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function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end end end function onClicked() DoorClose() Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) --Change 10 to change the speed. end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors.F00 then StopE() DoorOpen() end end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors.F00.Position clicker = true end function DoorOpen() while Shaft00.MetalDoor.Transparency < 1.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency + .1 wait(0.000001) end Shaft00.MetalDoor.CanCollide = false end
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = true module.WindowResizable = true module.ShowChannelsBar = false module.GamepadNavigationEnabled = false module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the original.
--Obj
local Frame local SpawnNPC = {} function SpawnNPC:Setup(UI) Frame = UI Frame.Button.MouseButton1Down:Connect(function() self.Services.AnimalService.SpawnNPC:Fire() end) end return SpawnNPC
--script.Parent.XX.Velocity = script.Parent.XX.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.XXX.Velocity = script.Parent.XXX.CFrame.lookVector *script.Parent.Speed.Value script.Parent.Y.Velocity = script.Parent.Y.CFrame.lookVector *script.Parent.Speed.Value
--[[ --[Create a table containing some percentages, example table: local GuitarChances = {["Red"] = 50, ["Blue"] = 25, ["Green"] = 10} --you don't have to make the addition of the chances equal to 100, the script will auto-convert the chances. ] --[Next Step, call the function and get the result! Example = local GuitarChances = {["Red"] = 50, ["Blue"] = 25, ["Green"] = 10} local SelectedGuitarColor = Roll(GuitarChances) print(SelectedGuitarColor) (this script will print a random guitar color with the chances In the table.) ] pls leave a like if you don't mind :D ]]
function Roll(Chances) local summary = 0 for index, chance in pairs(Chances) do summary += chance end local NewChances = table.clone(Chances) for index, Chance in pairs(NewChances) do NewChances[index] = summary / (100 / Chance) end task.wait() local RandomNumber = math.random(summary) for index, chance in pairs(NewChances) do local Result = index local StartPoint, EndPoint = chance, 0 for NextIndex, NextChance in pairs(NewChances) do if NextChance < chance then StartPoint += NextChance; EndPoint += NextChance elseif NextChance == chance and NextIndex ~= index then StartPoint += NextChance local Set = math.random(1,2) if Set > 1 then Result = NextIndex end end end if RandomNumber > EndPoint and RandomNumber <= StartPoint then return Result end end end
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); return function(p1, p2) return u1.Functions.DegDeltaUnsafe(u1.Functions.DegNorm(p1), u1.Functions.DegNorm(p2)); end;
--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 20 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 30 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 40 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 60 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 70 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 1000 -- 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 --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = true -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Hot pink" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Top Hat" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(2, 1, 1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, .38, 0) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--[[ The Module ]]
-- local MouseLockController = {} MouseLockController.__index = MouseLockController function MouseLockController.new() local self = setmetatable({}, MouseLockController) self.isMouseLocked = false self.savedMouseCursor = nil self.boundKeys = {Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift} -- defaults self.mouseLockToggledEvent = Instance.new("BindableEvent") local boundKeysObj = script:FindFirstChild("BoundKeys") if (not boundKeysObj) or (not boundKeysObj:IsA("StringValue")) then -- If object with correct name was found, but it's not a StringValue, destroy and replace if boundKeysObj then boundKeysObj:Destroy() end boundKeysObj = Instance.new("StringValue") boundKeysObj.Name = "BoundKeys" boundKeysObj.Value = "LeftShift,RightShift" boundKeysObj.Parent = script end if boundKeysObj then boundKeysObj.Changed:Connect(function(value) self:OnBoundKeysObjectChanged(value) end) self:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call end -- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly GameSettings.Changed:Connect(function(property) if property == "ControlMode" or property == "ComputerMovementMode" then self:UpdateMouseLockAvailability() end end) -- Watch for changes to DevEnableMouseLock and update the feature availability accordingly PlayersService.LocalPlayer:GetPropertyChangedSignal("DevEnableMouseLock"):Connect(function() self:UpdateMouseLockAvailability() end) -- Watch for changes to DevEnableMouseLock and update the feature availability accordingly PlayersService.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function() self:UpdateMouseLockAvailability() end) self:UpdateMouseLockAvailability() return self end function MouseLockController:GetIsMouseLocked() return self.isMouseLocked end function MouseLockController:GetBindableToggleEvent() return self.mouseLockToggledEvent.Event end function MouseLockController:GetMouseLockOffset() local offsetValueObj = script:FindFirstChild("CameraOffset") if offsetValueObj and offsetValueObj:IsA("Vector3Value") then return offsetValueObj.Value else -- If CameraOffset object was found but not correct type, destroy if offsetValueObj then offsetValueObj:Destroy() end offsetValueObj = Instance.new("Vector3Value") offsetValueObj.Name = "CameraOffset" offsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value offsetValueObj.Parent = script end if offsetValueObj and offsetValueObj.Value then return offsetValueObj.Value end return Vector3.new(1.75,0,0) end function MouseLockController:UpdateMouseLockAvailability() local devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock local devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable local userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch local userHasClickToMoveEnabled = GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove local MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable if MouseLockAvailable~=self.enabled then self:EnableMouseLock(MouseLockAvailable) end end function MouseLockController:OnBoundKeysObjectChanged(newValue) self.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is "" or contains invalid values for token in string.gmatch(newValue,"[^%s,]+") do for _, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do if token == keyEnum.Name then self.boundKeys[#self.boundKeys+1] = keyEnum break end end end self:UnbindContextActions() self:BindContextActions() end
--[[ Called when the watched state changes value. ]]
function class:update(): boolean for callback in pairs(self._changeListeners) do coroutine.wrap(callback)() end return false end
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 8 local lunge_damage = 17 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.1) swordOut() wait(.1) force.Parent = nil wait(.2) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--Main body parts
local myRoot = script.Parent:WaitForChild("HumanoidRootPart") local myHuman = script.Parent:WaitForChild("Humanoid") local upperTorso = script.Parent:WaitForChild("UpperTorso")
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways) -- Next, if userCameraCreator is passed in, that is used as the cameraCreator
function CameraModule:ActivateCameraController( cameraMovementMode, legacyCameraType ) local newCameraCreator = nil if legacyCameraType~=nil then --[[ This function has been passed a CameraType enum value. Some of these map to the use of the LegacyCamera module, the value "Custom" will be translated to a movementMode enum value based on Dev and User settings, and "Scriptable" will disable the camera controller. --]] if legacyCameraType == Enum.CameraType.Scriptable then if self.activeCameraController then self.activeCameraController:Enable(false) self.activeCameraController = nil return end elseif legacyCameraType == Enum.CameraType.Custom then cameraMovementMode = self:GetCameraMovementModeFromSettings() elseif legacyCameraType == Enum.CameraType.Track then -- Note: The TrackCamera module was basically an older, less fully-featured -- version of ClassicCamera, no longer actively maintained, but it is re-implemented in -- case a game was dependent on its lack of ClassicCamera's extra functionality. cameraMovementMode = Enum.ComputerCameraMovementMode.Classic elseif legacyCameraType == Enum.CameraType.Follow then cameraMovementMode = Enum.ComputerCameraMovementMode.Follow elseif legacyCameraType == Enum.CameraType.Orbital then cameraMovementMode = Enum.ComputerCameraMovementMode.Orbital elseif legacyCameraType == Enum.CameraType.Attach or legacyCameraType == Enum.CameraType.Watch or legacyCameraType == Enum.CameraType.Fixed then newCameraCreator = LegacyCamera else warn("CameraScript encountered an unhandled Camera.CameraType value: ",legacyCameraType) end end if not newCameraCreator then if cameraMovementMode == Enum.ComputerCameraMovementMode.Classic or cameraMovementMode == Enum.ComputerCameraMovementMode.Follow or cameraMovementMode == Enum.ComputerCameraMovementMode.Default then newCameraCreator = ClassicCamera elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Orbital then newCameraCreator = OrbitalCamera else warn("ActivateCameraController did not select a module.") return end end -- Create the camera control module we need if it does not already exist in instantiatedCameraControllers local newCameraController = nil if not instantiatedCameraControllers[newCameraCreator] then newCameraController = newCameraCreator.new() instantiatedCameraControllers[newCameraCreator] = newCameraController else newCameraController = instantiatedCameraControllers[newCameraCreator] end -- If there is a controller active and it's not the one we need, disable it, -- if it is the one we need, make sure it's enabled if self.activeCameraController then if self.activeCameraController ~= newCameraController then self.activeCameraController:Enable(false) self.activeCameraController = newCameraController self.activeCameraController:Enable(true) elseif not self.activeCameraController:GetEnabled() then self.activeCameraController:Enable(true) end elseif newCameraController ~= nil then self.activeCameraController = newCameraController self.activeCameraController:Enable(true) end if self.activeCameraController then if cameraMovementMode~=nil then self.activeCameraController:SetCameraMovementMode(cameraMovementMode) elseif legacyCameraType~=nil then -- Note that this is only called when legacyCameraType is not a type that -- was convertible to a ComputerCameraMovementMode value, i.e. really only applies to LegacyCamera self.activeCameraController:SetCameraType(legacyCameraType) end end end
--------------------------------------------
local Signal = {} Signal.__index = Signal function Signal.new() local self = setmetatable({ _bindable = Instance.new("BindableEvent"); _connections = {}; _args = {}; _threads = 0; _id = 0; }, Signal) return self end function Signal.Is(obj) return (type(obj) == "table" and getmetatable(obj) == Signal) end function Signal:Fire(...) local id = self._id self._id = self._id + 1 self._args[id] = {#self._connections + self._threads, {n = select("#", ...), ...}} self._threads = 0 self._bindable:Fire(id) end function Signal:Wait() self._threads = self._threads + 1 local id = self._bindable.Event:Wait() local args = self._args[id] args[1] = args[1] - 1 if (args[1] <= 0) then self._args[id] = nil end return table.unpack(args[2], 1, args[2].n) end function Signal:WaitPromise() return Promise.new(function(resolve) resolve(self:Wait()) end) end function Signal:Connect(handler) local connection = Connection.new(self, self._bindable.Event:Connect(function(id) local args = self._args[id] args[1] = args[1] - 1 if (args[1] <= 0) then self._args[id] = nil end handler(table.unpack(args[2], 1, args[2].n)) end)) table.insert(self._connections, connection) return connection end function Signal:DisconnectAll() for _,c in ipairs(self._connections) do if (c._conn) then c._conn:Disconnect() end end self._connections = {} self._args = {} end function Signal:Destroy() self:DisconnectAll() self._bindable:Destroy() end function Signal:Init() Promise = self.Shared.Promise end return Signal
--("found vehicle gui - deleting")
pl.PlayerGui:findFirstChild("VehicleGui").Parent=nil
--Internal Settings--
local fullMag = 30 local spread = 1.1 -- in degrees local fullauto = true -- shoots all bullets as long as the player is visible (boolean) local burstamount = 3 -- (only works if full auto is off) amount of times gun fires in burst fire mode local firerate = 0.08 -- in seconds local shotgunpellets = 1 -- setting this above 1 turns the gun into a shotgun (MIGHT LAG WITH FULL AUTO ON) local delaybeforereloading = 0.3 -- to delay reload (prevents the marine from shooting the last shot of the mag at the ground) local MinimumDamage,MaximumDamage = 9, 13 -- the amount of damage each bullet does (RANDOMIZED) first value is minimum, second value is maximum local headshotmultiplier = 2 -- self explanitory (set this value to 1 if you dont want a multiplier) local HitWallSounds = {"rbxassetid://6962153997","rbxassetid://6962154328","rbxassetid://6962154691","rbxassetid://6962155018","rbxassetid://6962155378"} -- basically sounds for hitting walls local HitFleshSound = "rbxassetid://4988621968" -- plays when a creature gets shot local bulletacceleration = Vector3.new(0,0,0) -- very similar to how acceleration works in particle emitters (setting the y value to a negative number will give the bullet bulletdrop) local maxdistance = 300 local bulletspeed = 400
-- Model name
print("Blackeyei's Arc Window Loaded")
----------------- --| Variables |-- -----------------
local Tool = script.Parent local ScytheEquipAnimation = WaitForChild(script, 'ScytheEquip2') local ScytheIdleAnimation = WaitForChild(script, 'ScytheIdle2') local ScytheSlashAnimation = WaitForChild(script, 'ScytheSlash') local ScytheEquipTrack = nil local ScytheIdleTrack = nil local ScytheSlashTrack = nil
--local busy = false --Shield.Touched:connect(function(Hit) -- if Hit == nil then return end -- if Hit.Parent == nil then return end -- if busy == true then return end -- -- busy = true -- -- local Item = Hit.Parent -- -- if Item:IsA("Tool") == true then return end -- if Hit.Name == "Torso" then return end -- if Hit.Name == "HumanoidRootPart" then return end -- if Hit.Name == "Left Leg" then return end -- if Hit.Name == "Right Leg" then return end -- if Hit.Name == "Head" then return end -- if Hit.Name == "Left Arm" then return end -- if Hit.Name == "Right Arm" then return end -- -- if Game:GetService("Players"):GetPlayerFromCharacter(Item) ~= nil then return end -- -- local touch = false -- for _, x in ipairs(Hit:GetChildren()) do -- if x:IsA("TouchTransmitter") == true then touch = true x:Destroy() break end -- end -- -- local owner, dmg = GetOwnerAndDamage(Hit) -- if owner ~= nil and dmg ~= nil then -- if Health > 0 then -- if Health >= dmg then -- Health = Health - dmg -- -- if Health < 0 then Health = 0 end -- -- HealthBar.Shield.Bar:TweenSize(UDim2.new((Health / MaxHealth), 0, 1, 0), Enum.EasingDirection.In, Enum.EasingStyle.Linear, 0.5, true) -- -- if Health > 0 then -- -- yay, still alive. -- else -- HealthBar.Parent.Parent:Destroy() -- end -- -- Hit:Destroy() -- else -- HealthBar.Parent.Parent:Destroy() -- end -- else -- HealthBar.Parent.Parent:Destroy() -- end -- else -- if touch == true then -- --Hit:Destroy() -- end -- end -- -- busy = false --end)
