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--// Input Connections
|
L_104_.InputBegan:connect(function(L_308_arg1, L_309_arg2)
if not L_309_arg2 and L_15_ then
if L_308_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_308_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_76_ and not L_75_ and not L_74_ and L_24_.CanAim and not L_71_ and L_15_ and not L_63_ and not L_64_ then
if not L_61_ then
if not L_62_ then
L_3_.Humanoid.WalkSpeed = 10
L_152_ = 10
L_151_ = 0.008
end
if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then
L_94_ = L_50_
end
L_130_.target = L_53_.CFrame:toObjectSpace(L_44_.CFrame).p
L_112_:FireServer(true)
L_61_ = true
end
end;
if L_308_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_77_ and not L_78_ then
L_77_ = true
L_79_ = false
L_78_ = true
LeanRight()
end
if L_308_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_77_ and not L_79_ then
L_77_ = true
L_78_ = false
L_79_ = true
LeanLeft()
end
if L_308_arg1.KeyCode == L_24_.AlternateAimKey and not L_76_ and not L_75_ and not L_74_ and L_24_.CanAim and not L_71_ and L_15_ and not L_63_ and not L_64_ then
if not L_61_ then
if not L_62_ then
L_3_.Humanoid.WalkSpeed = 10
L_152_ = 10
L_151_ = 0.008
end
L_94_ = L_50_
L_130_.target = L_53_.CFrame:toObjectSpace(L_44_.CFrame).p
L_112_:FireServer(true)
L_61_ = true
end
end;
if L_308_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_308_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_76_ and not L_74_ and L_66_ and L_15_ and not L_63_ and not L_64_ and not L_71_ then
L_65_ = true
if not Shooting and L_15_ and not L_80_ then
if L_100_ > 0 then
Shoot()
end
elseif not Shooting and L_15_ and L_80_ then
if L_102_ > 0 then
Shoot()
end
end
end;
if L_308_arg1.KeyCode == (L_24_.LaserKey or L_308_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then
local L_310_ = L_1_:FindFirstChild("LaserLight")
L_119_.KeyDown[1].Plugin()
end;
if L_308_arg1.KeyCode == (L_24_.LightKey or L_308_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then
local L_311_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light')
local L_312_ = false
L_311_.Enabled = not L_311_.Enabled
end;
if L_15_ and L_308_arg1.KeyCode == (L_24_.FireSelectKey or L_308_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_76_ and not L_67_ and not L_75_ then
L_67_ = true
if L_89_ == 1 then
if Shooting then
Shooting = false
end
if L_24_.AutoEnabled then
L_89_ = 2
L_80_ = false
L_66_ = L_81_
elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_89_ = 3
L_80_ = false
L_66_ = L_81_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
L_89_ = 4
L_80_ = false
L_66_ = L_81_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_89_ = 6
L_80_ = true
L_81_ = L_66_
L_66_ = L_82_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then
L_89_ = 1
L_80_ = false
L_66_ = L_81_
end
elseif L_89_ == 2 then
if Shooting then
Shooting = false
end
if L_24_.BurstEnabled then
L_89_ = 3
L_80_ = false
L_66_ = L_81_
elseif not L_24_.BurstEnabled and L_24_.BoltAction then
L_89_ = 4
L_80_ = false
L_66_ = L_81_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_89_ = 6
L_80_ = true
L_81_ = L_66_
L_66_ = L_82_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_89_ = 1
L_80_ = false
L_66_ = L_81_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then
L_89_ = 2
L_80_ = false
L_66_ = L_81_
end
elseif L_89_ == 3 then
if Shooting then
Shooting = false
end
if L_24_.BoltAction then
L_89_ = 4
L_80_ = false
L_66_ = L_81_
elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_89_ = 6
L_80_ = true
L_81_ = L_66_
L_66_ = L_82_
elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_89_ = 1
L_80_ = false
L_66_ = L_81_
elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_89_ = 2
L_80_ = false
L_66_ = L_81_
elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then
L_89_ = 3
L_80_ = false
L_66_ = L_81_
end
elseif L_89_ == 4 then
if Shooting then
Shooting = false
end
if L_24_.ExplosiveEnabled then
L_89_ = 6
L_80_ = true
L_81_ = L_66_
L_66_ = L_82_
elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_89_ = 1
L_80_ = false
L_66_ = L_81_
elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_89_ = 2
L_80_ = false
L_66_ = L_81_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_89_ = 3
L_80_ = false
L_66_ = L_81_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then
L_89_ = 4
L_80_ = false
L_66_ = L_81_
end
elseif L_89_ == 6 then
if Shooting then
Shooting = false
end
L_82_ = L_66_
if L_24_.SemiEnabled then
L_89_ = 1
L_80_ = false
L_66_ = L_81_
elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_89_ = 2
L_80_ = false
L_66_ = L_81_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_89_ = 3
L_80_ = false
L_66_ = L_81_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
L_89_ = 4
L_80_ = false
L_66_ = L_81_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then
L_89_ = 6
L_80_ = true
L_81_ = L_66_
L_66_ = L_82_
end
end
UpdateAmmo()
FireModeAnim()
IdleAnim()
L_67_ = false
end;
if L_308_arg1.KeyCode == (Enum.KeyCode.F or L_308_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_76_ and not L_74_ and not L_75_ and not L_64_ and not L_67_ and not L_61_ and not L_63_ and not Shooting and not L_73_ then
if not L_70_ and not L_71_ then
L_71_ = true
Shooting = false
L_66_ = false
L_132_ = time()
delay(0.6, function()
if L_100_ ~= L_24_.Ammo and L_100_ > 0 then
CreateShell()
end
end)
BoltBackAnim()
L_70_ = true
elseif L_70_ and L_71_ then
BoltForwardAnim()
Shooting = false
L_66_ = true
if L_100_ ~= L_24_.Ammo and L_100_ > 0 then
L_100_ = L_100_ - 1
elseif L_100_ >= L_24_.Ammo then
L_66_ = true
end
L_70_ = false
L_71_ = false
IdleAnim()
L_72_ = false
end
UpdateAmmo()
end;
if L_308_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_308_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_75_ and not L_74_ and L_143_ then
L_68_ = true
if L_15_ and not L_67_ and not L_64_ and L_68_ and not L_62_ and not L_71_ then
Shooting = false
L_61_ = false
L_64_ = true
delay(0, function()
if L_64_ and not L_63_ then
L_61_ = false
L_69_ = true
end
end)
L_94_ = 80
L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed
L_152_ = L_24_.SprintSpeed
L_151_ = 0.4
end
end;
if L_308_arg1.KeyCode == (Enum.KeyCode.R or L_308_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_76_ and not L_75_ and not L_74_ and L_15_ and not L_63_ and not L_61_ and not Shooting and not L_64_ and not L_71_ then
if not L_80_ then
if L_101_ > 0 and L_100_ < L_24_.Ammo then
Shooting = false
L_63_ = true
for L_313_forvar1, L_314_forvar2 in pairs(game.Players:GetChildren()) do
if L_314_forvar2 and L_314_forvar2 ~= L_2_ and L_314_forvar2.TeamColor == L_2_.TeamColor then
if (L_314_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then
if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then
L_116_:FireServer(L_7_.AHH, L_97_[math.random(0, 23)])
end
end
end
end
ReloadAnim()
if L_100_ <= 0 then
if not L_24_.CanSlideLock then
BoltBackAnim()
BoltForwardAnim()
end
end
IdleAnim()
L_66_ = true
if L_100_ <= 0 then
if (L_101_ - (L_24_.Ammo - L_100_)) < 0 then
L_100_ = L_100_ + L_101_
L_101_ = 0
else
L_101_ = L_101_ - (L_24_.Ammo - L_100_)
L_100_ = L_24_.Ammo
end
elseif L_100_ > 0 then
if (L_101_ - (L_24_.Ammo - L_100_)) < 0 then
L_100_ = L_100_ + L_101_ + 1
L_101_ = 0
else
L_101_ = L_101_ - (L_24_.Ammo - L_100_)
L_100_ = L_24_.Ammo + 1
end
end
L_63_ = false
if not L_72_ then
L_66_ = true
end
end;
elseif L_80_ then
if L_102_ > 0 then
Shooting = false
L_63_ = true
nadeReload()
IdleAnim()
L_63_ = false
L_66_ = true
end
end;
UpdateAmmo()
end;
if L_308_arg1.KeyCode == Enum.KeyCode.RightBracket and L_61_ then
if (L_51_ < 1) then
L_51_ = L_51_ + L_24_.SensitivityIncrement
end
end
if L_308_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_61_ then
if (L_51_ > 0.1) then
L_51_ = L_51_ - L_24_.SensitivityIncrement
end
end
if L_308_arg1.KeyCode == (Enum.KeyCode.T or L_308_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then
if not L_83_ then
L_53_ = L_1_:WaitForChild("AimPart2")
L_50_ = L_24_.CycleAimZoom
if L_61_ then
L_94_ = L_24_.CycleAimZoom
end
L_83_ = true
else
L_53_ = L_1_:FindFirstChild("AimPart")
L_50_ = L_24_.AimZoom
if L_61_ then
L_94_ = L_24_.AimZoom
end
L_83_ = false
end;
end;
if L_308_arg1.KeyCode == L_24_.InspectionKey and not L_76_ and not L_75_ then
if not L_74_ then
L_74_ = true
InspectAnim()
IdleAnim()
L_74_ = false
end
end;
if L_308_arg1.KeyCode == L_24_.AttachmentKey and not L_76_ and not L_74_ then
if L_15_ then
if not L_75_ then
L_64_ = false
L_61_ = false
L_66_ = false
L_75_ = true
AttachAnim()
elseif L_75_ then
L_64_ = false
L_61_ = false
L_66_ = true
L_75_ = false
IdleAnim()
end
end
end;
if L_308_arg1.KeyCode == Enum.KeyCode.P and not L_74_ and not L_75_ and not L_61_ and not L_64_ and not L_62_ and not L_63_ and not Recoiling and not L_64_ then
if not L_76_ then
L_76_ = true
L_14_:Create(L_45_, TweenInfo.new(0.2), {
C1 = L_24_.SprintPos
}):Play()
wait(0.2)
L_109_:FireServer("Patrol", L_24_.SprintPos)
else
L_76_ = false
L_14_:Create(L_45_, TweenInfo.new(0.2), {
C1 = CFrame.new()
}):Play()
wait(0.2)
L_109_:FireServer("Unpatrol")
end
end;
end
end)
L_104_.InputEnded:connect(function(L_315_arg1, L_316_arg2)
if not L_316_arg2 and L_15_ then
if L_315_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_315_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_74_ and L_24_.CanAim and not L_75_ then
if L_61_ then
if not L_62_ then
L_3_.Humanoid.WalkSpeed = 16
L_152_ = 17
L_151_ = .25
end
L_94_ = 70
L_130_.target = Vector3.new()
L_112_:FireServer(false)
L_61_ = false
end
end;
if L_315_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_77_ then
Unlean()
L_77_ = false
L_79_ = false
L_78_ = false
end
if L_315_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_77_ then
Unlean()
L_77_ = false
L_79_ = false
L_78_ = false
end
if L_315_arg1.KeyCode == L_24_.AlternateAimKey and not L_74_ and L_24_.CanAim then
if L_61_ then
if not L_62_ then
L_3_.Humanoid.WalkSpeed = 16
L_152_ = 17
L_151_ = .25
end
L_94_ = 70
L_130_.target = Vector3.new()
L_112_:FireServer(false)
L_61_ = false
end
end;
if L_315_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_315_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_74_ then
L_65_ = false
if Shooting then
Shooting = false
end
end;
if L_315_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
local L_317_ = L_42_:WaitForChild('GameGui')
if L_16_ then
L_317_:WaitForChild('AmmoFrame').Visible = false
L_16_ = false
end
end;
if L_315_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_315_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_74_ and not L_67_ and not L_62_ then -- SPRINT
L_68_ = false
if L_64_ and not L_61_ and not Shooting and not L_68_ then
L_64_ = false
L_69_ = false
L_94_ = 70
L_3_.Humanoid.WalkSpeed = 16
L_152_ = 17
L_151_ = .25
end
end;
end
end)
L_104_.InputChanged:connect(function(L_318_arg1, L_319_arg2)
if not L_319_arg2 and L_15_ and L_24_.FirstPersonOnly and L_61_ then
if L_318_arg1.UserInputType == Enum.UserInputType.MouseWheel then
if L_318_arg1.Position.Z == 1 and (L_51_ < 1) then
L_51_ = L_51_ + L_24_.SensitivityIncrement
elseif L_318_arg1.Position.Z == -1 and (L_51_ > 0.1) then
L_51_ = L_51_ - L_24_.SensitivityIncrement
end
end
end
end)
L_104_.InputChanged:connect(function(L_320_arg1, L_321_arg2)
if not L_321_arg2 and L_15_ then
local L_322_, L_323_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_53_.CFrame.p, (L_53_.CFrame.lookVector).unit * 10000), IgnoreList);
if L_322_ then
local L_324_ = (L_323_ - L_6_.Position).magnitude
L_33_.Text = math.ceil(L_324_) .. ' m'
end
end
end)
|
-- register what control scripts we are using
|
do
local PlayerScripts = LocalPlayer:WaitForChild("PlayerScripts")
local canRegisterControls = pcall(function() PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.Default) end)
if canRegisterControls then
PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.Thumbstick)
PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.DPad)
PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.Thumbpad)
PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.ClickToMove)
PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.DynamicThumbstick)
PlayerScripts:RegisterComputerMovementMode(Enum.ComputerMovementMode.Default)
PlayerScripts:RegisterComputerMovementMode(Enum.ComputerMovementMode.KeyboardMouse)
PlayerScripts:RegisterComputerMovementMode(Enum.ComputerMovementMode.ClickToMove)
end
end
local DynamicThumbstickAvailable = pcall(function()
return Enum.DevTouchMovementMode.DynamicThumbstick and Enum.TouchMovementMode.DynamicThumbstick
end)
local FFlagUserNoCameraClickToMoveSuccess, FFlagUserNoCameraClickToMoveResult = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoCameraClickToMove") end)
local FFlagUserNoCameraClickToMove = FFlagUserNoCameraClickToMoveSuccess and FFlagUserNoCameraClickToMoveResult
|
--Settings localized
|
local Fade = Random_:NextNumber(1,1.5)
local fadeInfo = TweenInfo.new(Fade, Enum.EasingStyle.Sine, Enum.EasingDirection.In)
local strechInfo = TweenInfo.new(Fade / 1.05, Enum.EasingStyle.Quint, Enum.EasingDirection.In)
local fadeGoal = {Transparency = 1}
|
-------------------------
|
function onClicked()
R.Function1.Disabled = true
FX.HPF.BrickColor = BrickColor.new("Really red")
FX.HPF.loop.Disabled = true
FX.JET.BrickColor = BrickColor.new("Really red")
FX.JET.loop.Disabled = true
FX.LPF.BrickColor = BrickColor.new("Really red")
FX.LPF.loop.Disabled = true
FX.NOISE.BrickColor = BrickColor.new("Really red")
FX.NOISE.loop.Disabled = true
FX.ZIP.BrickColor = BrickColor.new("Really red")
FX.ZIP.loop.Disabled = true
R.loop.Disabled = false
R.Function2.Disabled = false
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 100
local slash_damage = 100
local lunge_damage = 100
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = sword.SoundSlash
local UnsheathSound = sword.SoundUnsheath
function getHumanoid(obj)
local get = obj:getChildren()
for i=1, #get do
if get[i].className == "Humanoid" then
return get[i]
end
end
return nil
end
function blow(hit)
if (hit.Parent == nil) then return end -- happens when bullet hits sword
local humanoid = getHumanoid(hit.Parent)
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 fire(pos)
local bullet =script.Parent.Handle:clone()
bullet.CFrame = CFrame.new(Tool.Parent.Head.Position + (pos - Tool.Parent.Head.Position).unit * 6, pos)
bullet.CanCollide = true
bullet.Name = "Projectile"
local velo = Instance.new("BodyVelocity")
velo.velocity = (pos - Tool.Parent.Head.Position).unit * 100
velo.Parent = bullet
local spin = Instance.new("BodyAngularVelocity")
spin.angularvelocity = bullet.CFrame:vectorToWorldSpace(Vector3.new(0,15,0))
spin.Parent = bullet
local newscript = script.Parent.ProjectileScript:clone()
newscript.Disabled = false
newscript.Parent = bullet
local player = game.Players:findFirstChild(Tool.Parent.Name)
if player == nil then return end
tagHumanoid(bullet, player)
bullet.Parent = workspace
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
function onActivated(mouse)
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
t = r.Stepped:wait()
attack()
fire(humanoid.TargetPoint)
--wait(.5)
Tool.Enabled = true
end
function onEquipped(mouse)
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
---------------------------------------------------------------
|
function onChildAdded(child)
if child.Name == "SeatWeld" then
local human = child.part1.Parent:findFirstChild("Humanoid")
if (human ~= nil) then
print("Human IN")
seat.SirenControl.CarName.Value = human.Parent.Name.."'s Car"
seat.Parent.Name = human.Parent.Name.."'s Car"
s.Parent.SirenControl:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui
seat.Start:Play()
seat.Engine:Play()
wait(3.07)
seat.Start:Stop()
end
end
end
function onChildRemoved(child)
if (child.Name == "SeatWeld") then
local human = child.part1.Parent:findFirstChild("Humanoid")
if (human ~= nil) then
print("Human OUT")
seat.Parent.Name = "PoliceCharger"
seat.SirenControl.CarName.Value = "PoliceCharger"
game.Players:findFirstChild(human.Parent.Name).PlayerGui.SirenControl:remove()
seat.Engine:Stop()
end
end
end
script.Parent.ChildAdded:connect(onChildAdded)
script.Parent.ChildRemoved:connect(onChildRemoved)
|
-- This script is made by y3th on youtube. The link to his video and channel are:
-- Channel: https://www.youtube.com/channel/UC3EjHc4SHjfeGhN1lFOkJyA
-- Video Link: https://www.youtube.com/watch?v=iVJHiv5nuXk
| |
--//ENGINE//--
|
Horsepower = 140 --{This is how much power your engine block makes ALONE, this does not represent to total horsepower output [IF you have a turbo/SC]}
EngineDisplacement = 3200 --{Engine size in CC's}
EngineType = "Diesel" --{Petrol, Diesel, Electric]
EngineLocation = "Front" --{Front, Mid, Rear}
ForcedInduction = "Natural" --{Natural, Single, Twin, Supercharger}
InductionPartSize = 0 --{0-5, 1 being small, 5 being large (Decimals accepted, e.g 2.64 turbo size, this is the size of the turbo}
ElectronicallyLimited = false --{Electronically Limit the top speed of your vehicle}
LimitSpeedValue = 200 --{Limits top speed of the vehicle [In MPH]}
|
-- You may turn both of these on at once. In that case, zone-specific music will play in the appropriate zones, and global background music will play whenever you're not within any zone.
