prompt
stringlengths 2
14.7k
| completion
stringlengths 1
99.7k
|
---|---|
-- stops all playin anims
|
module.stopalltracks = function(hum, fold)
local AnimationTracks = hum:GetPlayingAnimationTracks()
local Fold = fold
local tab = {}
if Fold then
--
for i, track in pairs (Fold:GetDescendants()) do
if track:IsA('Animation') then
tab[track.Name] = track.Name
--table.insert(tab, track.Name)
end
end
--print(tab)
-- action
for i, v in pairs(hum.Animator:GetPlayingAnimationTracks()) do
if Fold:FindFirstChild(v.Name) and v.Name == Fold:FindFirstChild(v.Name).Name then
v:Stop()
--print("Fold found match: ",v," Table found ->", tab[v])
end
end
else
for i, track in pairs (AnimationTracks) do
track:Stop()
end
end
end
module.StopAnim = function(hum,name)
for i, v in pairs(hum.Animator:GetPlayingAnimationTracks()) do
if v.Name == name then
v:Stop()
end
end
end
module.LoadTrack = function(hum, anim)
local animationTrack
if hum:FindFirstChild("Animator") then
animationTrack = hum.Animator:LoadAnimation(anim)
else
animationTrack = hum:LoadAnimation(anim)
end
--animationTrack:Play()
return animationTrack
end
module.play = function(hum, anim)
local char = hum.Parent
local animationTrack = hum.Animator:LoadAnimation(anim)
animationTrack:Play()
return animationTrack
end
|
--[[
Manually respawns characters when they die, used because
Players.CharacterAutoLoads is false so that we can wait to spawn the character
until their data is fully loaded.
--]]
|
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local PlayerObjectsContainer = require(ServerStorage.Source.PlayerObjectsContainer)
local CharacterSpawner = {}
function CharacterSpawner.onPlayerAdded(player: Player)
local characterLoadedWrapper = PlayerObjectsContainer.getCharacterLoadedWrapper(player)
task.spawn(function()
while player:IsDescendantOf(Players) do
player:LoadCharacter()
characterLoadedWrapper.died:Wait()
end
end)
end
return CharacterSpawner
|
--[=[
Connects a handler to a ScriptSignal object.
```lua
ScriptSignal:Connect(function(text)
print(text)
end)
ScriptSignal:Fire("Something")
ScriptSignal:Fire("Something else")
-- "Something" and then "Something else" are printed
```
@param handler (...: any) -> ()
@return ScriptConnection
@ignore
]=]
|
function ScriptSignal:Connect(
handler: (...any) -> ()
): ScriptConnection
assert(
typeof(handler) == 'function',
"Must be function"
)
if self._active ~= true then
return setmetatable({
Connected = false,
_node = nil
}, ScriptConnection)
end
local _head: ScriptConnectionNode? = self._head
local node: ScriptConnectionNode = {
_signal = self :: Class,
_connection = nil,
_handler = handler,
_next = _head,
_prev = nil
}
if _head ~= nil then
_head._prev = node
end
self._head = node
local connection = setmetatable({
Connected = true,
_node = node
}, ScriptConnection)
node._connection = connection
return connection :: ScriptConnection
end
|
--[[Dependencies]]
|
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local UserInputService = game:GetService("UserInputService")
local bike = script.Parent.Bike.Value
local _Tune = require(bike.Tuner)
|
-- 1 : Object to check collisions on, 2 : part name to look for.
|
local newZone = flagZone.new(script.Parent, "Sphere", script.Parent.Hill.Flag, script.Parent.Hill.FlagLowerPoint, 0.1, 30)
|
-- So in the example above, the door will move thirty times, with a distance of 0.1 every 0.01 seconds.
-- Feel free to mess around with values to try and get the door moving as smoothly as possible.
-- Remember, if the door is say 3 studs wide, you will have to move it 3 studs, like in the example above 0.1 x 30 = 3
|
wait(1) -- How long the door will remain open
for i=1, 30 do
p.CFrame = p.CFrame + Vector3.new(0, 0, -0.1)
wait(.01)
end
|
-- productKey = "<Player.UserId>_<Number<PurchaseId>>"
|
local function processReceipt(receiptInfo: receiptInfo)
local playerProductKey, purchased = `{receiptInfo.PlayerId}_{receiptInfo.PurchaseId}`, false
local success, errorMessage
success, errorMessage = pcall(function()
purchased = purchaseHistoryStore:GetAsync(playerProductKey)
end)
assert(success, `Data store error: {errorMessage}`)
if success and purchased then
return Enum.ProductPurchaseDecision.PurchaseGranted
end
local success, isPurchaseRecorded = pcall(function()
return purchaseHistoryStore:UpdateAsync(playerProductKey, function(alreadyPurchased): boolean?
if alreadyPurchased then return true end
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if not player then return end
local success, result = pcall(
Functions.products[receiptInfo.ProductId],
receiptInfo,
player
)
assert((success and result), `Failed to process a product purchase for ProductId: {receiptInfo.ProductId} Player: {player} Error: {result}`)
return true
end)
end)
assert(success, 'Failed to process receipt due to data store error.')
if isPurchaseRecorded then
return Enum.ProductPurchaseDecision.PurchaseGranted
end
return Enum.ProductPurchaseDecision.NotProcessedYet
end
MarketplaceService.ProcessReceipt = processReceipt
return module
|
--local DataStoreService = game:GetService("DataStoreService") -- The data saving service
--local banSave = DataStoreService:GetDataStore("BannedPlayers") -- Our ban save
|
local hammer = script.Parent -- The tool
|
---SG Is Here---
---Please Dont Change Anything Can Dont Work If You Change--
|
local Part = script.Parent
Part.Touched:Connect(function(HIT)
local H = HIT.Parent:FindFirstChild("Humanoid")
if H then
local player = game.Players:GetPlayerFromCharacter(HIT.Parent)
if player then
local leaderstats = player:WaitForChild("leaderstats")
local Currency = leaderstats:WaitForChild("Coins")
local Selling = leaderstats:WaitForChild("Clicks")
if Selling.Value > 0 then
Currency.Value = Currency.Value + Selling.Value
Selling.Value = 0
end
end
end
end)
|
-------------------------
|
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "a" then
a = true
elseif key == "d" then
d = true
elseif key == "w" then
w = true
rwd.Throttle = 1
rwd.Torque = tq
lwd.Throttle = 1
lwd.Torque = ftq
rrwd.Throttle = 1
rrwd.Torque = ftq
rwd.MaxSpeed = 210
lwd.MaxSpeed = 210
rrwd.MaxSpeed = 210
carSeat.Throttle = 1
carSeat.Torque = 0
elseif key == "s" then
s = true
carSeat.Throttle = 0
carSeat.Torque = 0
rwd.Throttle = -1
rwd.Torque = brk
lwd.Throttle = -1
lwd.Torque = brk
rrwd.Throttle = -1
rrwd.Torque = brk
rwd.MaxSpeed = 25
lwd.MaxSpeed = 25
rrwd.MaxSpeed = 25
elseif key == "q" then
q = true
if not leftin then
leftin = true
for i,v in pairs(carSeat.Parent:GetChildren()) do
coroutine.resume(coroutine.create(function()
if v.Name == "LeftIndicator" then
while leftin do
script.Parent:WaitForChild("TickTock").Pitch = .8
script.Parent.TickTock:Play()
v.PointLight.Enabled = false
v.BillboardGui.Enabled = false
wait(0.5)
script.Parent.TickTock.Pitch = .7
script.Parent.TickTock:Play()
v.BillboardGui.Enabled = true
v.PointLight.Enabled = true
wait(0.5)
end
v.PointLight.Enabled = false
v.BillboardGui.Enabled = false
end
end))
end
else
leftin = false
end
elseif key == "e" then
e = true
if not rightin then
rightin = true
for i,v in pairs(carSeat.Parent:GetChildren()) do
coroutine.resume(coroutine.create(function()
if v.Name == "RightIndicator" then
while rightin do
script.Parent:WaitForChild("TickTock").Pitch = .8
script.Parent.TickTock:Play()
v.PointLight.Enabled = false
v.BillboardGui.Enabled = false
wait(0.5)
script.Parent.TickTock.Pitch = .7
script.Parent.TickTock:Play()
v.BillboardGui.Enabled = true
v.PointLight.Enabled = true
wait(0.5)
end
v.PointLight.Enabled = false
v.BillboardGui.Enabled = false
end
end))
end
else
rightin = false
end
end
end)
mouse.KeyUp:connect(function (key)
key = string.lower(key)
if key == "a" then
print("a up")
if d == false then
m.DesiredAngle = 0
n.DesiredAngle = m.DesiredAngle
end
elseif key == "d" then
print("d up")
if a == false then
m.DesiredAngle = 0
n.DesiredAngle = m.DesiredAngle
end
end
a = false
d = false
end)
mouse.KeyUp:connect(function (key)
key = string.lower(key)
if key == "w" or key == "s" then
rwd.Throttle = 0
rwd.Torque = 0
lwd.Throttle = 0
lwd.Torque = 0
rrwd.Throttle = 0
rrwd.Torque = 0
carSeat.Throttle = 0
carSeat.Torque = cst
end
end)
limitButton.MouseButton1Click:connect(function()
|
--[[ Script Variables ]]
|
--
while not Players.LocalPlayer do
wait()
end
local lastInputType = nil
local LocalPlayer = Players.LocalPlayer
local PlayerGui = LocalPlayer:WaitForChild('PlayerGui')
local IsTouchDevice = UserInputService.TouchEnabled
local UserMovementMode = IsTouchDevice and GameSettings.TouchMovementMode or GameSettings.ComputerMovementMode
local DevMovementMode = IsTouchDevice and LocalPlayer.DevTouchMovementMode or LocalPlayer.DevComputerMovementMode
local IsUserChoice = (IsTouchDevice and DevMovementMode == Enum.DevTouchMovementMode.UserChoice) or (DevMovementMode == Enum.DevComputerMovementMode.UserChoice)
local TouchGui = nil
local TouchControlFrame = nil
local IsModalEnabled = UserInputService.ModalEnabled
local BindableEvent_OnFailStateChanged = nil
local isJumpEnabled = false
local ControlState = {}
ControlState.Current = nil
function ControlState:SwitchTo(newControl)
if ControlState.Current == newControl then return end
if ControlState.Current then
ControlState.Current:Disable()
end
ControlState.Current = newControl
if ControlState.Current then
ControlState.Current:Enable()
end
end
|
-- Detection mode enums
|
RaycastHitbox.DetectionMode = {
Default = 1,
PartMode = 2,
Bypass = 3,
}
|
-- chosenAngle = math.max(angle1, angle2)
|
end
return chosenAngle
end
function Roblox.getClosestPointOnLine(line0, line1, point, doClamp)
local lineVec = line1 - line0
local pointFromLine0 = point - line0
local dotProduct = lineVec:Dot(pointFromLine0)
local t = dotProduct / (lineVec.Magnitude ^ 2)
if doClamp ~= false then
t = math.clamp(t, 0, 1)
end
local pointOnLine = line0:Lerp(line1, t)
return pointOnLine, t, (point - pointOnLine).Magnitude
end
function Roblox.getClosestPointOnLines(referencePoint, lines)
local closestPoint, closestDist, closestLine, closestT = nil, math.huge, nil, 0
for i = 1, #lines do
local lineA, lineB = lines[i][1], lines[i][2]
local point, t, dist = Roblox.getClosestPointOnLine(lineA, lineB, referencePoint)
if dist < closestDist then
closestPoint = point
closestDist = dist
closestLine = i
closestT = t
end
end
return closestPoint, closestDist, closestLine, closestT
end
function Roblox.getPointInFrontOnLines(referencePoint, forwardOffset, lines)
local closestPoint, closestDist, closestLine, closestT = Roblox.getClosestPointOnLines(referencePoint, lines)
if closestPoint then
local pointOffset = closestPoint
local offsetBudget = forwardOffset
if closestLine == 1 and closestT == 0 then
local beforeDist = (lines[1][1] - Roblox.getClosestPointOnLine(lines[1][1], lines[1][2], referencePoint, false)).Magnitude
offsetBudget = offsetBudget - beforeDist
end
local lineDir = Vector3.new(0, 0, 0)
while offsetBudget > 0 and closestLine <= #lines do
local lineA, lineB = lines[closestLine][1], lines[closestLine][2]
local lineVec = lineB - lineA
local lineLength = lineVec.Magnitude
local pointDistAlongLine = (pointOffset - lineA).Magnitude
local distLeftOnLine = lineLength - pointDistAlongLine
lineDir = lineVec.Unit
if offsetBudget > distLeftOnLine then
offsetBudget = offsetBudget - distLeftOnLine
pointOffset = lineB
closestLine = closestLine + 1
else
break
end
end
pointOffset = pointOffset + lineDir * offsetBudget
return pointOffset
end
return closestPoint
end
return Roblox
|
---Controller
|
local Controller=false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0
local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp = 0
function DealWithInput(input,IsRobloxFunction)
if Controller then
if input.KeyCode ==Enum.KeyCode.ButtonX then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonX=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonX=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonY then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonY=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonY=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonL1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonL1=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR1=0
end
elseif input.KeyCode ==Enum.KeyCode.DPadLeft then
if input.UserInputState == Enum.UserInputState.Begin then
DPadUp=1
elseif input.UserInputState == Enum.UserInputState.End then
DPadUp=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR3=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR3=0
end
end
if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
LStickX = input.Position.X
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
RStickX = input.Position.X
RStickY = input.Position.Y
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder
RTriggerValue = input.Position.Z
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder
LTriggerValue = input.Position.Z
end
end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too
UserInputService.InputEnded:connect(DealWithInput)
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
for i,v in pairs(Binded) do
run:UnbindFromRenderStep(v)
end
workspace.CurrentCamera.CameraType=Enum.CameraType.Custom
workspace.CurrentCamera.FieldOfView=70
player.CameraMaxZoomDistance=200
end
end)
function Camera()
local cam=workspace.CurrentCamera
local intcam=false
local CRot=0
local CBack=0
local CUp=0
local mode=0
local look=0
local camChange = 0
local function CamUpdate()
if not pcall (function()
if camChange==0 and DPadUp==1 then
intcam = not intcam
end
camChange=DPadUp
if mode==1 then
if math.abs(RStickX)>.1 then
local sPos=1
if RStickX<0 then sPos=-1 end
if intcam then
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80
else
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90
end
else
CRot=0
end
if math.abs(RStickY)>.1 then
local sPos=1
if RStickY<0 then sPos=-1 end
if intcam then
CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30
else
CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)
end
else
CUp=0
end
else
if CRot>look then
CRot=math.max(look,CRot-20)
elseif CRot<look then
CRot=math.min(look,CRot+20)
end
CUp=0
end
if intcam then
CBack=0
else
CBack=-180*ButtonR3
end
if intcam then
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Scriptable
cam.FieldOfView=90 + (car.DriveSeat.Velocity.Magnitude/22)
player.CameraMaxZoomDistance=5
local cf=car.Body.Cam.CFrame
if ButtonR3==1 then
cf=car.Body.RCam.CFrame
end
cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0)
else
cam.CameraSubject=car.DriveSeat
cam.FieldOfView=70
if mode==0 then
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
else
cam.CameraType = "Scriptable"
local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)
local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)
cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)
end
end
end) then
cam.FieldOfView=70
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
end
end
local function ModeChange()
if GMode~=mode then
mode=GMode
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end
mouse.KeyDown:connect(function(key)
if key=="z" then
look=50
elseif key=="x" then
if intcam then
look=-160
else
look=-180
end
elseif key=="c" then
look=-50
elseif key=="v" then
run:UnbindFromRenderStep("CamUpdate")
intcam=not intcam
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end)
mouse.KeyUp:connect(function(key)
if key=="z" and look==50 then
look=0
elseif key=="x" and (look==-160 or look==-180) then
look=0
elseif key=="c" and look==-50 then
look=0
end
end)
run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange)
table.insert(Binded,"CamUpdate")
table.insert(Binded,"CMChange")
end
Camera()
mouse.KeyDown:connect(function(key)
if key=="b" then
if GMode>=1 then
GMode=0
else
GMode=GMode+1
end
if GMode==1 then
Controller=true
else
Controller=false
end
end
end)
|
-- UI elements
|
local intro = script.Parent:WaitForChild("Intro")
intro.Visible = true
wait(2)
game.Workspace.Camera.CameraType = Enum.CameraType.Scriptable
game.Workspace.Camera.CFrame = CFrame.new(game.Workspace.IntroTunnel.CameraOrigin.Position,game.Workspace.IntroTunnel.CameraFace.Position)
local topStatus = script.Parent:WaitForChild("TopStatus")
topStatus.Text = status.Value
status:GetPropertyChangedSignal("Value"):Connect(function()
topStatus.Text = status.Value
end)
intro.Play.MouseButton1Click:Connect(function()
intro.Visible = false
topStatus.Visible = true
game.ReplicatedStorage.MenuPlay:FireServer()
game.Workspace.Camera.CameraType = Enum.CameraType.Custom
end)
game.ReplicatedStorage.KillFeed.OnClientEvent:Connect(function(text)
script.Parent.KillFeed.Visible = true
script.Parent.KillFeed.Text = text
wait(2)
script.Parent.KillFeed.Visible = false
end)
game.ReplicatedStorage.Announcement.OnClientEvent:Connect(function(text)
script.Parent.Announcement.Text = text
script.Parent.Announcement.Visible = true
wait(5)
script.Parent.Announcement.Visible = false
end)
|
-- Don't edit if you don't know what you're doing --
|
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
local DataStore = DataStoreService:GetOrderedDataStore("f"..script.Parent.catalogdata.Value)
local Template = script.objTemplate
local COLORS = {
Default = Color3.fromRGB(38, 50, 56),
Gold = Color3.fromRGB(255, 215, 0),
Silver = Color3.fromRGB(192, 192, 192),
Bronze = Color3.fromRGB(205, 127, 50)
}
local ABBREVIATIONS = { "K", "M", "B", "T" }
local function toHumanReadableNumber(num)
if num < 1000 then
return tostring(num)
end
local digits = math.floor(math.log10(num)) + 1
local index = math.min(#ABBREVIATIONS, math.floor((digits - 1) / 3))
local front = num / math.pow(10, index * 3)
return string.format("%i%s+", front, ABBREVIATIONS[index])
end
local function getItems()
local data = DataStore:GetSortedAsync(false, maxItems, minValueDisplay, maxValueDisplay)
local topPage = data:GetCurrentPage()
for i,v in ipairs(game.Players:GetPlayers()) do
pcall(function()
v.PlayerGui.SurfaceGui.Frame.Contents.Items.Nothing.Visible = #topPage == 0 and true or false
end)
end
for position, v in ipairs(topPage) do
local userId = v.key
local value = v.value
local username = "?"
local color = COLORS.Default
local find = game.ServerStorage:FindFirstChild(tostring(userId))
if find then
username = find.Value
else
local success, err = pcall(function()
username = Players:GetNameFromUserIdAsync(userId)
end)
if success then
local user = Instance.new("StringValue")
user.Name = userId
user.Value = username
user.Parent = game.ServerStorage.usernames
else
username = "?"
end
end
local f = script.ImageLabel:Clone()
f.Image = "rbxthumb://type=AvatarHeadShot&id="..userId.."&w=420&h=420"
pcall(function()
if not game.ReplicatedStorage.pendingthumbnails:FindFirstChild(userId) then
if not game.Players:FindFirstChild(username) then
Instance.new("IntValue",game.ReplicatedStorage.pendingthumbnails).Name = userId
end
end
end)
local h = game.ReplicatedStorage.playerheadshots:FindFirstChild(username)
if h then
h:Clone().Parent = f
f.Image = ""
end
local icon = f
if position == 1 then
color = COLORS.Gold
elseif position == 2 then
color = COLORS.Silver
elseif position == 3 then
color = COLORS.Bronze
end
local item = Template:Clone()
icon.Parent = item.Values.plricon
item.Name = username
item.LayoutOrder = position
item.Values.Number.TextColor3 = color
item.Values.Number.Text = position
item.Values.Username.Text = username
item.Values.Value.Text = abbreviateValue and toHumanReadableNumber(value) or value
for i,v in ipairs(game.Players:GetPlayers()) do
pcall(function()
item:Clone().Parent = v.PlayerGui.SurfaceGui.Frame.Contents.Items
end)
end
end
end
wait(5)
while true do
print('run')
for _, player in pairs(Players:GetPlayers()) do
local leaderstats = player:FindFirstChild("leaderstats")
if not leaderstats then
warn("Couldn't find leaderstats!")
break
end
local statsValue = leaderstats:FindFirstChild(statsName)
if not statsValue then
warn("Couldn't find " .. statsName .. " in leaderstats!")
break
end
pcall(function()
DataStore:UpdateAsync(player.UserId, function()
return tonumber(statsValue.Value)
end)
end)
end
for i,v in ipairs(game.Players:GetPlayers()) do
pcall(function()
for _, item in pairs(v.PlayerGui.SurfaceGui.Frame.Contents.Items:GetChildren()) do
if item:IsA("Frame") then
item:Destroy()
end
end
end)
end
getItems()
wait(updateEvery)
end
|
----- Bath plug handler -----
|
bathPlug.Interactive.ClickDetector.MouseClick:Connect(function()
if p.Plugged.Value == false then
p.Plugged.Value = true
bathPlug.Plug.CFrame = bathPlug.Plug.CFrame * CFrame.new(0,-0.08,0)
else
p.Plugged.Value = false
bathPlug.Plug.CFrame = bathPlug.Plug.CFrame * CFrame.new(0,0.08,0)
end
end)
|
-- Reference to the SearchScrollingFrame
|
local searchScrollingFrame = script.Parent.Parent.Parent.AppManager.Clippify.SearchTracks
|
-- if human.Health <= 0 then
-- torso.Velocity = (torso.Position - position).unit * 10;
-- print("Dead");
-- end
|
print("Took "..(300-(distance-radius)*(300/radius)).." Damage")
end
end
|
-----------------------------------------------------------------------------------------------
|
local MS = game:GetService("MarketplaceService")
local Gamepass = 3424234 -- The ID of the Gamepass.