--local springStiffness = gravityChange * strutSpring.Stiffness --local springDamping = math.sqrt( gravityChange ) * strutSpring.Damping
local breakingTorque = 70000 * gravityChange local steerMax
-- Setup animation objects
function scriptChildModified(child) local fileList = animNames[child.Name] if (fileList ~= nil) then configureAnimationSet(child.Name, fileList) else if child:isA("StringValue") then animNames[child.Name] = {} configureAnimationSet(child.Name, animNames[child.Name]) end end end script.ChildAdded:connect(scriptChildModified) script.ChildRemoved:connect(scriptChildModified)
--- TagHumanoid
function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end
--RedEgg--
Event.Hitbox.Touched:Connect(function(hit) if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired1 then if game.ReplicatedStorage.ItemSwitching.Value == true then hit.Parent:Destroy() end Event.Hitbox.RedGearHint:Destroy() Event.RedGear.Transparency = 0 Event.Glass.Insert:Play() Event.LocksLeft.Value = Event.LocksLeft.Value - 1 script.Disabled = true end end) Event.Hitbox.ClickDetector.MouseClick:Connect(function(plr) if plr.Backpack:FindFirstChild(ToolRequired1) then if game.ReplicatedStorage.ItemSwitching.Value == true then plr.Backpack:FindFirstChild(ToolRequired1):Destroy() end Event.Hitbox.RedGearHint:Destroy() Event.RedGear.Transparency = 0 Event.Glass.Insert:Play() Event.LocksLeft.Value = Event.LocksLeft.Value - 1 script.Disabled = true end end)
--Changes the size of the part----------
local function ModifyScale(Scale, Plot, Grid, Model) X, Y, Z = unpack(Scale) if X == "" or Y == "" or Z == "" then X = random:NextInteger(1, Plot.Size.X/5) Y = random:NextInteger(1, 20) Z = random:NextInteger(1, Plot.Size.Z/5) end X = math.clamp(tonumber(X), 1, 78) Y = math.clamp(tonumber(Y), 1, 512) Z = math.clamp(tonumber(Z), 1, 78) Confirm(Grid, Plot) Model.PrimaryPart.Size = Vector3.new(X, Y, Z) Model.Hull.Size = Model.PrimaryPart.Size return true end
--[=[ Returns a tuple of fail and complete functions which can be chained into the the next subscription. ```lua return function(source) return Observable.new(function(sub) return source:Subscribe(function(result) sub:Fire(tostring(result)) end, sub:GetFailComplete()) -- Reuse is easy here! end) end ``` @return function @return function ]=]
function Subscription:GetFailComplete() return function(...) self:Fail(...) end, function(...) self:Complete(...) end end
--[=[ Converts the string to _privateCamelCase @param str string @return string ]=]
function String.toPrivateCase(str: string): string return "_" .. str:sub(1, 1):lower() .. str:sub(2, #str) end
--game.Players.PlayerAdded:Connect(function(p) -- phs:CreateCollisionGroup(p.Name) -- phs:CollisionGroupSetCollidable(p.Name,p.Name,true) -- for i,v in pairs(game.Players:GetChildren()) do -- if v ~= p then -- phs:CollisionGroupSetCollidable(p.Name,v.Name,false) -- end -- end -- p.CharacterAdded:connect(function(c) -- for i,v in pairs(c:GetChildren()) do -- if v:IsA("BasePart") then -- phs:SetPartCollisionGroup(v,p.Name) -- end -- end -- c.ChildAdded:connect(function(v) -- if v:IsA("BasePart") then -- phs:SetPartCollisionGroup(v,p.Name) -- end -- end) -- end) --end) -- --game.Players.PlayerRemoving:Connect(function(p) -- phs:RemoveCollisionGroup(p.Name) --end)
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, -0.95, 0) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--[[ TouchThumbstick --]]
local Players = game:GetService("Players") local GuiService = game:GetService("GuiService") local UserInputService = game:GetService("UserInputService")
--// Input Connections
L_71_.InputBegan:connect(function(L_229_arg1, L_230_arg2) if not L_230_arg2 and L_14_ then if L_229_arg1.UserInputType == Enum.UserInputType.MouseButton2 and L_21_.CanAim and not L_51_ and L_14_ and not L_43_ and not L_44_ then if not L_41_ then if not L_42_ then L_3_.Humanoid.WalkSpeed = 10 L_109_ = 10 L_108_ = 0.008 end L_64_ = L_31_ L_91_.target = L_34_.CFrame:toObjectSpace(L_25_.CFrame).p L_41_ = true end end; if L_229_arg1.UserInputType == Enum.UserInputType.MouseButton1 and L_46_ and L_14_ and not L_43_ and not L_44_ and not L_51_ then L_45_ = true if not Shooting and L_14_ and L_68_ > 0 then Shoot() end end; if L_229_arg1.KeyCode == L_21_.LaserKey and L_14_ and L_21_.LaserAttached then local L_231_ = L_1_:FindFirstChild("LaserLight") L_80_.KeyDown[1].Plugin() end; if L_229_arg1.KeyCode == L_21_.LightKey and L_14_ and L_21_.LightAttached then local L_232_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light') local L_233_ = false L_232_.Enabled = not L_232_.Enabled end; if L_14_ and L_229_arg1.KeyCode == L_21_.FireSelectKey and not L_47_ then L_47_ = true if L_59_ == 1 then if Shooting then Shooting = false end if L_21_.AutoEnabled then L_59_ = 2 elseif not L_21_.AutoEnabled and L_21_.BurstEnabled then L_59_ = 3 elseif not L_21_.AutoEnabled and not L_21_.BurstEnabled and L_21_.BoltAction then L_59_ = 4 elseif not L_21_.AutoEnabled and not L_21_.BurstEnabled and not L_21_.BoltAction then L_59_ = 1 end elseif L_59_ == 2 then if Shooting then Shooting = false end if L_21_.BurstEnabled then L_59_ = 3 elseif not L_21_.BurstEnabled and L_21_.BoltAction then L_59_ = 4 elseif not L_21_.BurstEnabled and not L_21_.BoltAction and L_21_.SemiEnabled then L_59_ = 1 elseif not L_21_.BurstEnabled and not L_21_.BoltAction and not L_21_.SemiEnabled then L_59_ = 2 end elseif L_59_ == 3 then if Shooting then Shooting = false end if L_21_.BoltAction then L_59_ = 4 elseif not L_21_.BoltAction and L_21_.SemiEnabled then L_59_ = 1 elseif not L_21_.BoltAction and not L_21_.SemiEnabled and L_21_.AutoEnabled then L_59_ = 2 elseif not L_21_.BoltAction and not L_21_.SemiEnabled and not L_21_.AutoEnabled then L_59_ = 3 end elseif L_59_ == 4 then if Shooting then Shooting = false end if L_21_.SemiEnabled then L_59_ = 1 elseif not L_21_.SemiEnabled and L_21_.AutoEnabled then L_59_ = 2 elseif not L_21_.SemiEnabled and not L_21_.AutoEnabled then L_59_ = 3 elseif not L_21_.SemiEnabled and not L_21_.AutoEnabled and not L_21_.BurstEnabled then L_59_ = 4 end end L_47_ = false end; if L_229_arg1.KeyCode == Enum.KeyCode.F and not L_44_ and not L_47_ and not L_41_ and not L_43_ and not Shooting then if not L_50_ and not L_51_ then L_51_ = true Shooting = false L_46_ = false L_93_ = time() delay(0.6, function() if L_68_ ~= L_21_.Ammo and L_68_ > 0 then CreateShell() end end) BoltBackAnim() L_50_ = true elseif L_50_ and L_51_ then BoltForwardAnim() Shooting = false L_46_ = true if L_68_ ~= L_21_.Ammo and L_68_ > 0 then L_68_ = L_68_ - 1 elseif L_68_ >= L_21_.Ammo then L_46_ = true end L_50_ = false L_51_ = false IdleAnim() L_52_ = false end end; if L_229_arg1.KeyCode == Enum.KeyCode.LeftShift and L_104_ then L_48_ = true if L_14_ and not L_47_ and not L_44_ and L_48_ and not L_42_ and not L_51_ then Shooting = false L_41_ = false L_44_ = true delay(0, function() if L_44_ and not L_43_ then L_41_ = false L_49_ = true end end) L_64_ = 80 L_3_.Humanoid.WalkSpeed = 21 L_109_ = 21 L_108_ = 0.4 end end; if L_229_arg1.KeyCode == Enum.KeyCode.R and L_14_ and not L_43_ and not L_41_ and not Shooting and not L_44_ and not L_51_ then if L_69_ > 0 and L_68_ < L_21_.Ammo then Shooting = false L_43_ = true ReloadAnim() if L_68_ <= 0 then BoltBackAnim() BoltForwardAnim() L_46_ = true end IdleAnim() if L_68_ <= 0 then if (L_69_ - (L_21_.Ammo - L_68_)) < 0 then L_68_ = L_68_ + L_69_ L_69_ = 0 else L_69_ = L_69_ - (L_21_.Ammo - L_68_) L_68_ = L_21_.Ammo end elseif L_68_ > 0 then if (L_69_ - (L_21_.Ammo - L_68_)) < 0 then L_68_ = L_68_ + L_69_ + 1 L_69_ = 0 else L_69_ = L_69_ - (L_21_.Ammo - L_68_) L_68_ = L_21_.Ammo + 1 end end L_43_ = false if not L_52_ then L_46_ = true end end end; if L_229_arg1.KeyCode == Enum.KeyCode.RightBracket then if (L_32_ < 1) then L_32_ = L_32_ + L_21_.SensitivityIncrement end end if L_229_arg1.KeyCode == Enum.KeyCode.LeftBracket then if (L_32_ > 0.1) then L_32_ = L_32_ - L_21_.SensitivityIncrement end end if L_229_arg1.KeyCode == Enum.KeyCode.T and L_1_:FindFirstChild("AimPart2") then if not L_53_ then L_34_ = L_1_:WaitForChild("AimPart2") L_31_ = L_21_.CycleAimZoom if L_41_ then L_64_ = L_21_.CycleAimZoom end L_53_ = true else L_34_ = L_1_:FindFirstChild("AimPart") L_31_ = L_21_.AimZoom if L_41_ then L_64_ = L_21_.AimZoom end L_53_ = false end; end; end end) L_71_.InputEnded:connect(function(L_234_arg1, L_235_arg2) if not L_235_arg2 and L_14_ then if L_234_arg1.UserInputType == Enum.UserInputType.MouseButton2 and L_21_.CanAim then if L_41_ then if not L_42_ then L_3_.Humanoid.WalkSpeed = 16 L_109_ = 17 L_108_ = .25 end L_64_ = 70 L_91_.target = Vector3.new() L_41_ = false end end; if L_234_arg1.UserInputType == Enum.UserInputType.MouseButton1 then L_45_ = false if Shooting then Shooting = false end end; if L_234_arg1.KeyCode == Enum.KeyCode.LeftShift and not L_47_ and not L_42_ then -- SPRINT L_48_ = false if L_44_ and not L_41_ and not Shooting and not L_48_ then L_44_ = false L_49_ = false L_64_ = 70 L_3_.Humanoid.WalkSpeed = 16 L_109_ = 17 L_108_ = .25 end end; end end) L_71_.InputChanged:connect(function(L_236_arg1, L_237_arg2) if not L_237_arg2 and L_14_ and L_21_.FirstPersonOnly then if L_236_arg1.UserInputType == Enum.UserInputType.MouseWheel then if L_236_arg1.Position.Z == 1 and (L_32_ < 1) then L_32_ = L_32_ + L_21_.SensitivityIncrement elseif L_236_arg1.Position.Z == -1 and (L_32_ > 0.1) then L_32_ = L_32_ - L_21_.SensitivityIncrement end end end end)
--[[ local TypeDefs = require(script.TypeDefinitions) type CanPierceFunction = TypeDefs.CanPierceFunction type GenericTable = TypeDefs.GenericTable type Caster = TypeDefs.Caster type FastCastBehavior = TypeDefs.FastCastBehavior type CastTrajectory = TypeDefs.CastTrajectory type CastStateInfo = TypeDefs.CastStateInfo type CastRayInfo = TypeDefs.CastRayInfo type ActiveCast = TypeDefs.ActiveCast --]]
--[[ CameraUtils - Math utility functions shared by multiple camera scripts 2018 Camera Update - AllYourBlox --]]
local CameraUtils = {} local function round(num) return math.floor(num + 0.5) end
--local part2 = Instance.new("Part") --if Instance.Lock(part2) then -- Instance.Unlock(part2) --end
Tool.Equipped:connect(onEquippedLocal) Tool.Unequipped:connect(onUnequippedLocal)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 2 -- cooldown for use of the tool again ZoneModelName = "Bullet 3" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[ NVNA Constraint Type: Motorcycle The Bike Chassis | Build: 1 Version: 1 Avxnturador | NVNA HAYASHl | Enjin You're advised not to touch anything below. ]]
--
--vars
local state = "unequipped" local adsing = sefal local rstepgun local savedfov local currentlyfps = false offset = CFrame.new()
-- perform the update loop -- do the R6 update loop
stepped_con = game:GetService("RunService").RenderStepped:Connect(function() debug.profilebegin("FPS") swaysize = script.WalkSwayMultiplier.Value -- checkfirstperson() checks if camera is first person and enables/disables the viewmodel accordingly checkfirstperson() -- update loop if isfirstperson == true then local modifierr = 0 local statething = player:GetAttribute('State') -- make arms visible if larm.LocalTransparencyModifier ~= 0 then visiblearms(true) end -- update walk sway if we are walking if isrunning == true and includewalksway and humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and humanoid:GetState() ~= Enum.HumanoidStateType.Landed then walksway = walksway:lerp( CFrame.new( (0.07*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4)), (0.07*swaysize) * math.cos(tick() * (4 * humanoid.WalkSpeed/4)), 0 )* CFrame.Angles( 0, 0, (-.03*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4)) ) ,0.2*sensitivity) else walksway = walksway:Lerp(CFrame.new(), 0.05*sensitivity) end -- local delta = uis:GetMouseDelta() -- if includecamerasway then sway = sway:Lerp(Vector3.new(delta.X,delta.Y,delta.X/2), 0.1*sensitivity) end -- if includestrafe then strafesway = strafesway:Lerp(CFrame.Angles(0,0,-rootpart.CFrame.rightVector:Dot(humanoid.MoveDirection)/(20/swaysize)), 0.1*sensitivity) end -- if includejumpsway == true then jumpsway = jumpswaygoal.Value end -- update animation transform for viewmodel rightshoulderclone.Transform = rightshoulder.Transform leftshoulderclone.Transform = leftshoulder.Transform -- cframe the viewmodel if statething ~= nil and statething == "Crouching" and player.Character:FindFirstChildWhichIsA("Tool") then modifierr = 20 end if statething ~= nil and statething == "Crawling" and player.Character:FindFirstChildWhichIsA("Tool") then modifierr = 80 end local CamY, CamX, CamZ = camera.CFrame:ToEulerAnglesYXZ() local direction = Vector2.new( math.rad(player.Character.HumanoidRootPart.CFrame.RightVector:Dot((-player.Character.HumanoidRootPart.Velocity * Vector3.new(1,0,1)).Unit) * 200), math.rad(player.Character.HumanoidRootPart.CFrame.LookVector:Dot((-player.Character.HumanoidRootPart.Velocity * Vector3.new(1,0,1)).Unit) * 200) ) local tilt = direction.Unit * math.clamp((player.Character.HumanoidRootPart.Velocity.Magnitude / 14), 0, 2) local firstframe = CFrame.new( Vector3.new(camera.CFrame.Position.X,camera.CFrame.Position.Y,camera.CFrame.Position.Z) ) * CFrame.fromEulerAnglesXYZ(CamY + math.rad(modifierr),0,0) local TorsX,TorsY,TorsZ = player.Character.Torso.CFrame.Rotation:ToEulerAnglesXYZ() local torsoframe = CFrame.Angles(TorsX,TorsY,TorsZ) local countercf = CFrame.new() if script.CFrameAimOffset.Value.Position.X ~= 0 or not (script.CFrameAimOffset.Value.Position.X <= 0.1) then --countercf = CFrame.Angles(math.rad(-tilt.Y * 3),math.rad(-tilt.X * 4),math.rad(-tilt.X * 6)) end local finalcf = (CFrame.new(firstframe.Position)*torsoframe*firstframe.Rotation*walksway*jumpsway*strafesway*countercf*CFrame.Angles(math.rad(sway.Y*swaysize),math.rad(sway.X*swaysize)/10,math.rad(sway.Z*swaysize)/2))+(camera.CFrame.UpVector*(-1.7-(headoffset.Y+(aimoffset.Value.Y))))+(camera.CFrame.LookVector*(headoffset.Z+(aimoffset.Value.Z)))+(camera.CFrame.RightVector*(-headoffset.X-(aimoffset.Value.X)+(-(sway.X*swaysize)/75))) local builtcf = finalcf * script.CFrameAimOffset.Value:Inverse() viewmodel:SetPrimaryPartCFrame(builtcf) end debug.profileend() end)
--!strict
local Types = require(script.Parent.Parent.Parent.Types) return function(excludedPlayers: Types.Array<Player>): Types.PlayerContainer return { kind = "except", value = excludedPlayers } end
-- ROBLOX deviation START: Polyfill Math.trunc
local function mathTrunc(value: number): number return if value > 0 then math.floor(value) else math.ceil(value) end
-- To change the sound ID of a material, change the 'id' variable. -- To change the volume, change the volume variable. -- To change the playback speed of a sound, change the speed variable.