|
settings.DisplayMuteButton = false -- If set to true, there will be a button in the bottom-right corner of the screen allowing players to mute the background music.
settings.MusicFadeoutTime = 3 -- How long music takes to fade out, in seconds.
settings.MusicOnlyPlaysWithinZones = false -- (This setting only applies when UseGlobalBackgroundMusic is set to false) If a player walks into an area that's not covered by any music zone, what should happen? If true, music will stop playing. If false, the music from the previous zone will continue to play.
return settings
|
--[[Shutdown]]
|
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") then
_PBrake = not _PBrake
wait(.2)
script.Parent:Destroy()
end
end)
|
--[=[
@param predicate (player: Player, argsFromFire: ...) -> boolean
@param ... any -- Arguments to pass to the clients (and to the predicate)
Fires the signal at any clients that pass the `predicate`
function test. This can be used to fire signals with much
more control logic.
:::note Outbound Middleware
All arguments pass through any outbound middleware before being
sent to the clients.
:::
:::caution Predicate Before Middleware
The arguments sent to the predicate are sent _before_ getting
transformed by any middleware.
:::
```lua
-- Fire signal to players of the same team:
remoteSignal:FireFilter(function(player)
return player.Team.Name == "Best Team"
end)
```
]=]
|
function RemoteSignal:FireFilter(predicate: (Player, ...any) -> boolean, ...: any)
for _,player in ipairs(Players:GetPlayers()) do
if predicate(player, ...) then
self._re:FireClient(player, self:_processOutboundMiddleware(nil, ...))
end
end
end
|
--[[
Returns the last cached value calculated by this Computed object.
The computed object will be registered as a dependency unless `asDependency`
is false.
]]
|
function class:get(asDependency: boolean?)
if asDependency ~= false then
useDependency(self)
end
return self._value
end
|
-- Left Legs
|
character.RagdollRig.ConstraintLeftUpperLeg.Attachment0 = LUL
character.RagdollRig.ConstraintLeftUpperLeg.Attachment1 = LULRig
character.RagdollRig.ConstraintLeftLowerLeg.Attachment0 = LLL
character.RagdollRig.ConstraintLeftLowerLeg.Attachment1 = LLLRig
character.RagdollRig.ConstraintLeftFoot.Attachment0 = LF
character.RagdollRig.ConstraintLeftFoot.Attachment1 = LFRig
|
-- Calculate label length
|
local LABEL_TEXT = 'ALT'
local LABEL_LENGTH = TextService:GetTextSize(LABEL_TEXT,
21/2, Enum.Font.SourceSansSemibold, Vector2.new(math.huge, math.huge)).X
local function ScopeInTooltip(props)
return new('ImageLabel', {
BackgroundTransparency = 1;
ImageTransparency = 1 - 0.14;
Image = 'rbxassetid://4445959523';
ScaleType = Enum.ScaleType.Slice;
SliceCenter = Rect.new(4, 4, 12, 12);
ImageColor3 = Color3.fromRGB(0, 0, 0);
Size = UDim2.new(0, LABEL_LENGTH + 8/2, 0, 30/2);
LayoutOrder = props.LayoutOrder or 3;
},
{
Label = new('TextLabel', {
BackgroundTransparency = 1;
Size = UDim2.new(0, LABEL_LENGTH, 1, 0);
Position = UDim2.new(0, 5/2, 0.5, 0);
AnchorPoint = Vector2.new(0, 0.5);
Font = Enum.Font.SourceSansSemibold;
TextSize = 21/2;
Text = LABEL_TEXT;
TextTransparency = 0.5;
TextYAlignment = Enum.TextYAlignment.Center;
TextColor3 = Color3.fromRGB(255, 255, 255);
LayoutOrder = 1;
});
})
end
return ScopeInTooltip
|
-- ROBLOX deviation: imported chalk instead of ansi-styles
|
local chalk = require(Packages.ChalkLua)
|
----------------------------------------------------------------------------------------
-- Adonis Loader --
----------------------------------------------------------------------------------------
-- Epix Incorporated. Not Everything is so Black and White. --
----------------------------------------------------------------------------------------
-- Edit settings in-game or using the settings module in the Config folder --
----------------------------------------------------------------------------------------
-- This is not designed to work in solo mode --
----------------------------------------------------------------------------------------
|
local warn = function(...)
warn(":: Adonis ::", ...)
end
warn("Loading...")
local ServerScriptService = game:GetService("ServerScriptService")
local RunService = game:GetService("RunService")
local mutex = RunService:FindFirstChild("__Adonis_MUTEX")
if mutex then
if mutex:IsA("StringValue") then
warn("Adonis is already running! Aborting...; Running Location:", mutex.Value, "This Location:", script:GetFullName())
else
warn("Adonis mutex detected but is not a StringValue! Aborting anyway...; This Location:", script:GetFullName())
end
else
mutex = Instance.new("StringValue")
mutex.Name = "__Adonis_MUTEX"
mutex.Value = script:GetFullName()
mutex.Parent = RunService
local model = script.Parent.Parent
local config = model.Config
local core = model.Loader
local dropper = core.Dropper
local loader = core.Loader
local runner = script
local settings = config.Settings
local plugins = config.Plugins
local themes = config.Themes
local backup = model:Clone()
local data = {
Settings = {};
Descriptions = {};
Messages = {};
ServerPlugins = {};
ClientPlugins = {};
Packages = {};
Themes = {};
ModelParent = model.Parent;
Model = model;
Config = config;
Core = core;
Loader = loader;
Dopper = dropper;
Runner = runner;
ModuleID = 7510592873; --// https://www.roblox.com/library/7510592873/Adonis-MainModule
LoaderID = 7510622625; --// https://www.roblox.com/library/7510622625/Adonis-Loader-Sceleratis-Davey-Bones-Epix
DebugMode = false;
}
--// Init
-- selene: allow(incorrect_standard_library_use)
script.Parent = nil --script:Destroy()
model.Name = math.random()
local moduleId = data.ModuleID
if data.DebugMode then
moduleId = model.Parent.MainModule
end
local success, setTab = pcall(require, settings)
if success then
data.Messages = setTab.Settings.Messages
else
warn("[DEVELOPER ERROR] Settings module errored while loading; Using defaults; Error Message: ", setTab)
table.insert(data.Messages, {
Title = "Warning!";
Message = "Settings module error detected. Using default settings.";
Time = 15;
})
setTab = {}
end
data.Settings = setTab.Settings
data.Descriptions = setTab.Description
data.Order = setTab.Order
for _, plugin in ipairs(plugins:GetChildren()) do
if plugin:IsA("Folder") then
table.insert(data.Packages, plugin)
elseif plugin.Name:lower():match("^client[%-:]") then
table.insert(data.ClientPlugins, plugin)
elseif plugin.Name:lower():match("^server[%-:]") then
table.insert(data.ServerPlugins, plugin)
else
warn("[DEVELOPER ERROR] Unknown Plugin Type for "..tostring(plugin).."; Plugin name should either start with 'Server:', 'Server-', 'Client:', or 'Client-'")
end
end
for _, theme in ipairs(themes:GetChildren()) do
table.insert(data.Themes, theme)
end
if tonumber(moduleId) then
warn("Requiring Adonis MainModule. Model URL: https://www.roblox.com/library/".. moduleId)
end
local module = require(moduleId)
local response = module(data)
if response == "SUCCESS" then
if (data.Settings and data.Settings.HideScript) and not data.DebugMode and not RunService:IsStudio() then
model.Parent = nil
game:BindToClose(function()
model.Parent = ServerScriptService
model.Name = "Adonis_Loader"
end)
end
model.Name = "Adonis_Loader"
else
error(" !! Adonis MainModule failed to load !! ")
end
end
--[[
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
___________ .__ .___
\_ _____/_____ |__|__ ___ | | ____ ____
| __)_\____ \| \ \/ / | |/ \_/ ___\
| \ |_> > |> < | | | \ \___
/_______ / __/|__/__/\_ \ |___|___| /\___ > /\
\/|__| \/ \/ \/ \/
--------------------------------------------------------
Epix Incorporated. Not Everything is so Black and White.