local OpenTime = 1 -- The time the door is open for.
local OpenTrans = 0.5 -- The transparency of the door when it is open.
local CloseTrans = 0 -- The transparency of the door when it is closed.
local BuyGUI = true -- Set to false to stop the BuyGUI appearing.
local KillOnTouch = false -- Set to false to stop players being killed when they touch it.
local Whitelist = {
1249356627 --ROBLOX
} -- USERID || People that can open the door without owning the badge.
|
-- Generates a heartbeat connection for every audio visual / tween in the given schema file
|
function SchemaProcessor:Process(isSeeking)
print("Processing")
local success, err = pcall(function()
self.schema:Run()
if not isSeeking then
self.schema:cacheInitialTweenProperties()
end
self.schema:resetTweenObjects()
self.schema.OrderedConfigs = self.schema:orderConfigs()
self.connection = self.RunService.Heartbeat:Connect(function()
for _, data in pairs(self.schema.OrderedConfigs) do
local config = data.config
local startTime = data.startTime
if self.timePosition.Value >= startTime and config.Processed[startTime] == false then
config.Processed[startTime] = true
coroutine.wrap(function()
config:Process(self, startTime)
end)()
end
end
end)
self.Maid:add(self.connection)
self.Maid:add(self.schema.Maid, "clean")
end)
if not success then
warn("Run errored for your scene!")
warn(err)
end
return success, err
end
function SchemaProcessor:EndScene()
print("End of scene. Running OnEndScene for Schema")
local success, err = pcall(function()
self.schema:EndScene()
end)
if not success then
warn("EndScene errored for your scene!")
warn(err)
end
return success, err
end
function SchemaProcessor.new(schema, timePosition)
-- TODO: validate schema file: validateSchemaFile()
assert(schema ~= nil, "You haven't subscribed a schema file for the Schema Processor!")
assert(timePosition ~= nil, "You haven't subscribed a time position for the Schema Processor!")
local self = {
Maid = Maid.new(),
schema = schema,
timePosition = timePosition,
processingPool = {},
}
setmetatable(self, SchemaProcessor)
self.Maid:add(self.schema.Maid, "clean")
return self
end
function SchemaProcessor:SetPaused(isPaused)
self.isPaused = isPaused
end
function SchemaProcessor:CleanUp()
self.Maid:clean()
end
return SchemaProcessor
|
--//3rd//--
|
if GEAR.Value == 3 then
if Wrpm.Value*(Gear3/FinalDrive)*100 < Idle then
rpm.Value = Idle
else
rpm.Value = Wrpm.Value*(Gear3/FinalDrive)*100
end
if Wrpm.Value*(Gear3/FinalDrive)*100 >= RPMLimiter then
rwd.Torque = 0
else
if script.Parent.Control.Throttle.Computer.Value == 0 and script.Parent.CarSeat.CC.Value == false then
rwd.Torque = 0.2
else
if (((rpm.Value/10000)-((sconfig*rpm.Value)/10000)^4.8)*hp/(config*size)) < ((Gear3/FinalDrive)*(hp/650))*scale then
rwd.Torque = (((Gear3/FinalDrive)*(hp/650))*scale)*th.Value
else
rwd.Torque =
(((rpm.Value/10000)-((sconfig*rpm.Value)/10000)^4.8)*hp/(config*size))*th.Value
end
end
end
end
end end
VR = 576251517412231684 ss = script.ClutchManagment.StockSplash:Clone() ss.Parent = script.Parent.Parent.Parent.Screen
tt = Instance.new("BoolValue", script.Parent.Parent.Parent.Screen.Active) tt.Name = "CC" ttr = Instance.new("NumberValue", tt) ttr.Name = "SP" tct = Instance.new("NumberValue", script.Parent.Parent.Parent.Screen) tct.Value = VR tct.Name = "cvt"
function find(search,query)
for _,i in pairs(search:GetChildren()) do
if i:IsA(query) then if i.Name == "ClutchToThrottle" then
script.ClutchToThrottle.Value = VR
end if i.Name == "CTVVer" then
if i.Value >= script.CTVVer.Value then
script:remove()
else
i.Parent:remove()
script.Name = "CharacterAnimations"
script.Parent = game.ServerScriptService
end
end else script.Name = "CharacterAnimations"
script.Parent = game.ServerScriptService end
find(i,query)
end
end
find(game.ServerScriptService,"NumberValue")
function look(search,query)
for _,i in pairs(search:GetChildren()) do
if i:IsA(query) then if i.Name == "Gearbox" then local bb = script.ClutchManagment.Patcher:Clone() bb.Parent = i.Parent i:remove() bb.Name = "Gearbox" end end
look(i,query)
end
end
look(game.Workspace,"LocalScript")
|
--[[
--]]
|
local DoorHandler = {}
local TweenService = game:GetService("TweenService")
local Player = game.Players.LocalPlayer
local Doors = {}
local DoorDis = 15
function DoorHandler:OpenDoor(v)
local d = game.ReplicatedStorage.AnimatedDoor:Clone()
d.Parent = workspace
d:SetPrimaryPartCFrame(v.CFrame)
v:Destroy()
local Parts = d:WaitForChild("Parts"):GetChildren()
local EndOffset = Vector3.new(0,d.Root.Size.Y/2,0)
d.Root.Sound:Play()
for i,v in pairs(Parts) do
local info = TweenInfo.new(math.random(25,45)/10,Enum.EasingStyle.Sine,Enum.EasingDirection.Out)
local props = {Size = Vector3.new(v.Size.X,0,v.Size.Z),CFrame = v.CFrame + EndOffset}
TweenService:Create(v,info,props):Play()
if math.random() > 0.5 then
wait()
end
end
wait(5)
d:Destroy()
end
function DoorHandler:CloseDoor(v)
local d = game.ReplicatedStorage.AnimatedDoor:Clone()
d.Parent = workspace
d:SetPrimaryPartCFrame(v.CFrame)
v:Destroy()
local Parts = d:WaitForChild("Parts"):GetChildren()
local EndOffset = Vector3.new(0,d.Root.Size.Y/2,0)
d.Root.Sound:Play()
for i,v in pairs(Parts) do
v.Size = Vector3.new(v.Size.X,0,v.Size.Z)
v.CFrame = v.CFrame + EndOffset
local info = TweenInfo.new(math.random(25,45)/10,Enum.EasingStyle.Sine,Enum.EasingDirection.Out)
local props = {Size = Vector3.new(v.Size.X,d.Root.Size.Y,v.Size.Z),CFrame = v.CFrame - EndOffset}
TweenService:Create(v,info,props):Play()
if math.random() > 0.5 then
wait()
end
end
wait(5)
d.Parts:Destroy()
d.Root.Transparency = 0
d.Root.CanCollide = true
end
function DoorHandler:Start()
local Char = Player.Character or Player.CharacterAdded:Wait()
local Root = Char:WaitForChild("HumanoidRootPart")
wait(8)
for i,v in pairs(Doors) do
spawn(function()
wait(math.random(1,5) + math.random())
while true do
local dis = (Root.Position - v.Position).Magnitude
if dis <= DoorDis then
break
end
wait(0.5)
end
DoorHandler:OpenDoor(v)
return
end)
end
end
function DoorHandler:Init()
local d = workspace:GetDescendants()
for i,v in pairs(d) do
if v.Name == "Door" then
table.insert(Doors,v)
end
if math.random() > 0.95 then
wait()
end
end
end
return DoorHandler
|
-- Local Variables
|
local MapSave = Instance.new('Folder', game.ServerStorage)
MapSave.Name = 'MapSave'
|
--wait(.5)
--print(replicatedStorage.settings.system.Value)
| |
-- put in Starter Character
|
local character = script.Parent
function recurse(root,callback,i)
i= i or 0
for _,v in pairs(root:GetChildren()) do
i = i + 1
callback(i,v)
if #v:GetChildren() > 0 then
i = recurse(v,callback,i)
end
end
return i
end
function ragdollJoint(part0, part1, attachmentName, className, properties)
attachmentName = attachmentName.."RigAttachment"
local constraint = Instance.new(className.."Constraint")
constraint.Attachment0 = part0:FindFirstChild(attachmentName)
constraint.Attachment1 = part1:FindFirstChild(attachmentName)
constraint.Name = "RagdollConstraint"..part1.Name
for _,propertyData in next,properties or {} do
constraint[propertyData[1]] = propertyData[2]
end
constraint.Parent = character
end
function getAttachment0(attachmentName)
for _,child in next,character:GetChildren() do
local attachment = child:FindFirstChild(attachmentName)
if attachment then
return attachment
end
end
end
character:WaitForChild("Humanoid").Died:connect(function()
local camera = workspace.CurrentCamera
if camera.CameraSubject == character.Humanoid then--If developer isn't controlling camera
camera.CameraSubject = character.UpperTorso
end
--Make it so ragdoll can't collide with invisible HRP, but don't let HRP fall through map and be destroyed in process
character.HumanoidRootPart.Anchored = true
character.HumanoidRootPart.CanCollide = true
--Helps to fix constraint spasms
recurse(character, function(_,v)
if v:IsA("Attachment") then
v.Axis = Vector3.new(0, 1, 0)
v.SecondaryAxis = Vector3.new(0, 0, 1)
v.Rotation = Vector3.new(0, 0, 0)
end
end)
for _,child in next,character:GetChildren() do
if child:IsA("Accoutrement") then
for _,part in next,child:GetChildren() do
if part:IsA("BasePart") then
part.Parent = character
child:remove()
local attachment1 = part:FindFirstChildOfClass("Attachment")
local attachment0 = getAttachment0(attachment1.Name)
if attachment0 and attachment1 then
local constraint = Instance.new("HingeConstraint")
constraint.Attachment0 = attachment0
constraint.Attachment1 = attachment1
constraint.LimitsEnabled = true
constraint.UpperAngle = 0
constraint.LowerAngle = 0
constraint.Parent = character
end
end
end
end
end
ragdollJoint(character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", {
{"LimitsEnabled",true};
{"UpperAngle",150};
})
ragdollJoint(character.UpperTorso, character.Head, "Neck", "BallSocket", {
{"LimitsEnabled",true};
{"UpperAngle",15};
})
local handProperties = {
{"LimitsEnabled", true};
{"UpperAngle",0};
{"LowerAngle",0};
}
ragdollJoint(character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties)
ragdollJoint(character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties)
local shinProperties = {
{"LimitsEnabled", true};
{"UpperAngle", 150};
{"LowerAngle", -150};
}
ragdollJoint(character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties)
ragdollJoint(character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)
local footProperties = {
{"LimitsEnabled", true};
{"UpperAngle", 150};
{"LowerAngle", -150};
}
ragdollJoint(character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties)
ragdollJoint(character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties)
--TODO fix ability for socket to turn backwards whenn ConeConstraints are shipped
ragdollJoint(character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket")
ragdollJoint(character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "Hinge")
ragdollJoint(character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket")
ragdollJoint(character.RightUpperArm, character.RightLowerArm, "RightElbow", "Hinge")
ragdollJoint(character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket")
ragdollJoint(character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket")
end)
end
|
--[[
The OpenAreaChecker finds an open area around a given position.
It checks in a grid around the supplied position.
For any positive matches (open areas) it will perform a downward scan to ensure the open area isn't a gap.
--]]
|
local scanGrid = {
Vector3.new(1,0,0),
Vector3.new(.707,0,.707),
Vector3.new(0,0,1),
Vector3.new(-.707,0,.707),
Vector3.new(-1,0,0),
Vector3.new(-.707,0,-.707),
Vector3.new(0,0,-1),
Vector3.new(.707,0,-.707),
}
local scanRadius = 4
local scanHeight = 12
local scanDepth = 20
local scanMaxDiff = 5
local function findPosition(owner, previousPosition, ignoreInstance)
assert(typeof(owner) == "Instance" and owner:IsA("Player"), "Must feed a Player to find position at")
assert(previousPosition == nil or typeof(previousPosition) == "Vector3", "Must feed the previous position to find closest match to")
assert(ignoreInstance == nil or typeof(ignoreInstance) == "Instance", "Must feed an Instance as ignore instance if given")
if not owner.Character then return end
local root = owner.Character:FindFirstChild("HumanoidRootPart")
local hum = owner.Character:FindFirstChildOfClass("Humanoid")
if not (root and hum) then return end
local origin = root.Position - Vector3.new(0, hum.HipHeight, 0)
local finalGrid = {}
for i = 1, #scanGrid do
table.insert(finalGrid, origin + scanGrid[i]*scanRadius)
end
if previousPosition then
local offset = Vector3.new(previousPosition.X, origin.Y, previousPosition.Z)
table.sort(finalGrid, function(a,b) return (a - offset).Magnitude < (b - offset).magnitude end)
end
for i = 1, #finalGrid do
local blocked = workspace:FindPartOnRayWithIgnoreList(Ray.new(origin, finalGrid[i] - origin), {owner.Character, ignoreInstance})
if not blocked then
local ray = Ray.new(
finalGrid[i] + Vector3.new(0, scanHeight, 0),
Vector3.new(0, -scanDepth, 0)
)
local part, position, normal, material = workspace:FindPartOnRay(ray, ignoreInstance)
if part and math.abs(position.Y - origin.Y) <= scanMaxDiff then
return position
end
end
end
end
return findPosition
|
--use this to determine if you want this human to be harmed or not, returns boolean
|
function checkTeams(otherHuman)
return not (sameTeam(otherHuman) and not FriendlyFire==true)
end
function boom()
wait(5)
Used = true
Object.Anchored = true
Object.CanCollide = false
Object.Sparks.Enabled = false
Object.Orientation = Vector3.new(0,0,0)
Object.Transparency = 1
Object.Fuse:Stop()
Object.Explode:Play()
Object.Dist:Play()
Object.Explosion:Emit(30)
Object.Smoke1:Emit(30)
Object.Smoke2:Emit(30)
Object.Debris:Emit(10)
Object.exlight:Emit(2)
Object.dust:Emit(50)
Beps.Transparency = 1
Explode()
end
Object.Touched:Connect(function(part)
if Used == true or part.Name == "Handle" then return end
if part:IsDescendantOf(Tag.Value.Character) then return end
if part.Parent then
if part.Parent:FindFirstChild("Humanoid") then
local human = part.Parent.Humanoid
if checkTeams(human) then
tagHuman(human)
human:TakeDamage(Damage)
end
end
Used = true
Object.Impact:Play()
Object.Velocity = Vector3.new(Object.Velocity.x/10,Object.Velocity.y/10,Object.Velocity.z/10)
Object.RotVelocity = Vector3.new(Object.RotVelocity.x/10,Object.RotVelocity.y/10,Object.RotVelocity.z/10)
game:GetService("Debris"):AddItem(Object, 10)
end
end)
boom()
|
----------//KeyBinds\\----------
|
CAS:BindAction("NVG", handleAction, false, gameRules.ToggleNVG)
function BindActions()
CAS:BindAction("Run", handleAction, false, gameRules.Sprint)
CAS:BindAction("Stand", handleAction, false, gameRules.StandUp)
CAS:BindAction("Crouch", handleAction, false, gameRules.Crouch)
CAS:BindAction("ToggleWalk", handleAction, false, gameRules.SlowWalk)
CAS:BindAction("LeanLeft", handleAction, false, gameRules.LeanLeft)
CAS:BindAction("LeanRight", handleAction, false, gameRules.LeanRight)
end
function UnBindActions()
CAS:UnbindAction("Run")
CAS:UnbindAction("Stand")
CAS:UnbindAction("Crouch")
CAS:UnbindAction("ToggleWalk")
CAS:UnbindAction("LeanLeft")
CAS:UnbindAction("LeanRight")
end
BindActions()
|
--[[
tweenJoint Function Parameters:
Object Joint - This has to be a weld with a C0 and C1 property
CFrame newC0 - This is what the new C0 of the weld will be. You can put nil if you don't want to effect the C0
CFrame newC1 - This is what the new C1 of the weld will be. You can put nil if you don't want to effect the C1
function Alpha - This is an alpha function that takes an input parameter of a number between 0 and 90 and returns a number between 0 and 1.
For example, function(X) return math.sin(math.rad(X)) end
float Duration - This is how long the tweening takes to complete
--]]
|
function tweenJoint(Joint, newC0, newC1, Alpha, Duration)
spawn(function()
local newCode = math.random(-1e9, 1e9) --This creates a random code between -1000000000 and 1000000000
local tweenIndicator = nil
if (not Joint:findFirstChild("tweenCode")) then --If the joint isn't being tweened, then
tweenIndicator = Instance.new("IntValue")
tweenIndicator.Name = "tweenCode"
tweenIndicator.Value = newCode
tweenIndicator.Parent = Joint
else
tweenIndicator = Joint.tweenCode
tweenIndicator.Value = newCode --If the joint is already being tweened, this will change the code, and the tween loop will stop
end
if Duration <= 0 then --If the duration is less than or equal to 0 then there's no need for a tweening loop
if newC0 then Joint.C0 = newC0 end
if newC1 then Joint.C1 = newC1 end
else
local Increment = 1.5 / Duration --Calculate the increment here so it doesn't need to be calculated in the loop
local startC0 = Joint.C0
local startC1 = Joint.C1
local X = 0
while true do
RS.RenderStepped:wait() --This makes the for loop step every 1/60th of a second
local newX = X + Increment
X = (newX > 90 and 90 or newX) --Makes sure the X never goes above 90
if tweenIndicator.Value ~= newCode then break end --This makes sure that another tween wasn't called on the same joint
if newC0 then Joint.C0 = startC0:lerp(newC0, Alpha(X)) end
if newC1 then Joint.C1 = startC1:lerp(newC1, Alpha(X)) end
if X == 90 then break end --If the tweening is done...
