent = parent end end return maid end return Blend
--|| Setting Script Parent! ||--
script.Parent = game:GetService("ServerScriptService")
--This module is for any client FX related to the lab debris
local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) local InitialModelCFrames = {} function DoorFX.OPEN(door) if not door then return end local EffectsBrick = door:WaitForChild("Effects") local Effects = EffectsBrick:GetChildren() for _, Item in pairs (Effects) do if Item.Name == "Unlock" then Item:Play() continue end if Item:IsA("Beam") or Item:IsA("PointLight") or Item:IsA("ParticleEmitter") then Item.Enabled = true end end local Components = door:GetChildren() for _, Component in pairs (Components) do if not Component:IsA("Model") then continue end InitialModelCFrames[Component] = Component.PrimaryPart.CFrame local CFrameGoal = (Component.PrimaryPart.CFrame + Vector3.new(math.random(-1,1),3,math.random(-1,1))) * CFrame.Angles(math.rad(math.random(1,360)), math.rad(math.random(1,360)), math.rad(math.random(1,360))) local TweenInf = TweenInfo.new(1, Enum.EasingStyle.Quint, Enum.EasingDirection.In) tweenService:Create(Component.PrimaryPart, TweenInf, {CFrame = CFrameGoal}):Play() end wait(1) for _, Component in pairs (Components) do if not Component:IsA("Model") then continue end local CFrameGoal = (Component.PrimaryPart.CFrame + Vector3.new(math.random(-20,20),50,math.random(-20,20))) * CFrame.Angles(math.rad(math.random(1,360)), math.rad(math.random(1,360)), math.rad(math.random(1,360))) local TweenInf = TweenInfo.new(2, Enum.EasingStyle.Linear) local Tween = tweenService:Create(Component.PrimaryPart, TweenInf, {CFrame = CFrameGoal}) Tween:Play() local Event = nil Event = Tween.Completed:Connect(function() Event:Disconnect() Component.PrimaryPart.CFrame = Component.PrimaryPart.CFrame - Vector3.new(0, 300, 0) end) end wait(.5) for _, Item in pairs (Effects) do if Item:IsA("Beam") or Item:IsA("PointLight") or Item:IsA("ParticleEmitter") then Item.Enabled = false end end end function DoorFX.CLOSE(door) if not door then return end local Components = door:GetChildren() for _, Component in pairs (Components) do if Component:IsA("Model") then Component.PrimaryPart.CFrame = InitialModelCFrames[Component] or Component.PrimaryPart.CFrame --this errors when the module is called for some reason so thats why its like that end end end return DoorFX
-- << CREDITS >>
local template2 = creditsFrame.Template template2.Visible = false
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local frame = script.Parent.Parent local close = frame.Frame.Close local main = frame.Frame.Main local title = frame.Frame.Title local timer = frame.Frame.Timer local gTable = data.gTable local clickfunc = data.OnClick local closefunc = data.OnClose local ignorefunc = data.OnIgnore local name = data.Title local text = data.Message or data.Text or "" local time = data.Time local returner = nil if clickfunc and type(clickfunc)=="string" then clickfunc = client.Core.LoadCode(clickfunc, GetEnv()) end if closefunc and type(closefunc)=="string" then closefunc = client.Core.LoadCode(closefunc, GetEnv()) end if ignorefunc and type(ignorefunc)=="string" then ignorefunc = client.Core.LoadCode(ignorefunc, GetEnv()) end --client.UI.Make("NotificationHolder") local holder = client.UI.Get("NotificationHolder",nil,true) if not holder then local hold = service.New("ScreenGui") local hTable = client.UI.Register(hold) local frame = service.New("ScrollingFrame", hold) client.UI.Prepare(hold) hTable.Name = "NotificationHolder" frame.Name = "Frame" frame.BackgroundTransparency = 1 frame.Size = UDim2.new(0, 200, 0.5, 0) frame.Position = UDim2.new(1, -210, 0.5, -10) frame.CanvasSize = UDim2.new(0, 0, 0, 0) frame.ChildAdded:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) frame.ChildRemoved:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) holder = hTable hTable:Ready() end local function moveGuis(holder,mod) local holdstuff = {} for i,v in pairs(holder:GetChildren()) do table.insert(holdstuff,1,v) end for i,v in pairs(holdstuff) do v.Position = UDim2.new(0,0,1,-75*(i+mod)) end holder.CanvasSize=UDim2.new(0,0,0,(#holder:GetChildren()*75)) local pos = (((#holder:GetChildren())*75) - holder.AbsoluteWindowSize.Y) if pos<0 then pos = 0 end holder.CanvasPosition = Vector2.new(0,pos) end holder = holder.Object.Frame title.Text = name frame.Name = name main.Text = text main.MouseButton1Click:Connect(function() if frame and frame.Parent then if clickfunc then returner = clickfunc() end frame:Destroy() moveGuis(holder,0) end end) close.MouseButton1Click:Connect(function() if frame and frame.Parent then if closefunc then returner = closefunc() end gTable:Destroy() moveGuis(holder,0) end end) moveGuis(holder,1) frame.Parent = holder frame:TweenPosition(UDim2.new(0,0,1,-75),'Out','Linear',0.2) spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) if text == "Click here for commands." then sound.SoundId = "rbxassetid://987728667" elseif name == "Warning!" then sound.SoundId = "rbxassetid://428495297" else sound.SoundId = "rbxassetid://2275705078" end wait(0.1) sound:Play() wait(1) sound:Destroy() end) if time then timer.Visible = true spawn(function() repeat timer.Text = time --timer.Size=UDim2.new(0,timer.TextBounds.X,0,10) wait(1) time = time-1 until time<=0 or not frame or not frame.Parent if frame and frame.Parent then if ignorefunc then returner = ignorefunc() end frame:Destroy() moveGuis(holder,0) end end) end repeat wait() until returner ~= nil or not frame or not frame.Parent return returner end
-- Player Movement -- Threshold for the minimum rate to move the accelerometer (Lower numbers (0.3) = more sensitive).