local IDList = { Air = {id = "rbxassetid://329997777", volume = 0, speed = 1.00}, Asphalt = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Basalt = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Brick = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Cobblestone = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Concrete = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, CorrodedMetal = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, CrackedLava = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, DiamondPlate = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Fabric = {id = "rbxassetid://4416041299", volume = 0.40, speed = 1.00}, Foil = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Forcefield = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Glass = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Granite = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Grass = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Glacier = {id = "rbxassetid://4416041299", volume = 0.40, speed = 1.00}, Ground = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Ice = {id = "rbxassetid://4416041299", volume = 0.40, speed = 1.00}, Limestone = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, LeafyGrass = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Marble = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Metal = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Mud = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Neon = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Pebble = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Plastic = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Pavement = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Rock = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Sand = {id = "rbxassetid://4416041299", volume = 0.40, speed = 1.00}, Slate = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Snow = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Salt = {id = "rbxassetid://4416041299", volume = 0.40, speed = 1.00}, Sandstone = {id = "rbxassetid://4416041299", volume = 0.60, speed = 0.75}, SmoothPlastic = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, Wood = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00}, WoodPlanks = {id = "rbxassetid://4416041299", volume = 0.60, speed = 1.00} } return IDList
--------AUDIENCE BACK RIGHT--------
game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--- Skill
repeat wait() until game.Players.LocalPlayer.Character local plr = game.Players.LocalPlayer local char = plr.Character local hum = char:WaitForChild("Humanoid") local Torso = char:WaitForChild("LowerTorso") local Mouse = plr:GetMouse() local toggle = false local Debounce = true Mouse.KeyDown:Connect(function(key) if key == "f" and Tool.Equip.Value == true and Tool.Active.Value == "None" or Tool.Active.Value == "FireFlight" then if toggle == false and Debounce == true then toggle = true local Anim = Instance.new("Animation") Anim.AnimationId = "rbxassetid://4598627471" local PlayAnim = hum:LoadAnimation(Anim) PlayAnim:Play() Debounce = false Tool.Active.Value = "FireFlight" script.Fire:FireServer(plr) local BV = Instance.new("BodyVelocity",Torso) BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge) while toggle == true do wait() plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Vector3.new(Mouse.Hit.p.x,plr.Character.HumanoidRootPart.Position.y,Mouse.Hit.p.z)) BV.Velocity = Mouse.Hit.lookVector * 40 end end if toggle == true and Debounce == false then toggle = false Tool.Active.Value = "None" script.UnFire:FireServer(plr) Torso:FindFirstChildOfClass("BodyVelocity"):Destroy() local tracks = hum:GetPlayingAnimationTracks() for i, stoptracks in pairs(tracks) do stoptracks:Stop() end local Anim = Instance.new("Animation") Anim.AnimationId = "http://www.roblox.com/asset/?id=507767968" local PlayAnim = hum:LoadAnimation(Anim) PlayAnim:Play() wait(3.5) Debounce = true end end end)
-- deviation: Lua objects don't have any special properties the way that JS -- Objects do; this has been modified from the JS, which uses -- `Object.defineProperties` to ensure that properties are modifiable. In Lua, -- these operations are as simple as assigning to functions. -- ROBLOX: use patched console from shared
local console = require(script.Parent.console)
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version if script.Parent.L.Value == true then --because you can't get in a locked car wait() script.Parent.Disabled = true wait() script.Parent.Disabled = false end script.Parent.Occupied.Value = true script.Parent.Parent.Body.Dash.Spd.Interface.Enabled = true script.Parent.Parent.Body.Dash.Tac.Interface.Enabled = true script.Parent.Parent.Body.Lights.Runner.Material = "Neon" script.Parent.Parent.Body.Dash.Screen.G.Enabled = true script.Parent.Parent.Body.Dash.Screen.G.Startup.Visible = true script.Parent.Parent.Body.Dash.Screen.G.Caution.Visible = false script.Parent.Parent.Body.Dash.DashSc.G.Unit.Visible = true script.Parent.Parent.Body.Dash.DashSc.G.Enabled = true script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Info.Value = true script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Speed.Value = false script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Version.Value = false script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.MPG.Value = false script.Parent.Parent.DriveSeat.SS3.Radios.FMOne.Value = true script.Parent.Parent.DriveSeat.SS3.Radios.FMTwo.Value = false script.Parent.Parent.DriveSeat.SS3.Radios.FMThree.Value = false script.Parent.Parent.DriveSeat.SS3.Radios.FMFour.Value = false script.Parent.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Visible = false script.Parent.Parent.Body.Dash.DashSc.G.Modes.Info.Visible = false script.Parent.Parent.Body.Dash.DashSc.G.Modes.Stats.Visible = false script.Parent.Parent.Body.Dash.DashSc.G.Frame.Position = UDim2.new(0, 0, 0, -5) script.Parent.Parent.Body.Dash.DashSc.G.Select.Position = UDim2.new(0, 0, 0, -5) script.Parent.Parent.Body.Dash.DashSc.G.Unit.Text = "Welcome" script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.9 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.8 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.7 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.6 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.5 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.4 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.3 script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = 1.5 script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = 1.5 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 0.7 script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 0.7 script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 0.7 script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 0.7 script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.2 script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = 1 script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = 1 script.Parent.Parent.Body.Dash.DashSc.G.Select:TweenPosition(UDim2.new(0, 0, 0, 20), "InOut", "Quint", 1, true) script.Parent.Parent.Body.Dash.DashSc.G.Frame:TweenPosition(UDim2.new(0, 0, 0, 20), "InOut", "Quint", 1, true) wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 0.4 script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 0.4 script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 0.4 script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 0.4 script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.1 script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = .5 script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = .5 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 0 script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 0 script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 0 script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 0 script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0 script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = 0 script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = 0 wait(2.2) script.Parent.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Position = UDim2.new(0, 0, 0, 0) script.Parent.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Visible = true script.Parent.Parent.Body.Dash.DashSc.G.Unit.Visible = false script.Parent.Parent.Body.Dash.Screen.G.Startup.Visible = false script.Parent.Parent.Body.Dash.Screen.G.Caution.Visible = true wait(6) script.Parent.Parent.Body.Dash.Screen.G.Caution.Visible = false
--load settings
local sp,amt,max,def = script.RegenSpeed.Value, script.RegenAmt.Value, script.MaxAmt.Value, script.DefaultAmt.Value
--[[ These messages are used by Component to help users diagnose when they're calling setState in inappropriate places. The indentation may seem odd, but it's necessary to avoid introducing extra whitespace into the error messages themselves. ]]
local ComponentLifecyclePhase = require(script.Parent.ComponentLifecyclePhase) local invalidSetStateMessages = {} invalidSetStateMessages[ComponentLifecyclePhase.WillUpdate] = [[ setState cannot be used in the willUpdate lifecycle method. Consider using the didUpdate method instead, or using getDerivedStateFromProps. Check the definition of willUpdate in the component %q.]] invalidSetStateMessages[ComponentLifecyclePhase.ShouldUpdate] = [[ setState cannot be used in the shouldUpdate lifecycle method. shouldUpdate must be a pure function that only depends on props and state. Check the definition of shouldUpdate in the component %q.]] invalidSetStateMessages[ComponentLifecyclePhase.Render] = [[ setState cannot be used in the render method. render must be a pure function that only depends on props and state. Check the definition of render in the component %q.]] invalidSetStateMessages["default"] = [[ setState can not be used in the current situation, because Roact doesn't know which part of the lifecycle this component is in. This is a bug in Roact. It was triggered by the component %q. ]] return invalidSetStateMessages
-- Scenes
while true do for i, v in pairs(scenes:GetChildren()) do if looping == false then return end cam.CFrame = v["1"].CFrame currentTween = tween:Create(cam, TweenInfo.new(10), {CFrame = v["2"].CFrame}) currentTween:Play() wait(10) end end
-----------------------------------PATHER--------------------------------------
local popupAdornee local function getPopupAdorneePart() --Handle the case of the adornee part getting deleted (camera changed, maybe) if popupAdornee and not popupAdornee.Parent then popupAdornee = nil end --If the adornee doesn't exist yet, create it if not popupAdornee then popupAdornee = Instance.new("Part") popupAdornee.Name = "ClickToMovePopupAdornee" popupAdornee.Transparency = 1 popupAdornee.CanCollide = false popupAdornee.Anchored = true popupAdornee.Size = Vector3.new(2, 2, 2) popupAdornee.CFrame = CFrame.new() popupAdornee.Parent = workspace.CurrentCamera end return popupAdornee end local activePopups = {} local function createNewPopup(popupType) local newModel = Instance.new("ImageHandleAdornment") newModel.AlwaysOnTop = false newModel.Transparency = 1 newModel.Size = ZERO_VECTOR2 newModel.SizeRelativeOffset = ZERO_VECTOR3 newModel.Image = "rbxasset://textures/ui/move.png" newModel.ZIndex = 20 local radius = 0 if popupType == "DestinationPopup" then newModel.Color3 = Color3.fromRGB(0, 175, 255) radius = 1.25 elseif popupType == "DirectWalkPopup" then newModel.Color3 = Color3.fromRGB(0, 175, 255) radius = 1.25 elseif popupType == "FailurePopup" then newModel.Color3 = Color3.fromRGB(255, 100, 100) radius = 1.25 elseif popupType == "PatherPopup" then newModel.Color3 = Color3.fromRGB(255, 255, 255) radius = 1 newModel.ZIndex = 10 end newModel.Size = Vector2.new(5, 0.1) * radius local dataStructure = {} dataStructure.Model = newModel activePopups[#activePopups + 1] = newModel function dataStructure:TweenIn() local tweenInfo = TweenInfo.new(1.5, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out) local tween1 = TweenService:Create(newModel, tweenInfo, { Size = Vector2.new(2,2) * radius }) tween1:Play() TweenService:Create(newModel, TweenInfo.new(0.25, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0.1), { Transparency = 0, SizeRelativeOffset = Vector3.new(0, radius * 1.5, 0) }):Play() return tween1 end function dataStructure:TweenOut() local tweenInfo = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.In) local tween1 = TweenService:Create(newModel, tweenInfo, { Size = ZERO_VECTOR2 }) tween1:Play() coroutine.wrap(function() tween1.Completed:Wait() for i = 1, #activePopups do if activePopups[i] == newModel then table.remove(activePopups, i) break end end end)() return tween1 end function dataStructure:Place(position, dest) -- place the model at position if not self.Model.Parent then local popupAdorneePart = getPopupAdorneePart() self.Model.Parent = popupAdorneePart self.Model.Adornee = popupAdorneePart --Start the 10-stud long ray 2.5 studs above where the tap happened and point straight down to try to find --the actual ground position. local ray = Ray.new(position + Vector3.new(0, 2.5, 0), Vector3.new(0, -10, 0)) local hitPart, hitPoint, hitNormal = workspace:FindPartOnRayWithIgnoreList(ray, { workspace.CurrentCamera, Player.Character }) self.Model.CFrame = CFrame.new(hitPoint) + Vector3.new(0, -radius,0) end end return dataStructure end local function createPopupPath(points, numCircles) -- creates a path with the provided points, using the path and number of circles provided local popups = {} local stopTraversing = false local function killPopup(i) -- kill all popups before and at i for iter, v in pairs(popups) do if iter <= i then local tween = v:TweenOut() spawn(function() tween.Completed:Wait() v.Model:Destroy() end) popups[iter] = nil end end end local function stopFunction() stopTraversing = true killPopup(#points) end spawn(function() for i = 1, #points do if stopTraversing then break end local includeWaypoint = i % numCircles == 0 and i < #points and (points[#points].Position - points[i].Position).magnitude > 4 if includeWaypoint then local popup = createNewPopup("PatherPopup") popups[i] = popup local nextPopup = points[i+1] popup:Place(points[i].Position, nextPopup and nextPopup.Position or points[#points].Position) local tween = popup:TweenIn() wait(0.2) end end end) return stopFunction, killPopup end local function Pather(character, endPoint, surfaceNormal) local this = {} this.Cancelled = false this.Started = false this.Finished = Instance.new("BindableEvent") this.PathFailed = Instance.new("BindableEvent") this.PathComputing = false this.PathComputed = false this.TargetPoint = endPoint this.TargetSurfaceNormal = surfaceNormal this.DiedConn = nil this.SeatedConn = nil this.MoveToConn = nil this.BlockedConn = nil this.CurrentPoint = 0 function this:Cleanup() if this.stopTraverseFunc then this.stopTraverseFunc() this.stopTraverseFunc = nil end if this.MoveToConn then this.MoveToConn:Disconnect() this.MoveToConn = nil end if this.BlockedConn then this.BlockedConn:Disconnect() this.BlockedConn = nil end if this.DiedConn then this.DiedConn:Disconnect() this.DiedConn = nil end if this.SeatedConn then this.SeatedConn:Disconnect() this.SeatedConn = nil end this.humanoid = nil end function this:Cancel() this.Cancelled = true this:Cleanup() end function this:OnPathInterrupted() -- Stop moving this.Cancelled = true this:OnPointReached(false) end function this:ComputePath() local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso local success = false if torso then if this.PathComputed or this.PathComputing then return end this.PathComputing = true success = pcall(function() this.pathResult = PathfindingService:FindPathAsync(torso.CFrame.p, this.TargetPoint) end) this.pointList = this.pathResult and this.pathResult:GetWaypoints() if this.pathResult then this.BlockedConn = this.pathResult.Blocked:Connect(function(blockedIdx) this:OnPathBlocked(blockedIdx) end) end this.PathComputing = false this.PathComputed = this.pathResult and this.pathResult.Status == Enum.PathStatus.Success or false end return true end function this:IsValidPath() if not this.pathResult then this:ComputePath() end return this.pathResult.Status == Enum.PathStatus.Success end this.Recomputing = false function this:OnPathBlocked(blockedWaypointIdx) local pathBlocked = blockedWaypointIdx >= this.CurrentPoint if not pathBlocked or this.Recomputing then return end this.Recomputing = true if this.stopTraverseFunc then this.stopTraverseFunc() this.stopTraverseFunc = nil end