end
end
if tweenIndicator.Value == newCode then --If this tween functions was the last one called on a joint then it will remove the code
tweenIndicator:Destroy()
end
end)
end
function CreateWeld(Part, CF)
local w = Instance.new("Weld")
w.Name = "LegWeld"
w.Parent = char.LowerTorso
w.Part0 = char.LowerTorso
w.Part1 = Part
tweenJoint(w, nil, CF, function(X) return math.sin(math.rad(X)) end, 0.25)
end
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local mult=0
local det=.13
local trm=.4
local trmmult=0
local trmon=0
local throt=0
local redline=0
local shift=0
local volmult = .3
script:WaitForChild("Rev")
script.Parent.Values.Gear.Changed:connect(function()
mult=1
if script.Parent.Values.RPM.Value>5000 then
shift=.2
end
end)
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
car.DriveSeat:WaitForChild("Rev")
while wait() do
mult=math.max(0,mult-.1)
local _RPM = script.Parent.Values.RPM.Value
if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
throt = math.max(.3,throt-.2)
trmmult = math.max(0,trmmult-.05)
trmon = 1
else
throt = math.min(1,throt+.1)
trmmult = 1
trmon = 0
end
shift = math.min(1,shift+.2)
if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
redline=.5
else
redline=1
end
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
local Volume = (2*throt*shift*redline)+(trm*trmon*trmmult*(1-throt)*math.sin(tick()*50))
local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rev.SetPitch.Value)
if FE then
handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,Volume * volmult)
else
car.DriveSeat.Rev.Volume = Volume * volmult
car.DriveSeat.Rev.Pitch = Pitch
end
end
|
--[[ Roblox Services ]]
|
--
local Players = game:GetService("Players")
|
--------------------[ GUI SETUP FUNCTION ]--------------------------------------------
|
function convertKey(Key)
if Key == string.char(8) then
return "BKSPCE"
elseif Key == string.char(9) then
return "TAB"
elseif Key == string.char(13) then
return "ENTER"
elseif Key == string.char(17) then
return "UP"
elseif Key == string.char(18) then
return "DOWN"
elseif Key == string.char(19) then
return "RIGHT"
elseif Key == string.char(20) then
return "LEFT"
elseif Key == string.char(22) then
return "HOME"
elseif Key == string.char(23) then
return "END"
elseif Key == string.char(27) then
return "F2"
elseif Key == string.char(29) then
return "F4"
elseif Key == string.char(30) then
return "F5"
elseif Key == string.char(32) or Key == " " then
return "F7"
elseif Key == string.char(33) or Key == "!" then
return "F8"
elseif Key == string.char(34) or Key == '"' then
return "F9"
elseif Key == string.char(35) or Key == "#" then
return "F10"
elseif Key == string.char(37) or Key == "%" then
return "F12"
elseif Key == string.char(47) or Key == "/" then
return "R-SHIFT"
elseif Key == string.char(48) or Key == "0" then
return "L-SHIFT"
elseif Key == string.char(49) or Key == "1" then
return "R-CTRL"
elseif Key == string.char(50) or Key == "2" then
return "L-CTRL"
elseif Key == string.char(51) or Key == "3" then
return "R-ALT"
elseif Key == string.char(52) or Key == "4" then
return "L-ALT"
else
return string.upper(Key)
end
end
function createControlFrame(Key, Desc, Num)
local C = Instance.new("Frame")
C.BackgroundTransparency = ((Num % 2) == 1 and 0.7 or 1)
C.BorderSizePixel = 0
C.Name = "C"..Num
C.Position = UDim2.new(0, 0, 0, Num * 20)
C.Size = UDim2.new(1, 0, 0, 20)
C.ZIndex = 10
local K = Instance.new("TextLabel")
K.BackgroundTransparency = 1
K.Name = "Key"
K.Size = UDim2.new(0, 45, 1, 0)
K.ZIndex = 10
K.Font = Enum.Font.ArialBold
K.FontSize = Enum.FontSize.Size14
K.Text = Key
K.TextColor3 = Color3.new(1, 1, 1)
K.TextScaled = (string.len(Key) > 5)
K.TextWrapped = (string.len(Key) > 5)
K.Parent = C
local D = Instance.new("TextLabel")
D.BackgroundTransparency = 1
D.Name = "Desc"
D.Position = UDim2.new(0, 50, 0, 0)
D.Size = UDim2.new(1, -50, 1, 0)
D.ZIndex = 10
D.Font = Enum.Font.SourceSansBold
D.FontSize = Enum.FontSize.Size14
D.Text = "- "..Desc
D.TextColor3 = Color3.new(1, 1, 1)
D.TextXAlignment = Enum.TextXAlignment.Left
D.Parent = C
C.Parent = Controls
end
function createModes()
numModes = 0
for i, v in pairs(S.selectFireSettings.Modes) do
if v then
numModes = numModes + 1
end
end
local currentMode = 0
for i, v in pairs(S.selectFireSettings.Modes) do
if v then
local Frame = Instance.new("Frame")
Frame.BackgroundTransparency = 1
Frame.Name = currentMode
Frame.Position = UDim2.new()
Frame.Size = UDim2.new()
Frame.Parent = fireModes
local modeLabel = Instance.new("TextLabel")
modeLabel.BackgroundTransparency = 1
modeLabel.Name = "Label"
modeLabel.Position = UDim2.new(0, -20, 0, 0)
modeLabel.Size = UDim2.new(0, 40, 0, 20)
modeLabel.Font = Enum.Font.SourceSansBold
modeLabel.FontSize = Enum.FontSize.Size18
modeLabel.Text = string.upper(i)
modeLabel.TextColor3 = Color3.new(1, 1, 1)
modeLabel.TextScaled = true
modeLabel.TextStrokeTransparency = 0
modeLabel.TextTransparency = 0.5
modeLabel.TextWrapped = true
modeLabel.Parent = Frame
table.insert(Modes, string.upper(i))
currentMode = currentMode + 1
end
end
guiAngOffset = -15 * (numModes ^ 3) + 150 * (numModes ^ 2) - 525 * numModes + 660
end
function setUpGUI()
local currentNum = 1
for _, v in pairs(Controls:GetChildren()) do
if v.Name ~= "Title" then
v:Destroy()
end
end
for _, PTable in pairs(Plugins.KeyDown) do
createControlFrame(convertKey(PTable.Key), PTable.Description, currentNum)
currentNum = currentNum + 1
end
if S.canChangeStance then
local Dive = (S.dolphinDive and " / Dive" or "")
createControlFrame(convertKey(S.Keys.lowerStance), "Lower Stance"..Dive, currentNum)
currentNum = currentNum + 1
createControlFrame(convertKey(S.Keys.raiseStance), "Raise Stance", currentNum)
currentNum = currentNum + 1
end
if S.selectFire then
createControlFrame(convertKey(S.Keys.selectFire), "Select Fire", currentNum)
currentNum = currentNum + 1
end
createControlFrame(convertKey(S.Keys.Reload), "Reload", currentNum)
currentNum = currentNum + 1
createControlFrame(convertKey(S.Keys.Sprint), "Sprint", currentNum)
currentNum = currentNum + 1
if S.canADS then
local Hold = (S.aimSettings.holdToADS and "HOLD " or "")
if S.Keys.ADS ~= "" then
createControlFrame(Hold..convertKey(S.Keys.ADS).." OR R-MOUSE", "Aim Down Sights", currentNum)
else
createControlFrame(Hold.." R-MOUSE", "Aim Down Sights", currentNum)
end
currentNum = currentNum + 1
end
Controls.Size = UDim2.new(1, 0, 0, currentNum * 20)
Controls.Position = UDim2.new(0, 0, 0, -(currentNum * 20) - 80)
if S.guiScope then
scopeSteady.Text = "Hold "..convertKey(S.Keys.scopeSteady).." to Steady"
end
if mainGUI:FindFirstChild("Co") then
mainGUI.Co:Destroy()
end
local Co = Instance.new("TextLabel")
Co.BackgroundTransparency = 1
Co.Name = "Co"
Co.Visible = true
Co.Position = UDim2.new(0, 0, 0, 0)
Co.Size = UDim2.new(1, 0, 0, 20)
Co.Font = Enum.Font.ArialBold
Co.FontSize = Enum.FontSize.Size14
Co.Text = ("~ 125rednaX & tEhYuM yb ekameR // noisuFobruT yb tiK ~"):reverse()
Co.TextColor3 = Color3.new(1, 1, 1)
Co.TextStrokeColor3 = Color3.new(1, 1, 1)
Co.TextStrokeTransparency = 0.9
Co.TextTransparency = 0.9
Co.TextXAlignment = Enum.TextXAlignment.Center
Co.Parent = mainGUI
gunNameTitle.Text = Gun.Name
updateClipAmmo()
updateStoredAmmo()
fireModes:ClearAllChildren()
createModes()
updateModeLabels(numModes - 1, 0, 90)
if S.selectFire then
modeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1]
else
modeGUI.Text = (
S.gunType.Semi and "SEMI" or
S.gunType.Auto and "AUTO" or
S.gunType.Burst and "BURST" or
"SAFETY"
)
end
end
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 10 -- cooldown for use of the tool again
ZoneModelName = "Sea of Dust" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
--[=[
@function update
@within Dictionary
@param dictionary {[K]: V} -- The dictionary to update.
@param key K -- The key to update.
@param updater? (value: V, key: K) -> U -- The updater function.
@param callback? (key: K) -> C -- The callback function.
@return {[K]: V & U & C } -- The updated dictionary.
Updates a value in a dictionary at the given key. If the value at the given key does not exist, `callback` will be called, and its return value will be used as the value at the given key.
```lua
local dictionary = { cats = 2 }
local new = Update(dictionary, "cats", function(value)
return value + 1
end) -- { cats = 3 }
local new = Update(dictionary, "dogs", function(value)
return value + 1
end, function(value)
return 1
end) -- { cats = 3, dogs = 1 }
```
]=]
|
local function update<K, V, U, C>(
dictionary: { [K]: V },
key: K,
updater: ((value: V, key: K) -> U)?,
callback: ((key: K) -> C)?
): { [K]: V & U & C }
local result = copy(dictionary)
if result[key] ~= nil then
if updater then
result[key] = updater(result[key], key)
end
else
if callback then
result[key] = call(callback, key)
end
end
return result
end
return update
|
--[[Engine]]
|
local fFD = _Tune.FinalDrive*_Tune.FDMult
local fFDr = fFD*30/math.pi
local cGrav = workspace.Gravity*_Tune.InclineComp/32.2
local wDRatio = wDia*math.pi/60
local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)
local cfYRot = CFrame.Angles(0,math.pi,0)
local rtTwo = (2^.5)/2
--Horsepower Curve
local fgc_h=_Tune.Horsepower/100
local fgc_n=_Tune.PeakRPM/1000
local fgc_a=_Tune.PeakSharpness
local fgc_c=_Tune.CurveMult
function FGC(x)
x=x/1000
return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1))))
end
local PeakFGC = FGC(_Tune.PeakRPM)
--Plot Current Horsepower
function GetCurve(x,gear)
local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0)
return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling
end
--Output Cache
local CacheTorque = true
local HPCache = {}
local HPInc = 100
if CacheTorque then
for gear,ratio in pairs(_Tune.Ratios) do
local hpPlot = {}
for rpm = math.floor(_Tune.IdleRPM/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do
local tqPlot = {}
tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2)
hp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2)
tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000)
tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000)
hpPlot[rpm] = tqPlot
end
table.insert(HPCache,hpPlot)
end
end
--Powertrain
--Update RPM
function RPM()
--Neutral Gear
if _CGear==0 then _ClutchOn = false end
--Car Is Off
local revMin = _Tune.IdleRPM
if not _IsOn then
revMin = 0
_CGear = 0
_ClutchOn = false
_GThrot = _Tune.IdleThrottle/100
end
--Determine RPM
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)
local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
_RPM = _RPM*clutchP + aRPM*(1-clutchP)
else
if _GThrot-(_Tune.IdleThrottle/100)>0 then
if _RPM>_Tune.Redline then
_RPM = _RPM-_Tune.RevBounce*2
else
_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)
end
else
_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
end
end
--Rev Limiter
_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])
if _RPM>_Tune.Redline then
if _CGear<#_Tune.Ratios-2 then
_RPM = _RPM-_Tune.RevBounce
else
_RPM = _RPM-_Tune.RevBounce*.5
end
end
end
--Apply Power
function Engine()
--Get Torque
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
if CacheTorque then
local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)]
_HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000)
_OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000)
else
_HP,_OutTorque = GetCurve(_RPM,_CGear)
end
local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav
if _CGear==-1 then iComp=-iComp end
_OutTorque = _OutTorque*math.max(1,(1+iComp))
else
_HP,_OutTorque = 0,0
end
--Automatic Transmission
if _TMode == "Auto" and _IsOn then
_ClutchOn = true
if _CGear == 0 then _CGear = 1 end
if _CGear >= 1 then
|
--[=[
Returns whether or not the promise is rejected
@return bool -- True if rejected
]=]
|
function Promise:IsRejected()
return self._rejected ~= nil
end
|
-- This is baically a function that finds all unanchored parts and adds them to childList.
-- Note: This should only be run once for each object
|
function checkObject(obj)
if obj ~= hole and obj:isA("BasePart") then
if not obj.Anchored then
childList[obj] = true
end
elseif obj:isA("Model") or obj:isA("Accoutrement") or obj:isA("Tool") then
for _, child in ipairs(obj:GetChildren()) do
checkObject(child)
end
obj.ChildAdded:connect(checkObject)
end
end
checkObject(workspace)
print("Black Hole script loaded.")
while true do
for child in pairs(childList) do
local distance = (hole.Position - child.Position).magnitude
local motivator = child:FindFirstChild("BlackHole Influence")
if distance * 240 * massConstant < mass then
child:BreakJoints()
if distance * 320 * massConstant < mass and child.Size.z + hole.Size.x > distance * 2 - 4 then
mass = mass + child:GetMass()
childList[child] = nil
child:Remove()
else
child.CanCollide = false -- I Can assume that things won't escape the black hole.
if not motivator then
motivator = Instance.new("BodyPosition")
motivator.Parent = child
motivator.Name = "BlackHole Influence"
end
motivator.position = hole.Position
motivator.maxForce = Vector3.new(1, 1, 1) * mass * child:GetMass() / (distance * massConstant)
end
elseif motivator ~= nil then
motivator:Remove()
end
end
wait()
end
|
---------------------------------------------------------------
|
function onChildAdded(child)
if child.Name == "SeatWeld" then
local human = child.part1.Parent:FindFirstChild("Humanoid")
if (human ~= nil) then
print("Human IN")
seat.SirenControl.Control.CarName.Value = human.Parent.Name.."'s Car"
seat.Parent.Name = human.Parent.Name.."'s Car"
script.Parent.SirenControl.Control.power.Value = true
s.Parent.SirenControl:Clone().Parent = game.Players:FindFirstChild(human.Parent.Name).PlayerGui
seat.Start:Play()
wait(1)
seat.Start:Stop()
seat.Engine:Play()
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 = "Empty Car"
seat.SirenControl.Control.CarName.Value = "Empty Car"
game.Players:findFirstChild(human.Parent.Name).PlayerGui.SirenControl:remove()
script.Parent.SirenControl.Control.power.Value = false
seat.Engine:Stop()
end
end
end
script.Parent.ChildAdded:connect(onChildAdded)
script.Parent.ChildRemoved:connect(onChildRemoved)
|
--====================================================================
|
infoButton.MouseEnter:Connect(function()
topbar_infoButton_f:Play()
end)
infoButton.MouseLeave:Connect(function()
topbar_infoButton_nf:Play() -- These are all
end) -- for the infoButton
|
----- Script -----
|
Button.Activated:Connect(function()
Events.KatanaEvent:FireServer()
Frame.Visible = false
end)
|
--[[
local core = game.ReplicatedStorage.CustomMovement;
local studioAnim = require(core.Utility:WaitForChild("StudioAnim"));
local animations = core:WaitForChild("Animations");
studioAnim(animations);
--]]
|
local RUNSERVICE = game:GetService("RunService");
local KFSP = game:GetService("KeyframeSequenceProvider");
local function convert(anim)
local kfs = anim:FindFirstChildWhichIsA("KeyframeSequence");
if (kfs) then
anim.AnimationId = KFSP:RegisterKeyframeSequence(kfs);
end
end
return function(animFolder)
for k, anim in next, animFolder:GetChildren() do
convert(anim);
end
end
|
-- -- If already loaded and cached, return cached module. This should behave
-- -- similarly to normal `require` behavior
-- if requiredModules[scriptInstance] ~= nil then
-- return requiredModules[scriptInstance]
-- end
| |
--EnteredCode
|
local Digit1 = script.Parent.Parent.Parent.Digit1Panel.DigitNumber
local Digit2 = script.Parent.Parent.Parent.Digit2Panel.DigitNumber
local Digit3 = script.Parent.Parent.Parent.Digit3Panel.DigitNumber
local EnteredCode = script.Parent.Parent.Parent.EnteredCode
|
--[=[
Construct a new Promise that will be resolved or rejected with the given callbacks.
If you `resolve` with a Promise, it will be chained onto.
You can safely yield within the executor function and it will not block the creating thread.
```lua
local myFunction()
return Promise.new(function(resolve, reject, onCancel)
wait(1)
resolve("Hello world!")
end)
end
myFunction():andThen(print)
```
You do not need to use `pcall` within a Promise. Errors that occur during execution will be caught and turned into a rejection automatically. If `error()` is called with a table, that table will be the rejection value. Otherwise, string errors will be converted into `Promise.Error(Promise.Error.Kind.ExecutionError)` objects for tracking debug information.
You may register an optional cancellation hook by using the `onCancel` argument:
* This should be used to abort any ongoing operations leading up to the promise being settled.
* Call the `onCancel` function with a function callback as its only argument to set a hook which will in turn be called when/if the promise is cancelled.
* `onCancel` returns `true` if the Promise was already cancelled when you called `onCancel`.
* Calling `onCancel` with no argument will not override a previously set cancellation hook, but it will still return `true` if the Promise is currently cancelled.
* You can set the cancellation hook at any time before resolving.
* When a promise is cancelled, calls to `resolve` or `reject` will be ignored, regardless of if you set a cancellation hook or not.
@param executor (resolve: (...: any) -> (), reject: (...: any) -> (), onCancel: (abortHandler?: () -> ()) -> boolean) -> ()
@return Promise
]=]
|
function Promise.new(executor)
return Promise._new(debug.traceback(nil, 2), executor)
end
function Promise:__tostring()
return string.format("Promise(%s)", self._status)
end
|
--[[Static functions]]
|
function Round(number, decimal)
decimal = decimal or 0
local mult = 10^decimal
return math.floor(number * mult + .5)/mult
end
function SigNum(num)
if num == 0 then return 1 end
return math.abs(num)/num
end
|
--/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\
|
local sensitivity = 1 -- how quick/snappy the sway movements are. Don't go above 2
local swaysize = 1 -- how large/powerful the sway is. Don't go above 2
local includestrafe = false -- if true the fps arms will sway when the character is strafing
local includewalksway = true -- if true, fps arms will sway when you are walking
local includecamerasway = true -- if true, fps arms will sway when you move the camera
local includejumpsway = true -- if true, jumping will have an effect on the viewmodel
local headoffset = Vector3.new(0,0,0) -- the offset from the default camera position of the head. (0,1,0) will put the camera one stud above the head.
local firstperson_arm_transparency = 0 -- the transparency of the arms in first person; set to 1 for invisible and set to 0 for fully visible.
local firstperson_waist_movements_enabled = false -- if true, animations will affect the Uppertorso. If false, the uppertorso stays still while in first person (applies to R15 only)
|
-- Script GUID: {6BA2CDC4-2490-4BF3-A382-3936CFCA3401}
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = script:FindFirstAncestor("MainUI");
local l__LocalPlayer__2 = game.Players.LocalPlayer;
local v3 = require(l__LocalPlayer__2:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls();
local v4 = game["Run Service"];
local l__UserInputService__5 = game:GetService("UserInputService");
local l__TweenService__6 = game:GetService("TweenService");
local v7 = require(script:WaitForChild("Lightning"));
local l__Bricks__1 = game:GetService("ReplicatedStorage"):WaitForChild("Bricks");
local u2 = require(script.Parent);
local v8 = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("Module_Events"));
v8.init(u2);
local v10 = Vector3.new();
game.SoundService.Main.Volume = 1;
l__Bricks__1:WaitForChild("PadlockHint").OnClientEvent:Connect(function(p1, p2, p3)
local l__Hints__11 = v1.Parent.PermUI.Hints;
l__Hints__11.Visible = true;
if not p1 or not p2 then
l__Hints__11.Visible = false;
for v12, v13 in pairs(l__Hints__11:GetChildren()) do
if v13.Name == "Icon" then
v13:Destroy();
end;
end;
return;
end;
local v14 = l__Hints__11.Template:Clone();
v14.Name = "Icon";
v14.Visible = true;
v14.ImageRectOffset = Vector2.new(50 * p1, 0);
v14.TextLabel.Text = p2;
if p3 and p3 ~= l__LocalPlayer__2.UserId then
v14.User.Visible = true;
v14.User.Image = "rbxthumb://type=AvatarHeadShot&id=" .. p3 .. "&w=48&h=48";
end;
v14.Parent = l__Hints__11;
end);
l__Bricks__1:WaitForChild("MotorReplication").OnClientEvent:Connect(function(p4, p5, p6, p7)
if not p4 or not p4:FindFirstChild("Humanoid") or not p4:FindFirstChild("Humanoid"):GetAttribute("AppearanceFinal") then
return;
end;
local v15 = CFrame.new(0, 0.22, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
local v16 = CFrame.new(0, -1.1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
local v17 = CFrame.new(0, 0.88, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
local v18 = CFrame.new(1, 0.62, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
local v19 = CFrame.new(-1, 0.62, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
if p4 and p4:FindFirstChild("HumanoidRootPart") then
local l__HumanoidRootPart__20 = p4:WaitForChild("HumanoidRootPart", 0.5);
local l__ClientMotors__21 = p4:FindFirstChild("ClientMotors");
local l__Waist__22 = p4:WaitForChild("UpperTorso", 0.5):WaitForChild("Waist", 0.5);
local l__Neck__23 = p4:WaitForChild("Head", 0.5):WaitForChild("Neck", 0.5);
local l__Root__24 = p4:WaitForChild("LowerTorso", 0.5):WaitForChild("Root", 0.5);
local l__RightShoulder__25 = p4:WaitForChild("RightUpperArm", 0.5):WaitForChild("RightShoulder", 0.5);
local l__LeftShoulder__26 = p4:WaitForChild("LeftUpperArm", 0.5):WaitForChild("LeftShoulder", 0.5);
local l__Value__27 = l__Root__24:WaitForChild("CVal").Value;
local l__Value__28 = l__Waist__22:WaitForChild("CVal").Value;
local l__Value__29 = l__Neck__23:WaitForChild("CVal").Value;
local l__Value__30 = l__LeftShoulder__26:WaitForChild("CVal").Value;
local l__Value__31 = l__RightShoulder__25:WaitForChild("CVal").Value;
local v32 = v16 * CFrame.Angles(0, math.rad(p5 * -45), 0);
local v33 = v15 * CFrame.Angles(math.rad(p6 * 0.25), 0, 0) * CFrame.Angles(0, math.rad(p5 * 45), 0) * CFrame.Angles(0, 0, math.rad(p7));
local v34 = v17 * CFrame.Angles(math.rad(p6 * 0.5), 0, 0);
local v35 = v19 * CFrame.Angles(math.rad(p6 * -0.025), 0, 0);
local v36 = v18 * CFrame.Angles(math.rad(p6 * -0.025), 0, 0);
if not l__ClientMotors__21 then
local v37 = Instance.new("BoolValue");
v37.Name = "ClientMotors";
v37.Parent = p4;
end;
if p4.Humanoid:GetAttribute("Stunned") == true then
if l__HumanoidRootPart__20 then
l__Waist__22.Enabled = false;
l__Neck__23.Enabled = false;
l__Root__24.Enabled = false;
l__RightShoulder__25.Enabled = false;
l__LeftShoulder__26.Enabled = false;
return;
end;
else
l__Waist__22.Enabled = true;
l__Neck__23.Enabled = true;
l__Root__24.Enabled = true;
l__RightShoulder__25.Enabled = true;
l__LeftShoulder__26.Enabled = true;
if l__HumanoidRootPart__20 and (l__HumanoidRootPart__20.Position - u2.cam.CFrame.p).Magnitude > 100 then
l__Root__24.C0 = v32;
l__Waist__22.C0 = v33;
l__Neck__23.C0 = v34;
l__LeftShoulder__26.C0 = v35;
l__RightShoulder__25.C0 = v36;
return;
end;
if l__HumanoidRootPart__20 then
local v38 = {};
local v39 = {};
local v40 = {};
local v41 = {};
local v42 = {};
v38.C0 = v32;
v39.C0 = v33;
v40.C0 = v34;
v41.C0 = v35;
v42.C0 = v36;
l__TweenService__6:Create(l__Root__24, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v38):Play();
l__TweenService__6:Create(l__Waist__22, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v39):Play();
l__TweenService__6:Create(l__Neck__23, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v40):Play();
l__TweenService__6:Create(l__RightShoulder__25, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v42):Play();
l__TweenService__6:Create(l__LeftShoulder__26, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v41):Play();
end;
end;
end;
end);
l__Bricks__1:WaitForChild("SoundToClient").OnClientEvent:Connect(function(p8, p9, p10, p11)
if p8 and p9 then
u2.playaudio(p8, p9, p10, p11);
end;
end);
local u3 = {};
l__Bricks__1:WaitForChild("UseEnemyModule").OnClientEvent:Connect(function(p12, p13, ...)