--------------------------------------------------------
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--]]
|
----------------------
|
function module.Create(radius,Position, rockSize , FlyingDebrisSize, DespawnTime, FlyingRockDespawnTime , AmountFlyingDebris)
local newrocksize = math.random(rockSize[1],rockSize[2])
local ModelCircle = Instance.new("Model",workspace.FX)
ModelCircle.Name = "Debris"
Debris:AddItem(ModelCircle,10)
local Y = Position.Y
local Material
local Transparency
local Color
local IgnoreList = {}
for _,object in pairs(workspace:GetDescendants()) do
if object.Name == "Debree" or object:FindFirstChildWhichIsA("Humanoid") then
table.insert(IgnoreList,object)
end
end
local RPParams = RaycastParams.new()
RPParams.FilterDescendantsInstances = IgnoreList
RPParams.FilterType = Enum.RaycastFilterType.Blacklist
local ray = workspace:Raycast(Position + Vector3.new(0,0.1,0),Vector3.new(0,-999,0),RPParams)
if ray then
Y = ray.Position.Y
Material = ray.Material
Transparency = ray.Instance.Transparency
Color = ray.Instance.Color
end
local parts = {}
for i = 0,radius * 8,newrocksize do
local Rock = PartCacheModule.new(script.Parent.Parent.Effects.RockModuleRock,1)
local DropletClone = PartCacheModule.GetPart(Rock)
DropletClone.Parent = ModelCircle
table.insert(parts,DropletClone)
Rock:ReturnPart(DropletClone)
end
local function getXAndZPositions(angle)
local x = math.cos(angle) * radius
local z = math.sin(angle) * radius
return x, z
end
for i, part in pairs(parts) do
part.Anchored = true
part.Name = "Debree"
part.Size = Vector3.new(0,0,0)
local angle = (i*newrocksize) * (360 / #parts)
local x,z = getXAndZPositions(angle)
table.insert(IgnoreList,part)
RPParams.FilterDescendantsInstances = IgnoreList
part.CFrame = CFrame.new(Position) * CFrame.new(x, 0, z)
part.Position = Vector3.new(part.Position.X,Y,part.Position.Z)
part.CFrame *= CFrame.Angles(math.rad(math.random(-90,90)),math.rad(math.random(-90,90)),math.rad(math.random(-90,90)))
if AccurateRepresentation == true then
local raynew = workspace:Raycast(part.Position + Vector3.new(0,0.1,0),Vector3.new(0,-999,0),RPParams)
if raynew then
part.Material = raynew.Material
part.Transparency = raynew.Instance.Transparency
part.Color = raynew.Instance.Color
else
--part.Material = Material
--part.Transparency = Transparency
--part.Color = Color
end
else
part.Material = Materials[math.random(1,#Materials)]
part.Color = Colors[math.random(1,#Colors)]
end
local newrocksize2 = math.random(rockSize[1],rockSize[2])
part.Parent = workspace
TS:Create(part,TweenInfo.new(0.2),{Size = Vector3.new(newrocksize2,newrocksize2,newrocksize2)}):Play()
local DespawnTime1 = math.random(DespawnTime[1],DespawnTime[2])
local RockDespawnTimeTween = math.random(.5,1.3)
task.spawn(function()
task.wait(DespawnTime1)
local HighlightTweenInfo = {RockDespawnTimeTween, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false}
local TweenGoal1 = {Size = Vector3.new(0,0,0)}
local RockSizeTween = Tween.Tween(part, HighlightTweenInfo, TweenGoal1)
Debris:AddItem(part,4.1)
end)
end
for i = 0,AmountFlyingDebris do
local DebrisVelocity = Vector3.new(math.random(-40,40),math.floor(55,105),math.random(-40,40))
local newFlyingrocksize = math.random(FlyingDebrisSize[1],FlyingDebrisSize[2])
local part = Instance.new("Part",ModelCircle)
part.CanCollide = false
part.Size = Vector3.new(0,0,0)
part.Massless = true
part.Name = "Debree"
TS:Create(part,TweenInfo.new(0.2),{Size = Vector3.new(newFlyingrocksize,newFlyingrocksize,newFlyingrocksize)}):Play()
if AccurateRepresentation == true then
part.Material = Material
part.Transparency = Transparency
part.Color = Color
else
part.Material = Materials[math.random(1,#Materials)]
part.Color = Colors[math.random(1,#Colors)]
end
part.Position = Position + Vector3.new(0,newFlyingrocksize,0)
part.Velocity = DebrisVelocity
part.AssemblyAngularVelocity = Vector3.new(math.random(-90,90),math.random(-90,90),math.random(-90,90))
task.spawn(function()
task.wait(0.5)
part.CanCollide = FlyingDebrisCollision
end)
local FlyingRockDespawnTime1 = math.random(FlyingRockDespawnTime[1],FlyingRockDespawnTime[2])
local FlyingRockDespawnTimeTween = math.random(1,2)
task.spawn(function()
task.wait(FlyingRockDespawnTime1)
local HighlightTweenInfo = {FlyingRockDespawnTimeTween, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false}
local TweenGoal1 = {Size = Vector3.new(0,0,0)}
local RockSizeTween = Tween.Tween(part, HighlightTweenInfo, TweenGoal1)
Debris:AddItem(part, 5.1)
coroutine.wrap(spinPart)(part)
end)
end
return
end
return module
|
--[[
Compress.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 isdead = Human.Parent.Saude.Stances.rodeath
local cpr = Human.Parent.Saude.Stances.cpr
local Bandagens = Human.Parent.Saude.Kit.Bandagem
if enabled.Value == false and isdead.Value == true then
enabled.Value = true
cpr.Value = true
Human.Health = Human.Health + 25
wait(0.5)
enabled.Value = false
end
end)
]]
|
--
|
--[[ Camera Maths Utilities Library ]]
|
--
local Util = require(script.Parent:WaitForChild("CameraUtils"))
local PlayersService = game:GetService("Players")
local POP_RESTORE_RATE = 0.3
local MIN_CAMERA_ZOOM = 0.5
local VALID_SUBJECTS = {
'Humanoid',
'VehicleSeat',
'SkateboardPlatform',
}
local portraitPopperFixFlagExists, portraitPopperFixFlagEnabled = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserPortraitPopperFix")
end)
local FFlagUserPortraitPopperFix = portraitPopperFixFlagExists and portraitPopperFixFlagEnabled
|
--Funcion Del AutoClick
|
local plr = script.Parent.Parent.Parent.Parent
local lea = plr:WaitForChild("Otherstats")-- Nombre De La Carpeta De Su Sistema De Dinero
local leae = plr:WaitForChild("leaderstats")-- Nombre De La Carpeta De Su Sistema De Dinero
local sas = plr:WaitForChild("PlayerStats")-- Nombre De La Carpeta De Su Sistema De Dinero
local autoclick = false
local autoclickDD = false
function GetAuto()
lea.Grow.Value = lea.Grow.Value +1*sas.GrowBoost.Value +1*sas.GrowsGamepass.Value
leae.TotalGrows.Value = leae.TotalGrows.Value +1*sas.GrowBoost.Value +1*sas.GrowsGamepass.Value
game.Workspace.Tree.Size = game.Workspace.Tree.Size + Vector3.new(1,1,1)
game.Workspace.Base.Size = game.Workspace.Base.Size + Vector3.new(1,0,1)
game.Workspace.Pop:Play()
end
script.Parent.AutoClick.MouseButton1Click:Connect(function()
if autoclick == false then
autoclick = true
script.Parent.AutoClick.TextLabel.Text = "ON"
else
autoclick = false
script.Parent.AutoClick.TextLabel.Text = "OFF"
end
end)
while wait()do
if autoclick == true then
if autoclickDD == false then
autoclickDD = true
GetAuto(1)-- Cambia El Tiempo De Espera Al Recargar
wait(1.5)-- Tambien Cambia Para El Tiempo De Espera Al Recargar
autoclickDD = false
end
end
end
|
--[[
@param BasePart TargetPart The part for which we want to create a path to.
@return Boolean IsValidPath Returns true if a valid path exists. Returns false otherwise.
@return Path Path Returns a Path object if it is a valid path. Returns nil otherwise.
--]]
|
function Pathfinder:CreatePath(TargetPosition)
if not TargetPosition then
return false
end
local Path = PathfindingService:FindPathAsync(self.RootPart.Position, TargetPosition)
if Path.Status == Enum.PathStatus.Success then
if DEBUG then
self:DrawPath(Path)
end
return true, Path
end
return false
end
function Pathfinder:SetCurrentPath(Path)
self.CurrentPath = Path
end
|
--[[
Fired when PreGameReady is entered, throwing out a player state update, as well as transitioning the player state
]]
|
function Transitions.onEnterPreGameReady(stateMachine, event, from, to, playerComponent)
Logger.trace(playerComponent.player.Name, " state change: ", from, " -> ", to)
playerComponent:updateStatus("currentState", to)
end
|
----TUNING OPTIONS--YOU REALLY DON'T NEED TO PLAY HERE BUT ITS OKAY--
|
local Reducer = 0.5 ---- How much Lag you gain from a single turbo lag
local Missfireboost = 0.6 ----- How much lag when it misfires
local DefaultTurboLag = _Tune.BoostLag ---- you already wrote that in the main tune
local Missfireboostwait = 10 ----- how long you wait before each misfireboost
|
-- Credit to Davidii for creating the orginal module which I slightly modified for my purposes
|
local RoomPackager = {}
|
--BotHit0
|
Door.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") and hit.Parent:FindFirstChild("Bot") then
if Ready == true then
if Open == false then
Ready = false
Unlock:Play()
hit.Parent.HumanoidRootPart.Anchored = true
wait(1)
hit.Parent.HumanoidRootPart.Anchored = false
Open = true
OpenSound:Play()
OpenTween:Play()
OpenTween1:Play()
wait(.5)
Ready = true
end
end
end
end)
|
-- Listener for changes to workspace.CurrentCamera
|
function BaseCamera:OnCurrentCameraChanged()
if UserInputService.TouchEnabled then
if self.viewportSizeChangedConn then
self.viewportSizeChangedConn:Disconnect()
self.viewportSizeChangedConn = nil
end
local newCamera = game.Workspace.CurrentCamera
if newCamera then
self:OnViewportSizeChanged()
self.viewportSizeChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
self:OnViewportSizeChanged()
end)
end
end
-- VR support additions
if self.cameraSubjectChangedConn then
self.cameraSubjectChangedConn:Disconnect()
self.cameraSubjectChangedConn = nil
end
local camera = game.Workspace.CurrentCamera
if camera then
self.cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):Connect(function()
self:OnNewCameraSubject()
end)
self:OnNewCameraSubject()
end
end
function BaseCamera:OnDynamicThumbstickEnabled()
if UserInputService.TouchEnabled then
self.isDynamicThumbstickEnabled = true
end
end
function BaseCamera:OnDynamicThumbstickDisabled()
self.isDynamicThumbstickEnabled = false
end
function BaseCamera:OnGameSettingsTouchMovementModeChanged()
if player.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then
if (UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.DynamicThumbstick
or UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.Default) then
self:OnDynamicThumbstickEnabled()
else
self:OnDynamicThumbstickDisabled()
end
end
end
function BaseCamera:OnDevTouchMovementModeChanged()
if player.DevTouchMovementMode.Name == "DynamicThumbstick" then
self:OnDynamicThumbstickEnabled()
else
self:OnGameSettingsTouchMovementModeChanged()
end
end
function BaseCamera:OnPlayerCameraPropertyChange()
-- This call forces re-evaluation of player.CameraMode and clamping to min/max distance which may have changed
self:SetCameraToSubjectDistance(self.currentSubjectDistance)
end
function BaseCamera:GetCameraHeight()
if VRService.VREnabled and not self.inFirstPerson then
return math.sin(VR_ANGLE) * self.currentSubjectDistance
end
return 0
end
function BaseCamera:InputTranslationToCameraAngleChange(translationVector, sensitivity)
if not FFlagUserDontAdjustSensitvityForPortrait then
local camera = game.Workspace.CurrentCamera
if camera and camera.ViewportSize.X > 0 and camera.ViewportSize.Y > 0 and (camera.ViewportSize.Y > camera.ViewportSize.X) then
-- Screen has portrait orientation, swap X and Y sensitivity
return translationVector * Vector2.new( sensitivity.Y, sensitivity.X)
end
end
return translationVector * sensitivity
end
function BaseCamera:Enable(enable)
if self.enabled ~= enable then
self.enabled = enable
if self.enabled then
self:ConnectInputEvents()
self:BindContextActions()
if player.CameraMode == Enum.CameraMode.LockFirstPerson then
self.currentSubjectDistance = 0.5
if not self.inFirstPerson then
self:EnterFirstPerson()
end
end
else
self:DisconnectInputEvents()
self:UnbindContextActions()
-- Clean up additional event listeners and reset a bunch of properties
self:Cleanup()
end
end
end
function BaseCamera:GetEnabled()
return self.enabled
end
function BaseCamera:OnInputBegan(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchBegan(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
self:OnMouse2Down(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
self:OnMouse3Down(input, processed)
end
end
function BaseCamera:OnInputChanged(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchChanged(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseMovement then
self:OnMouseMoved(input, processed)
end
end
function BaseCamera:OnInputEnded(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchEnded(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
self:OnMouse2Up(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
self:OnMouse3Up(input, processed)
end
end
function BaseCamera:OnPointerAction(wheel, pan, pinch, processed)
if processed then
return
end
if pan.Magnitude > 0 then
local inversionVector = Vector2.new(1, UserGameSettings:GetCameraYInvertValue())
local rotateDelta = self:InputTranslationToCameraAngleChange(PAN_SENSITIVITY*pan, MOUSE_SENSITIVITY)*inversionVector
self.rotateInput = self.rotateInput + rotateDelta
end
local zoom = self.currentSubjectDistance
local zoomDelta = -(wheel + pinch)
if abs(zoomDelta) > 0 then
local newZoom
if self.inFirstPerson and zoomDelta > 0 then
newZoom = FIRST_PERSON_DISTANCE_THRESHOLD
else
if FFlagUserFixZoomInZoomOutDiscrepancy then
if (zoomDelta > 0) then
newZoom = zoom + zoomDelta*(1 + zoom*ZOOM_SENSITIVITY_CURVATURE)
else
newZoom = (zoom + zoomDelta) / (1 - zoomDelta*ZOOM_SENSITIVITY_CURVATURE)
end
else
newZoom = zoom + zoomDelta*(1 + zoom*ZOOM_SENSITIVITY_CURVATURE)
end
end
self:SetCameraToSubjectDistance(newZoom)
end
end
function BaseCamera:ConnectInputEvents()
self.pointerActionConn = UserInputService.PointerAction:Connect(function(wheel, pan, pinch, processed)
self:OnPointerAction(wheel, pan, pinch, processed)
end)
self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed)
self:OnInputBegan(input, processed)
end)
self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed)
self:OnInputChanged(input, processed)
end)
self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed)
self:OnInputEnded(input, processed)
end)
self.menuOpenedConn = GuiService.MenuOpened:connect(function()
self:ResetInputStates()
end)
self.gamepadConnectedConn = UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
if self.activeGamepad ~= gamepadEnum then return end
self.activeGamepad = nil
self:AssignActivateGamepad()
end)
self.gamepadDisconnectedConn = UserInputService.GamepadConnected:connect(function(gamepadEnum)
if self.activeGamepad == nil then
self:AssignActivateGamepad()
end
end)
self:AssignActivateGamepad()
if not FFlagUserCameraToggle then
self:UpdateMouseBehavior()
end
end
function BaseCamera:BindContextActions()
self:BindGamepadInputActions()
self:BindKeyboardInputActions()
end
function BaseCamera:AssignActivateGamepad()
local connectedGamepads = UserInputService:GetConnectedGamepads()
if #connectedGamepads > 0 then
for i = 1, #connectedGamepads do
if self.activeGamepad == nil then
self.activeGamepad = connectedGamepads[i]
elseif connectedGamepads[i].Value < self.activeGamepad.Value then
self.activeGamepad = connectedGamepads[i]
end
end
end
if self.activeGamepad == nil then -- nothing is connected, at least set up for gamepad1
self.activeGamepad = Enum.UserInputType.Gamepad1
end
end
function BaseCamera:DisconnectInputEvents()
if self.inputBeganConn then
self.inputBeganConn:Disconnect()
self.inputBeganConn = nil
end
if self.inputChangedConn then
self.inputChangedConn:Disconnect()
self.inputChangedConn = nil
end
if self.inputEndedConn then
self.inputEndedConn:Disconnect()
self.inputEndedConn = nil
end
end
function BaseCamera:UnbindContextActions()
for i = 1, #self.boundContextActions do
ContextActionService:UnbindAction(self.boundContextActions[i])
end
self.boundContextActions = {}
end
function BaseCamera:Cleanup()
if self.pointerActionConn then
self.pointerActionConn:Disconnect()
self.pointerActionConn = nil
end
if self.menuOpenedConn then
self.menuOpenedConn:Disconnect()
self.menuOpenedConn = nil
end
if self.mouseLockToggleConn then
self.mouseLockToggleConn:Disconnect()
self.mouseLockToggleConn = nil
end
if self.gamepadConnectedConn then
self.gamepadConnectedConn:Disconnect()
self.gamepadConnectedConn = nil
end
if self.gamepadDisconnectedConn then
self.gamepadDisconnectedConn:Disconnect()
self.gamepadDisconnectedConn = nil
end
if self.subjectStateChangedConn then
self.subjectStateChangedConn:Disconnect()
self.subjectStateChangedConn = nil
end
if self.viewportSizeChangedConn then
self.viewportSizeChangedConn:Disconnect()
self.viewportSizeChangedConn = nil
end
if self.touchActivateConn then
self.touchActivateConn:Disconnect()
self.touchActivateConn = nil
end
self.turningLeft = false
self.turningRight = false
self.lastCameraTransform = nil
self.lastSubjectCFrame = nil
self.userPanningTheCamera = false
self.rotateInput = Vector2.new()
self.gamepadPanningCamera = Vector2.new(0,0)
-- Reset input states
self.startPos = nil
self.lastPos = nil
self.panBeginLook = nil
self.isRightMouseDown = false
self.isMiddleMouseDown = false
self.fingerTouches = {}
self.dynamicTouchInput = nil
self.numUnsunkTouches = 0
self.startingDiff = nil
self.pinchBeginZoom = nil
-- Unlock mouse for example if right mouse button was being held down
if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
|
-- if ZombieTarget.Torso.Position.Y > model.Torso.Position.Y + 2 then
-- model.Humanoid.Jump = true
-- end
|
end
end
end
PursueState.Init = function()
end
-- AttackState: Keep moving towards target and play attack animation.