local sensitivity = 0.35
--local busy = false --Shield.Touched:connect(function(Hit) -- if Hit == nil then return end -- if Hit.Parent == nil then return end -- if busy == true then return end -- -- busy = true -- -- local Item = Hit.Parent -- -- if Item:IsA("Tool") == true then return end -- if Hit.Name == "Torso" then return end -- if Hit.Name == "HumanoidRootPart" then return end -- if Hit.Name == "Left Leg" then return end -- if Hit.Name == "Right Leg" then return end -- if Hit.Name == "Head" then return end -- if Hit.Name == "Left Arm" then return end -- if Hit.Name == "Right Arm" then return end -- -- if Game:GetService("Players"):GetPlayerFromCharacter(Item) ~= nil then return end -- -- local touch = false -- for _, x in ipairs(Hit:GetChildren()) do -- if x:IsA("TouchTransmitter") == true then touch = true x:Destroy() break end -- end -- -- local owner, dmg = GetOwnerAndDamage(Hit) -- if owner ~= nil and dmg ~= nil then -- if Health > 0 then -- if Health >= dmg then -- Health = Health - dmg -- -- if Health < 0 then Health = 0 end -- -- HealthBar.Shield.Bar:TweenSize(UDim2.new((Health / MaxHealth), 0, 1, 0), Enum.EasingDirection.In, Enum.EasingStyle.Linear, 0.5, true) -- -- if Health > 0 then -- -- yay, still alive. -- else -- HealthBar.Parent.Parent:Destroy() -- end -- -- Hit:Destroy() -- else -- HealthBar.Parent.Parent:Destroy() -- end -- else -- HealthBar.Parent.Parent:Destroy() -- end -- else -- if touch == true then -- --Hit:Destroy() -- end -- end -- -- busy = false --end)
function Check(p) for _, x in ipairs(p:GetChildren()) do if x:IsA("IntValue") == true then if x.Value == id then return false end end end return true end Shield.Touched:connect(function(Hit) if Hit == nil then return end if Hit.Parent == nil then return end local Item = Hit.Parent if Item:IsA("Tool") == true then return end if Hit.Name == "Torso" then return end if Hit.Name == "HumanoidRootPart" then return end if Hit.Name == "Left Leg" then return end if Hit.Name == "Right Leg" then return end if Hit.Name == "Head" then return end if Hit.Name == "Left Arm" then return end if Hit.Name == "Right Arm" then return end if Hit:FindFirstChild("Pierce") ~= nil then return end if Check(Hit) == false then return end if Game:GetService("Players"):GetPlayerFromCharacter(Item) ~= nil then return end for _, x in ipairs(Hit:GetChildren()) do if x:IsA("TouchTransmitter") == true then x:Destroy() break end end Shield:Destroy() end) function CreateRegion3FromLocAndSize(Position, Size) local SizeOffset = Size / 2 local Point1 = Position - SizeOffset local Point2 = Position + SizeOffset return Region3.new(Point1, Point2) end function FindNear(part, radius) local r = CreateRegion3FromLocAndSize(part.Position, Vector3.new(part.Size.X + radius, 50, part.Size.Z + radius)) return Game:GetService("Workspace"):FindPartsInRegion3(r, part, 100) end while Shield and Shield.Parent do for _, item in ipairs(FindNear(Shield, 15)) do if item:IsA("BasePart") == true then local own, dmg = GetOwnerAndDamage(item) if own ~= nil and dmg ~= nil and item:FindFirstChild("Pierce") == nil and Check(item) == true then if (item.Position - Shield.Position).magnitude <= 15 and item ~= Shield then item:Destroy() Shield:Destroy() end end end end Game:GetService("RunService").Stepped:wait() end
--[[ Constructs special keys for property tables which connect property change listeners to an instance. ]]
local Package = script.Parent.Parent local PubTypes = require(Package.PubTypes) local logError = require(Package.Logging.logError) local function OnChange(propertyName: string): PubTypes.SpecialKey local changeKey = {} changeKey.type = "SpecialKey" changeKey.kind = "OnChange" changeKey.stage = "observer" function changeKey:apply(callback: any, applyTo: Instance, cleanupTasks: {PubTypes.Task}) local ok, event = pcall(applyTo.GetPropertyChangedSignal, applyTo, propertyName) if not ok then logError("cannotConnectChange", nil, applyTo.ClassName, propertyName) elseif typeof(callback) ~= "function" then logError("invalidChangeHandler", nil, propertyName) else table.insert(cleanupTasks, event:Connect(function() callback((applyTo :: any)[propertyName]) end)) end end return changeKey end return OnChange
-- Dont touch
while wait() do script.Parent.Text = "Loading Game." wait(.5) script.Parent.Text = "Loading Game.." wait(.5) script.Parent.Text = "Loading Game..." wait(.5) script.Parent.Text = "Loading Game." end
--[[Drivetrain Initialize]]
local Front = bike.FrontSection local Rear = bike.RearSection
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); return function(p1, p2, ...) local v1 = ...; local v2 = u1.Shared.UpgradeDifficultyColors[v1]; p1.label.Text = v1; if v2 then p1.label.TextColor3 = v2; return; end; u1.GFX.Rainbow(p1.label, "TextColor3", 0.5); end;