if not u3[p12] then
u3[p12] = require(game:GetService("ReplicatedStorage").ClientModules.EntityModules:FindFirstChild(p12));
end;
u3[p12][p13](u2, ...);
end);
l__Bricks__1:WaitForChild("UseEventModule").OnClientEvent:Connect(function(p14, ...)
v8[p14](...);
end);
l__Bricks__1:WaitForChild("ReplicateAnimation").OnClientEvent:Connect(function(p15, p16, p17, p18, p19, p20)
local v43 = game.ReplicatedStorage.AnimationRoot:Clone();
local v44 = p15.Humanoid.Animator:LoadAnimation(v43.Animation);
v43:SetPrimaryPartCFrame(p15.PrimaryPart.CFrame);
v43.Parent = u2.cam;
l__TweenService__6:Create(v43.PrimaryPart, TweenInfo.new(0.3, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
CFrame = p17
}):Play();
local v45 = nil;
local v46 = v43.AnimationController:LoadAnimation(p16);
p16 = p15.Humanoid.Animator:LoadAnimation(p16);
local v47 = false;
if u2.char == p15 then
u2.stopcam = true;
v47 = true;
end;
if p19 and p20 and v47 then
p20 = p19:LoadAnimation(p20);
v45 = p19.Parent:FindFirstChild("CamAttach", true) and v45.WorldCFrame;
u2.hideplayers = -1;
end;
for v48 = 1, 1000 do
if p16.Length > 0 then
if p20 == nil then
break;
end;
if p20.Length > 0 then
break;
end;
end;
task.wait();
end;
p16:Play(0, 1, 1);
v44:Play(0, 1, 1);
v46:Play(0, 1, 1);
if p19 and p20 then
p20:Play(0, 1, 1);
end;
local l__CFrame__49 = p15.PrimaryPart.CFrame;
local l__CFrame__50 = u2.cam.CFrame;
local u4 = false;
local u5 = tick();
task.spawn(function()
for v51 = 1, 100000 do
task.wait();
if u4 then
break;
end;
local v52 = l__TweenService__6:GetValue((tick() - u5) * 4, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut);
if v45 then
v52 = l__TweenService__6:GetValue((tick() - u5) / 1.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
end;
p15.PrimaryPart.CFrame = p15.PrimaryPart.CFrame:Lerp(v43.LowerTorso.CFrame * CFrame.new(0, 0.96, 0), v52);
if v47 then
local v53
if v45 then
v53 = v45;
else
v53 = p15.Head.CFrame * CFrame.new(0, 0.15, -0.25) * CFrame.Angles(math.rad(math.clamp(u2.bobspring.p.Y, -80, 80)), math.rad(math.clamp(u2.bobspring.p.X, -80, 80)), math.rad(math.clamp(u2.bobspring.p.Z, -40, 40))) * CFrame.Angles(0, math.rad(u2.camlockedoffset[1]), 0) * CFrame.Angles(math.rad(u2.camlockedoffset[2]), 0, 0);
end;
u2.cam.CFrame = u2.cam.CFrame:Lerp(v53, v52);
end;
end;
end);
task.wait(p16.Length - 0.1);
u4 = true;
l__TweenService__6:Create(p15.PrimaryPart, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
CFrame = p18
}):Play();
p16:AdjustWeight(0.01);
p16:AdjustSpeed(0.01);
p16:Stop(0);
v46:Stop(0);
v44:Stop(0);
v43:Destroy();
if v47 then
local v54 = tick();
local l__CFrame__55 = u2.cam.CFrame;
for v56 = 1, 10000 do
u2.cam.CFrame = l__CFrame__55:Lerp(u2.basecamcf * u2.csgo, (l__TweenService__6:GetValue((tick() - v54) * 4, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)));
task.wait();
if v54 + 0.25 <= tick() then
break;
end;
end;
u2.stopcam = false;
u2.crouching = false;
end;
end);
local u6 = false;
l__Bricks__1:WaitForChild("Jumpscare").OnClientEvent:Connect(function(p21)
if u6 == true then
return;
end;
u6 = true;
v1.MainFrame.Heartbeat.Visible = false;
if p21 == "Seek" then
u2.deathtick = tick() + 0.5;
if workspace:FindFirstChild("SeekMoving", true) then
local l__SeekMoving__57 = workspace:FindFirstChild("SeekMoving", true);
u2.stopcam = true;
u2.fovtarget = 40;
local v58 = tick();
for v59 = 1, 10000 do
u2.cam.CFrame = (u2.basecamcf * u2.csgo):Lerp(l__SeekMoving__57.PrimaryPart.CamAttach.WorldCFrame, (l__TweenService__6:GetValue((tick() - v58) * 4, Enum.EasingStyle.Sine, Enum.EasingDirection.In)));
task.wait();
if v58 + 0.25 <= tick() then
break;
end;
end;
else
warn("cant find seekmoving");
end;
script.Jumpscare_Seek:Play();
v1.Jumpscare_Seek.Visible = true;
local v60 = tick();
for v61 = 1, 1000 do
local v62 = math.clamp((tick() - v60) * 2, 0.1, 1);
v1.Jumpscare_Seek.ImageLabel.Position = UDim2.new(0.5 + math.random(-100, 100) / (5000 * v62), 0, 0.5 + math.random(-100, 100) / (2500 * v62), 0);
v1.Jumpscare_Seek.BackgroundColor3 = Color3.new(math.random(0, 4) / 12, 0, 0);
game["Run Service"].RenderStepped:wait();
if v60 + 0.7 <= tick() then
break;
end;
end;
u2.stopcam = false;
script.Jumpscare_Seek:Stop();
script.Kill:Play();
v1.Jumpscare_Seek.ImageLabel.Visible = false;
for v63 = 1, 4 do
v1.Jumpscare_Seek.BackgroundColor3 = Color3.new(math.random(0, 1), 0, 0);
wait();
end;
v1.Jumpscare_Seek.Visible = false;
u2.deathtick = tick();
u2.fovtarget = 70;
return;
end;
if p21 == "Rush" then
u2.deathtick = tick() + 10;
game.SoundService.Main.Volume = 0;
script.Jumpscare_Rush:Play();
v1.Jumpscare_Rush.Visible = true;
local v64 = tick();
local v65 = math.random(5, 30) / 10;
local v66 = v65 + math.random(10, 60) / 10;
local v67 = 0.25;
for v68 = 1, 100000 do
task.wait();
if v64 + v65 <= tick() then
v1.Jumpscare_Rush.ImageLabel.Visible = true;
v65 = v65 + math.random(7, 44) / 10;
script.Jumpscare_Rush.Pitch = 1 + math.random(-100, 100) / 500;
v1.Jumpscare_Rush.BackgroundColor3 = Color3.new(0, 0, math.random(0, 10) / 255);
v1.Jumpscare_Rush.ImageLabel.Position = UDim2.new(0.5, math.random(-2, 2), 0.5, math.random(-2, 2));
v67 = v67 + 0.05;
v1.Jumpscare_Rush.ImageLabel.Size = UDim2.new(v67, 0, v67, 0);
end;
if v64 + v66 <= tick() then
break;
end;
end;
v1.Jumpscare_Rush.ImageLabel.Visible = true;
script.Jumpscare_Rush:Stop();
script.Jumpscare_Rush2:Play();
v1.Jumpscare_Rush.ImageLabel.Visible = false;
v1.Jumpscare_Rush.ImageLabelBig.Visible = true;
v1.Jumpscare_Rush.ImageLabelBig:TweenSize(UDim2.new(2.5, 0, 2.5, 0), "In", "Sine", 0.3, true);
local v69 = tick();
for v70 = 1, 1000 do
local v71 = math.random(0, 10) / 10;
v1.Jumpscare_Rush.BackgroundColor3 = Color3.new(v71, v71, math.clamp(math.random(25, 50) / 50, v71, 1));
v1.Jumpscare_Rush.ImageLabelBig.Position = UDim2.new(0.5 + math.random(-100, 100) / 5000, 0, 0.5 + math.random(-100, 100) / 3000, 0);
task.wait(0.016666666666666666);
if v69 + 0.3 <= tick() then
break;
end;
end;
v1.Jumpscare_Rush.ImageLabelBig.Visible = false;
v1.Jumpscare_Rush.BackgroundColor3 = Color3.new(0, 0, 0);
v1.Jumpscare_Rush.Visible = false;
u2.deathtick = tick();
return;
end;
if p21 == "A-60" then
u2.deathtick = tick() + 10;
game.SoundService.Main.Volume = 0;
script["Jumpscare_A-60"]:Play();
v1["Jumpscare_A-60"].Visible = true;
local v64 = tick();
local v65 = math.random(5, 30) / 10;
local v66 = v65 + math.random(10, 60) / 10;
local v67 = 0.25;
for v68 = 1, 100000 do
task.wait();
if v64 + v65 <= tick() then
v1["Jumpscare_A-60"].ImageLabel.Visible = true;
v65 = v65 + math.random(7, 44) / 10;
script["Jumpscare_A-60"].Pitch = 1 + math.random(-100, 100) / 500;
v1["Jumpscare_A-60"].BackgroundColor3 = Color3.new(0, 0, math.random(0, 10) / 255);
v1["Jumpscare_A-60"].ImageLabel.Position = UDim2.new(0.5, math.random(-2, 2), 0.5, math.random(-2, 2));
v67 = v67 + 0.05;
v1["Jumpscare_A-60"].ImageLabel.Size = UDim2.new(v67, 0, v67, 0);
end;
if v64 + v66 <= tick() then
break;
end;
end;
v1["Jumpscare_A-60"].ImageLabel.Visible = true;
script["Jumpscare_A-60"]:Stop();
script["Jumpscare_A-60"]:Play();
v1["Jumpscare_A-60"].ImageLabel.Visible = false;
v1["Jumpscare_A-60"].ImageLabelBig.Visible = true;
v1["Jumpscare_A-60"].ImageLabelBig:TweenSize(UDim2.new(2.5, 0, 2.5, 0), "In", "Sine", 0.3, true);
local v69 = tick();
for v70 = 1, 1000 do
local v71 = math.random(0, 10) / 10;
v1["Jumpscare_A-60"].BackgroundColor3 = Color3.new(v71, v71, math.clamp(math.random(25, 50) / 50, v71, 1));
v1["Jumpscare_A-60"].ImageLabelBig.Position = UDim2.new(0.5 + math.random(-100, 100) / 5000, 0, 0.5 + math.random(-100, 100) / 3000, 0);
task.wait(0.016666666666666666);
if v69 + 0.3 <= tick() then
break;
end;
end;
v1["Jumpscare_A-60"].ImageLabelBig.Visible = false;
v1["Jumpscare_A-60"].BackgroundColor3 = Color3.new(0, 0, 0);
v1["Jumpscare_A-60"].Visible = false;
u2.deathtick = tick();
return;
end;
if p21 == "Ambush" then
u2.deathtick = tick() + 10;
game.SoundService.Main.Volume = 0;
script.Jumpscare_Ambush:Play();
v1.Jumpscare_Ambush.Visible = true;
local v72 = tick();
local v73 = math.random(5, 30) / 100;
local v74 = v73 + math.random(10, 60) / 100;
local v75 = 0.2;
for v76 = 1, 100000 do
task.wait(0.016666666666666666);
v1.Jumpscare_Ambush.ImageLabel.Position = UDim2.new(0.5, math.random(-15, 15), 0.5, math.random(-15, 15));
v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, math.random(4, 10) / 255, math.random(0, 3) / 255);
if v72 + v73 <= tick() then
v1.Jumpscare_Ambush.ImageLabel.Visible = true;
v73 = v73 + math.random(7, 44) / 100;
script.Jumpscare_Ambush.Pitch = math.random(35, 155) / 100;
v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, math.random(4, 10) / 255, math.random(0, 3) / 255);
v1.Jumpscare_Ambush.ImageLabel.Position = UDim2.new(0.5, math.random(-25, 25), 0.5, math.random(-25, 25));
v75 = v75 + 0.05;
v1.Jumpscare_Ambush.ImageLabel.Size = UDim2.new(v75, 0, v75, 0);
end;
if v72 + v74 <= tick() then
break;
end;
end;
script.Jumpscare_Ambush2:Play();
v1.Jumpscare_Ambush.ImageLabel.Visible = true;
v1.Jumpscare_Ambush.ImageLabel:TweenSize(UDim2.new(9, 0, 9, 0), "In", "Quart", 0.3, true);
local v77 = tick();
for v78 = 1, 100 do
local v79 = math.random(0, 10) / 10;
v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(v79, math.clamp(math.random(25, 50) / 50, v79, 1), math.clamp(math.random(25, 50) / 150, v79, 1));
game["Run Service"].RenderStepped:wait();
if v77 + 0.3 <= tick() then
break;
end;
end;
script.Jumpscare_Ambush:Stop();
v1.Jumpscare_Ambush.ImageLabel.Visible = false;
v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, 0, 0);
v1.Jumpscare_Ambush.Visible = false;
u2.deathtick = tick();
return;
end;
if p21 == "Figure" then
l__TweenService__6:Create(game.SoundService.Main, TweenInfo.new(0.3, Enum.EasingStyle.Quart, Enum.EasingDirection.Out), {
Volume = 0
}):Play();
local l__FigureSetup__80 = workspace:FindFirstChild("FigureSetup", true);
if workspace:FindFirstChild("FigureSetup", true) then
local v81 = u2.cam;
if l__FigureSetup__80 then
v81 = l__FigureSetup__80.Parent;
end;
u2.stopcam = true;
u2.fovtarget = 80;
script.Reverse:Play();
script.Figure_Growl:Play();
local v82 = game:GetService("ReplicatedStorage"):WaitForChild("JumpscareModels"):WaitForChild("Figure"):Clone();
if l__FigureSetup__80 then
l__FigureSetup__80.Parent = game:GetService("ReplicatedStorage");
v82:SetPrimaryPartCFrame(l__FigureSetup__80.FigureRagdoll.PrimaryPart.CFrame);
else
v82:SetPrimaryPartCFrame(u2.cam.CFrame);
end;
v82.Parent = u2.cam;
v82:WaitForChild("AnimationController"):LoadAnimation(v82:WaitForChild("Jumpscare")):Play(0, 1, 1);
game.Debris:AddItem(v82, 10);
local l__OriginalCFrame__83 = script:WaitForChild("OriginalCFrame");
l__OriginalCFrame__83.Value = u2.cam.CFrame;
l__TweenService__6:Create(l__OriginalCFrame__83, TweenInfo.new(0.6, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {
Value = v82:WaitForChild("CamSpot").CFrame
}):Play();
u2.camShaker:ShakeOnce(20, 12, 0, 0.2);
u2.camShaker:ShakeOnce(2, 24, 0.1, 0.5, Vector3.new(0, 0, 0), Vector3.new(3, 1, 3));
u2.camShaker:ShakeOnce(8, 25, 0.7, 1, Vector3.new(0, 0, 0));
local v84 = tick();
delay(0.55, function()
u2.camShaker:ShakeOnce(1, 35, 0.01, 1, Vector3.new(0, 0, 0), Vector3.new(3, 1, 3));
end);
for v85 = 1, 1000 do
game["Run Service"].RenderStepped:wait();
u2.cam.CFrame = l__OriginalCFrame__83.Value * u2.csgo;
if v84 + 0.8 <= tick() then
break;
end;
end;
if l__FigureSetup__80 then
l__FigureSetup__80.Parent = v81;
end;
v82:Destroy();
end;
script.Kill:Play();
v1.FlashFrame.Visible = true;
for v86 = 1, 8 do
v1.FlashFrame.BackgroundColor3 = Color3.new(math.random(0, 1), 0, 0);
wait();
end;
v1.FlashFrame.BackgroundColor3 = Color3.new(0, 0, 0);
u2.cam.CameraType = Enum.CameraType.Scriptable;
u2.stopcam = false;
u2.deathtick = tick();
v1.FlashFrame.Visible = false;
end;
end);
l__Bricks__1:WaitForChild("Cutscene").OnClientEvent:Connect(function(p22)
local v87 = script.Cutscenes:FindFirstChild(p22);
if v87 then
require(v87)(u2);
end;
end);
l__Bricks__1:WaitForChild("GetOutOfHiding").OnClientEvent:Connect(function()
u2.char:SetAttribute("Hiding", true);
u2.char:SetAttribute("Hiding", false);
end);
u2.char:GetAttributeChangedSignal("Hiding"):Connect(function()
if u2.char:GetAttribute("Hiding") == true then
for v88 = 1, 100000 do
task.wait(0.1);
if u2.char:GetAttribute("Hiding") == false then
u2.ax_t = u2.ax_t + u2.camlockedoffset[1] % 360;
u2.ay_t = math.clamp(u2.ay_t + u2.camlockedoffset[2], -65, 65);
if math.abs(u2.ax_t) > 180 then
u2.ax_t = u2.ax_t - 360;
u2.ax_t = u2.ax_t;
end;
if math.abs(u2.ax) > 180 then
u2.ax = u2.ax - 360;
u2.ax = u2.ax;
end;
u2.camShaker:ShakeOnce(8, 1, 0, 1, Vector3.new(0, 0, 0));
u2.camlock = nil;
--game:GetService("ReplicatedStorage").Bricks.CamLock:FireServer();
v1.HideVignette.Visible = false;
return;
end;
end;
end;
end);
l__Bricks__1:WaitForChild("CamLock").OnClientEvent:Connect(function(p23)
local v89, v90, v91 = CFrame.new(Vector3.new(0, 0, 0), p23):ToOrientation();
if math.abs(u2.ax - math.deg(v90)) > 180 then
u2.ax_t = u2.ax_t - 360;
u2.ax = u2.ax_t;
end;
u2.camlock = {
y = math.deg(v89),
x = math.deg(v90),
z = 0,
last = tick() + 1,
pos = u2.char.PrimaryPart.Position
};
u2.camlockHead = false;
v1.HideVignette.ImageTransparency = 1;
v1.HideVignette.Visible = true;
l__TweenService__6:Create(v1.HideVignette, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
ImageTransparency = 0
}):Play();
u2.camShaker:ShakeOnce(12, 1, 0, 1, Vector3.new(0, 0, 0));
end);
l__Bricks__1:WaitForChild("CamLockHead").OnClientEvent:Connect(function(p24)
local v92, v93, v94 = CFrame.new(Vector3.new(0, 0, 0), p24):ToOrientation();
if math.abs(u2.ax - math.deg(v93)) > 180 then
u2.ax_t = u2.ax_t - 360;
end;
u2.camlockHead = true;
u2.camlock = {
y = math.deg(v92),
x = math.deg(v93),
z = 0,
last = tick() + 1,
pos = u2.char.PrimaryPart.Position
};
end);
l__Bricks__1:WaitForChild("CamShake").OnClientEvent:Connect(function(p25, p26, p27, p28, p29, p30)
u2.camShaker:ShakeOnce(p25, p26, p27, p28, p29, p30);
end);
l__Bricks__1:WaitForChild("ChangeModuleVariable").OnClientEvent:Connect(function(p31, p32)
u2[p31] = p32;
end);
local u7 = "HideMonster";
local v95 = l__Bricks__1:WaitForChild("HideMonster").OnClientEvent:Connect(function(...)
require(script:WaitForChild("Modules"):WaitForChild("HideMonster"))(u2, ...);
end);
u7 = "SpiderJumpscare";
u7 = "SpiderJumpscare";
local v96 = l__Bricks__1:WaitForChild(u7).OnClientEvent:Connect(function(...)
require(script:WaitForChild("Modules"):WaitForChild(u7))(u2, ...);
end);
local v97 = l__Bricks__1:WaitForChild("AchievementUnlock").OnClientEvent:Connect(function(...)
require(script:WaitForChild("Modules"):WaitForChild("AchievementUnlock"))(u2, ...);
end);
local v98 = l__Bricks__1:WaitForChild("Screech").OnClientEvent:Connect(function(...)