local AttackState = StateMachine.NewState()
AttackState.Name = "Attack"
local lastAttack = os.time()
local attackTrack = model.Humanoid:LoadAnimation(model.Animations.Attack)
AttackState.Action = function()
model.Humanoid:MoveTo(ZombieTarget.Torso.Position)
local now = os.time()
if now - lastAttack > 3 then
lastAttack = now
attackTrack:Play()
end
end
-- HuntState: Can't see target but NPC will move to target's last known location.
-- Will eventually get bored and switch state.
local HuntState = StateMachine.NewState()
HuntState.Name = "Hunt"
HuntState.Action = function()
if ZombieTargetLastLocation then
PathLib:MoveToTarget(model, ZombieTargetLastLocation)
end
end
HuntState.Init = function()
lastBored = os.time() + configs["BoredomDuration"] / 2
end
-- CONDITION DEFINITIONS
-- CanSeeTarget: Determines if a target is visible. Returns true if target is visible and
-- sets current target. A target is valid if it is nearby, visible, has a Torso and WalkSpeed
-- greater than 0 (this is to ignore inanimate objects that happen to use humanoids)
local CanSeeTarget = StateMachine.NewCondition()
CanSeeTarget.Name = "CanSeeTarget"
CanSeeTarget.Evaluate = function()
if model then
-- Get list of all nearby Zombies and non-Zombie humanoids
-- Zombie list is used to ignore zombies during later raycast
local humanoids = HumanoidList:GetCurrent()
local zombies = {}
local characters = {}
for _, object in pairs(humanoids) do
if object and object.Parent and object.Parent:FindFirstChild("Torso") and object.Health > 0 and object.WalkSpeed > 0 then
local torso = object.Parent:FindFirstChild("Torso")
if torso then
local distance = (model.Torso.Position - torso.Position).magnitude
if distance <= configs["AggroRange"] then
if object.Parent.Name == "Drooling Zombie" then
table.insert(zombies, object.Parent)
else
table.insert(characters, object.Parent)
end
end
end
end
end
local target = AIUtilities:GetClosestVisibleTarget(model, characters, zombies, configs["FieldOfView"])
if target then
ZombieTarget = target
return true
end
|
-- A-Z
|
for Index = 65, 90 do
table.insert(Alphabet, Index)
end
|
--[[
local require = function(mod, ...)
if mod and tonumber(mod) then
warn("Requiring Module by ID; Expand for module URL > ", {URL = "https://www.roblox.com/library/".. moduleId})
end
return require(mod, ...)
end
--]]
|
local function CloneTable(tab, recursive)
local clone = table.clone(tab)
if recursive then
for i,v in pairs(clone) do
if type(v) == "table" then
clone[i] = CloneTable(v, recursive)
end
end
end
return clone
end
local function Pcall(func, ...)
local pSuccess, pError = pcall(func, ...)
if not pSuccess then
warn(pError)
logError(pError)
end
return pSuccess, pError
end
local function cPcall(func, ...)
return Pcall(function(...)
return coroutine.resume(coroutine.create(func), ...)
end, ...)
end
local function Routine(func, ...)
return coroutine.resume(coroutine.create(func), ...)
end
local function GetEnv(env, repl)
local scriptEnv = setmetatable({}, {
__index = function(tab, ind)
return (locals[ind] or (env or origEnv)[ind])
end;
__metatable = unique;
})
if repl and type(repl) == "table" then
for ind, val in pairs(repl) do
scriptEnv[ind] = val
end
end
return scriptEnv
end
local function GetVargTable()
return {
Server = server;
Service = service;
}
end
local function LoadModule(module, yield, envVars, noEnv, isCore)
noEnv = false --// Seems to make loading take longer when true (?)
local isFunc = type(module) == "function"
local module = (isFunc and service.New("ModuleScript", {Name = "Non-Module Loaded"})) or module
local plug = (isFunc and module) or require(module)
if server.Modules and type(module) ~= "function" then
table.insert(server.Modules,module)
end
if type(plug) == "function" then
if isCore then
local ran,err = service.TrackTask("CoreModule: ".. tostring(module), plug, GetVargTable(), GetEnv)
if not ran then
warn("Core Module encountered an error while loading:", module)
warn(err)
else
return err;
end
elseif yield then
--Pcall(setfenv(plug,GetEnv(getfenv(plug), envVars)))
local ran,err = service.TrackTask("Plugin: ".. tostring(module), (noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)), GetVargTable())
if not ran then
warn("Plugin Module encountered an error while loading:", module)
warn(err)
else
return err;
end
else
--service.Threads.RunTask("PLUGIN: "..tostring(module),setfenv(plug,GetEnv(getfenv(plug), envVars)))
local ran, err = service.TrackTask("Thread: Plugin: ".. tostring(module), (noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)), GetVargTable())
if not ran then
warn("Plugin Module encountered an error while loading:", module)
warn(err)
else
return err;
end
end
else
server[module.Name] = plug
end
if server.Logs then
server.Logs.AddLog(server.Logs.Script,{
Text = "Loaded Module: "..tostring(module);
Desc = "Adonis loaded a core module or plugin";
})
end
end;
|
-- Helper function to lazily instantiate a controller if it does not yet exist,
-- disable the active controller if it is different from the on being switched to,
-- and then enable the requested controller. The argument to this function must be
-- a reference to one of the control modules, i.e. Keyboard, Gamepad, etc.
|
function ControlModule:SwitchToController(controlModule)
if not controlModule then
if self.activeController then
self.activeController:Enable(false)
end
self.activeController = nil
self.activeControlModule = nil
else
if not self.controllers[controlModule] then
self.controllers[controlModule] = controlModule.new(CONTROL_ACTION_PRIORITY)
end
if self.activeController ~= self.controllers[controlModule] then
if self.activeController then
self.activeController:Enable(false)
end
self.activeController = self.controllers[controlModule]
self.activeControlModule = controlModule -- Only used to check if controller switch is necessary
if self.touchControlFrame and (self.activeControlModule == ClickToMove
or self.activeControlModule == TouchThumbstick
or self.activeControlModule == DynamicThumbstick) then
if not self.controllers[TouchJump] then
self.controllers[TouchJump] = TouchJump.new()
end
self.touchJumpController = self.controllers[TouchJump]
self.touchJumpController:Enable(true, self.touchControlFrame)
else
if self.touchJumpController then
self.touchJumpController:Enable(false)
end
end
self:EnableActiveControlModule()
end
end
end
function ControlModule:OnLastInputTypeChanged(newLastInputType)
if lastInputType == newLastInputType then
warn("LastInputType Change listener called with current type.")
end
lastInputType = newLastInputType
if lastInputType == Enum.UserInputType.Touch then
-- TODO: Check if touch module already active
local touchModule, success = self:SelectTouchModule()
if success then
while not self.touchControlFrame do
wait()
end
self:SwitchToController(touchModule)
end
elseif computerInputTypeToModuleMap[lastInputType] ~= nil then
local computerModule = self:SelectComputerMovementModule()
if computerModule then
self:SwitchToController(computerModule)
end
end
self:UpdateTouchGuiVisibility()
end
|
------------------------------------------------------------------------
|
local TOGGLE_INPUT_PRIORITY = Enum.ContextActionPriority.Low.Value
local INPUT_PRIORITY = Enum.ContextActionPriority.High.Value
local FREECAM_MACRO_KB = {Enum.KeyCode.LeftShift, Enum.KeyCode.P}
local NAV_GAIN = Vector3.new(1, 1, 1)*64
local PAN_GAIN = Vector2.new(0.75, 1)*8
local FOV_GAIN = 300
local PITCH_LIMIT = rad(90)
local VEL_STIFFNESS = 1.5
local PAN_STIFFNESS = 1.0
local FOV_STIFFNESS = 4.0
|
--// Todo:
--// Fix a loooootttttttt of bugged commands
--// Probably a lot of other stuff idk
--// Transform from Sceleratis into Dr. Sceleratii; Evil alter-ego; Creator of bugs, destroyer of all code that is good
--// Maybe add a celery command at some point (wait didn't we do this?)
--// Say hi to people reading the script
--// ...
--// "Hi." - Me
--// Your mom
| |
--[[**
Checks if the player's primary group is the given group.
@param [Instance<Player>] Player The player you are checking for. Can also be their UserID.
@param [Integer] GroupID The group you are checking.
@returns [Boolean] Whether or not the primary group is the given group.
**--]]
|
function GroupService:IsPrimaryGroupAsync(Player, GroupID)
for _, Group in ipairs(GroupService:GetGroupsAsync(Player)) do
if Group.Id == GroupID and Group.IsPrimary then
return true
end
end
return false
end
|
-- ROBLOX Services
|
local RunService = game:GetService('RunService')
|
--Brew touched event logic
|
function onTouch(touchedPart)
local character = touchedPart.Parent
if character == nil then return end
local humanoid = character:FindFirstChild("Humanoid", false);
if humanoid then
doTheBrew(humanoid, character)
end
end
brew.Touched:Connect(onTouch)
|
--WARNING: ABANDON ALL HOPE YE WHO TREAD THESE LINES
|
local Camera =game.Workspace.CurrentCamera
local Tool = script.Parent
local Handle = Tool:WaitForChild('Handle')
function StartTrail(source,nparent)
local trailParts = {}
local sourceAlive = true
UTIL.DefineDestructor(source,function()
sourceAlive=false
for _,i in pairs(trailParts) do
i.Parent = nil
end
end)
local numParts = 60
local counter = 1
while sourceAlive do
if not trailParts[counter] then
local tpart = Instance.new('Part')
tpart.Anchored = true
tpart.CanCollide = false
tpart.FormFactor = 'Custom'
tpart.Size = Vector3.new(.3,5,3)
tpart.Transparency = .2
tpart.BrickColor = BrickColor.new('Bright blue')
tpart.Parent = nparent
trailParts[counter]=tpart
end
trailParts[counter].CFrame = source.CFrame:toWorldSpace(CFrame.new(0,0,6.5))
counter = counter+1
if counter>numParts then
counter = 1
end
wait(.025)
end
end
Tool.ChildAdded:connect(function(nchild)
if nchild.Name=='FakeHandle' then
Spawn(function() StartTrail(nchild,Camera) end)
end
end)
|
-- send nil to client to mark repair cancelled
|
local repairTarget
local repairingValue
local apparentHolder
local requestStop = false
script.RepairChannel.OnServerEvent:Connect(function(plr, engine, valObj)
local holder = game:GetService("Players") :GetPlayerFromCharacter(script.Parent.Parent)
if holder == plr then
apparentHolder = plr
if engine ~= nil then
repairingValue = valObj
repairTarget = repairingValue.Parent.Parent.Parent.Engine
script.Internal:Fire()
else
requestStop = true
end
end
end)
while true do
requestStop = false
script.Internal.Event:Wait()
while wait(.5) do
local engine = repairingValue.Parent.Parent.Parent.Engine
local dist = (script.Parent.Handle.Position - engine.Position).Magnitude
local vel = engine.Velocity.Magnitude
if requestStop or dist > 50 or vel > 3 or script.Parent.Parent:FindFirstChildOfClass("Humanoid") == nil or repairingValue.Value >= 100 then
script.RepairChannel:FireClient(apparentHolder)
repairingValue = nil
break
else
repairingValue.Value = math.min(repairingValue.Value + 1, 100)
end
end
end
|
-- FUNÇÕES AJUDANTES
----------------------------------------
-- Defina a propriedade "MotorMaxTorque" em todos os motores CylindricalConstraint
|
local function setMotorTorque(torque)
motorFR.MotorMaxTorque = torque
motorFL.MotorMaxTorque = torque
motorBR.MotorMaxTorque = torque
motorBL.MotorMaxTorque = torque
end
|
-- tick() returns the number of seconds since January 1st, 1970
-- Because this is a LocalScript, it will return the time based on your timezone
-- Don't mess with anything in the script. The constants and variables are all mixed together
|
local year = 2020
local month = 1
local day = 1
local Date = "January 1, 2020"
function getDate()
local months = {
-- {"MONTH", TOAL DAYS TO YEAR, DAYS} <- Format
{"January",31,31};
{"February",59,28};
{"March",90,31};
{"April",120,30};
{"May",151,31};
{"June",181,30};
{"July",212,31};
{"August",243,31};
{"September",273,30};
{"October",304,31};
{"November",334,30};
{"December",365,31};
}
year = math.floor(1970+(t/31579200))
if ((year%4) == 0) then -- Check for leap year
months[2][3] = 29
for i,v in pairs(months) do
if (i ~= 1) then
v[2] = (v[2]+1)
end
end
end
day = math.floor(((t/86400)%365.25)+1) -- Get current day of the year. Starts at 0, so 1 is added (365.25 is the average # of days in a year due to leap year)
for i,m in pairs(months) do
if ((m[2]-m[3]) <= day) then -- Get month based on day
month = i
end
end
local m = months[month]
day = (day+m[3]-m[2]) -- Get day of the month
year,day = tostring(year),tostring(day)
local c,s = ", "," " -- Comma, space
Date = (months[month][1] .. s .. day .. c .. year)
end
function display(start)
if (start) then
getDate()
delay(0,function()
for i = 1,0,-0.05 do
script.Parent.Time.TextTransparency,script.Parent.Date.TextTransparency = i,i
wait()
end
script.Parent.Time.TextTransparency,script.Parent.Date.TextTransparency = 0,0
end)
end
script.Parent.Date.Text = Date
end
function start()
display(true)
while (true) do
-- Simplicity FTW:
t = tick()
getDate()
display()
wait()
end
end
start()
|
--Declared humanoid
|
hum.BreakJointsOnDeath = false
|
-- Lobby toggle
|
local LobbyButton = GameplayUi.LobbyButton
local SpawnLocation = workspace.SpawnLocations.SpawnLocation
|
--Made by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Animations = {}
ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")
ToolEquipped = false
function SetAnimation(Mode, Value)
if Mode == "PlayAnimation" and Value and ToolEquipped and Humanoid then
for i, v in pairs(Animations) do
if v.Animation == Value.Animation then
v.AnimationTrack:Stop()
table.remove(Animations, i)
end
end
local AnimationTrack = Humanoid:LoadAnimation(Value.Animation)
table.insert(Animations, {Animation = Value.Animation, AnimationTrack = AnimationTrack})
AnimationTrack:Play(Value.FadeTime, Value.Weight, Value.Speed)
elseif Mode == "StopAnimation" and Value then
for i, v in pairs(Animations) do
if v.Animation == Value.Animation then
v.AnimationTrack:Stop()
table.remove(Animations, i)
end
end
end
end
function CheckIfAlive()
return (((Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false)
end
function Equipped(Mouse)
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
if not CheckIfAlive() then
return
end
ToolEquipped = true
end
function Unequipped()
for i, v in pairs(Animations) do
if v and v.AnimationTrack then
v.AnimationTrack:Stop()
end
end
Animations = {}
ToolEquipped = false
end
function InvokeServer(Mode, Value)
pcall(function()
local ServerReturn = ServerControl:InvokeServer(Mode, Value)
return ServerReturn
end)
end
function OnClientInvoke(Mode, Value)
if Mode == "PlayAnimation" and Value and ToolEquipped and Humanoid then
SetAnimation("PlayAnimation", Value)
elseif Mode == "StopAnimation" and Value then
SetAnimation("StopAnimation", Value)
elseif Mode == "PlaySound" and Value then
Value:Play()
elseif Mode == "StopSound" and Value then
Value:Stop()
end
end
ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 250 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 8000 -- Use sliders to manipulate values
Tune.Redline = 8500 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 6800
Tune.PeakSharpness = 3.8
Tune.CurveMult = 0.07
--Incline Compensation
Tune.InclineComp = .5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 250 -- 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 = 150 -- Clutch engagement threshold (higher = faster response)
|
--// F key, HornOn
|
mouse.KeyDown:connect(function(key)
if key=="h" then
veh.Lightbar.middle.Airhorn:Play()
veh.Lightbar.middle.Wail.Volume = 0
veh.Lightbar.middle.Yelp.Volume = 0
veh.Lightbar.middle.Priority.Volume = 0
veh.Lightbar.HORN.Transparency = 0
end
end)
|
--[[
Similar to finally, except rejections are propagated through it.