this.pathResult:ComputeAsync(this.humanoid.Torso.CFrame.p, this.TargetPoint) this.pointList = this.pathResult:GetWaypoints() this.PathComputed = this.pathResult and this.pathResult.Status == Enum.PathStatus.Success or false if SHOW_PATH then this.stopTraverseFunc, this.setPointFunc = createPopupPath(this.pointList, 4, true) end if this.PathComputed then this.humanoid = findPlayerHumanoid(Player) this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it. this:OnPointReached(true) -- Move to first point else this.PathFailed:Fire() this:Cleanup() end this.Recomputing = false end function this:OnPointReached(reached) if reached and not this.Cancelled then local nextWaypointIdx = this.CurrentPoint + 1 if nextWaypointIdx > #this.pointList then -- End of path reached if this.stopTraverseFunc then this.stopTraverseFunc() end this.Finished:Fire() this:Cleanup() else local currentWaypoint = this.pointList[this.CurrentPoint] local nextWaypoint = this.pointList[nextWaypointIdx] -- If airborne, only allow to keep moving -- if nextWaypoint.Action ~= Jump, or path mantains a direction -- Otherwise, wait until the humanoid gets to the ground local currentState = this.humanoid:GetState() local isInAir = currentState == Enum.HumanoidStateType.FallingDown or currentState == Enum.HumanoidStateType.Freefall or currentState == Enum.HumanoidStateType.Jumping if isInAir then local shouldWaitForGround = nextWaypoint.Action == Enum.PathWaypointAction.Jump if not shouldWaitForGround and this.CurrentPoint > 1 then local prevWaypoint = this.pointList[this.CurrentPoint - 1] local prevDir = currentWaypoint.Position - prevWaypoint.Position local currDir = nextWaypoint.Position - currentWaypoint.Position local prevDirXZ = Vector2.new(prevDir.x, prevDir.z).Unit local currDirXZ = Vector2.new(currDir.x, currDir.z).Unit local THRESHOLD_COS = 0.996 -- ~cos(5 degrees) shouldWaitForGround = prevDirXZ:Dot(currDirXZ) < THRESHOLD_COS end if shouldWaitForGround then this.humanoid.FreeFalling:Wait() -- Give time to the humanoid's state to change -- Otherwise, the jump flag in Humanoid -- will be reset by the state change wait(0.1) end end -- Move to the next point if this.setPointFunc then this.setPointFunc(nextWaypointIdx) end if nextWaypoint.Action == Enum.PathWaypointAction.Jump then this.humanoid.Jump = true end this.humanoid:MoveTo(nextWaypoint.Position) this.CurrentPoint = nextWaypointIdx end else this.PathFailed:Fire() this:Cleanup() end end function this:Start() if CurrentSeatPart then return end this.humanoid = findPlayerHumanoid(Player) if not this.humanoid then this.PathFailed:Fire() return end if this.Started then return end this.Started = true if SHOW_PATH then -- choose whichever one Mike likes best this.stopTraverseFunc, this.setPointFunc = createPopupPath(this.pointList, 4) end if #this.pointList > 0 then this.SeatedConn = this.humanoid.Seated:Connect(function(reached) this:OnPathInterrupted() end) this.DiedConn = this.humanoid.Died:Connect(function(reached) this:OnPathInterrupted() end) this.MoveToConn = this.humanoid.MoveToFinished:Connect(function(reached) this:OnPointReached(reached) end) this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it. this:OnPointReached(true) -- Move to first point else this.PathFailed:Fire() if this.stopTraverseFunc then this.stopTraverseFunc() end end end this:ComputePath() if not this.PathComputed then -- set the end point towards the camera and raycasted towards the ground in case we hit a wall local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5 local ray = Ray.new(offsetPoint, Vector3.new(0,-1,0)*50) local newHitPart, newHitPos = RayCastIgnoreList(workspace, ray, getIgnoreList()) if newHitPart then this.TargetPoint = newHitPos end -- try again this:ComputePath() end return this end
------------------------------------------------------------------------ -- -- * used in luaK:patchlistaux(), luaK:concat() ------------------------------------------------------------------------
function luaK:fixjump(fs, pc, dest) local jmp = fs.f.code[pc] local offset = dest - (pc + 1) assert(dest ~= self.NO_JUMP) if math.abs(offset) > luaP.MAXARG_sBx then luaX:syntaxerror(fs.ls, "control structure too long") end luaP:SETARG_sBx(jmp, offset) end
-- Client exposed signals:
PointsService.Client.PointsChanged = RemoteSignal.new() PointsService.Client.GiveMePoints = RemoteSignal.new()
-- CHARACTER SETTINGS
settings.AntiNoclip = true settings.AntiSpeed = true settings.AntiJump = true settings.AntiNoHRP = true settings.AntiTeleportation = true
--[=[ @param obj any @return boolean Returns `true` if the given object is a Timer. ]=]
function Timer.Is(obj: any): boolean return type(obj) == "table" and getmetatable(obj) == Timer end function Timer:_startTimer() local t = self.TimeFunction local nextTick = t() + self.Interval self._runHandle = self.UpdateSignal:Connect(function() local now = t() if now >= nextTick then nextTick = now + self.Interval self.Tick:Fire() end end) end function Timer:_startTimerNoDrift() assert(self.Interval > 0, "Interval must be greater than 0 when AllowDrift is set to false") local t = self.TimeFunction local n = 1 local start = t() local nextTick = start + self.Interval self._runHandle = self.UpdateSignal:Connect(function() local now = t() while now >= nextTick do n += 1 nextTick = start + (self.Interval * n) self.Tick:Fire() end end) end
--[[Engine]]
--Torque Curve Tune.Horsepower = 700 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1400 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7500 -- Use sliders to manipulate values Tune.Redline = 8500 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6000 Tune.PeakSharpness = 10.5 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)
-- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local function CallOnChildren(Instance, FunctionToCall) -- Calls a function on each of the children of a certain object, using recursion. FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNearestParent(Instance, ClassName) -- Returns the nearest parent of a certain class, or returns nil local Ancestor = Instance repeat Ancestor = Ancestor.Parent if Ancestor == nil then return nil end until Ancestor:IsA(ClassName) return Ancestor end local function GetBricks(StartInstance) local List = {} -- if StartInstance:IsA("BasePart") then -- List[#List+1] = StartInstance -- end CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") then List[#List+1] = Item; end end) return List end local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"} local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"} local function HasWheelJoint(Part) for _, SurfaceName in pairs(Surfaces) do for _, HingSurfaceName in pairs(HingSurfaces) do if Part[SurfaceName].Name == HingSurfaceName then return true end end end return false end local function ShouldBreakJoints(Part) --- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are -- definitely some edge cases. if NEVER_BREAK_JOINTS then return false end if HasWheelJoint(Part) then return false end local Connected = Part:GetConnectedParts() if #Connected == 1 then return false end for _, Item in pairs(Connected) do if HasWheelJoint(Item) then return false elseif not Item:IsDescendantOf(script.Parent) then return false end end return true end local function WeldTogether(Part0, Part1, JointType, WeldParent) --- Weld's 2 parts together -- @param Part0 The first part -- @param Part1 The second part (Dependent part most of the time). -- @param [JointType] The type of joint. Defaults to weld. -- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better). -- @return The weld created. JointType = JointType or "Weld" local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue") local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType) Modify(NewWeld, { Name = "qCFrameWeldThingy"; Part0 = Part0; Part1 = Part1; C0 = CFrame.new();--Part0.CFrame:inverse(); C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = Part1; }) if not RelativeValue then RelativeValue = Make("CFrameValue", { Parent = Part1; Name = "qRelativeCFrameWeldValue"; Archivable = true; Value = NewWeld.C1; }) end return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) -- @param Parts The Parts to weld. Should be anchored to prevent really horrible results. -- @param MainPart The part to weld the model to (can be in the model). -- @param [JointType] The type of joint. Defaults to weld. -- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. for _, Part in pairs(Parts) do if ShouldBreakJoints(Part) then Part:BreakJoints() end end for _, Part in pairs(Parts) do if Part ~= MainPart then WeldTogether(MainPart, Part, JointType, MainPart) end end if not DoNotUnanchor then for _, Part in pairs(Parts) do Part.Anchored = false end MainPart.Anchored = false end end local function PerfectionWeld() local Tool = GetNearestParent(script, "Tool") local Parts = GetBricks(script.Parent) local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1] if PrimaryPart then WeldParts(Parts, PrimaryPart, "Weld", true) else warn("qWeld - Unable to weld part") end return Tool end local Tool = PerfectionWeld() if Tool and script.ClassName == "Script" then --- Don't bother with local scripts script.Parent.AncestryChanged:connect(function() PerfectionWeld() end) end
--[[ Applies camera effects while in Dead mode ]]
function CameraStateDead.applyEffects(cameraObjects, targetPart) TweenService:Create(cameraObjects.blur, TweenInfo.new(2), {Size = cameraObjects.blur.Size + 10}):Play() end return CameraStateDead
--!strict
local startAngle = -60 local endAngle = 60 local function Map(n: number, oldMin: number, oldMax: number, min: number, max: number): number return (min + ((max - min) * ((n - oldMin) / (oldMax - oldMin)))) end local function run(LightChanger) local lights = LightChanger:GetLights("Numbered") LightChanger:Tilt(60) for groupNumber, lightGroup in lights do local percent = (groupNumber - 1) / (#lights - 1) local angle = Map(percent, 0, 1, startAngle, endAngle) LightChanger:Pan(angle, lightGroup) end end return function(LightChangerA, LightChangerB) run(LightChangerA) run(LightChangerB) end
--{{NUMBERS}} : FADE TIMES AND MORE.
Settings.RandomOffset = {-4, 4} Settings.FadeOutTime = 1; Settings.FadeInTime = 1; Settings.IndicatorLength = 0.8;
--AUTO
function autoSwitchFlaps() if flaps.Value.Value == true then if wings.Value.Value == true then local c = flaps_flex:GetChildren() local d = flaps_straight:GetChildren() for i = 1, #c do c[i].Transparency = 0 end for i = 1, #d do d[i].Transparency = 1 end elseif wings.Value.Value == false then local c = flaps_flex:GetChildren() local d = flaps_straight:GetChildren() for i = 1, #c do c[i].Transparency = 1 end for i = 1, #d do d[i].Transparency = 0 end end end end function autoSwitchGear() if gears.Value.Value == true then if wings.Value.Value == true then local c = gears_flex:GetChildren() local d = gears_straight:GetChildren() for i = 1, #c do c[i].Transparency = 0 end for i = 1, #d do d[i].Transparency = 1 end elseif wings.Value.Value == false then local c = gears_flex:GetChildren() local d = gears_straight:GetChildren() for i = 1, #c do c[i].Transparency = 1 end for i = 1, #d do d[i].Transparency = 0 end end end end wings.Value.Changed:connect(autoSwitchFlaps) wings.Value.Changed:connect(autoSwitchGear)
-- RocketPropulsion Fields
local TARGET_RADIUS = 150 local MAX_SPEED = 9001 local MAX_TORQUE = Vector3.new(4e6, 4e6, 0) local MAX_THRUST = 50000 local THRUST_P = 500 local THRUST_D = 50000 local TARGET_OVERSHOOT_DISTANCE = 10000000 local ROCKET_MESH_ID = 'http://www.roblox.com/asset/?id=2251534' local ROCKET_MESH_SCALE = Vector3.new(2.5, 2.5, 2) local ROCKET_PART_SIZE = Vector3.new(2, 2, 2)
-- Decompiled with the Synapse X Luau decompiler.
local l__ImageLabel__1 = script.Parent.ImageLabel; local v2 = Random.new(); local l__SizeValue__3 = script.Parent.SizeValue; script.Parent.AnimatedImage.Disabled = false; l__SizeValue__3.Value = -0.05; script.Parent.Jumpscare:Play(); for v4 = 1, 22 do local v5 = math.random(1, 3); if v5 == 1 then script.Parent.BackgroundColor3 = Color3.new(0, 0, 0); l__ImageLabel__1.ImageColor3 = Color3.new(1, 1, 1); end; if v5 == 2 then script.Parent.BackgroundColor3 = Color3.new(0, 1, 0.498039); l__ImageLabel__1.ImageColor3 = Color3.new(1, 1, 1); end; if v5 == 3 then script.Parent.BackgroundColor3 = Color3.new(0, 0.666667, 0.498039); l__ImageLabel__1.ImageColor3 = Color3.new(0, 0, 0); end; l__ImageLabel__1.Position = UDim2.new(v2:NextNumber(0.4, 0.6), 0, v2:NextNumber(0.4, 0.6), 0); l__ImageLabel__1.Size = l__ImageLabel__1.Size + UDim2.new(l__SizeValue__3.Value, 0, l__SizeValue__3.Value, 0); l__ImageLabel__1.Rotation = math.random(-20, 20); l__SizeValue__3.Value = l__SizeValue__3.Value + 0.01; wait(0); end; l__ImageLabel__1.ImageColor3 = Color3.new(1, 1, 1); script.Parent.BackgroundColor3 = Color3.new(0, 0, 0); script.Parent.Visible = false; script.Parent.AnimatedImage.Disabled = true; script.Disabled = true;
-- setting up the correct animation --
local eatingAnimation if hum.RigType == Enum.HumanoidRigType.R6 then eatingAnimation = script.Parent.TakeABiteR6 else eatingAnimation = script.Parent.TakeABiteR15 end local eatingAnim = hum:LoadAnimation(eatingAnimation) script.Parent.Activated:connect(function() if not eating then eating = true eatingAnim:Play() eatingAnim.KeyframeReached:Connect(function(keyFrame) if keyFrame == "Bite" then sound.TimePosition = 0.3 sound:Play() wait(0.5) script.Parent.BiteTaken:FireServer() end end) end end) eatingAnim.Stopped:Connect(function() script.Parent.AppleFinished:FireServer() end)
--- Runs all pending auto exec commands in Registry.AutoExecBuffer
function Registry:FlushAutoExecBuffer() for _, commandGroup in ipairs(self.AutoExecBuffer) do for _, command in ipairs(commandGroup) do self.Cmdr.Dispatcher:EvaluateAndRun(command) end end end return function (cmdr) Registry.Cmdr = cmdr return Registry end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 160 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 260 , spInc = 40 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 280 , spInc = 40 , -- Increment between labelled notches } }
--wait()
local creator = script.Parent:findFirstChild("creator") local move = script.Parent:findFirstChild("Move") local active = true function tagHumanoid(humanoid, creator) if creator ~= nil then local new_tag = creator:clone() new_tag.Parent = humanoid end end function onPlayerBlownUp(part, distance, creator) if part.Name == "Head" then local humanoid = part.Parent.Humanoid tagHumanoid(humanoid, creator) end end function set_Off(hit) if active == true then active = false explosion = Instance.new("Explosion") explosion.BlastRadius = 25 explosion.BlastPressure = 50000 local creator = script.Parent:findFirstChild("creator") if creator ~= nil then explosion.Hit:connect(function(part, distance) onPlayerBlownUp(part, distance, creator) end) end explosion.Position = script.Parent.Position explosion.Parent = game.Workspace wait() script.Parent:remove() end end script.Parent.Touched:connect(set_Off) for i = 1,100 do wait() local desired = Instance.new("Vector3Value") desired.Value = script.Parent.CFrame.lookVector * 2100 local difference = desired.Value - move.velocity if difference.magnitude >= move.velocity.magnitude then move.velocity = move.velocity + (difference*(0.01*i)) end end
--[=[ Check if the given key is down. ```lua local w = keyboard:IsKeyDown(Enum.KeyCode.W) if w then ... end ``` ]=]
function Keyboard:IsKeyDown(keyCode: Enum.KeyCode): boolean return UserInputService:IsKeyDown(keyCode) end
------------------------------------------------------------------------
ltime = math.random(400,5000) print (ltime) for i=1,ltime do wait() local bewl = script.Parent:FindFirstChild("Bool") if bewl then local ignoreList = {} local ray = Ray.new(script.Parent.Part8.Position, missile.CFrame.lookVector * 999) local hit game.Workspace:FindPartOnRayWithIgnoreList(ray, ignoreList, false) local pos = script.Parent.Bool.Position local line = Instance.new("Part") line.Name = "Line" line.FormFactor = "Symmetric" line.Size = Vector3.new(1, 1, 1) line.BrickColor = BrickColor.new("White") line.Transparency = 0 line.CanCollide = false line.Anchored = true line.Locked = true line.TopSurface, line.BottomSurface = 0, 0 line.CFrame = CFrame.new(script.Parent.Part8.Position:lerp(pos, 0.5), pos) local mesh = Instance.new("BlockMesh", line) mesh.Scale = Vector3.new(0.03, 0.03, (script.Parent.Part8.Position - pos).magnitude) game.Debris:AddItem(line,0.08) line.Parent = script.Parent wait(0.001) else print("No bool") break end end local bewl = script.Parent:FindFirstChild("Bool") if bewl then bewl:Destroy() local character = script.Parent.Parent local player = game.Players:GetPlayerFromCharacter(character) if player then script.Parent.Handle.Sound:Play() local ItemDirectory = game.ServerStorage.Assets.MobDrops.Fishing local FRAP = ItemDirectory:GetChildren()[math.random(1,#ItemDirectory:GetChildren())]:clone() FRAP.Parent = player.Backpack FRAP.Handle.CFrame =script.Parent.Handle.CFrame + Vector3.new(math.random(-5, 5), 3, math.random(-5, 5)) end end