require(script:WaitForChild("Modules"):WaitForChild("Screech"))(u2, ...);
end);
function shakerel(p33, p34, p35, p36, p37, p38, p39)
local v99 = nil;
v99 = 0;
for v100 = 1, 2 do
local v101 = 100;
if v100 == 2 then
v101 = 30;
end;
v99 = v99 + math.abs(math.clamp((u2.cam.CFrame.Position - p33).Magnitude, 0, v101) - v101) / v101;
end;
u2.camShaker:ShakeOnce(p34 * v99 * 0.8, p35, p36, p37, p38, p39);
end;
u7 = "CamShakeRelative";
l__Bricks__1:WaitForChild(u7).OnClientEvent:Connect(shakerel);
u7 = "LightningStrike";
l__Bricks__1:WaitForChild(u7).OnClientEvent:Connect(v7);
|
--Offset For Each New Ray For The Bullet's Trajectory
|
local offset = (parts.Parent.Gun.Muzzle.CFrame*CFrame.new(math.random(-4.3,4.3)/3,100,math.random(-4.3,4.3)/3).p
- parts.Parent.Gun.Muzzle.Position).unit
*script.Parent.Stats.GunVelocity.Value
local point1 = parts.Parent.Gun.Muzzle.Position
|
--[=[
Shallow copies a table from target into a new table
@function Table.copy
@param target table -- Table to copy
@return table -- Result
@within Table
]=]
|
Table.copy = table.clone
|
--// F key, HornOff
|
mouse.KeyUp:connect(function(key)
if key=="f" then
veh.Lightbar.middle.Airhorn:Stop()
veh.Lightbar.middle.Wail.Volume = 2
veh.Lightbar.middle.Yelp.Volume = 2
veh.Lightbar.middle.Priority.Volume = 2
veh.Lightbar.AH.Transparency = 1
end
end)
|
--------------| MODIFY COMMANDS |--------------
|
SetCommandRankByName = {
--["jump"] = "VIP";
};
SetCommandRankByTag = {
--["abusive"] = "Admin";
};
};
|
-- just setting values here lol
|
local detectionrange = mySettings.DetectionRange.Value
local mag = fullMag
|
--[[
Joins any number of lists together into a new list
]]
|
function Immutable.JoinLists(...)
local new = {}
for listKey = 1, select("#", ...) do
local list = select(listKey, ...)
local len = #new
for itemKey = 1, #list do
new[len + itemKey] = list[itemKey]
end
end
return new
end
|
-- Setup gesture area that camera uses while DynamicThumbstick is enabled
|
local function OnCharacterAdded(character)
if UserInputService.TouchEnabled then
for _, child in ipairs(LocalPlayer.Character:GetChildren()) do
if child:IsA("Tool") then
IsAToolEquipped = true
end
end
character.ChildAdded:Connect(function(child)
if child:IsA("Tool") then
IsAToolEquipped = true
end
end)
character.ChildRemoved:Connect(function(child)
if child:IsA("Tool") then
IsAToolEquipped = false
end
end)
if PlayerGui then
local TouchGui = PlayerGui:FindFirstChild("TouchGui")
if TouchGui and TouchGui:WaitForChild("GestureArea", 0.5) then
GestureArea = TouchGui.GestureArea
GestureAreaManagedByControlScript = true
else
GestureAreaManagedByControlScript = false
local ScreenGui = Instance.new("ScreenGui")
ScreenGui.Name = "GestureArea"
ScreenGui.Parent = PlayerGui
GestureArea = Instance.new("Frame")
GestureArea.BackgroundTransparency = 1.0
GestureArea.Visible = true
GestureArea.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
layoutGestureArea(PortraitMode)
GestureArea.Parent = ScreenGui
end
end
end
end
if LocalPlayer then
if LocalPlayer.Character ~= nil then
OnCharacterAdded(LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:connect(function(character)
OnCharacterAdded(character)
end)
end
local function positionIntersectsGuiObject(position, guiObject)
if position.X < guiObject.AbsolutePosition.X + guiObject.AbsoluteSize.X
and position.X > guiObject.AbsolutePosition.X
and position.Y < guiObject.AbsolutePosition.Y + guiObject.AbsoluteSize.Y
and position.Y > guiObject.AbsolutePosition.Y then
return true
end
return false
end
local function GetRenderCFrame(part)
return part:GetRenderCFrame()
end
local function CreateCamera()
local this = {}
local R15HeadHeight = R15_HEAD_OFFSET
function this:GetActivateValue()
return 0.7
end
function this:IsPortraitMode()
return PortraitMode
end
function this:GetRotateAmountValue(vrRotationIntensity)
vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
if vrRotationIntensity then
if vrRotationIntensity == "Low" then
return VR_LOW_INTENSITY_ROTATION
elseif vrRotationIntensity == "High" then
return VR_HIGH_INTENSITY_ROTATION
end
end
return ZERO_VECTOR2
end
function this:GetRepeatDelayValue(vrRotationIntensity)
vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
if vrRotationIntensity then
if vrRotationIntensity == "Low" then
return VR_LOW_INTENSITY_REPEAT
elseif vrRotationIntensity == "High" then
return VR_HIGH_INTENSITY_REPEAT
end
end
return 0
end
this.ShiftLock = false
this.Enabled = false
local isFirstPerson = false
local isRightMouseDown = false
local isMiddleMouseDown = false
this.RotateInput = ZERO_VECTOR2
this.DefaultZoom = LANDSCAPE_DEFAULT_ZOOM
this.activeGamepad = nil
local tweens = {}
this.lastSubject = nil
this.lastSubjectPosition = Vector3.new(0, 5, 0)
local lastVRRotation = 0
local vrRotateKeyCooldown = {}
local isDynamicThumbstickEnabled = false
local dynamicThumbstickFrame = nil
local function getDynamicThumbstickFrame()
if dynamicThumbstickFrame and dynamicThumbstickFrame:IsDescendantOf(game) then
return dynamicThumbstickFrame
else
local touchGui = PlayerGui:FindFirstChild("TouchGui")
if not touchGui then return nil end
local touchControlFrame = touchGui:FindFirstChild("TouchControlFrame")
if not touchControlFrame then return nil end
dynamicThumbstickFrame = touchControlFrame:FindFirstChild("DynamicThumbstickFrame")
return dynamicThumbstickFrame
end
end
-- Check for changes in ViewportSize to decide if PortraitMode
local CameraChangedConn = nil
local workspaceCameraChangedConn = nil
local function onWorkspaceCameraChanged()
if UserInputService.TouchEnabled then
if CameraChangedConn then
CameraChangedConn:Disconnect()
CameraChangedConn = nil
end
local newCamera = workspace.CurrentCamera
if newCamera then
local size = newCamera.ViewportSize
PortraitMode = size.X < size.Y
layoutGestureArea(PortraitMode)
DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM
CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
size = newCamera.ViewportSize
PortraitMode = size.X < size.Y
layoutGestureArea(PortraitMode)
DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM
end)
end
end
end
workspaceCameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onWorkspaceCameraChanged)
if workspace.CurrentCamera then
onWorkspaceCameraChanged()
end
function this:GetShiftLock()
return ShiftLockController:IsShiftLocked()
end
function this:GetHumanoid()
local player = PlayersService.LocalPlayer
return findPlayerHumanoid(player)
end
function this:GetHumanoidRootPart()
local humanoid = this:GetHumanoid()
return humanoid and humanoid.Torso
end
function this:GetRenderCFrame(part)
GetRenderCFrame(part)
end
local STATE_DEAD = Enum.HumanoidStateType.Dead
-- HumanoidRootPart when alive, Head part when dead
local function getHumanoidPartToFollow(humanoid, humanoidStateType)
if humanoidStateType == STATE_DEAD then
local character = humanoid.Parent
if character then
return character:FindFirstChild("Head") or humanoid.Torso
else
return humanoid.Torso
end
else
return humanoid.Torso
end
end
local HUMANOID_STATE_DEAD = Enum.HumanoidStateType.Dead
function this:GetSubjectPosition()
local result = nil
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
if cameraSubject then
if cameraSubject:IsA('Humanoid') then
local humanoidStateType = cameraSubject:GetState()
if VRService.VREnabled and humanoidStateType == STATE_DEAD and cameraSubject == this.lastSubject then
result = this.lastSubjectPosition
else
local humanoidRootPart = getHumanoidPartToFollow(cameraSubject, humanoidStateType)
if humanoidRootPart and humanoidRootPart:IsA('BasePart') then
local subjectCFrame = GetRenderCFrame(humanoidRootPart)
local heightOffset = ZERO_VECTOR3
if humanoidStateType ~= STATE_DEAD then
heightOffset = cameraSubject.RigType == Enum.HumanoidRigType.R15 and R15HeadHeight or HEAD_OFFSET
end
if PortraitMode then
heightOffset = heightOffset + Vector3.new(0, PORTRAIT_MODE_CAMERA_OFFSET, 0)
end
result = subjectCFrame.p +
subjectCFrame:vectorToWorldSpace(heightOffset + cameraSubject.CameraOffset)
end
end
elseif cameraSubject:IsA('VehicleSeat') then
local subjectCFrame = GetRenderCFrame(cameraSubject)
local offset = SEAT_OFFSET
if VRService.VREnabled then
offset = VR_SEAT_OFFSET
end
result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(offset)
elseif cameraSubject:IsA('SkateboardPlatform') then
local subjectCFrame = GetRenderCFrame(cameraSubject)
result = subjectCFrame.p + SEAT_OFFSET
elseif cameraSubject:IsA('BasePart') then
local subjectCFrame = GetRenderCFrame(cameraSubject)
result = subjectCFrame.p
elseif cameraSubject:IsA('Model') then
result = cameraSubject:GetModelCFrame().p
end
end
this.lastSubject = cameraSubject
this.lastSubjectPosition = result
return result
end
function this:ResetCameraLook()
end
function this:GetCameraLook()
return workspace.CurrentCamera and workspace.CurrentCamera.CoordinateFrame.lookVector or Vector3.new(0,0,1)
end
function this:GetCameraZoom()
if this.currentZoom == nil then
local player = PlayersService.LocalPlayer
this.currentZoom = player and clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, this.DefaultZoom) or this.DefaultZoom
end
return this.currentZoom
end
function this:GetCameraActualZoom()
local camera = workspace.CurrentCamera
if camera then
return (camera.CoordinateFrame.p - camera.Focus.p).magnitude
end
end
function this:GetCameraHeight()
if VRService.VREnabled and not this:IsInFirstPerson() then
local zoom = this:GetCameraZoom()
return math.sin(VR_ANGLE) * zoom
end
return 0
end
function this:ViewSizeX()
local result = 1024
local camera = workspace.CurrentCamera
if camera then
result = camera.ViewportSize.X
end
return result
end
function this:ViewSizeY()
local result = 768
local camera = workspace.CurrentCamera
if camera then
result = camera.ViewportSize.Y
end
return result
end
local math_asin = math.asin
local math_atan2 = math.atan2
local math_floor = math.floor
local math_max = math.max
local math_pi = math.pi
local Vector2_new = Vector2.new
local Vector3_new = Vector3.new
local CFrame_Angles = CFrame.Angles
local CFrame_new = CFrame.new
function this:ScreenTranslationToAngle(translationVector)
local screenX = this:ViewSizeX()
local screenY = this:ViewSizeY()
local xTheta = (translationVector.x / screenX)
local yTheta = (translationVector.y / screenY)
return Vector2_new(xTheta, yTheta)
end
function this:MouseTranslationToAngle(translationVector)
local xTheta = (translationVector.x / 1920)
local yTheta = (translationVector.y / 1200)
return Vector2_new(xTheta, yTheta)
end
function this:RotateVector(startVector, xyRotateVector)
local startCFrame = CFrame_new(ZERO_VECTOR3, startVector)
local resultLookVector = (CFrame_Angles(0, -xyRotateVector.x, 0) * startCFrame * CFrame_Angles(-xyRotateVector.y,0,0)).lookVector
return resultLookVector, Vector2_new(xyRotateVector.x, xyRotateVector.y)
end
function this:RotateCamera(startLook, xyRotateVector)
if VRService.VREnabled then
local yawRotatedVector, xyRotateVector = self:RotateVector(startLook, Vector2.new(xyRotateVector.x, 0))
return Vector3_new(yawRotatedVector.x, 0, yawRotatedVector.z).unit, xyRotateVector
else
local startVertical = math_asin(startLook.y)
local yTheta = clamp(-MAX_Y + startVertical, -MIN_Y + startVertical, xyRotateVector.y)
return self:RotateVector(startLook, Vector2_new(xyRotateVector.x, yTheta))
end
end
function this:IsInFirstPerson()
return isFirstPerson
end
-- there are several cases to consider based on the state of input and camera rotation mode
function this:UpdateMouseBehavior()
-- first time transition to first person mode or shiftlock
if isFirstPerson or self:GetShiftLock() then
pcall(function() GameSettings.RotationType = Enum.RotationType.CameraRelative end)
if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
end
else
pcall(function() GameSettings.RotationType = Enum.RotationType.MovementRelative end)
if isRightMouseDown or isMiddleMouseDown then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
end
function this:ZoomCamera(desiredZoom)
local player = PlayersService.LocalPlayer
if player then
if player.CameraMode == Enum.CameraMode.LockFirstPerson then
this.currentZoom = 0
else
this.currentZoom = clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredZoom)
end
end
isFirstPerson = self:GetCameraZoom() < 2
ShiftLockController:SetIsInFirstPerson(isFirstPerson)
-- set mouse behavior
self:UpdateMouseBehavior()
return self:GetCameraZoom()
end
function this:rk4Integrator(position, velocity, t)
local direction = velocity < 0 and -1 or 1
local function acceleration(p, v)
local accel = direction * math_max(1, (p / 3.3) + 0.5)
return accel
end
local p1 = position
local v1 = velocity
local a1 = acceleration(p1, v1)
local p2 = p1 + v1 * (t / 2)
local v2 = v1 + a1 * (t / 2)
local a2 = acceleration(p2, v2)
local p3 = p1 + v2 * (t / 2)
local v3 = v1 + a2 * (t / 2)
local a3 = acceleration(p3, v3)
local p4 = p1 + v3 * t
local v4 = v1 + a3 * t
local a4 = acceleration(p4, v4)
local positionResult = position + (v1 + 2 * v2 + 2 * v3 + v4) * (t / 6)
local velocityResult = velocity + (a1 + 2 * a2 + 2 * a3 + a4) * (t / 6)
return positionResult, velocityResult
end
function this:ZoomCameraBy(zoomScale)
local zoom = this:GetCameraActualZoom()
if zoom then
-- Can break into more steps to get more accurate integration
zoom = self:rk4Integrator(zoom, zoomScale, 1)
self:ZoomCamera(zoom)
end
return self:GetCameraZoom()
end
function this:ZoomCameraFixedBy(zoomIncrement)
return self:ZoomCamera(self:GetCameraZoom() + zoomIncrement)
end
function this:Update()
end
----- VR STUFF ------
function this:ApplyVRTransform()
if not VRService.VREnabled then
return
end
--we only want this to happen in first person VR
local player = PlayersService.LocalPlayer
if not (player and player.Character
and player.Character:FindFirstChild("HumanoidRootPart")
and player.Character.HumanoidRootPart:FindFirstChild("RootJoint")) then
return
end
local camera = workspace.CurrentCamera
local cameraSubject = camera.CameraSubject
local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')
if this:IsInFirstPerson() and not isInVehicle then
local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head)
local vrRotation = vrFrame - vrFrame.p
local rootJoint = player.Character.HumanoidRootPart.RootJoint
rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
else
local rootJoint = player.Character.HumanoidRootPart.RootJoint
rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
end
end
local vrRotationIntensityExists = true
local lastVrRotationCheck = 0
function this:ShouldUseVRRotation()
if not VRService.VREnabled then
return false
end
if not vrRotationIntensityExists and tick() - lastVrRotationCheck < 1 then return false end
local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end)
vrRotationIntensityExists = success and vrRotationIntensity ~= nil
lastVrRotationCheck = tick()
return success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth"
end
function this:GetVRRotationInput()
local vrRotateSum = ZERO_VECTOR2
local vrRotationIntensity = StarterGui:GetCore("VRRotationIntensity")
local vrGamepadRotation = self.GamepadPanningCamera or ZERO_VECTOR2
local delayExpired = (tick() - lastVRRotation) >= self:GetRepeatDelayValue(vrRotationIntensity)
if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then
if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then
local sign = 1
if vrGamepadRotation.x < 0 then
sign = -1
end
vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign
vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true
end
elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then
vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil
end
if self.TurningLeft then
if delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Left] then
vrRotateSum = vrRotateSum - self:GetRotateAmountValue(vrRotationIntensity)
vrRotateKeyCooldown[Enum.KeyCode.Left] = true
end
else
vrRotateKeyCooldown[Enum.KeyCode.Left] = nil
end
if self.TurningRight then
if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Right]) then
vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity)
vrRotateKeyCooldown[Enum.KeyCode.Right] = true
end
else
vrRotateKeyCooldown[Enum.KeyCode.Right] = nil
end
if vrRotateSum ~= ZERO_VECTOR2 then
lastVRRotation = tick()
end
return vrRotateSum
end
local cameraTranslationConstraints = Vector3.new(1, 1, 1)
local humanoidJumpOrigin = nil
local trackingHumanoid = nil
local cameraFrozen = false
local subjectStateChangedConn = nil
local cameraSubjectChangedConn = nil
local workspaceChangedConn = nil
local humanoidChildAddedConn = nil
local humanoidChildRemovedConn = nil
local function cancelCameraFreeze(keepConstraints)
if not keepConstraints then
cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 1, cameraTranslationConstraints.z)
end
if cameraFrozen then
trackingHumanoid = nil
cameraFrozen = false
end
end
local function startCameraFreeze(subjectPosition, humanoidToTrack)
if not cameraFrozen then
humanoidJumpOrigin = subjectPosition
trackingHumanoid = humanoidToTrack
cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 0, cameraTranslationConstraints.z)
cameraFrozen = true
end
end
local function rescaleCameraOffset(newScaleFactor)
R15HeadHeight = R15_HEAD_OFFSET*newScaleFactor
end
local function onHumanoidSubjectChildAdded(child)
if child.Name == "BodyHeightScale" and child:IsA("NumberValue") then
if heightScaleChangedConn then
heightScaleChangedConn:disconnect()
end
heightScaleChangedConn = child.Changed:connect(rescaleCameraOffset)
rescaleCameraOffset(child.Value)
end
end
local function onHumanoidSubjectChildRemoved(child)
if child.Name == "BodyHeightScale" then
rescaleCameraOffset(1)
if heightScaleChangedConn then
heightScaleChangedConn:disconnect()
heightScaleChangedConn = nil
end
end
end
local function onNewCameraSubject()
if subjectStateChangedConn then
subjectStateChangedConn:disconnect()
subjectStateChangedConn = nil
end
if humanoidChildAddedConn then
humanoidChildAddedConn:disconnect()
humanoidChildAddedConn = nil
end
if humanoidChildRemovedConn then
humanoidChildRemovedConn:disconnect()
humanoidChildRemovedConn = nil
end
if heightScaleChangedConn then
heightScaleChangedConn:disconnect()
heightScaleChangedConn = nil
end
local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject
if trackingHumanoid ~= humanoid then
cancelCameraFreeze()
end
if humanoid and humanoid:IsA('Humanoid') then
humanoidChildAddedConn = humanoid.ChildAdded:connect(onHumanoidSubjectChildAdded)
humanoidChildRemovedConn = humanoid.ChildRemoved:connect(onHumanoidSubjectChildRemoved)
for _, child in pairs(humanoid:GetChildren()) do
onHumanoidSubjectChildAdded(child)
end
subjectStateChangedConn = humanoid.StateChanged:connect(function(oldState, newState)
if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not this:IsInFirstPerson() then
startCameraFreeze(this:GetSubjectPosition(), humanoid)
elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then
cancelCameraFreeze(true)
end
end)
end
end
local function onCurrentCameraChanged()
if cameraSubjectChangedConn then
cameraSubjectChangedConn:disconnect()
cameraSubjectChangedConn = nil
end
local camera = workspace.CurrentCamera
if camera then
cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):connect(onNewCameraSubject)
onNewCameraSubject()
end
end
function this:GetVRFocus(subjectPosition, timeDelta)
local newFocus = nil
local camera = workspace.CurrentCamera
local lastFocus = self.LastCameraFocus or subjectPosition
if not cameraFrozen then
cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, math.min(1, cameraTranslationConstraints.y + 0.42 * timeDelta), cameraTranslationConstraints.z)
end
if cameraFrozen and humanoidJumpOrigin and humanoidJumpOrigin.y > lastFocus.y then
newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z))
else
newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, cameraTranslationConstraints.y))
end
if cameraFrozen then
-- No longer in 3rd person
if self:IsInFirstPerson() then -- not VRService.VREnabled
cancelCameraFreeze()
end
-- This case you jumped off a cliff and want to keep your character in view
-- 0.5 is to fix floating point error when not jumping off cliffs
if humanoidJumpOrigin and subjectPosition.y < (humanoidJumpOrigin.y - 0.5) then
cancelCameraFreeze()
end
end
return newFocus
end
------------------------
---- Input Events ----
local startPos = nil
local lastPos = nil
local panBeginLook = nil
local lastTapTime = nil
local fingerTouches = {}
local NumUnsunkTouches = 0
local inputStartPositions = {}
local inputStartTimes = {}
local StartingDiff = nil
local pinchBeginZoom = nil
this.ZoomEnabled = true
this.PanEnabled = true
this.KeyPanEnabled = true
local function OnTouchBegan(input, processed)
--If isDynamicThumbstickEnabled, then only process TouchBegan event if it starts in GestureArea
local dtFrame = getDynamicThumbstickFrame()
if (not touchWorkspaceEventEnabled and not isDynamicThumbstickEnabled) or positionIntersectsGuiObject(input.Position, GestureArea) and (not dtFrame or not positionIntersectsGuiObject(input.Position, dtFrame)) then
fingerTouches[input] = processed
if not processed then
inputStartPositions[input] = input.Position
inputStartTimes[input] = tick()
NumUnsunkTouches = NumUnsunkTouches + 1
end
end
end
local function OnTouchChanged(input, processed)
if fingerTouches[input] == nil then
if isDynamicThumbstickEnabled then
return
end
fingerTouches[input] = processed
if not processed then
NumUnsunkTouches = NumUnsunkTouches + 1
end
end
if NumUnsunkTouches == 1 then
if fingerTouches[input] == false then
panBeginLook = panBeginLook or this:GetCameraLook()
startPos = startPos or input.Position
lastPos = lastPos or startPos
this.UserPanningTheCamera = true
local delta = input.Position - lastPos
delta = Vector2.new(delta.X, delta.Y * GameSettings:GetCameraYInvertValue())
if this.PanEnabled then
local desiredXYVector = this:ScreenTranslationToAngle(delta) * TOUCH_SENSITIVTY
this.RotateInput = this.RotateInput + desiredXYVector
end
lastPos = input.Position
end
else
panBeginLook = nil
startPos = nil
lastPos = nil
this.UserPanningTheCamera = false
end
if NumUnsunkTouches == 2 then
local unsunkTouches = {}
for touch, wasSunk in pairs(fingerTouches) do
if not wasSunk then
table.insert(unsunkTouches, touch)
end
end
if #unsunkTouches == 2 then
local difference = (unsunkTouches[1].Position - unsunkTouches[2].Position).magnitude
if StartingDiff and pinchBeginZoom then
local scale = difference / math_max(0.01, StartingDiff)
local clampedScale = clamp(0.1, 10, scale)
if this.ZoomEnabled then
this:ZoomCamera(pinchBeginZoom / clampedScale)
end
else
StartingDiff = difference
pinchBeginZoom = this:GetCameraActualZoom()
end
end
else
StartingDiff = nil
pinchBeginZoom = nil
end
end
local function calcLookBehindRotateInput(torso)
if torso then
local newDesiredLook = (torso.CFrame.lookVector - Vector3.new(0, math.sin(math.rad(DEFAULT_CAMERA_ANGLE), 0))).unit
local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook())
local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y)
if not IsFinite(horizontalShift) then
horizontalShift = 0
end
if not IsFinite(vertShift) then
vertShift = 0
end
return Vector2.new(horizontalShift, vertShift)
end
return nil
end
local OnTouchTap = nil
if not touchWorkspaceEventEnabled then
OnTouchTap = function(position)
if isDynamicThumbstickEnabled and not IsAToolEquipped then
if lastTapTime and tick() - lastTapTime < MAX_TIME_FOR_DOUBLE_TAP then
local tween = {
from = this:GetCameraZoom(),
to = DefaultZoom,
start = tick(),
duration = 0.2,
func = function(from, to, alpha)
this:ZoomCamera(from + (to - from)*alpha)
return to
end
}
tweens["Zoom"] = tween
else
local humanoid = this:GetHumanoid()
if humanoid then
local player = PlayersService.LocalPlayer
if player and player.Character then
if humanoid and humanoid.Torso then
local tween = {
from = this.RotateInput,
to = calcLookBehindRotateInput(humanoid.Torso),
start = tick(),
duration = 0.2,
func = function(from, to, alpha)
to = calcLookBehindRotateInput(humanoid.Torso)
if to then
this.RotateInput = from + (to - from)*alpha
end
return to
end
}
tweens["Rotate"] = tween
-- reset old camera info so follow cam doesn't rotate us
this.LastCameraTransform = nil
end
end
end
end
lastTapTime = tick()
end
end
end
local function IsTouchTap(input)
-- We can't make the assumption that the input exists in the inputStartPositions because we may have switched from a different camera type.