]]
|
function Promise.prototype:done(finallyHandler)
assert(
finallyHandler == nil or type(finallyHandler) == "function",
string.format(ERROR_NON_FUNCTION, "Promise:done")
)
return self:_finally(debug.traceback(nil, 2), finallyHandler, true)
end
|
--// Localize
|
log("Localize")
local Localize = service.Localize
os = Localize(os)
math = Localize(math)
table = Localize(table)
string = Localize(string)
coroutine = Localize(coroutine)
Instance = Localize(Instance)
Vector2 = Localize(Vector2)
Vector3 = Localize(Vector3)
CFrame = Localize(CFrame)
UDim2 = Localize(UDim2)
UDim = Localize(UDim)
Ray = Localize(Ray)
Rect = Localize(Rect)
Faces = Localize(Faces)
Color3 = Localize(Color3)
NumberRange = Localize(NumberRange)
NumberSequence = Localize(NumberSequence)
NumberSequenceKeypoint = Localize(NumberSequenceKeypoint)
ColorSequenceKeypoint = Localize(ColorSequenceKeypoint)
PhysicalProperties = Localize(PhysicalProperties)
ColorSequence = Localize(ColorSequence)
Region3int16 = Localize(Region3int16)
Vector3int16 = Localize(Vector3int16)
BrickColor = Localize(BrickColor)
TweenInfo = Localize(TweenInfo)
Axes = Localize(Axes)
task = Localize(task)
|
--NOTE: We create the rocket once and then clone it when the player fires
|
local Rocket = Instance.new('Part') do
-- Set up the rocket part
Rocket.Name = 'Rocket'
Rocket.BrickColor = BrickColor.Random()
Rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size
Rocket.Size = ROCKET_PART_SIZE
Rocket.CanCollide = false
-- Add the mesh
local mesh = Instance.new('SpecialMesh', Rocket)
mesh.MeshId = MISSILE_MESH_ID
mesh.Scale = MISSILE_MESH_SCALE
-- Add fire
local fire = Instance.new('Fire', Rocket)
fire.Heat = 5
fire.Size = 2
-- Add a force to counteract gravity
local bodyForce = Instance.new('BodyForce', Rocket)
bodyForce.Name = 'Antigravity'
bodyForce.Force = Vector3.new(0, Rocket:GetMass() * GRAVITY_ACCELERATION, 0)
-- Clone the sounds and set Boom to PlayOnRemove
local swooshSoundClone = SwooshSound:Clone()
swooshSoundClone.Parent = Rocket
local boomSoundClone = BoomSound:Clone()
boomSoundClone.PlayOnRemove = true
boomSoundClone.Parent = Rocket
-- Attach creator tags to the rocket early on
local creatorTag = Instance.new('ObjectValue', Rocket)
creatorTag.Value = MyPlayer
creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats
local iconTag = Instance.new('StringValue', creatorTag)
iconTag.Value = Tool.TextureId
iconTag.Name = 'icon'
-- Finally, clone the rocket script and enable it
local rocketScriptClone = RocketScript:Clone()
rocketScriptClone.Parent = Rocket
rocketScriptClone.Disabled = false
end
|
--[[ SCRIPT VARIABLES ]]
|
local CHAT_BUBBLE_FONT = Enum.Font.SourceSans
local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match
local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match
local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10
local CHAT_BUBBLE_TAIL_HEIGHT = 14
local CHAT_BUBBLE_WIDTH_PADDING = 30
local CHAT_BUBBLE_FADE_SPEED = 1.5
local BILLBOARD_MAX_WIDTH = 400
local BILLBOARD_MAX_HEIGHT = 250 --This limits the number of bubble chats that you see above characters
local ELIPSES = "..."
local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses.
local MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1
local NEAR_BUBBLE_DISTANCE = 65 --previously 45
local MAX_BUBBLE_DISTANCE = 100 --previously 80
|
--string Type
--* is this node a Prompt or Response?
|
Response.Type = "Response"
|
---
|
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Olivine",Paint)
end)
|
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
dialogueFolder.Parent.OrbThrow.Use:Fire(player.Character)
end
|
-- -- Go through each valid target to see if within field of view and if there is
-- -- clear line of sight. Field of view treated as wedge in front of character.
-- for _, character in pairs(characters) do
-- local toTarget = (character.Torso.Position - model.Torso.Position)
-- toTarget = Vector3.new(toTarget.X, 0, toTarget.Z)
-- local angle = math.acos(toTarget:Dot(model.Torso.CFrame.lookVector)/toTarget.magnitude)
-- if math.deg(angle) < configs["FieldOfView"]/2 then
-- ZombieTarget = character
-- -- raycast to see if target is actually visible
-- local toTarget = Ray.new(model.Torso.Position, (ZombieTarget.Torso.Position - model.Torso.Position))
-- local part, position = game.Workspace:FindPartOnRayWithIgnoreList(toTarget, zombies)
-- if part and part.Parent == ZombieTarget then
-- return true
-- end
-- ZombieTarget = nil
-- end
-- end
|
end
return false
end
CanSeeTarget.TransitionState = PursueState
-- TargetDead: Check if target is dead.
local TargetDead = StateMachine.NewCondition()
TargetDead.Name = "TargetDead"
TargetDead.Evaluate = function()
if ZombieTarget and ZombieTarget.Humanoid then
return ZombieTarget.Humanoid.Health <= 0
end
return true
end
TargetDead.TransitionState = IdleState
-- GotDamaged: Check if NPC has taken damage
local lastHealth = model.Humanoid.Health
local GotDamaged = StateMachine.NewCondition()
GotDamaged.Name = "GotDamaged"
GotDamaged.Evaluate = function()
if model then
if lastHealth > model.Humanoid.Health then
return true
end
end
return false
end
GotDamaged.TransitionState = SearchState
-- GotBored: Used to provide random state change.
local GotBored = StateMachine.NewCondition()
GotBored.Name = "GotBored"
GotBored.Evaluate = function()
local now = os.time()
if now - lastBored > configs["BoredomDuration"] then
local roll = math.random()
if roll < configs["ChanceOfBoredom"] then
lastBored = now
if GotBored.TransitionState == SearchState then
GotBored.TransitionState = IdleState
else
GotBored.TransitionState = SearchState
end
return true
end
end
return false
end
GotBored.TransitionState = IdleState
-- LostTarget: Checks clear line of sight
local LostTarget = StateMachine.NewCondition()
LostTarget.Name = "LostTarget"
LostTarget.Evaluate = function()
if true then return false end
if ZombieTarget then
if (ZombieTarget.Torso.Position - model.Torso.Position).magnitude > 10 then
local toTarget = Ray.new(model.Torso.Position, (ZombieTarget.Torso.Position - model.Torso.Position))
local part, position = game.Workspace:FindPartOnRay(toTarget, model)
if not part or part.Parent ~= ZombieTarget then
--print("Lost target!")
ZombieTargetLastLocation = ZombieTarget.Torso.Position
ZombieTarget = nil
return true
end
end
end
return false
end
LostTarget.TransitionState = HuntState
local WithinRange = StateMachine.NewCondition()
WithinRange.Name = "WithinRange"
WithinRange.Evaluate = function()
if ZombieTarget then
local distance = (model.Torso.Position - ZombieTarget.Torso.Position).magnitude
if distance < configs["AttackRange"] then
--print("Within attack range!")
return true
end
end
return false
end
WithinRange.TransitionState = AttackState
local OutsideRange = StateMachine.NewCondition()
OutsideRange.Name = "OutsideRange"
OutsideRange.Evaluate = function()
if ZombieTarget then
local distance = (model.Torso.Position - ZombieTarget.Torso.Position).magnitude
if distance > configs["AttackRange"] then
--print("Outside attack range!")