--// bolekinds
if game.ServerStorage.ServerData.HasKeys.Value == true then workspace.Door:Destroy() end game.ServerStorage.ServerData.HasKeys.Changed:Connect(function() if game.ServerStorage.ServerData.HasKeys.Value == true then if workspace:FindFirstChild("Door") then workspace.Door:Destroy() end end end)
--Make the part when touched enable the "ParticleEmitter" inside of it ad then disable it after 1 second
part.Touched:Connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") then local emitter = part.ParticleEmitter emitter.Enabled = true wait(0.1) emitter.Enabled = false end end)script.Parent.Transparency = 0
-- Profile object:
local Profile = { --[[ Data = {}, -- [table] -- Loaded once after ProfileStore:LoadProfileAsync() finishes MetaData = {}, -- [table] -- Updated with every auto-save GlobalUpdates = GlobalUpdates, -- [GlobalUpdates] _profile_store = ProfileStore, -- [ProfileStore] _profile_key = "", -- [string] _release_listeners = [ScriptSignal] / nil, -- [table / nil] _hop_ready_listeners = [ScriptSignal] / nil, -- [table / nil] _hop_ready = false, _view_mode = true / nil, -- [bool] or nil _load_timestamp = os.clock(), _is_user_mock = false, -- ProfileStore.Mock _mock_key_info = {}, --]] } Profile.__index = Profile function Profile:IsActive() --> [bool] local loaded_profiles = self._is_user_mock == true and self._profile_store._mock_loaded_profiles or self._profile_store._loaded_profiles return loaded_profiles[self._profile_key] == self end function Profile:GetMetaTag(tag_name) --> value local meta_data = self.MetaData if meta_data == nil then return nil -- error("[ProfileService]: This Profile hasn't been loaded before - MetaData not available") end return self.MetaData.MetaTags[tag_name] end function Profile:SetMetaTag(tag_name, value) if type(tag_name) ~= "string" then error("[ProfileService]: tag_name must be a string") elseif string.len(tag_name) == 0 then error("[ProfileService]: Invalid tag_name") end self.MetaData.MetaTags[tag_name] = value end function Profile:Reconcile() ReconcileTable(self.Data, self._profile_store._profile_template) end function Profile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil) if type(listener) ~= "function" then error("[ProfileService]: Only a function can be set as listener in Profile:ListenToRelease()") end if self._view_mode == true then return {Disconnect = function() end} end if self:IsActive() == false then -- Call release listener immediately if profile is expired local place_id local game_job_id local active_session = self.MetaData.ActiveSession if active_session ~= nil then place_id = active_session[1] game_job_id = active_session[2] end listener(place_id, game_job_id) return {Disconnect = function() end} else return self._release_listeners:Connect(listener) end end function Profile:Save() if self._view_mode == true then error("[ProfileService]: Can't save Profile in view mode - Should you be calling :OverwriteAsync() instead?") end if self:IsActive() == false then warn("[ProfileService]: Attempted saving an inactive profile " .. self:Identify() .. "; Traceback:\n" .. debug.traceback()) return end -- Reject save request if a save is already pending in the queue - this will prevent the user from -- unecessary API request spam which we could not meaningfully execute anyways! if IsCustomWriteQueueEmptyFor(self._profile_store._profile_store_lookup, self._profile_key) == true then -- We don't want auto save to trigger too soon after manual saving - this will reset the auto save timer: RemoveProfileFromAutoSave(self) AddProfileToAutoSave(self) -- Call save function in a new thread: task.spawn(SaveProfileAsync, self) end end function Profile:Release() if self._view_mode == true then return end if self:IsActive() == true then task.spawn(SaveProfileAsync, self, true) -- Call save function in a new thread with release_from_session = true end end function Profile:ListenToHopReady(listener) --> [ScriptConnection] () if type(listener) ~= "function" then error("[ProfileService]: Only a function can be set as listener in Profile:ListenToHopReady()") end if self._view_mode == true then return {Disconnect = function() end} end if self._hop_ready == true then task.spawn(listener) return {Disconnect = function() end} else return self._hop_ready_listeners:Connect(listener) end end function Profile:AddUserId(user_id) -- Associates user_id with profile (GDPR compliance) if type(user_id) ~= "number" or user_id % 1 ~= 0 then warn("[ProfileService]: Invalid UserId argument for :AddUserId() (" .. tostring(user_id) .. "); Traceback:\n" .. debug.traceback()) return end if user_id < 0 and self._is_user_mock ~= true and UseMockDataStore ~= true then return -- Avoid giving real Roblox APIs negative UserId's end if table.find(self.UserIds, user_id) == nil then table.insert(self.UserIds, user_id) end end function Profile:RemoveUserId(user_id) -- Unassociates user_id with profile (safe function) if type(user_id) ~= "number" or user_id % 1 ~= 0 then warn("[ProfileService]: Invalid UserId argument for :RemoveUserId() (" .. tostring(user_id) .. "); Traceback:\n" .. debug.traceback()) return end local index = table.find(self.UserIds, user_id) if index ~= nil then table.remove(self.UserIds, index) end end function Profile:Identify() --> [string] return IdentifyProfile( self._profile_store._profile_store_name, self._profile_store._profile_store_scope, self._profile_key ) end function Profile:ClearGlobalUpdates() -- Clears all global updates data from a profile payload if self._view_mode ~= true then error("[ProfileService]: :ClearGlobalUpdates() can only be used in view mode") end local global_updates_object = { _updates_latest = {0, {}}, _profile = self, } setmetatable(global_updates_object, GlobalUpdates) self.GlobalUpdates = global_updates_object end function Profile:OverwriteAsync() -- Saves the profile to the DataStore and removes the session lock if self._view_mode ~= true then error("[ProfileService]: :OverwriteAsync() can only be used in view mode") end SaveProfileAsync(self, nil, true) end
-- // CastVisualiser Class
local CastVisualiser = {}
-- Event that fires when new point comes into focus while snapping
local PointSnapped = Core.RbxUtility.CreateSignal(); function StartSnapping() -- Starts tracking snap points nearest to the mouse -- Hide any handles or bounding boxes AttachHandles(nil, true); BoundingBox.ClearBoundingBox(); -- Avoid targeting snap points in selected parts while dragging if Dragging then SnapTracking.TargetBlacklist = Selection.Items; end; -- Start tracking the closest snapping point SnapTracking.StartTracking(function (NewPoint) -- Fire `SnappedPoint` and update `SnappedPoint` when there is a new snap point in focus if NewPoint then SnappedPoint = NewPoint.p; PointSnapped:fire(SnappedPoint); end; end); end; function SetAxisPosition(Axis, Position) -- Sets the selection's position on axis `Axis` to `Position` -- Track this change TrackChange(); -- Prepare parts to be moved local InitialStates = PreparePartsForDragging(); -- Update each part for Part in pairs(InitialStates) do -- Set the part's new CFrame Part.CFrame = CFrame.new( Axis == 'X' and Position or Part.Position.X, Axis == 'Y' and Position or Part.Position.Y, Axis == 'Z' and Position or Part.Position.Z ) * (Part.CFrame - Part.CFrame.p); end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player); -- Revert changes if player is not authorized to move parts to target destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialStates) do Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialStates) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end; function NudgeSelectionByFace(Face) -- Nudges the selection along the current axes mode in the direction of the focused part's face -- Get amount to nudge by local NudgeAmount = MoveTool.Increment; -- Reverse nudge amount if shift key is held while nudging local PressedKeys = Support.FlipTable(Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode')); if PressedKeys[Enum.KeyCode.LeftShift] or PressedKeys[Enum.KeyCode.RightShift] then NudgeAmount = -NudgeAmount; end; -- Track this change TrackChange(); -- Prepare parts to be moved local InitialState = PreparePartsForDragging(); -- Perform the movement MovePartsAlongAxesByFace(Face, NudgeAmount, MoveTool.Axes, Selection.Focus, InitialState); -- Update the "distance moved" indicator if MoveTool.UI then MoveTool.UI.Changes.Text.Text = 'moved ' .. math.abs(NudgeAmount) .. ' studs'; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player); -- Revert changes if player is not authorized to move parts to target destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialState) do Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialState) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end; function TrackChange() -- Start the record HistoryRecord = { Parts = Support.CloneTable(Selection.Items); BeforeCFrame = {}; AfterCFrame = {}; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Parts); -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, CFrame = Record.BeforeCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncMove', Changes); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Parts); -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, CFrame = Record.AfterCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncMove', Changes); end; }; -- Collect the selection's initial state for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.BeforeCFrame[Part] = Part.CFrame; end; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Collect the selection's final state local Changes = {}; for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.AfterCFrame[Part] = Part.CFrame; table.insert(Changes, { Part = Part, CFrame = Part.CFrame }); end; -- Send the change to the server Core.SyncAPI:Invoke('SyncMove', Changes); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end; function EnableDragging() -- Enables part dragging -- Pay attention to when the user intends to start dragging Connections.DragStart = Core.Mouse.Button1Down:connect(function () -- Get mouse target local TargetPart = Core.Mouse.Target; -- Make sure this click was not to select if Selection.Multiselecting then return; end; -- Check whether the user is snapping local IsSnapping = UserInputService:IsKeyDown(Enum.KeyCode.R) and #Selection.Items > 0; -- Make sure target is draggable, unless snapping is ongoing if not Core.IsSelectable(TargetPart) and not IsSnapping then return; end; -- Initialize dragging detection data DragStartTarget = IsSnapping and Selection.Focus or TargetPart; DragStart = Vector2.new(Core.Mouse.X, Core.Mouse.Y); -- Select the target if it's not selected, and snapping is not ongoing if not Selection.IsSelected(TargetPart) and not IsSnapping then Selection.Replace({ TargetPart }, true); end; -- Watch for potential dragging Connections.WatchForDrag = Core.Mouse.Move:connect(function () -- Trigger dragging if the mouse is moved over 2 pixels if DragStart and (Vector2.new(Core.Mouse.X, Core.Mouse.Y) - DragStart).magnitude >= 2 then -- Prepare for dragging BoundingBox.ClearBoundingBox(); SetUpDragging(DragStartTarget, SnapTracking.Enabled and SnappedPoint or nil); -- Disable watching for potential dragging ClearConnection 'WatchForDrag'; end; end); end); end;
---------------------------------------------------------------- --\\DOORS & BREACHING SYSTEM ----------------------------------------------------------------
local DoorsFolder = ACS_Workspace:FindFirstChild("Doors") local DoorsFolderClone = DoorsFolder:Clone() local BreachClone = ACS_Workspace.Breach:Clone() BreachClone.Parent = ServerStorage DoorsFolderClone.Parent = ServerStorage function ToggleDoor(Door) local Hinge = Door.Door:FindFirstChild("Hinge") if not Hinge then return end local HingeConstraint = Hinge.HingeConstraint if HingeConstraint.TargetAngle == 0 then HingeConstraint.TargetAngle = -90 elseif HingeConstraint.TargetAngle == -90 then HingeConstraint.TargetAngle = 0 end end Evt.DoorEvent.OnServerEvent:Connect(function(Player,Door,Mode,Key) if Door ~= nil then if Mode == 1 then if Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == true then if Door:FindFirstChild("RequiresKey") then local Character = Player.Character if Character:FindFirstChild(Key) ~= nil or Player.Backpack:FindFirstChild(Key) ~= nil then if Door.Locked.Value == true then Door.Locked.Value = false end ToggleDoor(Door) end end else ToggleDoor(Door) end elseif Mode == 2 then if Door:FindFirstChild("Locked") == nil or (Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == false) then ToggleDoor(Door) end elseif Mode == 3 then if Door:FindFirstChild("RequiresKey") then local Character = Player.Character Key = Door.RequiresKey.Value if Character:FindFirstChild(Key) ~= nil or Player.Backpack:FindFirstChild(Key) ~= nil then if Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == true then Door.Locked.Value = false else Door.Locked.Value = true end end end elseif Mode == 4 then if Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == true then Door.Locked.Value = false end end end end) Evt.MedSys.Collapse.OnServerEvent:Connect(function(Player) if not Player or not Player.Character then return; end; local Human = Player.Character:FindFirstChild("Humanoid") local PClient = Player.Character:FindFirstChild("ACS_Client") if not Human or not PClient then return; end; local Dor = PClient.Variaveis.Dor local Sangue = PClient.Variaveis.Sangue if (Sangue.Value <= 3500) or (Dor.Value >= 200) or PClient:GetAttribute("Collapsed") then -- Man this Guy's Really wounded, Human.PlatformStand = true Human.AutoRotate = false PClient:SetAttribute("Collapsed",true) elseif (Sangue.Value > 3500) and (Dor.Value < 200) and not PClient:GetAttribute("Collapsed") then -- YAY A MEDIC ARRIVED! =D Human.PlatformStand = false Human.AutoRotate = true PClient:SetAttribute("Collapsed",false) end end) Evt.MedSys.MedHandler.OnServerEvent:Connect(function(Player, Victim, Mode) if not Player or not Player.Character then return; end; if not Player.Character:FindFirstChild("Humanoid") or Player.Character.Humanoid.Health <= 0 then return; end; local P1_Client = Player.Character:FindFirstChild("ACS_Client") if not P1_Client then warn(Player.Name.."'s Action Failed: Missing ACS_Client"); return; end; if P1_Client:GetAttribute("Collapsed") then return; end; if Victim then --Multiplayer functions if not Victim.Character or not Victim.Character:FindFirstChild("HumanoidRootPart") or not Player.Character:FindFirstChild("HumanoidRootPart") then return; end; if (Player.Character.HumanoidRootPart.Position - Victim.Character.HumanoidRootPart.Position).Magnitude > 15 then warn(Player.Name.." is too far to treat "..Victim.Name); return; end; local P2_Client = Victim.Character:FindFirstChild("ACS_Client") if not P2_Client then warn(Player.Name.."'s Action Failed: Missing "..Victim.Name.."'s ACS_Client"); return; end; if Mode == 1 and P1_Client.Kit.Bandage.Value > 0 and P2_Client:GetAttribute("Bleeding") then P1_Client.Kit.Bandage.Value = P1_Client.Kit.Bandage.Value - 1 P2_Client:SetAttribute("Bleeding",false) return; elseif Mode == 2 and P1_Client.Kit.Splint.Value > 0 and P2_Client:GetAttribute("Injured") then P1_Client.Kit.Splint.Value = P1_Client.Kit.Splint.Value - 1 P2_Client:SetAttribute("Injured",false) return; elseif Mode == 3 and (P2_Client:GetAttribute("Bleeding") == true or P2_Client:GetAttribute("Tourniquet")) then --Tourniquet works a little different :T if P2_Client:GetAttribute("Tourniquet")then P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value + 1 P2_Client:SetAttribute("Tourniquet",false) return; end if P1_Client.Kit.Tourniquet.Value <= 0 then return; end; P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value - 1 P2_Client:SetAttribute("Tourniquet",true) return; elseif Mode == 4 and P1_Client.Kit.PainKiller.Value > 0 and P2_Client.Variaveis.Dor.Value > 0 then P1_Client.Kit.PainKiller.Value = P1_Client.Kit.PainKiller.Value - 1 P2_Client.Variaveis.Dor.Value = math.clamp(P2_Client.Variaveis.Dor.Value - math.random(35,65),0,300) Evt.MedSys.MedHandler:FireClient(Victim,4) return; elseif