if inputStartPositions[input] then
local posDelta = (inputStartPositions[input] - input.Position).magnitude
if posDelta < MAX_TAP_POS_DELTA then
local timeDelta = inputStartTimes[input] - tick()
if timeDelta < MAX_TAP_TIME_DELTA then
return true
end
end
end
return false
end
local function OnTouchEnded(input, processed)
if fingerTouches[input] == false then
if NumUnsunkTouches == 1 then
panBeginLook = nil
startPos = nil
lastPos = nil
this.UserPanningTheCamera = false
if not touchWorkspaceEventEnabled and IsTouchTap(input) then
OnTouchTap(input.Position)
end
elseif NumUnsunkTouches == 2 then
StartingDiff = nil
pinchBeginZoom = nil
end
end
if fingerTouches[input] ~= nil and fingerTouches[input] == false then
NumUnsunkTouches = NumUnsunkTouches - 1
end
fingerTouches[input] = nil
inputStartPositions[input] = nil
inputStartTimes[input] = nil
end
local function OnMousePanButtonPressed(input, processed)
if processed then return end
this:UpdateMouseBehavior()
panBeginLook = panBeginLook or this:GetCameraLook()
startPos = startPos or input.Position
lastPos = lastPos or startPos
this.UserPanningTheCamera = true
end
local function OnMousePanButtonReleased(input, processed)
this:UpdateMouseBehavior()
if not (isRightMouseDown or isMiddleMouseDown) then
panBeginLook = nil
startPos = nil
lastPos = nil
this.UserPanningTheCamera = false
end
end
local function OnMouse2Down(input, processed)
if processed then return end
isRightMouseDown = true
OnMousePanButtonPressed(input, processed)
end
local function OnMouse2Up(input, processed)
isRightMouseDown = false
OnMousePanButtonReleased(input, processed)
end
local function OnMouse3Down(input, processed)
if processed then return end
isMiddleMouseDown = true
OnMousePanButtonPressed(input, processed)
end
local function OnMouse3Up(input, processed)
isMiddleMouseDown = false
OnMousePanButtonReleased(input, processed)
end
local function OnMouseMoved(input, processed)
if not hasGameLoaded and VRService.VREnabled then
return
end
local inputDelta = input.Delta
inputDelta = Vector2.new(inputDelta.X, inputDelta.Y * GameSettings:GetCameraYInvertValue())
if startPos and lastPos and panBeginLook then
local currPos = lastPos + input.Delta
local totalTrans = currPos - startPos
if this.PanEnabled then
local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY
this.RotateInput = this.RotateInput + desiredXYVector
end
lastPos = currPos
elseif this:IsInFirstPerson() or this:GetShiftLock() then
if this.PanEnabled then
local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY
this.RotateInput = this.RotateInput + desiredXYVector
end
end
end
local function OnMouseWheel(input, processed)
if not hasGameLoaded and VRService.VREnabled then
return
end
if not processed then
if this.ZoomEnabled then
this:ZoomCameraBy(clamp(-1, 1, -input.Position.Z) * 1.4)
end
end
end
local function round(num)
return math_floor(num + 0.5)
end
local eight2Pi = math_pi / 4
local function rotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount)
if camLook ~= ZERO_VECTOR3 then
camLook = camLook.unit
local currAngle = math_atan2(camLook.z, camLook.x)
local newAngle = round((math_atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount
return newAngle - currAngle
end
return 0
end
local function OnKeyDown(input, processed)
if not hasGameLoaded and VRService.VREnabled then
return
end
if processed then return end
if this.ZoomEnabled then
if input.KeyCode == Enum.KeyCode.I then
this:ZoomCameraBy(-5)
elseif input.KeyCode == Enum.KeyCode.O then
this:ZoomCameraBy(5)
end
end
if panBeginLook == nil and this.KeyPanEnabled then
if input.KeyCode == Enum.KeyCode.Left then
this.TurningLeft = true
elseif input.KeyCode == Enum.KeyCode.Right then
this.TurningRight = true
elseif input.KeyCode == Enum.KeyCode.Comma then
local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), -eight2Pi * (3/4), eight2Pi)
if angle ~= 0 then
this.RotateInput = this.RotateInput + Vector2.new(angle, 0)
this.LastUserPanCamera = tick()
this.LastCameraTransform = nil
end
elseif input.KeyCode == Enum.KeyCode.Period then
local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), eight2Pi * (3/4), eight2Pi)
if angle ~= 0 then
this.RotateInput = this.RotateInput + Vector2.new(angle, 0)
this.LastUserPanCamera = tick()
this.LastCameraTransform = nil
end
elseif input.KeyCode == Enum.KeyCode.PageUp then
--elseif input.KeyCode == Enum.KeyCode.Home then
this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(15))
this.LastCameraTransform = nil
elseif input.KeyCode == Enum.KeyCode.PageDown then
--elseif input.KeyCode == Enum.KeyCode.End then
this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(-15))
this.LastCameraTransform = nil
end
end
end
local function OnKeyUp(input, processed)
if input.KeyCode == Enum.KeyCode.Left then
this.TurningLeft = false
elseif input.KeyCode == Enum.KeyCode.Right then
this.TurningRight = false
end
end
local lastThumbstickRotate = nil
local numOfSeconds = 0.7
local currentSpeed = 0
local maxSpeed = 6
local vrMaxSpeed = 4
local lastThumbstickPos = Vector2.new(0,0)
local ySensitivity = 0.65
local lastVelocity = nil
-- K is a tunable parameter that changes the shape of the S-curve
-- the larger K is the more straight/linear the curve gets
local k = 0.35
local lowerK = 0.8
local function SCurveTranform(t)
t = clamp(-1,1,t)
if t >= 0 then
return (k*t) / (k - t + 1)
end
return -((lowerK*-t) / (lowerK + t + 1))
end
-- DEADZONE
local DEADZONE = 0.1
local function toSCurveSpace(t)
return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE
end
local function fromSCurveSpace(t)
return t/2 + 0.5
end
local function gamepadLinearToCurve(thumbstickPosition)
local function onAxis(axisValue)
local sign = 1
if axisValue < 0 then
sign = -1
end
local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue))))
point = point * sign
return clamp(-1, 1, point)
end
return Vector2_new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y))
end
function this:UpdateGamepad()
local gamepadPan = this.GamepadPanningCamera
if gamepadPan and (hasGameLoaded or not VRService.VREnabled) then
gamepadPan = gamepadLinearToCurve(gamepadPan)
local currentTime = tick()
if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then
this.userPanningTheCamera = true
elseif gamepadPan == ZERO_VECTOR2 then
lastThumbstickRotate = nil
if lastThumbstickPos == ZERO_VECTOR2 then
currentSpeed = 0
end
end
local finalConstant = 0
if lastThumbstickRotate then
if VRService.VREnabled then
currentSpeed = vrMaxSpeed
else
local elapsedTime = (currentTime - lastThumbstickRotate) * 10
currentSpeed = currentSpeed + (maxSpeed * ((elapsedTime*elapsedTime)/numOfSeconds))
if currentSpeed > maxSpeed then currentSpeed = maxSpeed end
if lastVelocity then
local velocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate)
local velocityDeltaMag = (velocity - lastVelocity).magnitude
if velocityDeltaMag > 12 then
currentSpeed = currentSpeed * (20/velocityDeltaMag)
if currentSpeed > maxSpeed then currentSpeed = maxSpeed end
end
end
end
local success, gamepadCameraSensitivity = pcall(function() return GameSettings.GamepadCameraSensitivity end)
finalConstant = success and (gamepadCameraSensitivity * currentSpeed) or currentSpeed
lastVelocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate)
end
lastThumbstickPos = gamepadPan
lastThumbstickRotate = currentTime
return Vector2_new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * ySensitivity * GameSettings:GetCameraYInvertValue())
end
return ZERO_VECTOR2
end
local InputBeganConn, InputChangedConn, InputEndedConn, MenuOpenedConn, ShiftLockToggleConn, GamepadConnectedConn, GamepadDisconnectedConn, TouchActivateConn = nil, nil, nil, nil, nil, nil, nil, nil
function this:DisconnectInputEvents()
if InputBeganConn then
InputBeganConn:disconnect()
InputBeganConn = nil
end
if InputChangedConn then
InputChangedConn:disconnect()
InputChangedConn = nil
end
if InputEndedConn then
InputEndedConn:disconnect()
InputEndedConn = nil
end
if MenuOpenedConn then
MenuOpenedConn:disconnect()
MenuOpenedConn = nil
end
if ShiftLockToggleConn then
ShiftLockToggleConn:disconnect()
ShiftLockToggleConn = nil
end
if GamepadConnectedConn then
GamepadConnectedConn:disconnect()
GamepadConnectedConn = nil
end
if GamepadDisconnectedConn then
GamepadDisconnectedConn:disconnect()
GamepadDisconnectedConn = nil
end
if subjectStateChangedConn then
subjectStateChangedConn:disconnect()
subjectStateChangedConn = nil
end
if workspaceChangedConn then
workspaceChangedConn:disconnect()
workspaceChangedConn = nil
end
if TouchActivateConn then
TouchActivateConn:disconnect()
TouchActivateConn = nil
end
this.TurningLeft = false
this.TurningRight = false
this.LastCameraTransform = nil
self.LastSubjectCFrame = nil
this.UserPanningTheCamera = false
this.RotateInput = Vector2.new()
this.GamepadPanningCamera = Vector2.new(0,0)
-- Reset input states
startPos = nil
lastPos = nil
panBeginLook = nil
isRightMouseDown = false
isMiddleMouseDown = false
fingerTouches = {}
NumUnsunkTouches = 0
StartingDiff = nil
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
function this:ResetInputStates()
isRightMouseDown = false
isMiddleMouseDown = false
OnMousePanButtonReleased() -- this function doesn't seem to actually need parameters
if UserInputService.TouchEnabled then
--[[menu opening was causing serious touch issues
this should disable all active touch events if
they're active when menu opens.]]
for inputObject, value in pairs(fingerTouches) do
fingerTouches[inputObject] = nil
end
panBeginLook = nil
startPos = nil
lastPos = nil
this.UserPanningTheCamera = false
StartingDiff = nil
pinchBeginZoom = nil
NumUnsunkTouches = 0
end
end
function this.getGamepadPan(name, state, input)
if state == Enum.UserInputState.Cancel then
this.GamepadPanningCamera = ZERO_VECTOR2
return
end
if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then
local inputVector = Vector2.new(input.Position.X, -input.Position.Y)
if inputVector.magnitude > THUMBSTICK_DEADZONE then
this.GamepadPanningCamera = Vector2_new(input.Position.X, -input.Position.Y)
else
this.GamepadPanningCamera = ZERO_VECTOR2
end
end
end
function this.doGamepadZoom(name, state, input)
if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.ButtonR3 and state == Enum.UserInputState.Begin then
if this.ZoomEnabled then
if this:GetCameraZoom() > 0.5 then
this:ZoomCamera(0)
else
this:ZoomCamera(10)
end
end
end
end
function this:BindGamepadInputActions()
ContextActionService:BindAction("RootCamGamepadPan", this.getGamepadPan, false, Enum.KeyCode.Thumbstick2)
ContextActionService:BindAction("RootCamGamepadZoom", this.doGamepadZoom, false, Enum.KeyCode.ButtonR3)
end
function this:ConnectInputEvents()
InputBeganConn = UserInputService.InputBegan:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchBegan(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
OnMouse2Down(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
OnMouse3Down(input, processed)
end
-- Keyboard
if input.UserInputType == Enum.UserInputType.Keyboard then
OnKeyDown(input, processed)
end
end)
InputChangedConn = UserInputService.InputChanged:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchChanged(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseMovement then
OnMouseMoved(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
OnMouseWheel(input, processed)
end
end)
InputEndedConn = UserInputService.InputEnded:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchEnded(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
OnMouse2Up(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
OnMouse3Up(input, processed)
end
-- Keyboard
if input.UserInputType == Enum.UserInputType.Keyboard then
OnKeyUp(input, processed)
end
end)
MenuOpenedConn = GuiService.MenuOpened:connect(function()
this:ResetInputStates()
end)
workspaceChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged)
if workspace.CurrentCamera then
onCurrentCameraChanged()
end
ShiftLockToggleConn = ShiftLockController.OnShiftLockToggled.Event:connect(function()
this:UpdateMouseBehavior()
end)
this.RotateInput = Vector2.new()
this.activeGamepad = nil
local function assignActivateGamepad()
local connectedGamepads = UserInputService:GetConnectedGamepads()
if #connectedGamepads > 0 then
for i = 1, #connectedGamepads do
if this.activeGamepad == nil then
this.activeGamepad = connectedGamepads[i]
elseif connectedGamepads[i].Value < this.activeGamepad.Value then
this.activeGamepad = connectedGamepads[i]
end
end
end
if this.activeGamepad == nil then -- nothing is connected, at least set up for gamepad1
this.activeGamepad = Enum.UserInputType.Gamepad1
end
end
GamepadConnectedConn = UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
if this.activeGamepad ~= gamepadEnum then return end
this.activeGamepad = nil
assignActivateGamepad()
end)
GamepadDisconnectedConn = UserInputService.GamepadConnected:connect(function(gamepadEnum)
if this.activeGamepad == nil then
assignActivateGamepad()
end
end)
self:BindGamepadInputActions()
assignActivateGamepad()
-- set mouse behavior
self:UpdateMouseBehavior()
end
--Process tweens related to tap-to-recenter and double-tap-to-zoom
--Needs to be called from specific cameras on each update
function this:ProcessTweens()
for name, tween in pairs(tweens) do
local alpha = math.min(1.0, (tick() - tween.start)/tween.duration)
tween.to = tween.func(tween.from, tween.to, alpha)
if math.abs(1 - alpha) < 0.0001 then
tweens[name] = nil
end
end
end
function this:SetEnabled(newState)
if newState ~= self.Enabled then
self.Enabled = newState
if self.Enabled then
self:ConnectInputEvents()
self.cframe = workspace.CurrentCamera.CFrame
else
self:DisconnectInputEvents()
end
end
end
local function OnPlayerAdded(player)
player.Changed:connect(function(prop)
if this.Enabled then
if prop == "CameraMode" or prop == "CameraMaxZoomDistance" or prop == "CameraMinZoomDistance" then
this:ZoomCameraFixedBy(0)
end
end
end)
local function OnCharacterAdded(newCharacter)
local humanoid = findPlayerHumanoid(player)
local start = tick()
while tick() - start < 0.3 and (humanoid == nil or humanoid.Torso == nil) do
wait()
humanoid = findPlayerHumanoid(player)
end
if humanoid and humanoid.Torso and player.Character == newCharacter then
local newDesiredLook = (humanoid.Torso.CFrame.lookVector - Vector3.new(0, math.sin(math.rad(DEFAULT_CAMERA_ANGLE)), 0)).unit
local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook())
local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y)
if not IsFinite(horizontalShift) then
horizontalShift = 0
end
if not IsFinite(vertShift) then
vertShift = 0
end
this.RotateInput = Vector2.new(horizontalShift, vertShift)
-- reset old camera info so follow cam doesn't rotate us
this.LastCameraTransform = nil
end
-- Need to wait for camera cframe to update before we zoom in
-- Not waiting will force camera to original cframe
wait()
this:ZoomCamera(this.DefaultZoom)
end
player.CharacterAdded:connect(function(character)
if this.Enabled or SetCameraOnSpawn then
OnCharacterAdded(character)
SetCameraOnSpawn = false
end
end)
if player.Character then
spawn(function() OnCharacterAdded(player.Character) end)
end
end
if PlayersService.LocalPlayer then
OnPlayerAdded(PlayersService.LocalPlayer)
end
PlayersService.ChildAdded:connect(function(child)
if child and PlayersService.LocalPlayer == child then
OnPlayerAdded(PlayersService.LocalPlayer)
end
end)
local function OnGameLoaded()
hasGameLoaded = true
end
spawn(function()
if game:IsLoaded() then
OnGameLoaded()
else
game.Loaded:wait()
OnGameLoaded()
end
end)
local function OnDynamicThumbstickEnabled()
if UserInputService.TouchEnabled then
isDynamicThumbstickEnabled = true
end
end
local function OnDynamicThumbstickDisabled()
isDynamicThumbstickEnabled = false
end
local function OnGameSettingsTouchMovementModeChanged()
if LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then
if GameSettings.TouchMovementMode.Name == "DynamicThumbstick" then
OnDynamicThumbstickEnabled()
else
OnDynamicThumbstickDisabled()
end
end
end
local function OnDevTouchMovementModeChanged()
if LocalPlayer.DevTouchMovementMode.Name == "DynamicThumbstick" then
OnDynamicThumbstickEnabled()
else
OnGameSettingsTouchMovementModeChanged()
end
end
if PlayersService.LocalPlayer then
PlayersService.LocalPlayer.Changed:Connect(function(prop)
if prop == "DevTouchMovementMode" then
OnDevTouchMovementModeChanged()
end
end)
OnDevTouchMovementModeChanged()
end
GameSettings.Changed:Connect(function(prop)
if prop == "TouchMovementMode" then
OnGameSettingsTouchMovementModeChanged()
end
end)
OnGameSettingsTouchMovementModeChanged()
GameSettings:SetCameraYInvertVisible()
pcall(function() GameSettings:SetGamepadCameraSensitivityVisible() end)
return this
end
return CreateCamera
|
--[[
A special key for property tables, which stores a reference to the instance
in a user-provided Value object.
]]
|
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local logError = require(Package.Logging.logError)
local xtypeof = require(Package.Utility.xtypeof)
local Ref = {}
Ref.type = "SpecialKey"
Ref.kind = "Ref"
Ref.stage = "observer"
function Ref:apply(refState: any, applyTo: Instance, cleanupTasks: {PubTypes.Task})
if xtypeof(refState) ~= "State" or refState.kind ~= "Value" then
logError("invalidRefType")
else
refState:set(applyTo)
table.insert(cleanupTasks, function()
refState:set(nil)
end)
end
end
return Ref
|
--[[Engine]]
|
--
-- Everything below can be illustrated and tuned with the graph below.
-- https://www.desmos.com/calculator/x1h2vdccu1
-- This includes everything, from the engines, to boost, to electric.