return true
end
end
return false
end
OutsideRange.TransitionState = PursueState
table.insert(IdleState.Conditions, CanSeeTarget)
table.insert(IdleState.Conditions, GotDamaged)
table.insert(IdleState.Conditions, GotBored)
table.insert(SearchState.Conditions, GotBored)
table.insert(SearchState.Conditions, CanSeeTarget)
table.insert(PursueState.Conditions, LostTarget)
table.insert(PursueState.Conditions, WithinRange)
table.insert(PursueState.Conditions, TargetDead)
table.insert(AttackState.Conditions, OutsideRange)
table.insert(AttackState.Conditions, TargetDead)
table.insert(HuntState.Conditions, GotBored)
table.insert(HuntState.Conditions, CanSeeTarget)
-- Setup arms damage
local canHit = true
local lastHit = os.time()
local function handleHit(other)
if canHit then
if other and other.Parent and other.Parent.Name ~= "Zombie" and other.Parent:FindFirstChild("Humanoid") then
local enemy = other.Parent
if enemy.Humanoid.WalkSpeed > 0 then
enemy.Humanoid.Health = enemy.Humanoid.Health - configs["Damage"]
canHit = false
end
end
else
local now = os.time()
if now - lastHit > configs["DamageCooldown"] then
lastHit = now
canHit = true
end
end
end
local leftHitConnect, rightHitConnect
leftHitConnect = model:FindFirstChild("Left Arm").Touched:connect(handleHit)
rightHitConnect = model:FindFirstChild("Right Arm").Touched:connect(handleHit)
--ZombieAI.Animate(model)
--updateDisplay()
--updateDisplay(model.BillboardGui.TextLabel, StateMachine.CurrentState)
local thread = coroutine.create(function()
while true do
wait()
-- calculate repulsion force
local humanoids = HumanoidList:GetCurrent()
local localZombies = {}
for _, humanoid in pairs(humanoids) do
if humanoid and humanoid ~= model.Humanoid and humanoid.Parent and humanoid.Parent:FindFirstChild("Torso") then
local torso = humanoid.Parent:FindFirstChild("Torso")
local distance = (model.Torso.Position - torso.Position).magnitude
if distance <= 2.5 then
table.insert(localZombies, torso.Position)
end
end
end
local repulsionDirection = AIUtilities:GetRepulsionVector(model.Torso.Position, localZombies)
if repulsionDirection.magnitude > 0 then
--print("replusion direction: " .. tostring(repulsionDirection))
end
model.Torso.RepulsionForce.force = repulsionDirection
if StateMachine.CurrentState and model.Configurations.Debug.Value then
model.BillboardGui.TextLabel.Visible = true
model.BillboardGui.TextLabel.Text = StateMachine.CurrentState.Name
end
if not model.Configurations.Debug.Value then
model.BillboardGui.TextLabel.Visible = false
end
end
end)
coroutine.resume(thread)
StateMachine.SwitchState(IdleState)
zombie.Stop = function()
StateMachine.SwitchState(nil)
end
return zombie
end
return ZombieAI
|
--stuff
|
local tool = script.Parent
local remote = tool:WaitForChild("gunremote")
local gunmodel = tool.GunModel
local handle = gunmodel:FindFirstChild("Handle")
local mainpart = gunmodel:FindFirstChild("mainpart")
local owner = players.LocalPlayer
local ownergui = owner:FindFirstChildOfClass("PlayerGui")
local cam = workspace.CurrentCamera
local mouse = owner:GetMouse()
local character
local humanoid
local head
local hrp
local larmcweld
local rarmcweld
local guncweld
local guncmodel
local maincpart
local boltcweld
local boltcmainpart
local gunclufa
local magcmodel
local reloadmagcmodel
local reloadmagcpart
local reloadmagcweld
local viewmodel
|
-- carSeat.Parent.Body.Dash.Screen.G.Radio.Song.Text = "PRESET 3"
-- carSeat.Parent.Body.Dash.Screen.G.Radio.Title.Text = ""
|
elseif carSeat.Stations.mood.Value == 3 then
carSeat.Parent.Body.MP.Sound:Stop()
carSeat.Stations.mood.Value = 4
|
--[[
TODO: Add a function to find first child with an attribute, corotine.resume, coroutine.create shortenings to cr and cc
]]
|
local Utilities = {}
Utilities.cr = coroutine.resume
Utilities.cc = coroutine.create
Utilities.crcc = function(func)
return coroutine.resume(coroutine.create(func))
end
Utilities.FindFirstChildWithAttribute = function(Parent, AttributeName, ReturnAttributeValue, Value)
if type(Parent) == "table" then
Parent = AttributeName
AttributeName = ReturnAttributeValue
end
for _, Child in pairs(Parent:GetChildren()) do
if Child:GetAttribute(AttributeName) then
if ReturnAttributeValue == true then
return Child:GetAttribute(AttributeName)
else
if Value and Child:GetAttribute(AttributeName) == Value then
return Child
else
return Child
end
end
end
end
return nil
end
Utilities.FindFirstChildWithPropertyValue = function(Parent, Property, Value)
for _, Child in pairs(Parent:GetChildren()) do
if Child[Property] and Child[Property] == Value then
return Child
end
end
return nil
end
Utilities.GlobalTrackSwitch = function(NewTrack, FadeTime)
-- Find what Sound in workspace.GlobalSounds is playing, tween fade it out and tween fade in NewTrack
-- Find the current track
local CurrentTrack = Utilities.FindFirstChildWithPropertyValue(workspace.GlobalSounds, "Playing", true)
local NewTrack = workspace.GlobalSounds:FindFirstChild(NewTrack)
local NewTrackInitVol = NewTrack.Volume
--print(CurrentTrack)
-- If the new track is already playing, return
if NewTrack.Playing == true then
return
else
NewTrack:Play()
NewTrack.Volume = 0
end
-- Fade out current track and fade in new track
local CurrentTrackFade = TweenService:Create(CurrentTrack, TweenInfo.new(FadeTime), {Volume = 0})
local NewTrackFade = TweenService:Create(NewTrack, TweenInfo.new(FadeTime), {Volume = NewTrackInitVol})
CurrentTrackFade:Play()
NewTrackFade:Play()
Utilities.crcc(function()
task.wait(FadeTime)
CurrentTrack:Stop()
end)
end
Utilities.TextTransition = function(Object, TextProperty, EndText, Speed, TransitionType)
local StartText = Object[TextProperty]
local StartTextLength = string.len(StartText)
local EndTextLength = string.len(EndText)
local Speed = Speed or 1
local TransitionType = TransitionType or "Collapse"
if TransitionType == "Collapse" then
-- Take one letter from beginning and end until no letters are left, then do the opposite with EndText
for i=2, StartTextLength/2 do -- Collapse
Object[TextProperty] = string.sub(StartText, i, StartTextLength-(i-1))
task.wait(Speed/2*.25)
end
Object[TextProperty] = " "
task.wait(Speed/2*.25)
for i=EndTextLength/2, 0, -1 do -- Expand from middle
Object[TextProperty] = string.sub(EndText, i, EndTextLength-(i-1))
task.wait(Speed/2*.25)
end
elseif TransitionType == "Scramble" then
-- Randomly swap out letters from StartText to EndText
end
end
return Utilities
|
-- Add tracer decal to server storage if it isn't already there
|
if not game.ServerStorage:FindFirstChild("ROBLOX_PistolTracerDecal") then
tool.ROBLOX_PistolTracerDecal:Clone().Parent = game.ServerStorage
end
|
--newgui.CarName.Value=script.Parent.Parent - a little too much for now.
|
print("added")
end
end
end
end
end
end)
script.Parent.ChildRemoved:connect(function(w)
print("ChildRemoved")
if w.className=="Weld" then
print("IsAWeld")
if w.Name=="SeatWeld" then
print("IsASeatWeld")
if w.Part1.Parent:findFirstChild("Humanoid")~=nil then
print("IsAHumanoid")
pl=game.Players:GetPlayerFromCharacter(w.Part1.Parent)
if pl~=nil then
print("IsAPlayer")
if pl.PlayerGui:findFirstChild("SirenControl")~=nil then
print("found vehicle gui - deleting")
pl.PlayerGui:findFirstChild("SirenControl").Parent=nil
print("deleted")
else
print("no gui found - wierd...")
end
end
end
end
end
end)
|
--////////////////////////////// Methods
--//////////////////////////////////////
|
local methods = {}
methods.__index = methods
function methods:AddChannel(channelName)
if (self.ChatChannels[channelName:lower()]) then
error(string.format("Channel %q alrady exists.", channelName))
end
local function DefaultChannelCommands(fromSpeaker, message)
if (message:lower() == "/leave") then
local channel = self:GetChannel(channelName)
local speaker = self:GetSpeaker(fromSpeaker)
if (channel and speaker) then
if (channel.Leavable) then
speaker:LeaveChannel(channelName)
speaker:SendSystemMessage(string.format("You have left channel '%s'", channelName), "System")
else
speaker:SendSystemMessage("You cannot leave this channel.", channelName)
end
end
return true
end
return false
end
local channel = ChatChannel.new(self, channelName)
self.ChatChannels[channelName:lower()] = channel
channel:RegisterProcessCommandsFunction("default_commands", DefaultChannelCommands, ChatConstants.HighPriority)
local success, err = pcall(function() self.eChannelAdded:Fire(channelName) end)
if not success and err then
print("Error addding channel: " ..err)
end
return channel
end
function methods:RemoveChannel(channelName)
if (self.ChatChannels[channelName:lower()]) then
local n = self.ChatChannels[channelName:lower()].Name
self.ChatChannels[channelName:lower()]:InternalDestroy()
self.ChatChannels[channelName:lower()] = nil
local success, err = pcall(function() self.eChannelRemoved:Fire(n) end)
if not success and err then
print("Error removing channel: " ..err)
end
else
warn(string.format("Channel %q does not exist.", channelName))
end
end
function methods:GetChannel(channelName)
return self.ChatChannels[channelName:lower()]
end
function methods:AddSpeaker(speakerName)
if (self.Speakers[speakerName:lower()]) then
error("Speaker \"" .. speakerName .. "\" already exists!")
end
local speaker = Speaker.new(self, speakerName)
self.Speakers[speakerName:lower()] = speaker
local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)
if not success and err then
print("Error adding speaker: " ..err)
end
return speaker
end
function methods:InternalUnmuteSpeaker(speakerName)
for channelName, channel in pairs(self.ChatChannels) do
if channel:IsSpeakerMuted(speakerName) then
channel:UnmuteSpeaker(speakerName)
end
end
end
function methods:RemoveSpeaker(speakerName)
if (self.Speakers[speakerName:lower()]) then
local n = self.Speakers[speakerName:lower()].Name
self:InternalUnmuteSpeaker(n)
self.Speakers[speakerName:lower()]:InternalDestroy()
self.Speakers[speakerName:lower()] = nil
local success, err = pcall(function() self.eSpeakerRemoved:Fire(n) end)
if not success and err then
print("Error removing speaker: " ..err)
end
else
warn("Speaker \"" .. speakerName .. "\" does not exist!")
end
end
function methods:GetSpeaker(speakerName)
return self.Speakers[speakerName:lower()]
end
function methods:GetChannelList()
local list = {}
for i, channel in pairs(self.ChatChannels) do
if (not channel.Private) then
table.insert(list, channel.Name)
end
end
return list
end
function methods:GetAutoJoinChannelList()
local list = {}
for i, channel in pairs(self.ChatChannels) do
if channel.AutoJoin then
table.insert(list, channel)
end
end
return list
end
function methods:GetSpeakerList()
local list = {}
for i, speaker in pairs(self.Speakers) do
table.insert(list, speaker.Name)
end
return list
end
function methods:SendGlobalSystemMessage(message)
for i, speaker in pairs(self.Speakers) do
speaker:SendSystemMessage(message, nil)
end
end
function methods:RegisterFilterMessageFunction(funcId, func, priority)
self.FilterMessageFunctions:AddFunction(funcId, func, priority)
end
function methods:UnregisterFilterMessageFunction(funcId)
self.FilterMessageFunctions:RemoveFunction(funcId)
end
function methods:RegisterProcessCommandsFunction(funcId, func, priority)
self.ProcessCommandsFunctions:AddFunction(funcId, func, priority)
end
function methods:UnregisterProcessCommandsFunction(funcId)
self.ProcessCommandsFunctions:RemoveFunction(funcId)
end
local LastFilterNoficationTime = 0
local LastFilterIssueTime = 0
local FilterIssueCount = 0
function methods:InternalNotifyFilterIssue()
if (tick() - LastFilterIssueTime) > FILTER_THRESHOLD_TIME then
FilterIssueCount = 0
end
FilterIssueCount = FilterIssueCount + 1
LastFilterIssueTime = tick()
if FilterIssueCount >= FILTER_NOTIFCATION_THRESHOLD then
if (tick() - LastFilterNoficationTime) > FILTER_NOTIFCATION_INTERVAL then
LastFilterNoficationTime = tick()
local systemChannel = self:GetChannel("System")
if systemChannel then
systemChannel:SendSystemMessage("The chat filter is currently experiencing issues and messages may be slow to appear.", errorExtraData)
end
end
end
end
local StudioMessageFilteredCache = {}
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 0
local slash_damage = 0
sword = script.Parent.Handle
Tool = script.Parent
function attack()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
return
end
attack()
wait(1)
Tool.Enabled = true
end
script.Parent.Activated:connect(onActivated)
|
--> Services
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
|
-- Keyboard Input
|
local function GetKeyboardInput(step)
-- Declare & initialize new control inputs
local yaw, pitch, boost = 0, 0, 0
-- Key inputs
local w = Keyboard:IsDown(KEY_W) or Keyboard:IsDown(KEY_UP)
local a = Keyboard:IsDown(KEY_A) or Keyboard:IsDown(KEY_LEFT)
local s = Keyboard:IsDown(KEY_S) or Keyboard:IsDown(KEY_DOWN)
local d = Keyboard:IsDown(KEY_D) or Keyboard:IsDown(KEY_RIGHT)
local shift = Keyboard:IsDown(KEY_LEFTSHIFT) or Keyboard:IsDown(KEY_RIGHTSHIFT)
-- Update controls
if yaw == 0 then
yaw = ((a ~= d) and (d and 1 or -1) or 0)
end
if pitch == 0 then
pitch = ((w ~= s) and (s and -1 or 1) or 0)
end
boost = ((UpdateBoost(shift, step) and 1) or 0)
-- Throttle is off during countdown
if countdownGui.TimerFrame.Visible then
boost = -1
yaw = 0
pitch = 0
end
-- Set engine input variables
engine.BoostInput = boost
engine.YawInput = yaw
engine.PitchInput = pitch
end -- GetKeyboardInput()
|
-- NEW V13.1.0 - PartCache tie-in. If you use the PartCache module to create cosmetic bullets, you can now directly tie that in.
-- Ensure you're using the latest version of PartCache.
|
local CosmeticPartProvider = PartCacheModule.new(CosmeticBullet, 150, CosmeticBulletsFolder)
|
--------RIGHT DOOR --------
|
game.Workspace.doorright.l32.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(106)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
-------------------------------------------------------------------
|
function CheckUser(user,val)
if IsGroupOnly == true and user:GetRankInGroup(GroupID) >= MinRank then
val = true
else
val = false
end
if TeamOnly == true and user.TeamColor == TeamColor or user.Team == TeamName then
val = true
else
val = false
end
if UserOnly == true then
for _,i in pairs(UserNames) do
if user.Name == i then
val = true
break;
else
val = false
end
end
end
if IsGroupOnly == false and TeamOnly == false and UserOnly == false then
val = true
end
return val
end
|
--- Cleans up all tasks.
-- @alias Destroy
|
function Maid:DoCleaning()
local tasks = self._tasks
-- Disconnect all events first as we know this is safe
for index, task in pairs(tasks) do
if (typeof(task) == "RBXScriptConnection") then
tasks[index] = nil
task:Disconnect()
end
end
-- Clear out tasks table completely, even if clean up tasks add more tasks to the maid
local index, task = next(tasks)
while (task ~= nil) do
tasks[index] = nil
if (type(task) == "function") then
task()
elseif (typeof(task) == "RBXScriptConnection") then
task:Disconnect()
elseif (task.Destroy) then
task:Destroy()
elseif (Promise.Is(task)) then
task:Cancel()
end
index, task = next(tasks)
end
end
|
--[[*
* Same as invokeGuardedCallback, but instead of returning an error, it stores
* it in a global so it can be rethrown by `rethrowCaughtError` later.
* TODO: See if caughtError and rethrowError can be unified.
*
* @param {String} name of the guard to use for logging or debugging
* @param {Function} func The function to invoke
* @param {*} context The context to use when calling the function
* @param {...*} args Arguments for function
]]
|
exports.invokeGuardedCallbackAndCatchFirstError = function(...)
-- deviation: instead of the weird `this` indirection, pass varargs through
exports.invokeGuardedCallback(...)
if hasError then
local err = clearCaughtError()
if not hasRethrowError then
hasRethrowError = true
rethrowError = err
end
end
end
|
------
|
local M = require(game.ServerScriptService["GC Server"].Services.CPRaid);
while true do
|
-- init
|
game.ReplicatedStorage.RE.marketPlace.OnServerEvent:Connect(function(player, name)
spawn(function()
local product, class = getAsset(name)
if not product then
print("Not product //"..name)
return
end
local data = Datastore:GetData(player)
local t = MarketplaceService:UserOwnsGamePassAsync(player.UserId,product.Id)
if data and table.find(data.Gamepasses or {}, product.Id) then
return onProductPurchased(player, product.Id) -- already owned
end
if t then
return onProductPurchased(player, product.Id)
end
game.ReplicatedStorage.RE.GamepassNotification:FireClient(player)
if class == "Passes" then
MarketplaceService:PromptGamePassPurchase(player, product.Id)
elseif class == "Products" then
MarketplaceService:PromptProductPurchase(player, product.Id)
end
end)
end)
game.Players.PlayerAdded:Connect(function(player)
local data
while not Datastore do
Datastore = shared.Datastore
wait()
end
while not data do
if not player.Parent then
return
end
data = Datastore:GetData(player)
wait(1)
end
local gamepasses = data.Gamepasses or {}
for i, module in pairs(script.Passes:GetChildren()) do
local pass = getAsset(module.Name)
local id = pass.Id
local found = table.find(gamepasses, id)
if found or MarketplaceService:UserOwnsGamePassAsync(player.UserId, id) then
if not found then
table.insert(data.Gamepasses, id)
end
if pass.onJoined then
pass.onJoined(player)
end
game.ReplicatedStorage.RE.gamepassUpdate:FireClient(player, getNameFromID(id))
end
end
end)
|
--[[ @brief Copies a table.