Mode == 5 and P1_Client.Kit.EnergyShot.Value > 0 and Victim.Character.Humanoid.Health < Victim.Character.Humanoid.MaxHealth then P1_Client.Kit.EnergyShot.Value = P1_Client.Kit.EnergyShot.Value - 1 local HealValue = math.random(15,25) if Victim.Character.Humanoid.Health + HealValue < Victim.Character.Humanoid.MaxHealth then Victim.Character.Humanoid:TakeDamage(-HealValue) else Victim.Character.Humanoid.Health = Victim.Character.Humanoid.MaxHealth end Evt.MedSys.MedHandler:FireClient(Victim,5) return; elseif Mode == 6 and P1_Client.Kit.Morphine.Value > 0 and P2_Client.Variaveis.Dor.Value > 0 then P1_Client.Kit.Morphine.Value = P1_Client.Kit.Morphine.Value - 1 P2_Client.Variaveis.Dor.Value = 0 Evt.MedSys.MedHandler:FireClient(Victim,6) return; elseif Mode == 7 and P1_Client.Kit.Epinephrine.Value > 0 and P2_Client:GetAttribute("Collapsed")then P1_Client.Kit.Epinephrine.Value = P1_Client.Kit.Epinephrine.Value - 1 local HealValue = math.random(45,55) if Victim.Character.Humanoid.Health + HealValue < Victim.Character.Humanoid.MaxHealth then Victim.Character.Humanoid:TakeDamage(-HealValue) else Victim.Character.Humanoid.Health = Victim.Character.Humanoid.MaxHealth end P2_Client:SetAttribute("Collapsed",false) Evt.MedSys.MedHandler:FireClient(Victim,7) return; elseif Mode == 8 and P1_Client.Kit.BloodBag.Value > 0 and P2_Client.Variaveis.Sangue.Value < P2_Client.Variaveis.Sangue.MaxValue then P1_Client.Kit.BloodBag.Value = P1_Client.Kit.BloodBag.Value - 1 P2_Client.Variaveis.Sangue.Value = P2_Client.Variaveis.Sangue.Value + 2000 return; else warn(Player.Name.."'s Action Failed: Unknow Method") end return; end --Self treat if Mode == 1 and P1_Client.Kit.Bandage.Value > 0 and P1_Client:GetAttribute("Bleeding") then P1_Client.Kit.Bandage.Value = P1_Client.Kit.Bandage.Value - 1 P1_Client:SetAttribute("Bleeding",false) return; elseif Mode == 2 and P1_Client.Kit.Splint.Value > 0 and P1_Client:GetAttribute("Injured") then P1_Client.Kit.Splint.Value = P1_Client.Kit.Splint.Value - 1 P1_Client:SetAttribute("Injured",false) return; elseif Mode == 3 and (P1_Client:GetAttribute("Bleeding") or P1_Client:GetAttribute("Tourniquet")) then --Tourniquet works a little diferent :T if P1_Client:GetAttribute("Tourniquet") then P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value + 1 P1_Client:SetAttribute("Tourniquet",false) return; end if P1_Client.Kit.Tourniquet.Value <= 0 then return; end; P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value - 1 P1_Client:SetAttribute("Tourniquet",true) return; elseif Mode == 4 and P1_Client.Kit.PainKiller.Value > 0 and P1_Client.Variaveis.Dor.Value > 0 then P1_Client.Kit.PainKiller.Value = P1_Client.Kit.PainKiller.Value - 1 P1_Client.Variaveis.Dor.Value = math.clamp(P1_Client.Variaveis.Dor.Value - math.random(35,65),0,300) Evt.MedSys.MedHandler:FireClient(Player,4) return; elseif Mode == 5 and P1_Client.Kit.EnergyShot.Value > 0 and Player.Character.Humanoid.Health < Player.Character.Humanoid.MaxHealth then P1_Client.Kit.EnergyShot.Value = P1_Client.Kit.EnergyShot.Value - 1 local HealValue = math.random(15,25) if Player.Character.Humanoid.Health + HealValue < Player.Character.Humanoid.MaxHealth then Player.Character.Humanoid:TakeDamage(-HealValue) else Player.Character.Humanoid.Health = Player.Character.Humanoid.MaxHealth end Evt.MedSys.MedHandler:FireClient(Player,5) return; elseif Mode == 6 and P1_Client.Kit.Morphine.Value > 0 and P1_Client.Variaveis.Dor.Value > 0 then P1_Client.Kit.Morphine.Value = P1_Client.Kit.Morphine.Value - 1 P1_Client.Variaveis.Dor.Value = math.clamp(P1_Client.Variaveis.Dor.Value - math.random(125,175),0,300) Evt.MedSys.MedHandler:FireClient(Player,6) return; elseif Mode == 7 and P1_Client.Kit.Epinephrine.Value > 0 and Player.Character.Humanoid.Health < Player.Character.Humanoid.MaxHealth then P1_Client.Kit.Epinephrine.Value = P1_Client.Kit.Epinephrine.Value - 1 local HealValue = math.random(45,55) if Player.Character.Humanoid.Health + HealValue < Player.Character.Humanoid.MaxHealth then Player.Character.Humanoid:TakeDamage(-HealValue) else Player.Character.Humanoid.Health = Player.Character.Humanoid.MaxHealth end Evt.MedSys.MedHandler:FireClient(Player,7) return; elseif Mode == 8 and P1_Client.Kit.BloodBag.Value > 0 and P1_Client.Variaveis.Sangue.Value < P1_Client.Variaveis.Sangue.MaxValue then P1_Client.Kit.BloodBag.Value = P1_Client.Kit.BloodBag.Value - 1 P1_Client.Variaveis.Sangue.Value = P1_Client.Variaveis.Sangue.Value + 2000 return; else warn(Player.Name.."'s Action Failed: Unknow Method") end return; end) Evt.Drag.OnServerEvent:Connect(function(player,Victim) if not player or not player.Character then return; end; local P1_Client = player.Character:FindFirstChild("ACS_Client") local Human = player.Character:FindFirstChild("Humanoid") if not P1_Client then return; end; if Victim then P1_Client:SetAttribute("DragPlayer",Victim.Name) else P1_Client:SetAttribute("DragPlayer","") P1_Client:SetAttribute("Dragging",false) end local target = P1_Client:GetAttribute("DragPlayer") if P1_Client:GetAttribute("Collapsed") or target == "" then return; end; local player2 = game.Players:FindFirstChild(target) if not player2 or not player2.Character then return; end; local PlHuman = player2.Character:FindFirstChild("Humanoid") local P2_Client = player2.Character:FindFirstChild("ACS_Client") if not PlHuman or not P2_Client then return; end; if P1_Client:GetAttribute("Dragging") then return; end; if not P2_Client:GetAttribute("Collapsed") then return; end; P1_Client:SetAttribute("Dragging",true) while P1_Client:GetAttribute("Dragging") and target ~= "" and P2_Client:GetAttribute("Collapsed") and PlHuman.Health > 0 and Human.Health > 0 and not P1_Client:GetAttribute("Collapsed") do wait() player2.Character.Torso.Anchored = true player2.Character.Torso.CFrame = Human.Parent.Torso.CFrame*CFrame.new(0,0.75,1.5)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)) end player2.Character.Torso.Anchored = false end) function BreachFunction(Player,Mode,BreachPlace,Pos,Norm,Hit) if Mode == 1 then if Player.Character.ACS_Client.Kit.BreachCharges.Value > 0 then Player.Character.ACS_Client.Kit.BreachCharges.Value = Player.Character.ACS_Client.Kit.BreachCharges.Value - 1 BreachPlace.Destroyed.Value = true local C4 = Engine.FX.BreachCharge:Clone() C4.Parent = BreachPlace.Destroyable C4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)) C4.Center.Place:play() local weld = Instance.new("WeldConstraint") weld.Parent = C4 weld.Part0 = BreachPlace.Destroyable.Charge weld.Part1 = C4.Center wait(1) C4.Center.Beep:play() wait(4) if C4 and C4:FindFirstChild("Center") then local att = Instance.new("Attachment") att.CFrame = C4.Center.CFrame att.Parent = workspace.Terrain local aw = Engine.FX.ExpEffect:Clone() aw.Parent = att aw.Enabled = false aw:Emit(35) Debris:AddItem(aw,aw.Lifetime.Max) local Exp = Instance.new("Explosion") Exp.BlastPressure = 0 Exp.BlastRadius = 0 Exp.DestroyJointRadiusPercent = 0 Exp.Position = C4.Center.Position Exp.Parent = workspace local S = Instance.new("Sound") S.EmitterSize = 10 S.MaxDistance = 1000 S.SoundId = "rbxassetid://"..Explosion[math.random(1, 7)] S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 2 S.Parent = att S.PlayOnRemove = true S:Destroy() for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then local DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/35) - 1) * -1 local intensidade = DistanceMultiplier local Tempo = 15 * DistanceMultiplier Evt.Suppression:FireClient(SKP_002,2,intensidade,Tempo) end end Debris:AddItem(BreachPlace.Destroyable,0) end end elseif Mode == 2 then local aw = Engine.FX.DoorBreachFX:Clone() aw.Parent = BreachPlace.Door.Door aw.RollOffMaxDistance = 100 aw.RollOffMinDistance = 5 aw:Play() BreachPlace.Destroyed.Value = true if BreachPlace.Door:FindFirstChild("Hinge") ~= nil then BreachPlace.Door.Hinge:Destroy() end if BreachPlace.Door:FindFirstChild("Knob") ~= nil then BreachPlace.Door.Knob:Destroy() end local forca = Instance.new("BodyForce") forca.Force = -Norm * BreachPlace.Door.Door:GetMass() * Vector3.new(50,0,50) forca.Parent = BreachPlace.Door.Door Debris:AddItem(BreachPlace,3) elseif Mode == 3 then if Player.Character.ACS_Client.Kit.Fortifications.Value > 0 then Player.Character.ACS_Client.Kit.Fortifications.Value = Player.Character.ACS_Client.Kit.Fortifications.Value - 1 BreachPlace.Fortified.Value = true local C4 = Instance.new('Part') C4.Parent = BreachPlace.Destroyable C4.Size = Vector3.new(Hit.Size.X + .05,Hit.Size.Y + .05,Hit.Size.Z + 0.5) C4.Material = Enum.Material.DiamondPlate C4.Anchored = true C4.CFrame = Hit.CFrame local S = Engine.FX.FortFX:Clone() S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 1 S.Parent = C4 S.PlayOnRemove = true S:Destroy() end end end Evt.Breach.OnServerInvoke = BreachFunction function UpdateLog(Player,humanoid) local tag = humanoid:findFirstChild("creator") if tag ~= nil then local hours = os.date("*t")["hour"] local mins = os.date("*t")["min"] local sec = os.date("*t")["sec"] local TagType = tag:findFirstChild("type") if tag.Value.Name == Player.Name then local String = Player.Name.." Died | "..hours..":"..mins..":"..sec table.insert(CombatLog,String) else local String = tag.Value.Name.." Killed "..Player.Name.." | "..hours..":"..mins..":"..sec table.insert(CombatLog,String) end if #CombatLog > 50 then Backup = Backup + 1 warn("ACS: Cleaning Combat Log | Backup: "..Backup) warn(CombatLog) CombatLog = {} end end end plr.PlayerAdded:Connect(function(player) for i,v in ipairs(_G.TempBannedPlayers) do if v == player.Name then player:Kick('Blacklisted') warn(player.Name.." (Temporary Banned) tried to join to server") break end end for i,v in ipairs(gameRules.Blacklist) do if v == player.UserId then player:Kick('Blacklisted') warn(player.Name.." (Blacklisted) tried to join to server") break end end if gameRules.AgeRestrictEnabled and not Run:IsStudio() then if player.AccountAge < gameRules.AgeLimit then player:Kick('Age restricted server! Please wait: '..(gameRules.AgeLimit - player.AccountAge)..' Days') end end if game.CreatorType == Enum.CreatorType.User then if player.UserId == game.CreatorId or Run:IsStudio() then player.Chatted:Connect(function(Message) if string.lower(Message) == "/acslog" then Evt.CombatLog:FireClient(player,CombatLog) end end) end elseif game.CreatorType == Enum.CreatorType.Group then if player:IsInGroup(game.CreatorId) or Run:IsStudio() then player.Chatted:Connect(function(Message) if string.lower(Message) == "/acslog" then Evt.CombatLog:FireClient(player,CombatLog) end end) end end player.CharacterAdded:Connect(function(char) if gameRules.TeamTags then local L_17_ = HUDs:WaitForChild('TeamTagUI'):clone() L_17_.Parent = char L_17_.Adornee = char.Head end char.Humanoid.BreakJointsOnDeath = false char.Humanoid.Died:Connect(function() UpdateLog(player,char.Humanoid) pcall(function() Ragdoll(char) end) end) end) end) print(gameRules.Version)
-- ANimation
local Sound = script:WaitForChild("Sound") local Sound1 = script:WaitForChild("Sound1") local Sound2 = script:WaitForChild("wind") UIS.InputBegan:Connect(function(Input) if Input.UserInputType == Enum.UserInputType.MouseButton1 and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 2 local Track1 = plr.Character.Humanoid:LoadAnimation(script.A1) Track1:Play() for i = 1,math.huge do if Debounce == 2 then plr.Character.HumanoidRootPart.Anchored = true else break end wait() end Track1:Stop() end end) UIS.InputEnded:Connect(function(Input) if Input.UserInputType == Enum.UserInputType.MouseButton1 and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 3 local mousepos = Mouse.Hit local Track2 = plr.Character.Humanoid:LoadAnimation(script.A2) Track2:Play() wait(0) script.RemoteEvent:FireServer() Sound:Play() Sound1:Play() wait(3) Sound2:Play() wait(3) Sound2:Stop() wait() plr.Character.HumanoidRootPart.Anchored = false wait(.5) Tool.Active.Value = "None" wait(3) Sound:Stop() Debounce = 1 end end)
-- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets
local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t) t = math.clamp(t, -1, 1) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end local DEADZONE = 0.1 local function toSCurveSpace(t) return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE end local function fromSCurveSpace(t) return t/2 + 0.5 end function CameraUtils.GamepadLinearToCurve(thumbstickPosition) local function onAxis(axisValue) local sign = 1 if axisValue < 0 then sign = -1 end local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue)))) point = point * sign return math.clamp(point, -1, 1) end return Vector2.new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y)) end
--[[~-Fixico-~]]
-- print("Fixico's Scripts") local isOn = true function on() isOn = true script.Parent.Transparency = 0 script.Parent.CanCollide = true end function off() isOn = false script.Parent.Transparency = .5 script.Parent.CanCollide = true end function onClicked() if isOn == true then off() else on() end end script.Parent.ClickDetector.MouseClick:connect(onClicked) on()
--// All global vars will be wiped/replaced except script --// All guis are autonamed codeName..gui.Name
return function(data) local player = service.Players.LocalPlayer local playergui = player.PlayerGui local gui = script.Parent.Parent local frame = gui.Frame local text = gui.Frame.TextBox local scroll = gui.Frame.ScrollingFrame local players = gui.Frame.PlayerList local entry = gui.Entry local BindEvent = gTable.BindEvent local opened = false local scrolling = false local debounce = false local settings = client.Remote.Get("Setting",{"SplitKey","ConsoleKeyCode","BatchKey","Prefix"}) local splitKey = settings.SplitKey local consoleKey = settings.ConsoleKeyCode local batchKey = settings.BatchKey local prefix = settings.Prefix local commands = client.Remote.Get('FormattedCommands') or {} local scrollOpenSize = UDim2.new(0.36, 0, 0, 200) local scrollCloseSize = UDim2.new(0.36, 0, 0, 47) local openPos = UDim2.new(0.32, 0, 0.353, 0) local closePos = UDim2.new(0.32, 0, 0, -200) local tweenInfo = TweenInfo.new(0.15)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) local scrollOpenTween = service.TweenService:Create(frame, tweenInfo, { Size = scrollOpenSize; }) local scrollCloseTween = service.TweenService:Create(frame, tweenInfo, { Size = scrollCloseSize; }) local consoleOpenTween = service.TweenService:Create(frame, tweenInfo, { Position = openPos; }) local consoleCloseTween = service.TweenService:Create(frame, tweenInfo, { Position = closePos; }) frame.Position = closePos frame.Visible = false frame.Size = scrollCloseSize scroll.Visible = false client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') local function close() if gui:IsDescendantOf(game) and not debounce then debounce = true scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) scroll.ScrollingEnabled = false frame.Size = scrollCloseSize scroll.Visible = false players.Visible = false scrollOpen = false consoleCloseTween:Play(); debounce = false opened = false end end local function open() if gui:IsDescendantOf(game) and not debounce then debounce = true scroll.ScrollingEnabled = true players.ScrollingEnabled = true consoleOpenTween:Play(); frame.Size = scrollCloseSize scroll.Visible = false players.Visible = false scrollOpen = false text.Text = '' frame.Visible = true frame.Position = openPos; text:CaptureFocus() text.Text = '' wait() text.Text = '' debounce = false opened = true end end text.FocusLost:Connect(function(enterPressed) if enterPressed then if text.Text~='' and string.len(text.Text)>1 then client.Remote.Send('ProcessCommand',text.Text) end end close() end) text.Changed:Connect(function(c) if c == 'Text' and text.Text ~= '' and open then if string.sub(text.Text, string.len(text.Text)) == " " then if players:FindFirstChild("Entry 0") then text.Text = (string.sub(text.Text, 1, (string.len(text.Text) - 1))..players["Entry 0"].Text).." " elseif scroll:FindFirstChild("Entry 0") then text.Text = string.split(scroll["Entry 0"].Text, "<")[1] else text.Text = text.Text..prefix end text.CursorPosition = string.len(text.Text) + 1 text.Text = string.gsub(text.Text, " ", "") end scroll:ClearAllChildren() players:ClearAllChildren() local nText = text.Text if string.match(nText,".*"..batchKey.."([^']+)") then nText = string.match(nText,".*"..batchKey.."([^']+)") nText = string.match(nText,"^%s*(.-)%s*$") end local pNum = 0 local pMatch = string.match(nText,".+"..splitKey.."(.*)$") for i,v in next,service.Players:GetPlayers() do if (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,splitKey.."$") then local new = entry:Clone() new.Text = tostring(v) new.Name = "Entry "..pNum new.TextXAlignment = "Right" new.Visible = true new.Parent = players new.Position = UDim2.new(0,0,0,20*pNum) new.MouseButton1Down:Connect(function() text.Text = text.Text..tostring(v) text:CaptureFocus() end) pNum = pNum+1 end end players.CanvasSize = UDim2.new(0,0,0,pNum*20) local num = 0 for i,v in next,commands do if string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v), string.match(string.lower(nText),"^(.-)"..splitKey) or string.lower(nText), 1, true) then if not scrollOpen then scrollOpenTween:Play(); --frame.Size = UDim2.new(1,0,0,140) scroll.Visible = true players.Visible = true scrollOpen = true end local b = entry:Clone() b.Visible = true b.Parent = scroll b.Text = v b.Name = "Entry "..num b.Position = UDim2.new(0,0,0,20*num) b.MouseButton1Down:Connect(function() text.Text = b.Text text:CaptureFocus() end) num = num+1 end end if num > 0 then frame.Size = UDim2.new(0.36, 0, 0, math.clamp((math.max(num, pNum)*20)+53, 47, 200)) else players.Visible = false frame.Size = scrollCloseSize end scroll.CanvasSize = UDim2.new(0,0,0,num*20) elseif c == 'Text' and text.Text == '' and opened then scrollCloseTween:Play(); --service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) scroll.Visible = false players.Visible = false scrollOpen = false scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) end end) BindEvent(service.UserInputService.InputBegan, function(InputObject) local textbox = service.UserInputService:GetFocusedTextBox() if not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) and InputObject.KeyCode.Name == (client.Variables.CustomConsoleKey or consoleKey) then if opened then close() else open() end client.Variables.ConsoleOpen = opened end end) gTable:Ready() end