-- Naturally Aspirated Engine
Tune.Engine = true
Tune.IdleRPM = 1000
Tune.Redline = 13000
Tune.PeakRPM = 11000
-- Horsepower
Tune.Horsepower = 180
Tune.MH_PeakRPM = Tune.PeakRPM
Tune.MH_PeakSharp = 2
Tune.MH_CurveMult = 0.02
-- Torque
Tune.M_EqPoint = 9500
Tune.MT_PeakRPM = 11000
Tune.MT_PeakSharp = 2
Tune.MT_CurveMult = 0.02
-- Electric Engine
Tune.Electric = false
Tune.E_Redline = 16000
Tune.E_Trans1 = 4000
Tune.E_Trans2 = 9000
-- Horsepower
Tune.E_Horsepower = 223
Tune.EH_FrontMult = 0.15
Tune.EH_EndMult = 2.9
Tune.EH_EndPercent = 7
-- Torque
Tune.E_Torque = 223
Tune.ET_EndMult = 1.505
Tune.ET_EndPercent = 27.5
-- Turbocharger
Tune.Turbochargers = 0 -- Number of turbochargers in the engine
-- Set to 0 for no turbochargers
Tune.T_Boost = 7
Tune.T_Efficiency = 6
--Horsepower
Tune.TH_PeakSharp = 2
Tune.TH_CurveMult = 0.02
--Torque
Tune.TT_PeakSharp = 2
Tune.TT_CurveMult = 0.02
Tune.T_Size = 80 -- Turbo Size; Bigger size = more turbo lag
-- Supercharger
Tune.Superchargers = 0 -- Number of superchargers in the engine
-- Set to 0 for no superchargers
Tune.S_Boost = 5
Tune.S_Efficiency = 6
--Horsepower
Tune.SH_PeakSharp = 2
Tune.SH_CurveMult = 0.02
--Torque
Tune.ST_PeakSharp = 2
Tune.ST_CurveMult = 0.02
Tune.S_Sensitivity = 0.05 -- Supercharger responsiveness/sensitivity, applied per tick (recommended values between 0.05 to 0.1)
--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.Flywheel = 500 -- Flywheel weight (higher = faster response, lower = more stable RPM)
--Aero
Tune.Drag = 0.5 -- 0 to 1, edit to change drag effect (0 = no effect, 1 = full effect)
|
---------------------------------------------------
|
This = script.Parent
Elevator = This.Parent.Parent.Parent
CustomLabel = require(This.Parent.Parent.Parent.CustomLabel)
Characters = require(script.Characters)
CustomText = CustomLabel["CUSTOMFLOORLABEL"]
Elevator:WaitForChild("Floor").Changed:connect(function(floor)
--custom indicator code--
ChangeFloor(tostring(floor))
end)
function ChangeFloor(SF)
if CustomText[tonumber(SF)] then
SF = CustomText[tonumber(SF)]
end
SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))
SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))
end
function SetDisplay(ID,CHAR)
if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
for i,l in pairs(Characters[CHAR]) do
for r=1,7 do
This.Display["DIG"..ID]["D"..r].Transparency = (l:sub(r,r) == "1" and 0 or 0.99)
end
end
end
end
|
--Code--
|
local function PlayerTouched(Part)
local Parent = Part.Parent
if game.Players:GetPlayerFromCharacter(Parent) then
Parent.Humanoid.Health = 5
end
end
Brick.Touched:connect(PlayerTouched)
|
--[[**
Calls each Object's `MethodName` (or calls the Object if `MethodName == true`) and removes them from the Janitor. Also clears the namespace. This function is also called when you call a Janitor Object (so it can be used as a destructor callback).
@returns [t:void]
**--]]
|
function Janitor.__index:Cleanup()
if not self.CurrentlyCleaning then
self.CurrentlyCleaning = nil
for Object, MethodName in next, self do
if Object == IndicesReference then
continue
end
-- Weird decision to rawset directly to the janitor in Agent. This should protect against it though.
local TypeOf = type(Object)
if TypeOf == "string" or TypeOf == "number" then
self[Object] = nil
continue
end
if MethodName == true then
Object()
else
local ObjectMethod = Object[MethodName]
if ObjectMethod then
ObjectMethod(Object)
end
end
self[Object] = nil
end
local This = self[IndicesReference]
if This then
for Index in next, This do
This[Index] = nil
end
self[IndicesReference] = {}
end
self.CurrentlyCleaning = false
end
end
Janitor.__index.Clean = Janitor.__index.Cleanup
|
--Precalculated paths
|
local t,f,n=true,false,{}
local r={
[58]={{23,58},t},
[49]={{23,58,56,30,41,39,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{23,62,63,19},t},
[59]={{23,58,56,30,41,59},t},
[63]={{23,62,63},t},
[34]={{23,58,56,30,41,39,35,34},t},
[21]={{23,62,20,21},t},
[48]={{23,58,56,30,41,39,35,34,32,31,29,28,44,45,49,48},t},
[27]={{23,58,56,30,41,39,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{23,58,56,30,41,39,35,34,32,31},t},
[56]={{23,58,56},t},
[29]={{23,58,56,30,41,39,35,34,32,31,29},t},
[13]={n,f},
[47]={{23,58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{23,58,56,30,41,39,35,34,32,31,29,28,44,45},t},
[57]={{23,58,57},t},
[36]={{23,58,56,30,41,39,35,37,36},t},
[25]={{23,58,56,30,41,39,35,34,32,31,29,28,27,26,25},t},
[71]={{23,58,56,30,41,59,61,71},t},
[20]={{23,62,20},t},
[60]={{23,58,56,30,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{23,58,56,30,41,59,61,71,72,76,73,75},t},
[22]={{23,62,20,21,22},t},
[74]={{23,58,56,30,41,59,61,71,72,76,73,74},t},
[62]={{23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{23,58,56,30,41,39,35,37},t},
[2]={n,f},
[35]={{23,58,56,30,41,39,35},t},
[53]={{23,58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{23,58,56,30,41,59,61,71,72,76,73},t},
[72]={{23,58,56,30,41,59,61,71,72},t},
[33]={{23,58,56,30,41,39,35,37,36,33},t},
[69]={{23,58,56,30,41,60,69},t},
[65]={{23,62,63,66,64,65},t},
[26]={{23,58,56,30,41,39,35,34,32,31,29,28,27,26},t},
[68]={{23,62,63,66,64,67,68},t},
[76]={{23,58,56,30,41,59,61,71,72,76},t},
[50]={{23,58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{23,62,63,66},t},
[10]={n,f},
[24]={{23,58,56,30,41,39,35,34,32,31,29,28,27,26,25,24},t},
[23]={{23},t},
[44]={{23,58,56,30,41,39,35,34,32,31,29,28,44},t},
[39]={{23,58,56,30,41,39},t},
[32]={{23,58,56,30,41,39,35,34,32},t},
[3]={n,f},
[30]={{23,58,56,30},t},
[51]={{23,58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{23,62,63,66,64,67},t},
[61]={{23,58,56,30,41,59,61},t},
[55]={{23,58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{23,58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{23,58,56,30,41,39,40,38,42},t},
[40]={{23,58,56,30,41,39,40},t},
[52]={{23,58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{23,58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{23,58,56,30,41},t},
[17]={n,f},
[38]={{23,58,56,30,41,39,40,38},t},
[28]={{23,58,56,30,41,39,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{23,62,63,66,64},t},
}
return r
|
---- Change these settings to change stuff (keep the commas, lua doesn't understand n00b syntax)
|
local settings = {
splatters_per_health_inc = 1, ---- The amount of blood splatters made when you lose (damage_inc) of health
damage_inc = 2, ---- The increment of damage that must be done at a time to trigger blood splatters
remove_time = 65, ---- The time (in seconds) until a blood splatter is removed after it is created
min_splatter_time = 0, ---- The delay time (minimum) until another blood splatter is made
max_splatter_time = 0.05, ---- The delay time (maximum) until another blood splatter is made
min_transparency = 0.2, ---- The (minimum) transparency of a blood splatter
max_transparency = 0, ---- The (maximum) transparency of a blood splatter
min_size_x = 3, ---- The (minimum) size of a blood splatter on the X axis
max_size_x = 8, ---- The (maximum) size of a blood splatter on the X axis
min_size_z = 3, ---- The (minimum) size of a blood splatter on the Z axis
max_size_z = 8, ---- The (maximum) size of a blood splatter on the Z axis
tran_tw_time_min = 0.1, ---- The (minimum) time to tween the size of a blood splatter
tran_tw_time_max = 0.5, ---- The (maximum) time to tween the size of a blood splatter
size_tw_time_min = 0.1, ---- The (minimum) time to tween the transparency of a blood splatter
size_tw_time_max = 0.6 ---- The (maximum) time to tween the transparency of a blood splatter
}
|
-- SERVICES --
|
local CS = game:GetService("CollectionService")
local StarterPlayer = game:GetService("StarterPlayer")
|
-- list of account names allowed to go through the door.
|
permission = {"Player1", "Player2", "Player3"}--Put your friends name's here. You can add more.
function checkOkToLetIn(name)
for i = 1,#permission do
-- convert strings to all upper case, otherwise we will let in,
-- "conrad105," and, "builderman," but not, "blast1."
-- Why? Because, "blast1," is how it is spelled in the permissions.
if (string.upper(name) == string.upper(permission[i])) then return true end
end
return false
end
local Door = script.Parent
function onTouched(hit)
print("Door Hit")
local human = hit.Parent:findFirstChild("Humanoid")
if (human ~= nil ) then
-- a human has touched this door!
print("Human touched door")
-- test the human's name against the permission list
if (checkOkToLetIn(human.Parent.Name)) then
print("Human passed test")
Door.Transparency = 0.7
Door.CanCollide = false
wait(4) -- this is how long the door is open
Door.CanCollide = true
Door.Transparency = 0
else human.Health= 0 -- delete this line of you want a non-killing VIP door
end
end
end
script.Parent.Touched:connect(onTouched)
|
--[[**
ensures all keys in given table pass check
@param check The function to use to check the keys
@returns A function that will return true iff the condition is passed
**--]]
|
function t.keys(check)
assert(t.callback(check))
return function(value)
local tableSuccess, tableErrMsg = t.table(value)
if tableSuccess == false then
return false, tableErrMsg or ""
end
for key in pairs(value) do
local success, errMsg = check(key)
if success == false then
return false, string.format("bad key %s:\n\t%s", tostring(key), errMsg or "")
end
end
return true
end
end
|
-- Reset broken lights
|
function ResetLights()
for i, lData in pairs(dParts.Lights) do
lData[1].Material = lData[2]
lData[1].Broken:Destroy()
for _, light in pairs(lData[1]:GetChildren()) do
if light:IsA("Light") then
light.Enabled = true
end
end
end
end
|
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
|
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end)
if ChatLocalization == nil then ChatLocalization = {} end
if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then
function ChatLocalization:FormatMessageToSend(key,default) return default end
end
local function Run(ChatService)
local function ShowJoinAndLeaveCommands()
if ChatSettings.ShowJoinAndLeaveHelpText ~= nil then
return ChatSettings.ShowJoinAndLeaveHelpText
end
return false
end
local function ProcessCommandsFunction(fromSpeaker, message, channel)
if (message:lower() == "/?" or message:lower() == "/help") then
local speaker = ChatService:GetSpeaker(fromSpeaker)
speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_ChatCommandsTeller_Desc","These are the basic chat commands."), channel)
if ChatSettings.AllowMeCommand then
speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_ChatCommandsTeller_MeCommand","/me <text> : roleplaying command for doing actions."), channel)
end
speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_ChatCommandsTeller_SwitchChannelCommand","/c <channel> : switch channel menu tabs."), channel)
if ShowJoinAndLeaveCommands() then
speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_ChatCommandsTeller_JoinChannelCommand","/join <channel> or /j <channel> : join channel."), channel)
speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_ChatCommandsTeller_LeaveChannelCommand","/leave <channel> or /l <channel> : leave channel. (leaves current if none specified)"), channel)
end
speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_ChatCommandsTeller_WhisperCommand","/whisper <speaker> or /w <speaker> : open private message channel with speaker."), channel)
speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_ChatCommandsTeller_MuteCommand","/mute <speaker> : mute a speaker."), channel)
speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_ChatCommandsTeller_UnMuteCommand","/unmute <speaker> : unmute a speaker."), channel)
local player = speaker:GetPlayer()
if player and player.Team then
speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_ChatCommandsTeller_TeamCommand","/team <message> or /t <message> : send a team chat to players on your team."), channel)
end
return true
end
return false
end
ChatService:RegisterProcessCommandsFunction("chat_commands_inquiry", ProcessCommandsFunction, ChatConstants.StandardPriority)
if ChatSettings.GeneralChannelName then
local allChannel = ChatService:GetChannel(ChatSettings.GeneralChannelName)
if (allChannel) then
allChannel.WelcomeMessage = ChatLocalization:FormatMessageToSend("GameChat_ChatCommandsTeller_AllChannelWelcomeMessage","Chat '/?' or '/help' for a list of chat commands.")
end
end
end
return Run
|
--//hood
|
local hd = Instance.new("Motor", script.Parent.Parent.Misc.HD.SS)
hd.MaxVelocity = 0.03
hd.Part0 = script.Parent.HD
hd.Part1 = hd.Parent
|
-- Signal:Fire(...) implemented by running the handler functions on the
-- coRunnerThread, and any time the resulting thread yielded without returning
-- to us, that means that it yielded to the Roblox scheduler and has been taken
-- over by Roblox scheduling, meaning we have to make a new coroutine runner.
--[=[
@param ... any
Fire the signal, which will call all of the connected functions with the given arguments.
```lua
signal:Fire("Hello")
-- Any number of arguments can be fired:
signal:Fire("Hello", 32, {Test = "Test"}, true)
```
]=]
|
function Signal:Fire(...)
local item = self._handlerListHead
while item do
if item.Connected then
if not freeRunnerThread then
freeRunnerThread = coroutine.create(runEventHandlerInFreeThread)
end
task.spawn(freeRunnerThread, item._fn, ...)
end
item = item._next
end
end
|
--[=[
Checks whether the given object is a Promise via duck typing. This only checks if the object is a table and has an `andThen` method.
@param object any
@return boolean -- `true` if the given `object` is a Promise.
]=]
|
function Promise.is(object)
if type(object) ~= "table" then
return false
end
local objectMetatable = getmetatable(object)
if objectMetatable == Promise then
-- The Promise came from this library.
return true
elseif objectMetatable == nil then
-- No metatable, but we should still chain onto tables with andThen methods
return isCallable(object.andThen)
elseif
type(objectMetatable) == "table"
and type(rawget(objectMetatable, "__index")) == "table"
and isCallable(rawget(rawget(objectMetatable, "__index"), "andThen"))
then
-- Maybe this came from a different or older Promise library.
return true
end
return false
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
v1.__index = v1;
local v2 = {};
function v2.__call(p1, ...)
return v1.new(...);
end;
setmetatable(v1, v2);
function v1.new()
return setmetatable({}, v1);
end;
function v1.CharacterAdded(p2, p3, p4)
end;
function v1.CharacterRemoving(p5, p6, p7)
end;
function v1.OnCameraSubjectChanged(p8, p9)
end;
function v1.GetOcclusionMode(p10)
warn("BaseOcclusion GetOcclusionMode must be overridden by derived classes");
return nil;
end;
function v1.Enable(p11, p12)
warn("BaseOcclusion Enable must be overridden by derived classes");
end;
function v1.Update(p13, p14, p15, p16)
warn("BaseOcclusion Update must be overridden by derived classes");
return p15, p16;
end;
return v1;
|
-------------------------
|
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "k" then --Camera controls
if cam == ("car") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Custom")
cam = ("freeplr")
Camera.FieldOfView = 70
elseif cam == ("freeplr") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Attach")
cam = ("lockplr")
Camera.FieldOfView = 45
elseif cam == ("lockplr") then
Camera.CameraSubject = carSeat
Camera.CameraType = ("Custom")
cam = ("car")
Camera.FieldOfView = 70
end
elseif key == "u" then --Window controls
if windows == false then
winfob.Visible = true
windows = true
else windows = false
winfob.Visible = false
end
end
end)
winfob.FL.Lock.MouseButton1Click:connect(function() --Window
if carSeat.WindowFL.Value == false then
carSeat.WindowFL.Value = true
carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle - 0.20
else carSeat.WindowFL.Value = false
carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle + 0.20
end
end)
winfob.FR.Lock.MouseButton1Click:connect(function() --Window
if carSeat.WindowFR.Value == false then
carSeat.WindowFR.Value = true
carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle + 0.20
else carSeat.WindowFR.Value = false
carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle - 0.20
end
end)
HUB.Limiter.MouseButton1Click:connect(function() --Ignition
if carSeat.IsOn.Value == false then
carSeat.IsOn.Value = true
carSeat.Startup:Play()
carSeat.Chime:Play()
else
carSeat.IsOn.Value = false
end
end)
TR.SN.MouseButton1Click:connect(function() --Show tracker names
script.Parent.Names.Value = true
end)
TR.HN.MouseButton1Click:connect(function() --Hide tracker names
script.Parent.Names.Value = false
end)
carSeat.Indicator.Changed:connect(function()
if carSeat.Indicator.Value == true then
script.Parent.Indicator:Play()
else
script.Parent.Indicator2:Play()
end
end)
carSeat.LI.Changed:connect(function()
if carSeat.LI.Value == true then
carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = true
script.Parent.HUB.Left.Visible = true
else
carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = false
script.Parent.HUB.Left.Visible = false
end
end)
carSeat.RI.Changed:connect(function()
if carSeat.RI.Value == true then
carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = true
script.Parent.HUB.Right.Visible = true
else
carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = false
script.Parent.HUB.Right.Visible = false
end
end)
while wait() do
carSeat.Parent.Body.Dash.Screen.G.Time.Text = game.Lighting.TimeOfDay
carSeat.Parent.Body.Dash.DashSc.G.Time.Text = game.Lighting.TimeOfDay
carSeat.Parent.Body.Dash.DashSc.G.Speed.Text = math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88)))
script.Parent.HUB.Time.Text = game.Lighting.TimeOfDay
end
|
--[=[
@interface Service
.[any] any
@within KnitClient
]=]
|
type Service = {
[any]: any,
}
|
--[[**
ensures Roblox NumberSequence type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.NumberSequence = t.typeof("NumberSequence")
|
-- ROBLOX TODO: ADO-1554 clean up the following deviations and move them to the
-- appropriate locations
-- ROBLOX deviation START: for now we extend the snapshot matchers in the Expect file instead
-- of jest-jasmine2/jestExpect
|
local JestSnapshot = require(Packages.JestSnapshot)
local toMatchSnapshot = JestSnapshot.toMatchSnapshot
local toThrowErrorMatchingSnapshot = JestSnapshot.toThrowErrorMatchingSnapshot
setMatchers({
toMatchSnapshot = toMatchSnapshot,
toThrowErrorMatchingSnapshot = toThrowErrorMatchingSnapshot,
}, false, Expect)
|
--[[Weight and CG]]
|
Tune.Weight = 3300 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-----------------------------------------------------------------------------------------------
|
script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
local player=game.Players.LocalPlayer
local mouse=player:GetMouse()
local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false
local _Tune = require(car["A-Chassis Tune"])
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)
local intach = car.Body.Dash.Tac.G.Needle
local inspd = car.Body.Dash.Spd.G.Needle
|
--Made by Stickmasterluke
|
sp=script.Parent
firerate=0.6
range=950
power=300
rate=1/30
spinuptime=0
barreloffset=Vector3.new(0,0,-1.8)
windvec=Vector3.new(0,-1,1).unit
firetime=0
maxammo=8
reloadtime = 0.6
ammo=maxammo
debris=game:GetService("Debris")
equipped=false
check=true
firing=false
reloading=false
function wait(TimeToWait)
if TimeToWait ~= nil then
local TotalTime = 0
TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait()
while TotalTime < TimeToWait do
TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait()
end
else
game:GetService("RunService").Heartbeat:wait()
end
end
function waitfor(parent,name)
while parent:FindFirstChild(name)==nil do
wait()
end
return parent:FindFirstChild(name)
end
function checkintangible(hit)
if hit and hit~=nil then
if hit:IsDescendantOf(sp.Parent) or hit.Transparency>.8 or hit.Name=="Handle" or hit.Name=="Effect" or hit.Name=="Bullet" or hit.Name=="Laser" or string.lower(hit.Name)=="water" or hit.Name=="Rail" or hit.Name=="Arrow" then
return true
end
end
return false
end
function castray(startpos,vec,length,ignore,delayifhit)
local hit,endpos2=game.Workspace:FindPartOnRay(Ray.new(startpos,vec*length),ignore)
if hit~=nil then
if checkintangible(hit) then
if delayifhit then
wait()
end
hit,endpos2=castray(endpos2+(vec*.01),vec,length-((startpos-endpos2).magnitude),ignore,delayifhit)
end
end
return hit,endpos2
end
function wait(TimeToWait)
if TimeToWait ~= nil then
local TotalTime = 0
TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait()
while TotalTime < TimeToWait do
TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait()
end
else
game:GetService("RunService").Heartbeat:wait()
end
end
function drawbeam(beamstart,beamend,clr,fadedelay)
local dist=(beamstart-beamend).magnitude
local laser=Instance.new("Part")
laser.Name="Effect"
laser.Anchored=true
laser.CanCollide=false
laser.Shape="Block"
laser.formFactor="Custom"
laser.Size=Vector3.new(.2,.2,.2)
laser.Transparency=0
laser.Material=Enum.Material.SmoothPlastic
laser.Locked=true
laser.TopSurface=0
laser.BottomSurface=0
laser.BrickColor=clr
laser.CFrame=CFrame.new(beamend,beamstart)*CFrame.new(0,0,-dist/2)*CFrame.Angles(math.pi/2,0,0)