@param t The table to copy.
@return The copied table.
--]]
|
function module.ShallowTableCopy(t)
local s = {};
for i, v in pairs(t) do
s[i] = v;
end
return s;
end
function module.ArrayCopyOnCondition(t, c)
local s = {};
for i, v in pairs(t) do
if c(v) then
table.insert(s, v);
end
end
return s;
end
module.ShallowCopy = module.ShallowTableCopy;
|
-- Gets an int and updates time left
|
function DisplayManager.updateTime(timeToUpdate)
timeLeft.Value = timeToUpdate
end
|
-- DONT TOUCH ANYTHING
|
function ChangeMe(hit)
if hit.Parent == nil then return end
if (hit.Parent:findFirstChild("Humanoid") == nil) then return end
local human = hit.Parent:findFirstChild("Humanoid")
local char = hit.Parent
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if (human ~= nil) and debounce == false then
debounce = true
originals = char:getChildren()
for w = 1, #originals do
if originals[w].className == "CharacterMesh" then
originals[w]:remove()
end
end
meshes = script:getChildren()
for y = 1, #meshes do
copy = meshes[y]:clone()
copy.Parent = char
end
end
wait(0)
debounce = true
end
script.Parent.Touched:connect(ChangeMe)
|
--//Setup//--
|
local Holder = script.Parent
local Button = Holder.IconButton
local SettingsMenu = Holder.Parent.Parent.SettingMenuHolder
|
-- organises springs by speed and damping, for batch processing
|
local springBuckets: {[number]: {[number]: Types.Set<Spring>}} = {}
|
--Please do not touch anything below unless you know what you're doing
|
script.Parent.Parent:WaitForChild("CarSeat")
local seat = script.Parent.Parent.CarSeat.Value
function find(i)
for _,v in pairs(i:GetChildren()) do
if v.Name == "Hitbox" then v.CanCollide = true end
find(v)
end
end
find(seat.Parent)
|
-- Define the function to open or close the window with gene-alike effect
|
local function toggleWindow()
if window.Visible then
-- Close the window by tweening back to the button position and size
window.Visible = false
end
end
|
--------LEFT DOOR --------
|
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
|
--- Sets the command bar visible or not
|
function Window:SetVisible(visible)
Gui.Visible = visible
if visible then
Entry.TextBox:CaptureFocus()
self:SetEntryText("")
else
Entry.TextBox:ReleaseFocus()
self.AutoComplete:Hide()
end
end
|
--Tweening Size Function
|
local tweenSize = function(part, duration, direction, goal)
local tween = tweenService:Create(part,
TweenInfo.new(duration, Enum.EasingStyle.Sine, direction),
{Size = goal}
)
tween:Play()
return tween
end
|
--[=[
@param name string
@param inboundMiddleware ServerMiddleware?
@param outboundMiddleware ServerMiddleware?
@return RemoteSignal
Creates a signal that can be used to fire data to the clients
or receive data from the clients.
```lua
local mySignal = serverComm:CreateSignal("MySignal")
-- Examples of firing in different ways (see docs for RemoteSignal for further info):
mySignal:Fire(somePlayer, "Hello world")
mySignal:FireAll("Hi there")
mySignal:FireExcept(somePlayer, "Hello everyone except " .. somePlayer.Name)
mySignal:FireFilter(function(player) return player.Team == someCoolTeam end, "Hello cool team")
-- Example of listening for clients to send data:
mySignal:Connect(function(player, message)
print("Got a message from " .. player.Name .. ":", message)
end)
```
]=]
|
function ServerComm:CreateSignal(name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?)
return Comm.CreateSignal(self._instancesFolder, name, inboundMiddleware, outboundMiddleware)
end
|
--Kills users even if they have a shield
|
function module:ExecuteBehaviour(brickTouched, character)
if character:FindFirstChild("Humanoid") ~= nil then
if character.Humanoid.Health > 0 then
character.Humanoid.Health = 0
end
end
end
return module
|
--For R15 avatars
|
Animations = {
R15Slash = 522635514,
R15Lunge = 522638767
}
Damage = DamageValues.BaseDamage
Sounds = {
Slash = Handle:WaitForChild("SwordSlash"),
Lunge = Handle:WaitForChild("SwordLunge"),
Unsheath = Handle:WaitForChild("Unsheath")
}
ToolEquipped = false
|
--------------------------------------------------------------------------------
|
local Tooltip = {}
function Tooltip:Set(Text: string)
ChangeId += 1
Frame:WaitForChild("TextLabel").Text = Text
Frame.GroupTransparency = 1
Frame.Visible = true
Tween:Play(Frame, {0.3, "Exponential"}, {GroupTransparency = 0})
Tween:Play(Frame:WaitForChild("UIStroke"), {0.3, "Exponential"}, {Transparency = 0})
end
function Tooltip:Clear()
local Id = ChangeId
Tween:Play(Frame:WaitForChild("UIStroke"), {0.3, "Exponential"}, {Transparency = 1})
Tween:Play(Frame, {0.3, "Exponential"}, {GroupTransparency = 1}).Completed:Once(function()
if ChangeId == Id then
Frame.Visible = false
end
end)
end
local function GetTooltipPosition(): UDim2
local MouseLocation = UserInputService:GetMouseLocation()
local ViewportSize = workspace.CurrentCamera.ViewportSize
local TooltipSize = Frame:WaitForChild("TextLabel").AbsoluteSize
return UDim2.fromOffset(
math.clamp(MouseLocation.X + 16, 0, ViewportSize.X - (TooltipSize.X+24)),
math.clamp(MouseLocation.Y + 16, 0, ViewportSize.Y - (TooltipSize.Y+24))
)
end
|
--------------------------CHARACTER CONTROL-------------------------------
|
local CurrentIgnoreList
local function GetCharacter()
return Player and Player.Character
end
local function GetTorso()
local humanoid = findPlayerHumanoid(Player)
return humanoid and humanoid.RootPart
end
local function getIgnoreList()
if CurrentIgnoreList then
return CurrentIgnoreList
end
CurrentIgnoreList = {}
table.insert(CurrentIgnoreList, GetCharacter())
return CurrentIgnoreList
end
|
--//R//--
|
if script.Parent.Gear.Value == -1 then
if carSeat.Throttle == 1 then
carSeat.Parent.Parent.RFW.VS.Throttle = -1
carSeat.Parent.Parent.LFW.VS.Throttle = -1
carSeat.Parent.Parent.RRW.VS.Throttle = -1
carSeat.Parent.Parent.LRW.VS.Throttle = -1
carSeat.Parent.Parent.RFW.VS.MaxSpeed = 20
carSeat.Parent.Parent.LFW.VS.MaxSpeed = 20
carSeat.Parent.Parent.RRW.VS.MaxSpeed = 20
carSeat.Parent.Parent.LRW.VS.MaxSpeed = 20
else
carSeat.Parent.Parent.RFW.VS.Throttle = 0
carSeat.Parent.Parent.LFW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Throttle = 0
carSeat.Parent.Parent.LRW.VS.Throttle = 0
carSeat.Parent.Parent.RFW.VS.MaxSpeed = 20
carSeat.Parent.Parent.LFW.VS.MaxSpeed = 20
carSeat.Parent.Parent.RRW.VS.MaxSpeed = 20
carSeat.Parent.Parent.LRW.VS.MaxSpeed = 20
end
if carSeat.Throttle == 1 then
carSeat.Parent.Parent.RRW.VS.Torque = tq.Value/2
carSeat.Parent.Parent.RFW.VS.Torque = tq.Value*2.4
carSeat.Parent.Parent.LRW.VS.Torque = tq.Value/2
carSeat.Parent.Parent.LFW.VS.Torque = tq.Value*2.4
elseif carSeat.Throttle == 0 and carSeat.Steer == 0 then
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
end
end
|
-- ClientRemoteProperty
-- Stephen Leitnick
-- January 07, 2021
| |
--Let the world load before starting
|
wait(1)
function Render(Character)
ViewPort:ClearAllChildren()
--Render the character
local Char = instance("Model")
Char.Name = ""
Char.Parent = ViewPort
RenderHumanoid(Character,Char)
end
function module:MakeDupe (Character, V)
--Handle changes
-- These cause disapear
--Character.DescendantAdded:Connect(Render)
--Character.DescendantRemoving:Connect(Render)
--Initialize
if (V) then
ViewPort = V;
ViewPort.CurrentCamera = Camera;
end
Render(Character);
local CameraUpdater = RunService.Heartbeat:Connect(function()
Character = Player.Character;
if Character:FindFirstChild("HumanoidRootPart") then
Camera.CFrame = cf(Character.HumanoidRootPart.CFrame:toWorldSpace(Offset).p, Character.HumanoidRootPart.CFrame.p)
end
end)
end
return module;
|
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
|
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
local PreloadAnimsUserFlag = false
local PreloadedAnims = {}
local successPreloadAnim, msgPreloadAnim = pcall(function()
PreloadAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserPreloadAnimations")
end)
if not successPreloadAnim then
PreloadAnimsUserFlag = false
end
math.randomseed(tick())
function findExistingAnimationInSet(set, anim)
if set == nil or anim == nil then
return 0
end
for idx = 1, set.count, 1 do
if set[idx].anim.AnimationId == anim.AnimationId then
return idx
end
end
return 0
end
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local AllowDisableCustomAnimsUserFlag = false
local success, msg = pcall(function()
AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2")
end)
if (AllowDisableCustomAnimsUserFlag) then
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 0
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
local newWeight = 1
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject ~= nil) then
newWeight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
idx = animTable[name].count
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
animTable[name][idx].weight = newWeight
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
end
end
-- preload anims
if PreloadAnimsUserFlag then
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
Humanoid:LoadAnimation(animType[idx].anim)
PreloadedAnims[animType[idx].anim.AnimationId] = true
end
end
end
end
end
|
--Handles behaviours
|
local function characterTouchedBrick(partTouched)
local behaviours = partTouched:FindFirstChild("Behaviours")
if behaviours ~= nil then
behaviours = behaviours:GetChildren()
for i = 1, #behaviours do
if behaviours[i].Value == true then
game.ReplicatedStorage.RemoteEvents.ExecuteBehaviour:FireServer(player.Character, partTouched, behaviours[i].Name)
end
end
end
end
|
--
|
run_service.RenderStepped:Connect(function()
tween_service:Create(bound, info, {Position = UDim2.new(.5, mouse.X / 40, .1, mouse.Y / 8)}):Play()
end)
frame.MouseEnter:Connect(function()
inui = true
end)
frame.MouseLeave:Connect(function()
inui = false
end)
|
--[[
Dax,
See the MeleeScript.
]]
|
local canmelee = true;
local tool = script.Parent;
function onKeyDown(key)
key:lower();
if key == "v" then
if canmelee == false then
return;
end
tool.Melee:play()
canmelee = false;
local rgrip = tool.Parent["Right Arm"].RightGrip;
script.melee.Value = true;
for i = 1,6 do
rgrip.C1 = rgrip.C1 * CFrame.fromEulerAnglesXYZ(-0.55,0,0);
wait();
end
wait(0.25);
for i = 1, 6 do
rgrip.C1 = rgrip.C1 * CFrame.fromEulerAnglesXYZ(0.55,0,0);
wait();
end
script.melee.Value = false;
wait(0.5);
canmelee = true;
end
end
function onSelect(mouse)
mouse.KeyDown:connect(onKeyDown);
end
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
if not humanoid then return end
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 ~= hum and hum ~= nil and game.Players:playerFromCharacter(humanoid.Parent) and game.Players:playerFromCharacter(humanoid.Parent).TeamColor~=cc then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(300)
wait(1)
untagHumanoid(humanoid)
end
end
tool.Equipped:connect(onSelect);
|
--Activate Function
|
tool.Activated:connect(function()
--Activate Function 1
if not debounce then
debounce = true
tool.TimeStopSFX.Playing = true
tool.TimeStop.Playing = true
color.Enabled = true
wait(5)
tool.TimeResumeSFX.Playing = true
wait(0.5)
tool.TimeResume.Playing = true
wait(1.5)
color.Enabled = false
debounce = false
wait(5)
debounce = true
end
end)
|
--[[ The Module ]]
|
--
local BaseCamera = require(script.Parent:WaitForChild("BaseCamera"))
local OrbitalCamera = setmetatable({}, BaseCamera)
OrbitalCamera.__index = OrbitalCamera
function OrbitalCamera.new()
local self = setmetatable(BaseCamera.new(), OrbitalCamera)
self.lastUpdate = tick()
-- OrbitalCamera-specific members
self.changedSignalConnections = {}
self.refAzimuthRad = nil
self.curAzimuthRad = nil
self.minAzimuthAbsoluteRad = nil
self.maxAzimuthAbsoluteRad = nil
self.useAzimuthLimits = nil
self.curElevationRad = nil
self.minElevationRad = nil
self.maxElevationRad = nil
self.curDistance = nil
self.minDistance = nil
self.maxDistance = nil
self.gamepadDollySpeedMultiplier = 1
self.lastUserPanCamera = tick()
self.externalProperties = {}
self.externalProperties["InitialDistance"] = 25
self.externalProperties["MinDistance"] = 10
self.externalProperties["MaxDistance"] = 100
self.externalProperties["InitialElevation"] = 35
self.externalProperties["MinElevation"] = 35
self.externalProperties["MaxElevation"] = 35
self.externalProperties["ReferenceAzimuth"] = -45 -- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally
self.externalProperties["CWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above
self.externalProperties["CCWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above
self.externalProperties["UseAzimuthLimits"] = false -- Full rotation around Y axis available by default
self:LoadNumberValueParameters()
return self
end
function OrbitalCamera:LoadOrCreateNumberValueParameter(name: string, valueType, updateFunction)
local valueObj = script:FindFirstChild(name)
if valueObj and valueObj:isA(valueType) then
-- Value object exists and is the correct type, use its value
self.externalProperties[name] = valueObj.Value
elseif self.externalProperties[name] ~= nil then
-- Create missing (or replace incorrectly-typed) valueObject with default value
valueObj = Instance.new(valueType)
valueObj.Name = name
valueObj.Parent = script
valueObj.Value = self.externalProperties[name]
else
return
end
if updateFunction then
if self.changedSignalConnections[name] then
self.changedSignalConnections[name]:Disconnect()
end
self.changedSignalConnections[name] = valueObj.Changed:Connect(function(newValue)
self.externalProperties[name] = newValue
updateFunction(self)
end)
end
end
function OrbitalCamera:SetAndBoundsCheckAzimuthValues()
self.minAzimuthAbsoluteRad = math.rad(self.externalProperties["ReferenceAzimuth"]) - math.abs(math.rad(self.externalProperties["CWAzimuthTravel"]))
self.maxAzimuthAbsoluteRad = math.rad(self.externalProperties["ReferenceAzimuth"]) + math.abs(math.rad(self.externalProperties["CCWAzimuthTravel"]))
self.useAzimuthLimits = self.externalProperties["UseAzimuthLimits"]
if self.useAzimuthLimits then
self.curAzimuthRad = math.max(self.curAzimuthRad, self.minAzimuthAbsoluteRad)
self.curAzimuthRad = math.min(self.curAzimuthRad, self.maxAzimuthAbsoluteRad)
end
end
function OrbitalCamera:SetAndBoundsCheckElevationValues()
-- These degree values are the direct user input values. It is deliberate that they are
-- ranged checked only against the extremes, and not against each other. Any time one
-- is changed, both of the internal values in radians are recalculated. This allows for
-- A developer to change the values in any order and for the end results to be that the
-- internal values adjust to match intent as best as possible.