-- check if Camera is zoomed into first person
local function checkFirstPerson() toggleViewmodel(((Camera.Focus.Position - Camera.CFrame.Position).magnitude <= 1) and not Character:GetAttribute("Ragdoll")) end local function checkPlayerRunning() return Humanoid.MoveDirection.Magnitude > 0.1 and IncludeWalkSway and Humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and Humanoid:GetState() ~= Enum.HumanoidStateType.Landed end
--Made by Luckymaxer
Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") BaseColor = BrickColor.new("Bright yellow") Color = BaseColor.Color Duration = 15 Classes = { BasePart = { BrickColor = BaseColor, Material = Enum.Material.Plastic, Reflectance = 0.5, Anchored = true, }, FileMesh = { TextureId = "", }, DataModelMesh = { VertexColor = Vector3.new(Color.r, Color.g, Color.b), }, CharacterMesh = { BaseTextureId = 0, OverlayTextureId = 0, }, Shirt = { ShirtTemplate = "", }, Pants = { PantsTemplate = "", }, FaceInstance = { Texture = "", }, Sparkles = { SparkleColor = Color, }, Fire = { Color = Color, SecondaryColor = Color, }, Smoke = { Color = Color, } } Objects = {} RemovedObjects = {} FakeParts = {} Hats = {} Tools = {} function Decorate(Object) local ObjectData = { Object = nil, Properties = {}, } for i, v in pairs(Classes) do if Object:IsA(i) then if Object:IsA("CharacterMesh") then local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.FileMesh Mesh.MeshId = ("http://www.roblox.com/asset/?id=" .. Object.MeshId) for ii, vv in pairs(Character:GetChildren()) do if vv:IsA("BasePart") and Object.BodyPart.Name == string.gsub(vv.Name, " ", "") then Mesh.Parent = vv table.insert(RemovedObjects, {Object = Object, NewObject = Mesh, Parent = Object.Parent}) Object.Parent = nil end end else ObjectData.Object = Object for ii, vv in pairs(v) do local PropertyValue = nil local PropertyValueSet = false pcall(function() PropertyValue = Object[ii] PropertyValueSet = true Object[ii] = vv end) if PropertyValueSet then ObjectData.Properties[ii] = PropertyValue end end end end end table.insert(Objects, ObjectData) end function Redesign(Parent) for i, v in pairs(Parent:GetChildren()) do Decorate(v) Redesign(v) end end for i, v in pairs(Character:GetChildren()) do --Create fake hats and tools, and goldify them if v:IsA("Hat") or v:IsA("Tool") then local FakeObject = v:Clone() Decorate(FakeObject) table.insert(((v:IsA("Hat") and Hats) or Tools), v) for ii, vv in pairs(FakeObject:GetChildren()) do if vv:IsA("BasePart") then local FakePart = vv:Clone() FakePart.Name = v.Name table.insert(FakeParts, FakePart) FakePart.Parent = Character FakePart.CFrame = vv.CFrame end end end end if Humanoid and Humanoid.Parent then Humanoid:UnequipTools() end for i, v in pairs({Hats, Tools}) do for ii, vv in pairs(v) do vv.Parent = nil end end Redesign(Character) --Goldify the player wait(Duration) for i, v in pairs(Objects) do --Ungoldify the player for ii, vv in pairs(v.Properties) do v.Object[ii] = vv end end for i, v in pairs(RemovedObjects) do if v.NewObject and v.NewObject.Parent then v.NewObject:Destroy() end v.Object.Parent = v.Parent end for i, v in pairs(FakeParts) do if v and v.Parent then v:Destroy() end end for i, v in pairs(Hats) do v.Parent = Character end for i, v in pairs(Tools) do if Humanoid and Humanoid.Parent then Humanoid:EquipTool(v) else v.Parent = Character end end script:Destroy()
-- REMOTE HANDLER --
Replicate.OnClientEvent:Connect(function(Action,Hotkey, ...) -- Using ... Allows you to send as many variables as you want --print(Action) if script:FindFirstChild(Action) and script:FindFirstChild(Action):IsA("ModuleScript") then -- If the name of a ModuleScript inside this script fits the Action parameter, require(script[Action])(Hotkey,...) -- it'll require it elseif script:FindFirstChild(Action) and script:FindFirstChild(Action):IsA("Folder") then require(script[Action][Hotkey])(...) end end)
-- ROBLOX deviation: Makes urls clickable in the terminal. Not able to support -- local terminalLink = require(Packages["terminal-link"])
local testResultModule = require(Packages.JestTestResult) type TestResult = testResultModule.TestResult local jestTypesModule = require(Packages.JestTypes) type Config_GlobalConfig = jestTypesModule.Config_GlobalConfig type Config_ProjectConfig = jestTypesModule.Config_ProjectConfig local formatTime = require(Packages.JestUtil).formatTime local utilsModule = require(CurrentModule.utils) local formatTestPath = utilsModule.formatTestPath local printDisplayName = utilsModule.printDisplayName
--local FireSound
local OnFireConnection = nil local OnReloadConnection = nil local DecreasedAimLastShot = false local LastSpreadUpdate = time() local flare = script.Parent:WaitForChild("Flare") local FlashHolder = nil local WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid local GetCellFunction = Workspace.Terrain.GetCell function RayIgnoreCheck(hit, pos) if hit then if hit.Transparency >= 1 or string.lower(hit.Name) == "water" or hit.Name == "Effect" or hit.Name == "Rocket" or hit.Name == "Bullet" or hit.Name == "Handle" or hit:IsDescendantOf(MyCharacter) then return true elseif hit:IsA('Terrain') and pos then local cellPos = WorldToCellFunction(Workspace.Terrain, pos) if cellPos then local cellMat = GetCellFunction(Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z) if cellMat and cellMat == Enum.CellMaterial.Water then return true end end end end return false end function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle) if hitObject and hitPos then local distance = rayLength - (hitPos - startPos).magnitude if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then return RayCast(hitPos, vec, distance) end end return hitObject, hitPos end function TagHumanoid(humanoid, player) while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new("ObjectValue") creatorTag.Value = player creatorTag.Name = "creator" creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new("StringValue") weaponIconTag.Value = IconURL weaponIconTag.Name = "icon" weaponIconTag.Parent = creatorTag end local function CreateBullet(bulletPos) local bullet = Instance.new('Part', Workspace) bullet.FormFactor = Enum.FormFactor.Custom bullet.Size = Vector3.new(0.1, 0.1, 0.1) bullet.BrickColor = BrickColor.new("Black") bullet.Shape = Enum.PartType.Block bullet.CanCollide = false bullet.CFrame = CFrame.new(bulletPos) bullet.Anchored = true bullet.TopSurface = Enum.SurfaceType.Smooth bullet.BottomSurface = Enum.SurfaceType.Smooth bullet.Name = 'Bullet' DebrisService:AddItem(bullet, 2.5) local shell = Instance.new("Part") shell.CFrame = Tool.Handle.CFrame * CFrame.fromEulerAnglesXYZ(1.5,0,0) shell.Size = Vector3.new(1,1,1) shell.BrickColor = BrickColor.new(226) shell.Parent = game.Workspace shell.CFrame = script.Parent.Handle.CFrame shell.CanCollide = false shell.Transparency = 0 shell.BottomSurface = 0 shell.TopSurface = 0 shell.Name = "Shell" shell.Velocity = Tool.Handle.CFrame.lookVector * 35 + Vector3.new(math.random(-10,10),20,math.random(-10,20)) shell.RotVelocity = Vector3.new(0,200,0) DebrisService:AddItem(shell, 1) local shellmesh = Instance.new("SpecialMesh") shellmesh.Scale = Vector3.new(.15,.4,.15) shellmesh.Parent = shell return bullet end local function Reload() if not Reloading then Reloading = true if AmmoInClip ~= ClipSize and SpareAmmo > 0 then if RecoilTrack then RecoilTrack:Stop() end if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = true end end if ReloadTrack then ReloadTrack:Play() end --script.Parent.Handle.Reload:Play() wait(ReloadTime) local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo) AmmoInClip = AmmoInClip + ammoToUse SpareAmmo = SpareAmmo - ammoToUse UpdateAmmo(AmmoInClip) if ReloadTrack then ReloadTrack:Stop() end end Reloading = false end end function OnFire() if IsShooting then return end if MyHumanoid and MyHumanoid.Health > 0 then if RecoilTrack and AmmoInClip > 0 then RecoilTrack:Play() end IsShooting = true while LeftButtonDown and AmmoInClip > 0 and not Reloading do if Spread and not DecreasedAimLastShot then Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount) UpdateCrosshair(Spread) end DecreasedAimLastShot = not DecreasedAimLastShot if Handle:FindFirstChild('FireSound') then --Pitch.Pitch = .8 + (math.random() * .5) --Handle.FireSound:Play() --Handle.Flash.Enabled = true flare.MuzzleFlash.Enabled = true end if MyMouse then local targetPoint = MyMouse.Hit.p local shootDirection = (targetPoint - Handle.Position).unit shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread) * shootDirection local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range) local bullet if hitObject then bullet = CreateBullet(bulletPos) end if hitObject and hitObject.Parent then local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid") if hitHumanoid then local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent) if MyPlayer.Neutral or (hitPlayer and hitPlayer.TeamColor ~= MyPlayer.TeamColor) then TagHumanoid(hitHumanoid, MyPlayer) script.Parent.Damager:FireServer(hitHumanoid, Damage) --hitHumanoid:TakeDamage(Damage) if bullet then bullet:Destroy() bullet = nil WeaponGui.Crosshair.Hit:Play() end Spawn(UpdateTargetHit) end end end AmmoInClip = AmmoInClip - 1 UpdateAmmo(AmmoInClip) end wait(FireRate) end Handle.Flash.Enabled = false IsShooting = false flare.MuzzleFlash.Enabled = false if AmmoInClip == 0 then --Handle.Tick:Play() Reload() end if RecoilTrack then RecoilTrack:Stop() end end end local TargetHits = 0 function UpdateTargetHit() TargetHits = TargetHits + 1 if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = true end wait(0.5) TargetHits = TargetHits - 1 if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = false end end function UpdateCrosshair(value, mouse) if WeaponGui then local absoluteY = 650 WeaponGui.Crosshair:TweenSize( UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.33) end end function UpdateAmmo(value) if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = false end end if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo end end function OnMouseDown() LeftButtonDown = true OnFire() end function OnMouseUp() LeftButtonDown = false end function OnKeyDown(key) if string.lower(key) == 'r' then Reload() if RecoilTrack then RecoilTrack:Stop() end end end function OnEquipped(mouse) --Handle.EquipSound:Play() --Handle.EquipSound2:Play() --Handle.UnequipSound:Stop() RecoilAnim = WaitForChild(Tool, 'Recoil') ReloadAnim = WaitForChild(Tool, 'Reload') --FireSound = WaitForChild(Handle, 'FireSound') MyCharacter = Tool.Parent MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter) MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyTorso = MyCharacter:FindFirstChild('Torso') MyMouse = mouse WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone() if WeaponGui and MyPlayer then WeaponGui.Parent = MyPlayer.PlayerGui UpdateAmmo(AmmoInClip) end if RecoilAnim then RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim) end if ReloadAnim then ReloadTrack = MyHumanoid:LoadAnimation(ReloadAnim) end if MyMouse then MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154" MyMouse.Button1Down:connect(OnMouseDown) MyMouse.Button1Up:connect(OnMouseUp) MyMouse.KeyDown:connect(OnKeyDown) end end function OnUnequipped() --Handle.UnequipSound:Play() --Handle.EquipSound:Stop() --Handle.EquipSound2:Stop() LeftButtonDown = false flare.MuzzleFlash.Enabled = false Reloading = false MyCharacter = nil MyHumanoid = nil MyTorso = nil MyPlayer = nil MyMouse = nil if OnFireConnection then OnFireConnection:disconnect() end if OnReloadConnection then OnReloadConnection:disconnect() end if FlashHolder then FlashHolder = nil end if WeaponGui then WeaponGui.Parent = nil WeaponGui = nil end if RecoilTrack then RecoilTrack:Stop() end --if ReloadTrack then --ReloadTrack:Stop() --end end local function SetReticleColor(color) if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then for _, line in pairs(WeaponGui.Crosshair:GetChildren()) do if line:IsA('Frame') then line.BorderColor3 = color end end end end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped) while true do wait(0.033) if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and MyMouse then WeaponGui.Crosshair.Position = UDim2.new(0, MyMouse.X, 0, MyMouse.Y) SetReticleColor(NeutralReticleColor) local target = MyMouse.Target if target and target.Parent then local player = PlayersService:GetPlayerFromCharacter(target.Parent) if player then if MyPlayer.Neutral or player.TeamColor ~= MyPlayer.TeamColor then SetReticleColor(EnemyReticleColor) else SetReticleColor(FriendlyReticleColor) end end end end if Spread and not IsShooting then local currTime = time() if currTime - LastSpreadUpdate > FireRate * 2 then LastSpreadUpdate = currTime Spread = math.max(MinSpread, Spread - AimInaccuracyStepAmount) UpdateCrosshair(Spread, MyMouse) end end end
--// All global vars will be wiped/replaced except script
return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local frame = script.Parent.Parent local close = frame.Frame.Close local main = frame.Frame.Main local title = frame.Frame.Title local timer = frame.Frame.Timer local gTable = data.gTable local clickfunc = data.OnClick local closefunc = data.OnClose local ignorefunc = data.OnIgnore local name = data.Title local text = data.Message or data.Text or "" local time = data.Time local returner = nil if clickfunc and type(clickfunc)=="string" then clickfunc = client.Core.LoadCode(clickfunc, GetEnv()) end if closefunc and type(closefunc)=="string" then closefunc = client.Core.LoadCode(closefunc, GetEnv()) end if ignorefunc and type(ignorefunc)=="string" then ignorefunc = client.Core.LoadCode(ignorefunc, GetEnv()) end --client.UI.Make("NotificationHolder") local holder = client.UI.Get("NotificationHolder",nil,true) if not holder then local hold = service.New("ScreenGui") local hTable = client.UI.Register(hold) local frame = service.New("ScrollingFrame", hold) client.UI.Prepare(hold) hTable.Name = "NotificationHolder" frame.Name = "Frame" frame.BackgroundTransparency = 1 frame.Size = UDim2.new(0, 200, 0.5, 0) frame.Position = UDim2.new(1, -210, 0.5, -10) frame.CanvasSize = UDim2.new(0, 0, 0, 0) frame.ChildAdded:connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) frame.ChildRemoved:connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) holder = hTable hTable:Ready() end local function moveGuis(holder,mod) local holdstuff = {} for i,v in pairs(holder:children()) do table.insert(holdstuff,1,v) end for i,v in pairs(holdstuff) do v.Position = UDim2.new(0,0,1,-75*(i+mod)) end holder.CanvasSize=UDim2.new(0,0,0,(#holder:children()*75)) local pos = (((#holder:children())*75) - holder.AbsoluteWindowSize.Y) if pos<0 then pos = 0 end holder.CanvasPosition = Vector2.new(0,pos) end holder = holder.Object.Frame title.Text = name frame.Name = name main.Text = text main.MouseButton1Click:connect(function() if frame and frame.Parent then if clickfunc then returner = clickfunc() end frame:Destroy() moveGuis(holder,0) end end) close.MouseButton1Click:connect(function() if frame and frame.Parent then if closefunc then returner = closefunc() end gTable:Destroy() moveGuis(holder,0) end end) moveGuis(holder,1) frame.Parent = holder frame:TweenPosition(UDim2.new(0,0,1,-75),'Out','Linear',0.2) spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) sound.SoundId = 'http://www.roblox.com/asset/?id='.."203785584"--client.NotificationSound sound.Volume = 0.2 wait(0.1) sound:Play() wait(0.5) sound:Destroy() end) if time then timer.Visible = true spawn(function() repeat timer.Text = time --timer.Size=UDim2.new(0,timer.TextBounds.X,0,10) wait(1) time = time-1 until time<=0 or not frame or not frame.Parent if frame and frame.Parent then if ignorefunc then returner = ignorefunc() end frame:Destroy() moveGuis(holder,0) end end) end repeat wait() until returner ~= nil or not frame or not frame.Parent return returner end