local minElevationDeg = math.max(self.externalProperties["MinElevation"], MIN_ALLOWED_ELEVATION_DEG)
local maxElevationDeg = math.min(self.externalProperties["MaxElevation"], MAX_ALLOWED_ELEVATION_DEG)
-- Set internal values in radians
self.minElevationRad = math.rad(math.min(minElevationDeg, maxElevationDeg))
self.maxElevationRad = math.rad(math.max(minElevationDeg, maxElevationDeg))
self.curElevationRad = math.max(self.curElevationRad, self.minElevationRad)
self.curElevationRad = math.min(self.curElevationRad, self.maxElevationRad)
end
function OrbitalCamera:SetAndBoundsCheckDistanceValues()
self.minDistance = self.externalProperties["MinDistance"]
self.maxDistance = self.externalProperties["MaxDistance"]
self.curDistance = math.max(self.curDistance, self.minDistance)
self.curDistance = math.min(self.curDistance, self.maxDistance)
end
|
-- Change cooldown based on speed
|
humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(function()
if humanoid.WalkSpeed <= 16 then
cooldown = defaultcooldown
else
cooldown = defaultcooldown / 2
end
end)
|
--Core Helicopter Parts--
|
local body = script.Parent.Body
local myRoot = script.Parent.HumanoidRootPart
local myHuman = script.Parent.Humanoid
while myHuman:GetState() ~= Enum.HumanoidStateType.Physics do
myHuman:ChangeState(Enum.HumanoidStateType.Physics)
wait()
end
|
--[[ << GAMEPASS PERMISSIONS >>
Format: [GamepassId] = "PermissionName" OR PermissionNumber ; ]]
|
Asset_Permissions={
[0] = "Mod";
} ;
|
--[[Weight and CG]]
|
Tune.Weight = 1500 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 100 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = 1 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--Rescripted by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Speed = 50
Duration = 3.5
NozzleOffset = Vector3.new(0, 0.4, -1.1)
Sounds = {
Fire = Handle:WaitForChild("Fire"),
Reload = Handle:WaitForChild("Reload"),
HitFade = Handle:WaitForChild("HitFade")
}
PointLight = Handle:WaitForChild("PointLight")
ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Tool
ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Tool
ServerControl.OnServerInvoke = (function(player, Mode, Value, arg)
if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then
return
end
if Mode == "Click" and Value then
Activated(arg)
end
end)
function InvokeClient(Mode, Value)
pcall(function()
ClientControl:InvokeClient(Player, Mode, Value)
end)
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function FindCharacterAncestor(Parent)
if Parent and Parent ~= game:GetService("Workspace") then
local humanoid = Parent:FindFirstChild("Humanoid")
if humanoid then
return Parent, humanoid
else
return FindCharacterAncestor(Parent.Parent)
end
end
return nil
end
function GetTransparentsRecursive(Parent, PartsTable)
local PartsTable = (PartsTable or {})
for i, v in pairs(Parent:GetChildren()) do
local TransparencyExists = false
pcall(function()
local Transparency = v["Transparency"]
if Transparency then
TransparencyExists = true
end
end)
if TransparencyExists then
table.insert(PartsTable, v)
end
GetTransparentsRecursive(v, PartsTable)
end
return PartsTable
end
function SelectionBoxify(Object)
local SelectionBox = Instance.new("SelectionBox")
SelectionBox.Adornee = Object
SelectionBox.Color = BrickColor.new("Toothpaste")
SelectionBox.Parent = Object
return SelectionBox
end
local function Light(Object)
local Light = PointLight:Clone()
Light.Range = (Light.Range + 2)
Light.Parent = Object
end
function FadeOutObjects(Objects, FadeIncrement)
repeat
local LastObject = nil
for i, v in pairs(Objects) do
v.Transparency = (v.Transparency + FadeIncrement)
LastObject = v
end
wait()
until LastObject.Transparency >= 1 or not LastObject
end
function Dematerialize(character, humanoid, FirstPart)
if not character or not humanoid then
return
end
humanoid.WalkSpeed = 0
local Parts = {}
for i, v in pairs(character:GetChildren()) do
if v:IsA("BasePart") then
v.Anchored = true
table.insert(Parts, v)
elseif v:IsA("LocalScript") or v:IsA("Script") then
v:Destroy()
end
end
local SelectionBoxes = {}
local FirstSelectionBox = SelectionBoxify(FirstPart)
Light(FirstPart)
wait(0.05)
for i, v in pairs(Parts) do
if v ~= FirstPart then
table.insert(SelectionBoxes, SelectionBoxify(v))
Light(v)
end
end
local ObjectsWithTransparency = GetTransparentsRecursive(character)
FadeOutObjects(ObjectsWithTransparency, 0.1)
wait(0.5)
character:BreakJoints()
humanoid.Health = 0
Debris:AddItem(character, 2)
local FadeIncrement = 0.05
Delay(0.2, function()
FadeOutObjects({FirstSelectionBox}, FadeIncrement)
if character and character.Parent then
character:Destroy()
end
end)
FadeOutObjects(SelectionBoxes, FadeIncrement)
end
function Touched(Projectile, Hit)
if not Hit or not Hit.Parent then
return
end
local character, humanoid = FindCharacterAncestor(Hit)
if character and humanoid and character ~= Character then
local ForceFieldExists = false
for i, v in pairs(character:GetChildren()) do
if v:IsA("ForceField") then
ForceFieldExists = true
end
end
if not ForceFieldExists then
if Projectile then
local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name)
local torso = humanoid.Torso
if HitFadeSound and torso then
HitFadeSound.Parent = torso
HitFadeSound:Play()
end
end
Dematerialize(character, humanoid, Hit)
end
if Projectile and Projectile.Parent then
Projectile:Destroy()
end
end
end
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
if not Player or not Humanoid or Humanoid.Health == 0 then
return
end
end
function Activated(target)
if Tool.Enabled and Humanoid.Health > 0 then
Tool.Enabled = false
InvokeClient("PlaySound", Sounds.Fire)
local HandleCFrame = Handle.CFrame
local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset)
local ShotCFrame = CFrame.new(FiringPoint, target)
local LaserShotClone = BaseShot:Clone()
LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2))
local BodyVelocity = Instance.new("BodyVelocity")
BodyVelocity.velocity = ShotCFrame.lookVector * Speed
BodyVelocity.Parent = LaserShotClone
LaserShotClone.Touched:connect(function(Hit)
if not Hit or not Hit.Parent then
return
end
Touched(LaserShotClone, Hit)
end)
Debris:AddItem(LaserShotClone, Duration)
LaserShotClone.Parent = game:GetService("Workspace")
wait(1) -- FireSound length
InvokeClient("PlaySound", Sounds.Reload)
wait(1.25) -- ReloadSound length
Tool.Enabled = true
end
end
function Unequipped()
end
BaseShot = Instance.new("Part")
BaseShot.Name = "Effect"
BaseShot.BrickColor = BrickColor.new("Toothpaste")
BaseShot.Material = Enum.Material.Plastic
BaseShot.Shape = Enum.PartType.Block
BaseShot.TopSurface = Enum.SurfaceType.Smooth
BaseShot.BottomSurface = Enum.SurfaceType.Smooth
BaseShot.FormFactor = Enum.FormFactor.Custom
BaseShot.Size = Vector3.new(0.2, 0.2, 3)
BaseShot.CanCollide = false
BaseShot.Locked = true
SelectionBoxify(BaseShot)
Light(BaseShot)
BaseShotSound = Sounds.HitFade:Clone()
BaseShotSound.Parent = BaseShot
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--DO NOT DELETE, THIS WILL BREAK THE GUN
|
function Stick(x, y)
local W = Instance.new("Weld")
W.Part0 = x
W.Part1 = y
local CJ = CFrame.new(x.Position)
local C0 = x.CFrame:inverse()*CJ
local C1 = y.CFrame:inverse()*CJ
W.C0 = C0
W.C1 = C1
W.Parent = x
end
function Get(A)
if A.ClassName == ("Part") then
Stick(script.Parent.Handle, A)
--A.Anchored = false
else
local C = A:GetChildren()
for i=1, #C do
Get(C[i])
end
end
end
function Finale()
Get(script.Parent)
end
script.Parent.Equipped:connect(Finale)
script.Parent.Unequipped:connect(Finale)
Finale()
|
--[[
By AxisAngle, (Trey Reynolds)
Documentation
http://www.roblox.com/item.aspx?id=227509468
Region constructors:
Region Region.new(CFrame RegionCFrame, Vector3 RegionSize)
>Returns a new Region object
Region Region.FromPart(Instance Part)
>Returns a new Region objects
Region methods:
table Region:Cast([Instance or table Ignore])
>Returns all parts in the Region, ignoring the Ignore
bool Region:CastPart(Instance Part)
>Returns true if Part is within Region, false otherwise
table Region:CastParts(table Parts)
>Returns a table of all parts within the region
bool Region:CastPoint(Vector3 Point)
>Returns true if Point intersects Region, false otherwise
bool Region:CastSphere(Vector3 SphereCenter, number SphereRadius)
>Returns true if Sphere intersects Region, false otherwise
bool Region:CastBox(CFrame BoxCFrame, Vector3 BoxSize)
>Returns true if Box intersects Region, false otherwise
Region properties: (Regions are mutable)
CFrame CFrame
Vector3 Size
Region3 Region3
Region functions:
Region3 Region.Region3BoundingBox(CFrame BoxCFrame, Vector3 BoxSize)
>Returns the enclosing boundingbox of Box
table Region.FindAllPartsInRegion3(Region3 Region3, [Instance or table Ignore])
>Returns all parts within a Region3 of any size
bool Region.BoxPointCollision(CFrame BoxCFrame, Vector3 BoxSize, Vector3 Point)
>Returns true if the Point is intersecting the Box, false otherwise
bool Region.BoxSphereCollision(CFrame BoxCFrame, Vector3 BoxSize, Vector3 SphereCenter, number SphereRadius)
>Returns true if the Sphere is intersecting the Box, false otherwise
bool Region.BoxCollision(CFrame Box0CFrame, Vector3 Box0Size, CFrame Box1CFrame, Vector3 Box1Size, [bool AssumeTrue])
>Returns true if the boxes are intersecting, false otherwise
If AssumeTrue is left blank, it does the full check to see if Box0 is intersecting Box1
If AssumeTrue is true, it skips the heavy check and assumes that any part that could possibly be in the Region is
If AssumeTrue is false, it skips the heavy check and assumes that any part that could possible be outside the Region is
bool Region.CastPoint(Vector3 Point, [Instance or table Ignore])
>Returns true if the point intersects a part, false otherwise
]]
|
local Region={}
local BoxPointCollision do
local VecDiv=CFrame.new().pointToObjectSpace--Right Division, yo.
function BoxPointCollision(CFrame,Size,Point)
local Relative =VecDiv(CFrame, Point)
local sx,sy,sz =Size.x/2,Size.y/2,Size.z/2
local rx,ry,rz =Relative.x,Relative.y,Relative.z
return rx*rx<sx*sx and ry*ry<sy*sy and rz*rz<sz*sz
end
end
local BoxSphereCollision do
local VecDiv=CFrame.new().pointToObjectSpace--Right Division, yo.
function BoxSphereCollision(CFrame,Size,Center,Radius)
local Relative =VecDiv(CFrame,Center)
local sx,sy,sz =Size.x/2,Size.y/2,Size.z/2
local rx,ry,rz =Relative.x,Relative.y,Relative.z
local dx =rx>sx and rx-sx--Faster than if statement
or rx<-sx and rx+sx
or 0
local dy =ry>sy and ry-sy
or ry<-sy and ry+sy
or 0
local dz =rz>sz and rz-sz
or rz<-sz and rz+sz
or 0
return dx*dx+dy*dy+dz*dz<Radius*Radius
end
end
|
-- Remote Functions Client -> Server
|
-- Getters
RF_getPlayerData.OnServerInvoke = function(player)
local cahced = database.GetCachedProfile(player.UserId)
return cahced
end
RF_vehicleSpawnRequest.OnServerInvoke = function(player) return vehicles.SpawnPlayerVehicle(player, 1) end
RF_vehicleRemoveRequest.OnServerInvoke = function(player) return vehicles.RemovePlayerVehicle(player) end
RF_redeemCode.OnServerInvoke = function(player, code) return twitter.RedeemCode(player, code) end
-- Weapons
RF_GetUnlockedWeapons.OnServerInvoke = function(player) return weapons.GetUnlockedWeapons(player) end
RF_GetWeaponInfo.OnServerInvoke = function(player, weaponID) return weapons.GetWeaponInfo(player, weaponID) end
RF_GetEquipedWeapon.OnServerInvoke = function(player) return weapons.GetEquipedWeapon(player) end
RF_EquipWeapon.OnServerInvoke = function(player,weaponID) return weapons.EquipWeapon(player, weaponID) end
RF_UnEquipWeapon.OnServerInvoke = function(player) return weapons.UnEquipWeapon(player) end
RF_BuyWeapon.OnServerInvoke = function(player, weaponID) return weapons.BuyWeapon(player, weaponID) end
-- Bullet
RF_DamageVehicle.OnServerInvoke = function(player, bullet, hitVehicle) return damageReplicator.ApplyDamageToVehicle(bullet,hitVehicle) end
|
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