--end
if speed > 15 then --if carSeat.Steer ~= 0 then if FLP > (FRP) then if carSeat.Storage.FrontStiffness.Value*((1290)*(standard*((RollF+1)/10))) < carSeat.Storage.FrontStiffness.Value*((1290)) then SFL.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290)) SRL.Stiffness = carSeat.Storage.RearStiffness.Value*((1290)) SFR.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290)) SRR.Stiffness = carSeat.Storage.RearStiffness.Value*((1290)) else SFR.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290)*(standard*((RollF+1)/10))) SRR.Stiffness = carSeat.Storage.RearStiffness.Value*((1290)*(standard*((RollR+1)/10))) SFL.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290)) SRL.Stiffness = carSeat.Storage.RearStiffness.Value*((1290)) end elseif FRP > (FLP) then if carSeat.Storage.FrontStiffness.Value*((1290)*(standard*((RollF+1)/10))) < carSeat.Storage.FrontStiffness.Value*((1290)) then SFL.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290)) SRL.Stiffness = carSeat.Storage.RearStiffness.Value*((1290)) SFR.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290)) SRR.Stiffness = carSeat.Storage.RearStiffness.Value*((1290)) else SFL.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290)*(standard*((RollF+1)/10))) SRL.Stiffness = carSeat.Storage.RearStiffness.Value*((1290)*(standard*((RollR+1)/10))) SFR.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290)) SRR.Stiffness = carSeat.Storage.RearStiffness.Value*((1290)) end end --else --SFL.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290)) --SRL.Stiffness = carSeat.Storage.RearStiffness.Value*((1290)) --SFR.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290))
--local prolene = Functions.prolene --local Compress = Functions.Compress --local defib = Functions.defib --local o2 = Functions.o2
local Compress_Multi = FunctionsMulti.Compress local Bandage_Multi = FunctionsMulti.Bandage local Splint_Multi = FunctionsMulti.Splint local Epinephrine_Multi = FunctionsMulti.Epinephrine local anesthetic_Multi = FunctionsMulti.anesthetic local Morphine_Multi = FunctionsMulti.Morphine local BloodBag_Multi = FunctionsMulti.BloodBag local Tourniquet_Multi = FunctionsMulti.Tourniquet local prolene_Multi = FunctionsMulti.prolene local o2_Multi = FunctionsMulti.o2 local defib_Multi = FunctionsMulti.defib local npa_Multi = FunctionsMulti.npa local catheter_Multi = FunctionsMulti.catheter local etube_Multi = FunctionsMulti.etube local nylon_Multi = FunctionsMulti.nylon local balloon_Multi = FunctionsMulti.balloon local skit_Multi = FunctionsMulti.skit local bvm_Multi = FunctionsMulti.bvm local nrb_Multi = FunctionsMulti.nrb local scalpel_Multi = FunctionsMulti.scalpel local suction_Multi = FunctionsMulti.suction local clamp_Multi = FunctionsMulti.clamp local prolene5_Multi = FunctionsMulti.prolene5 local drawblood_Multi = FunctionsMulti.drawblood local Algemar = Functions.Algemar local Fome = Functions.Fome local Stance = Evt.MedSys.Stance local Collapse = Functions.Collapse local rodeath = Functions.rodeath local Reset = Functions.Reset local TS = game:GetService("TweenService") Bandage.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local bbleeding = Human.Parent.Saude.Stances.bbleeding local Bandagens = Human.Parent.Saude.Kit.Bandagem if enabled.Value == false and Caido.Value == false then if Bandagens.Value >= 1 and Sangrando.Value == true then enabled.Value = true wait(.3) local number = math.random(1, 2) if number == 1 then Sangrando.Value = false end Bandagens.Value = Bandagens.Value - 1 wait(2) enabled.Value = false end end end)
---[[ Fade Out and In Settings ]]
module.ChatWindowBackgroundFadeOutTime = 0 --Chat background will fade out after this many seconds. module.ChatWindowTextFadeOutTime = 30 --Chat text will fade out after this many seconds. module.ChatDefaultFadeDuration = 0.8 module.ChatShouldFadeInFromNewInformation = false module.ChatAnimationFPS = 20.0
--[[ RecoilSimulator Description: RecoilSimulator is a component of WeaponRuntimeData. its purpose is to simulate recoil based on the weapons stats. ]]
local RecoilSimulator = {} RecoilSimulator.__index = RecoilSimulator
--RegisterDialogue --* called when the client discovers a Dialogue. The Interface --* should provide some way for the user to interact with the --* dialogue in question. When they interact with it, call the --* callback and the client will initialize the dialogue
function Interface.RegisterDialogue(dialogue, startDialogueCallback) end
--
local function toPolar(v) return math.atan2(v.y, v.x), v.magnitude; end local function radToDeg(x) return ((x + math.pi) / (2 * math.pi)) * 360; end
--s.Pitch = 0.7
while s.Pitch<1 do s.Pitch=s.Pitch+0.02 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(0.001) end
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 2800 -- Front brake force Tune.RBrakeForce = 2200 -- Rear brake force Tune.PBrakeForce = 4000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--[[ Fired when state is left ]]
function Transitions.onLeaveFinished(stateMachine, event, from, to, playerComponent) PlayerFinished.leave(stateMachine, playerComponent) end
-- Find the device's rotation via gyroscope and apply to the segway
UserInputService.DeviceRotationChanged:connect(function(rotation, rotCFrame) local x,y = rotCFrame:toEulerAnglesXYZ() local Sensitivity = 1.9 -- Direction if -x*Sensitivity > -1 and -x*Sensitivity < 1 then -- Makes sure the device isn't tilted too much Direction = -x*Sensitivity+0.4 elseif -x*Sensitivity > 0 then -- Otherwise we'll go to the max speed Direction = 1 elseif -x*Sensitivity < 0 then -- Otherwise we'll go to the max speed Direction = -1 end -- Steering if -y*Sensitivity > -1 and -y*Sensitivity < 1 then -- Makes sure the device isn't tilted too much Steer = -y*Sensitivity elseif -y*Sensitivity > 0 then -- Otherwise we'll go to the max speed Steer = 1 elseif -y*Sensitivity < 0 then -- Otherwise we'll go to the max speed Steer = -1 end end) end
-- n0opimdumb3 says hi
local function createJointData(attach0, attach1, limits) assert(attach0) assert(attach1) assert(limits) assert(limits.UpperAngle >= 0) assert(limits.TwistLowerAngle <= limits.TwistUpperAngle) return { attachment0 = attach0, attachment1 = attach1, limits = limits } end local function find(model) return function(first, second, limits) local part0 = model:FindFirstChild(first[1]) local part1 = model:FindFirstChild(second[1]) if part0 and part1 then local attach0 = part0:FindFirstChild(first[2]) local attach1 = part1:FindFirstChild(second[2]) if attach0 and attach1 and attach0:IsA("Attachment") and attach1:IsA("Attachment") then return createJointData(attach0, attach1, limits) end end end end function RigTypes.getNoCollisions(model, rigType) if rigType == Enum.HumanoidRigType.R6 then return RigTypes.getR6NoCollisions(model) elseif rigType == Enum.HumanoidRigType.R15 then return RigTypes.getR15NoCollisions(model) else return {} end end
-- Define the magnification scale for the buttons
local magnificationScale = 1.2
-- (VR) Screen effects --------------
function VRBaseCamera:StartFadeFromBlack() if UserGameSettings.VignetteEnabled == false then return end local VRFade = Lighting:FindFirstChild("VRFade") if not VRFade then VRFade = Instance.new("ColorCorrectionEffect") VRFade.Name = "VRFade" VRFade.Parent = Lighting end VRFade.Brightness = -1 self.VRFadeResetTimer = 0.1 end function VRBaseCamera:UpdateFadeFromBlack(timeDelta: number) local VRFade = Lighting:FindFirstChild("VRFade") if self.VRFadeResetTimer > 0 then self.VRFadeResetTimer = math.max(self.VRFadeResetTimer - timeDelta, 0) local VRFade = Lighting:FindFirstChild("VRFade") if VRFade and VRFade.Brightness < 0 then VRFade.Brightness = math.min(VRFade.Brightness + timeDelta * VR_FADE_SPEED, 0) end else if VRFade then -- sanity check, VRFade off VRFade.Brightness = 0 end end end function VRBaseCamera:StartVREdgeBlur(player) if UserGameSettings.VignetteEnabled == false then return end local blurPart = nil blurPart = (workspace.CurrentCamera :: Camera):FindFirstChild("VRBlurPart") if not blurPart then blurPart = Instance.new("Part") blurPart.Name = "VRBlurPart" blurPart.Parent = workspace.CurrentCamera blurPart.CanTouch = false blurPart.CanCollide = false blurPart.CanQuery = false blurPart.Anchored = true blurPart.Size = Vector3.new(0.44,0.47,1) blurPart.Transparency = 1 blurPart.CastShadow = false RunService.RenderStepped:Connect(function(step) local userHeadCF = VRService:GetUserCFrame(Enum.UserCFrame.Head) local vrCF = (workspace :: any).Camera.CFrame * userHeadCF blurPart.CFrame = (vrCF * CFrame.Angles(0, math.rad(180), 0)) + vrCF.LookVector * 1.05 end) end local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen") local VRBlur = nil if VRScreen then VRBlur = VRScreen:FindFirstChild("VRBlur") end if not VRBlur then if not VRScreen then VRScreen = Instance.new("SurfaceGui") or Instance.new("ScreenGui") end VRScreen.Name = "VRBlurScreen" VRScreen.Parent = player.PlayerGui VRScreen.Adornee = blurPart VRBlur = Instance.new("ImageLabel") VRBlur.Name = "VRBlur" VRBlur.Parent = VRScreen VRBlur.Image = "rbxasset://textures/ui/VR/edgeBlur.png" VRBlur.AnchorPoint = Vector2.new(0.5, 0.5) VRBlur.Position = UDim2.new(0.5, 0, 0.5, 0) -- this computes the ratio between the GUI 3D panel and the VR viewport -- adding 15% overshoot for edges on 2 screen headsets local ratioX = (workspace.CurrentCamera :: Camera).ViewportSize.X * 2.3 / VR_PANEL_SIZE local ratioY = (workspace.CurrentCamera :: Camera).ViewportSize.Y * 2.3 / VR_PANEL_SIZE VRBlur.Size = UDim2.fromScale(ratioX, ratioY) VRBlur.BackgroundTransparency = 1 VRBlur.Active = true VRBlur.ScaleType = Enum.ScaleType.Stretch end VRBlur.Visible = true VRBlur.ImageTransparency = 0 self.VREdgeBlurTimer = VR_SCREEN_EGDE_BLEND_TIME end function VRBaseCamera:UpdateEdgeBlur(player, timeDelta) local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen") local VRBlur = nil if VRScreen then VRBlur = VRScreen:FindFirstChild("VRBlur") end if VRBlur then if self.VREdgeBlurTimer > 0 then self.VREdgeBlurTimer = self.VREdgeBlurTimer - timeDelta local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen") if VRScreen then local VRBlur = VRScreen:FindFirstChild("VRBlur") if VRBlur then VRBlur.ImageTransparency = 1.0 - math.clamp(self.VREdgeBlurTimer, 0.01, VR_SCREEN_EGDE_BLEND_TIME) * (1/VR_SCREEN_EGDE_BLEND_TIME) end end else VRBlur.Visible = false end end end function VRBaseCamera:GetCameraHeight() if not self.inFirstPerson then return math.sin(VR_ANGLE) * self.currentSubjectDistance end return 0 end function VRBaseCamera:GetSubjectCFrame(): CFrame local result = BaseCamera.GetSubjectCFrame(self) local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if not cameraSubject then return result end -- new VR system overrides if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead if humanoidIsDead and humanoid == self.lastSubject then result = self.lastSubjectCFrame end end if result then self.lastSubjectCFrame = result end return result end function VRBaseCamera:GetSubjectPosition(): Vector3? local result = BaseCamera.GetSubjectPosition(self) -- new VR system overrides local camera = game.Workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead if humanoidIsDead and humanoid == self.lastSubject then result = self.lastSubjectPosition end elseif cameraSubject:IsA("VehicleSeat") then local offset = VR_SEAT_OFFSET result = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset) end else return nil end self.lastSubjectPosition = result return result end
-- Streamable -- Stephen Leitnick -- March 03, 2021
--// J Key Or ButtonY, Lights
uis.InputBegan:connect(function(input) if input.KeyCode==Enum.KeyCode.J or input.KeyCode==Enum.KeyCode.DPadUp then veh.Lightbar.middle.Beep:Play() veh.Lightbar.RemoteEvent:FireServer(true) end end) uis.InputBegan:connect(function(input) if input.KeyCode==Enum.KeyCode.N then veh.Lightbar.middle.Beep:Play() veh.Lightbar.DirectorRemoteEvent:FireServer(true) end end)
-- Tips
local tipFrame = Instance.new("Frame") tipFrame.Name = "TipFrame" tipFrame.BorderSizePixel = 0 tipFrame.AnchorPoint = Vector2.new(0, 0) tipFrame.Position = UDim2.new(0,50,0,50) tipFrame.Size = UDim2.new(1,0,1,-8) tipFrame.ZIndex = 40 tipFrame.Parent = iconContainer tipFrame.Active = false local tipCorner = Instance.new("UICorner") tipCorner.Name = "TipCorner" tipCorner.CornerRadius = UDim.new(0.25,0) tipCorner.Parent = tipFrame local tipLabel = Instance.new("TextLabel") tipLabel.Name = "TipLabel" tipLabel.BackgroundTransparency = 1 tipLabel.TextScaled = false tipLabel.TextSize = 12 tipLabel.Position = UDim2.new(0,3,0,3) tipLabel.Size = UDim2.new(1,-6,1,-6) tipLabel.ZIndex = 41 tipLabel.Parent = tipFrame tipLabel.Active = false
-- functions
local function EquipHat(character, hat) if CUSTOMIZATION.Hats:FindFirstChild(hat) then local hat = CUSTOMIZATION.Hats[hat]:Clone() local attach = hat.PrimaryPart local charAttach = character[attach.Name] for _, v in pairs(hat:GetChildren()) do if v:IsA("BasePart") and v ~= attach then local offset = attach.CFrame:ToObjectSpace(v.CFrame) local weld = Instance.new("Weld") weld.Part0 = charAttach weld.Part1 = v weld.C0 = offset weld.Parent = v v.Anchored = false v.CanCollide = false v.Massless = true end end attach:Destroy() hat.Parent = character.Attachments end end local function EquipOutfit(character, outfit) if CUSTOMIZATION.Outfits:FindFirstChild(outfit) then local shirt = CUSTOMIZATION.Outfits[outfit]:FindFirstChild("Shirt") if shirt then shirt = shirt:Clone() shirt.Parent = character end local pants = CUSTOMIZATION.Outfits[outfit]:FindFirstChild("Pants") if pants then pants = pants:Clone() pants.Parent = character end end end local function EquipFace(character, face) if CUSTOMIZATION.Faces:FindFirstChild(face) then local face = CUSTOMIZATION.Faces[face]:Clone() face.Parent = character.Head end end local function EquipSkinColor(character, skinColor) if CUSTOMIZATION.SkinColors:FindFirstChild(skinColor) then for _, v in pairs(character:GetChildren()) do if v:IsA("BasePart") then v.Color = CUSTOMIZATION.SkinColors[skinColor].Value end end end end local function EquipBackpack(character, backpack) if CUSTOMIZATION.Backpacks:FindFirstChild(backpack) then local backpack = CUSTOMIZATION.Backpacks[backpack]:Clone() local attach = backpack.PrimaryPart local charAttach = character[attach.Name] for _, v in pairs(backpack:GetChildren()) do if v:IsA("BasePart") and v ~= attach then local offset = attach.CFrame:ToObjectSpace(v.CFrame) local weld = Instance.new("Weld") weld.Part0 = charAttach weld.Part1 = v weld.C0 = offset weld.Parent = v v.Anchored = false v.CanCollide = false v.Massless = true end end attach:Destroy() backpack.Parent = character.Attachments end end local function EquipEmote(character, emote) if CUSTOMIZATION.Emotes:FindFirstChild(emote) then emote = CUSTOMIZATION.Emotes[emote]:Clone() emote.Parent = character.Animate.Animations.Emotes end end local function HandleCharacter(character) if character then local playerData = PLAYER_DATA:WaitForChild(character.Name) EquipHat(character, playerData.Equipped.Hat.Value) EquipHat(character, playerData.Equipped.Hat2.Value) EquipOutfit(character, playerData.Equipped.Outfit.Value) EquipFace(character, playerData.Equipped.Face.Value) EquipSkinColor(character, playerData.Equipped.SkinColor.Value) EquipBackpack(character, playerData.Equipped.Backpack.Value) EquipEmote(character, playerData.Equipped.Emote.Value) end end local function HandlePlayer(player) player.CharacterAdded:connect(HandleCharacter) HandleCharacter(player.Character) end