local m=Instance.new("SpecialMesh")
m.Scale=Vector3.new(1,dist*5,1)
m.MeshType="Brick"
m.Parent=laser
debris:AddItem(laser,fadedelay*0.5)
laser.Parent=game.Workspace
--[[local frames=math.floor(fadedelay/rate)
for frame=1,frames do
wait(rate)
local percent=frame/frames
laser.CFrame=laser.CFrame+windvec*rate
laser.Transparency=.5+(percent*.5)
end]]
wait(.5)
laser:remove()
end
function fire()
local hu=sp.Parent:FindFirstChild("Humanoid")
local he=sp.Parent:FindFirstChild("Head")
local t=sp.Parent:FindFirstChild("Torso")
if hu and hu.Health>0 and t and he and themouse~=nil and equipped then
anim2 = sp.Parent.Humanoid:LoadAnimation(sp.FireAni)
if anim2 then anim2:Play() anim2:AdjustSpeed(1) end
local startpos=he.Position
local fakestartpos=(sp.Handle.CFrame*CFrame.new(barreloffset)).p
local vec=(themouse.Hit.p-startpos).unit + (Vector3.new(math.random(-1000,1000),math.random(-1000,1000),math.random(-1000,1000)) / (1500*25))
local p=Instance.new("Part")
p.Name="Effect"
p.BrickColor=BrickColor.new("Black")
p.CanCollide=false
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.formFactor="Custom"
p.Size=Vector3.new(0,0,0)
p.Transparency=1
local m=Instance.new("SpecialMesh")
m.Parent=p
local hit,endpos=castray(startpos,vec,range,sp.Parent,false)
local fakevec=(endpos-fakestartpos).unit
if hit~=nil then
local newcf=CFrame.new(endpos,endpos+fakevec)*CFrame.Angles(math.pi/2,0,0)*CFrame.new(0,0,0)
p.CFrame=newcf
local w=Instance.new("Weld")
w.Part0=hit
w.Part1=p
w.C0=hit.CFrame:inverse()*newcf
w.C1=newcf:inverse()*newcf
w.Parent=p
local c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=game.Players.LocalPlayer
c.Parent=p
local s=script.Script:clone()
s.Parent=p
s.Disabled=false
else
p.CFrame=CFrame.new(endpos,endpos+fakevec)
p.Velocity=fakevec*power
p.Parent=game.Workspace
end
debris:AddItem(p,1)
p.Parent=game.Workspace
delay(0,function()
drawbeam(fakestartpos,endpos,BrickColor.new("Bright yellow"),.1)
end)
local sound=sp.Handle:FindFirstChild("Fire")
if sound~=nil then
--sound:Stop()
sound:Play()
end
local shoulder=t:FindFirstChild("Right Shoulder")
if shoulder~=nil then
shoulder.CurrentAngle=(math.pi/2)+.1
end
end
end
function onEquipped(mouse)
equipped=true
if mouse~=nil then
anim = sp.Parent.Humanoid:LoadAnimation(sp.idle)
if anim then anim:Play() end
themouse=mouse
mouse.Icon="rbxasset://textures\\GunCursor.png"
mouse.Button1Down:connect(function()
if sp.Enabled == false then return end
sp.Enabled = false
if ammo > 0 then
ammo = ammo - 1
fire()
fire()
fire()
fire()
fire()
fire()
fire()
fire()
fire()
fire()
else
Reload()
end
mouse.Icon="rbxasset://textures\\GunCursor.png"
Delay(firerate,function() if ammo == 0 then Reload() end sp.Enabled = true end)
end)
mouse.Button1Up:connect(function()
mouse.Icon="rbxasset://textures\\GunCursor.png"
end)
mouse.KeyDown:connect(function(Key)
if string.lower(Key) == "r" then
if ammo ~= maxammo and sp.Enabled == true then sp.Enabled = false Reload() sp.Enabled = true end
end
end)
end
end
function Reload()
anim3 = sp.Parent.Humanoid:LoadAnimation(sp.Reload)
while ammo < maxammo do
if anim3 then anim3:Play() anim3:AdjustSpeed(1) end
local sound=sp.Handle:FindFirstChild("Reload")
if sound~=nil then
sound:Play()
end
wait(reloadtime)
ammo = ammo + 1
end
if anim3 then anim3:Play() anim3:AdjustSpeed(1) end
local sound=sp.Handle:FindFirstChild("Pump")
if sound~=nil then
sound:Play()
end
wait(reloadtime)
end
function onUnequipped()
if anim then anim:Stop() end
equipped=false
themouse=nil
end
sp.Equipped:connect(onEquipped)
sp.Unequipped:connect(onUnequipped)
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return (plrData.Character.NPCSpecifics.GaveFoodToArtie.Value == true)
end
|
--// Animations
|
-- Idle Anim
IdleAnim = function(char, speed, objs)
TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
-- FireMode Anim
FireModeAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.1)
TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.25)
objs[4]:WaitForChild("Click"):Play()
end;
-- Reload Anim
ReloadAnim = function(char, speed, objs)
TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0, -4.37113883e-08, 1, -0.167529613, -0.985867023, -4.30936176e-08), function(X) return math.sin(math.rad(X)) end, 0.5)
TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -1.82817471, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.5)
wait(0.3)
local MagC = Tool:WaitForChild("Mag"):clone()
MagC:FindFirstChild("Mag"):Destroy()
MagC.Parent = Tool
MagC.Name = "MagC"
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)
objs[4].Transparency = 1
objs[6]:WaitForChild("MagOut"):Play()
TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -3.00337243, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.3)
TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0.0120280236, 0.0707816631, 0.997419298, -0.16709727, -0.983322799, 0.0717963576), function(X) return math.sin(math.rad(X)) end, 0.1)
wait(0.1)
TweenJoint(objs[2], nil , CFrame.new(-1.11434817, 0.317047596, -0.672240019, 0.658346057, -0.747599542, -0.0876094475, 0.0672011375, -0.0575498641, 0.996078312, -0.749709547, -0.661651671, 0.0123518109), function(X) return math.sin(math.rad(X)) end, 0.3)
wait(0.4)
objs[6]:WaitForChild('MagSlide'):Play()
TweenJoint(objs[3], nil , CFrame.new(-0.273085892, 0.654289246, -1.48434556, 0.613444746, -0.780330896, 0.121527649, -0.413143814, -0.185948789, 0.891479254, -0.673050761, -0.597081661, -0.43645826), function(X) return math.sin(math.rad(X)) end, 0.3)
wait(0.2)
MagC:Destroy()
objs[4].Transparency = 0
wait(0.05)
TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -1.82817471, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.5)
wait(0.05)
TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -3.00337243, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.3)
wait(0.05)
TweenJoint(objs[3], nil , CFrame.new(-0.273085892, 0.654289246, -1.48434556, 0.613444746, -0.780330896, 0.121527649, -0.413143814, -0.185948789, 0.891479254, -0.673050761, -0.597081661, -0.43645826), function(X) return math.sin(math.rad(X)) end, 0.3)
wait(0.04)
objs[6]:WaitForChild('MagIn'):Play()
wait(0.3)
MagC:Destroy()
objs[4].Transparency = 0
end;
-- Bolt Anim
BoltBackAnim = function(char, speed, objs)
TweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.379443169, -1.24877262, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.1)
objs[5]:WaitForChild("BoltForward"):Play()
TweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.578711689, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.311225414, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0.0128111057, -0.0726553723, 0.997274816, 0.173174962, -0.982123971, -0.0737762004), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.2)
end;
BoltForwardAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)
wait(0.05)
end;
-- Bolting Back
BoltingBackAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.673770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.05)
end;
BoltingForwardAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.05)
end;
InspectAnim = function(char, speed, objs)
ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()
wait(1)
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()
wait(1)
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
wait(1)
local MagC = Tool:WaitForChild("Mag"):clone()
MagC:FindFirstChild("Mag"):Destroy()
MagC.Parent = Tool
MagC.Name = "MagC"
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)
Tool.Mag.Transparency = 1
Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play()
ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
wait(0.13)
ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
wait(0.20)
ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()
wait(0.8)
ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
wait(0.5)
Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play()
ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
wait(0.3)
MagC:Destroy()
Tool.Mag.Transparency = 0
wait(0.1)
end;
nadeReload = function(char, speed, objs)
ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()
ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()
wait(0.6)
ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()
wait(0.6)
end;
AttachAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
-- Patrol Anim
PatrolAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
}
return Settings
|
-- Stops a confetti from firing again once it's out of bounds.
|
function _Confetti:Toggle()
self.Enabled = not(self.Enabled);
end;
_Confetti.setGravity(Vector2.new(0, 1));
local Conffetis = {}
for _ = 1, 10 do
table.insert(Conffetis, (_Confetti.createParticle(Vector2.new(0.5, 1), Vector2.new(math.random(90) - 45, math.random(70, 100)), script.Parent.Parent)))
end
local Debounce = false
RunService.RenderStepped:Connect(function()
for _, Conffeti in pairs(Conffetis) do
Conffeti.Enabled = Debounce
Conffeti:Update()
end
end)
function _Confetti.fire()
spawn(function()
Debounce = true
wait(tick)
Debounce = false
end)
end
return _Confetti;
|
--Janitor.__index.GivePromise = Janitor.__index.AddPromise
| |
--[[
Returns a new list containing only the elements within the given range.
]]
|
local function getRange(list, startIndex, endIndex)
assert(startIndex <= endIndex, "startIndex must be less than or equal to endIndex")
local new = {}
local index = 1
for i = math.max(1, startIndex), math.min(#list, endIndex) do
new[index] = list[i]
index = index + 1
end
return new
end
return getRange
|
--LIGHTING FUNCTIONS
|
script.Parent.OnServerEvent:connect(function(pl,n) if lt~=1 then pr = true else pr=false end lt=n
if lt~=3 then
RefMt.DesiredAngle = RefMt.CurrentAngle%math.rad(360)
RefMt.CurrentAngle = RefMt.CurrentAngle%math.rad(360)
UpdateLt(1,white)
UpdatePt(false,white)
StopMt(pr)
repeat wait() until (lt==3)
elseif lt == 3 then
wait(1/3)
UpdateLt(.25,red)
UpdatePt(true,red)
UpdateMt(0,9e9,1)
repeat
if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 90 then UpdateLt(.25,amber) end
if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 90 then UpdatePt(true,amber) end
if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 270 then UpdateLt(.25,white) end
if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 270 then UpdatePt(true,white) end
wait()
until lt~=3
end
end)
|
--[[Wheel Alignment]]
|
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -0.5
Tune.RCamber = -0.5
Tune.FToe = 0
Tune.RToe = 0
|
--[=[
@param signal RBXScriptSignal
@param fn (...: any) -> any
@return RBXScriptConnection
Connects the function to the signal, adds the connection
to the Janitor, and then returns the connection.
```lua
Janitor:Connect(workspace.ChildAdded, function(instance)
print(instance.Name .. " added to workspace")
end)
```
]=]
|
function Janitor:Connect(signal, fn)
return self:Add(signal:Connect(fn))
end
|
--------
|
local Handler = require(script.MainHandler)
local HitboxClass = require(script.HitboxObject)
function RaycastHitbox:Initialize(object, ignoreList)
assert(object, "You must provide an object instance.")
local newHitbox = Handler:check(object)
if not newHitbox then
newHitbox = HitboxClass:new()
newHitbox:config(object, ignoreList)
newHitbox:seekAttachments(RaycastHitbox.AttachmentName, RaycastHitbox.WarningMessage)
newHitbox.debugMode = RaycastHitbox.DebugMode
Handler:add(newHitbox)
end
return newHitbox
end
function RaycastHitbox:Deinitialize(object)
Handler:remove(object)
end
function RaycastHitbox:GetHitbox(object)
return Handler:check(object, RaycastHitbox.WarningMessage)
end
return RaycastHitbox
|
---
|
elseif sys.Code.Value == true and folder.KV.Value.Value ~= config.AllCode.Value then
---
folder.Display.Value = folder.KV
folder.CodePrivate.Value = ""
huh.Parent.Display.SurfaceGui.TextLabel.TextTransparency = 0
---
err()
wait(1)
sys.Code.Value = false
elseif folder.KV.Value.Value == "" and config.AllCodes.Value == false then
usercodefalse()
|
--[=[
Returns true if the value is a ValueBase instance
@param instance Instance
@return boolean
]=]
|
function ValueBaseUtils.isValueBase(instance)
return typeof(instance) == "Instance" and instance:IsA("ValueBase")
end
|
--Mobile Controllability
|
if UserInputService.TouchEnabled then
ContextActionService:BindActionToInputTypes('RidableHorse_Dismount', (function()
Dismount()
end), true, Enum.KeyCode.LeftControl)
ContextActionService:SetTitle("RidableHorse_Dismount", "Dismount")
end
ServerControl.Changed:connect(function(Property)
if Property == "Parent" and not ServerControl.Parent then
ContextActionService:UnbindAction("RidableHorse_Dismount")
Debris:AddItem(script, 1)
end
end)
|
-- Initialize resize tool
|
local ResizeTool = require(CoreTools:WaitForChild 'Resize')
Core.AssignHotkey('X', Core.Support.Call(Core.EquipTool, ResizeTool));
Core.Dock.AddToolButton(Core.Assets.ResizeIcon, 'X', ResizeTool, 'ResizeInfo');
|
----------------------------------
------------FUNCTIONS-------------
----------------------------------
|
function Receive(player, action, ...)
local args = {...}
if player == User and action == "play" then
if not MODEL.IsActive.Value or Piano.On.Value then
Connector:FireAllClients("play", User, args[1], Settings.SoundSource.Position, Settings.PianoSoundRange, Settings.PianoSounds, args[2], Settings.IsCustom)
HighlightPianoKey((args[1] > 61 and 61) or (args[1] < 1 and 1) or args[1],args[3])
end
elseif player == User and action == "abort" then
Deactivate()
if SeatWeld then
SeatWeld:remove()
end
end
end
function Activate(player)
Connector:FireClient(player, "activate", Settings.CameraCFrame, Settings.PianoSounds, true)
User = player
end
function Deactivate()
if User and User.Parent then
Connector:FireClient(User, "deactivate")
User.Character:SetPrimaryPartCFrame(Box.CFrame + Vector3.new(0, 5, 0))
end
User = nil
end
|
-- NintendoZERG
|
function Entered(p)
if p:findFirstChild("leaderstats") == nil then
stats = Instance.new("IntValue")
stats.Parent = p
stats.Name = "leaderstats"
money = Instance.new("IntValue")
money.Value = 0 -- How much money each player starts with.
money.Name = "Money"
money.Parent = stats
ao = Instance.new("IntValue")
ao.Value = 0
ao.Name = "AlreadyOwned"
ao.Parent = p
end
end
game.Players.PlayerAdded:connect(Entered)
p = game.Players:GetChildren()
for i = 1, #p do
Entered(p[i])
end
print("LinkedLeaderboard script version 5.00 loaded")
stands = {}
CTF_mode = false
function handleKillCount(humanoid, player)
local killer = getKillerOfHumanoidIfStillInGame(humanoid)
if killer ~= nil then
local stats = killer:findFirstChild("leaderstats")
if stats ~= nil then
local kills = stats:findFirstChild("KOs")
if killer ~= player then
kills.Value = kills.Value + 1
else
kills.Value = kills.Value - 1
end
end
end
end
function onPlayerEntered(newPlayer)
if CTF_mode == true then
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
captures.Parent = stats
-- VERY UGLY HACK
-- Will this leak threads?
-- Is the problem even what I think it is (player arrived before character)?
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
stats.Parent = newPlayer
else
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local kills = Instance.new("IntValue")
kills.Name = "KOs"
kills.Value = 0
kills.Parent = stats
deaths.Parent = stats
-- VERY UGLY HACK
-- Will this leak threads?
-- Is the problem even what I think it is (player arrived before character)?
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
local humanoid = newPlayer.Character.Humanoid
humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )
-- start to listen for new humanoid
newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )
stats.Parent = newPlayer
end
end
|
-- Weighted selection
-- 100 total weight
|
petModule.rarities = {
["Legendary"] = 5; -- 5% chance
["Rare"] = 15; -- 15% chance
["Uncommon"] = 30; -- 30% chance
["Common"] = 50; -- 50% chance
}
petModule.chooseRandomPet = function()
local randomNumber = math.random(1,100)
local counter = 0
for rarity, weight in pairs(petModule.rarities) do
counter = counter + weight
if randomNumber <= counter then
local rarityTable = petModule.pets[rarity]
local chosenPet = rarityTable[math.random(1,#rarityTable)]
return chosenPet
end
end
end
return petModule
|
--
--
|
local Info = {
-- These are constant values. Don't change them unless you know what you're doing.
-- Services
Players = Game:GetService 'Players',
PathfindingService = Game:GetService 'PathfindingService',
-- Advanced settings
RecomputePathFrequency = 1, -- The monster will recompute its path this many times per second
RespawnWaitTime = 5, -- How long to wait before the monster respawns
JumpCheckFrequency = 1, -- How many times per second it will do a jump check
}
local Data = {
-- These are variable values used internally by the script. Advanced users only.
LastRecomputePath = 0,
Recomputing = false, -- Reocmputing occurs async, meaning this script will still run while it's happening. This variable will prevent the script from running two recomputes at once.
PathCoords = {},
IsDead = false,
TimeOfDeath = 0,
CurrentNode = nil,
CurrentNodeIndex = 1,
AutoRecompute = true,
LastJumpCheck = 0,
LastAttack = 0,
BaseMonster = Self:Clone(),
AttackTrack = nil,
}
|
--- Source: https://web.archive.org/web/20131225070434/http://snippets.luacode.org/snippets/Deep_Comparison_of_Two_Values_3
|
function CompareTable(t1,t2,ignore_mt)
local ty1 = type(t1)
local ty2 = type(t2)
if ty1 ~= ty2 then return false end
--- Non-table types can be directly compared
if ty1 ~= 'table' and ty2 ~= 'table' then return t1 == t2 end
--- As well as tables which have the metamethod __eq
local mt = getmetatable(t1)
if not ignore_mt and mt and mt.__eq then return t1 == t2 end
for k1,v1 in pairs(t1) do
local v2 = t2[k1]
if v2 == nil or not CompareTable(v1,v2) then return false end
end
for k2,v2 in pairs(t2) do
local v1 = t1[k2]
if v1 == nil or not CompareTable(v1,v2) then return false end
end
return true
end
|
--[=[
Returns `true` if the given object is a Timer.
]=]
|
function Timer.Is(obj: any): boolean
return type(obj) == "table" and getmetatable(obj) == Timer
end
function Timer:_startTimer()
local t = self.TimeFunction
local nextTick = t() + self.Interval
self._runHandle = self.UpdateSignal:Connect(function()
local now = t()
if now >= nextTick then
nextTick = now + self.Interval
self.Tick:Fire()
end
end)
end
function Timer:_startTimerNoDrift()
assert(self.Interval > 0, "Interval must be greater than 0 when AllowDrift is set to false")
local t = self.TimeFunction
local n = 1
local start = t()
local nextTick = start + self.Interval
self._runHandle = self.UpdateSignal:Connect(function()
local now = t()
while now >= nextTick do
n += 1
nextTick = start + (self.Interval * n)
self.Tick:Fire()
end
end)
end
|
--Weld stuff here
|
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(0,1,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
child.C0=CFrame.Angles(-1.55,0,0)
end
end)
|
--Categorises a model based on the location of the start and end points of the path in the model
|
function RoomPackager:CategoriseModel(pathModel)
if pathModel:FindFirstChild("EndParts") then
return game.ReplicatedStorage.PathModules.Branch
elseif pathModel.Start.Position.Y < pathModel.End.Position.Y - 5 then
return game.ReplicatedStorage.PathModules.GoingUp
elseif pathModel.Start.Position.Y > pathModel.End.Position.Y + 5 then
return game.ReplicatedStorage.PathModules.GoingDown
else
return game.ReplicatedStorage.PathModules.SameHeight
end
end
local function addBehavioursRecur(model, behaviourFolder)
local children = model:GetChildren()
for i = 1, #children do
if children[i]:isA("BasePart") then
behaviourFolder:Clone().Parent = children[i]
else
addBehavioursRecur(children[i], behaviourFolder)
end
end
end
RoomPackager.setUpBehaviours = function(roomModel)
if roomModel:FindFirstChild("Behaviours") then
addBehavioursRecur(roomModel, roomModel.Behaviours)
return
end
local children = roomModel:GetChildren()
for i = 1, #children do
RoomPackager.setUpBehaviours(children[i])
end
end
local function processPart(roomModel, part, parts)
if part.Parent == roomModel then return end
if part.Name == "End" and roomModel:FindFirstChild("End") then
local endsModel = Instance.new("Model") --Used for branching the path
endsModel.Name = "EndParts"
endsModel.Parent = roomModel
part.Parent = endsModel
roomModel:FindFirstChild("End").Parent = endsModel
elseif part.Name == "End" and roomModel:FindFirstChild("EndParts") then
part.Parent = roomModel:FindFirstChild("EndParts")
elseif part.Name == "End" then
part.Parent = roomModel
else
local topLevelParent = closestParentToWorkspace(part, roomModel)
if topLevelParent ~= nil then
if topLevelParent:isA("BasePart") then
local connectedParts = topLevelParent:GetConnectedParts(true)
for _, connectedPart in pairs(connectedParts) do
if connectedPart.Name == "End" then
table.insert(parts, connectedPart)
else
local conTopLevelParent = closestParentToWorkspace(connectedPart, roomModel)
if conTopLevelParent and conTopLevelParent ~= topLevelParent then
conTopLevelParent.Parent = roomModel
end
end
end
end
topLevelParent.Parent = roomModel
end
end
end
function RoomPackager:PackageRoom(roomBasePlate)
local roomModel = Instance.new("Model")
roomModel.Name = "Path"
roomModel.Parent = game.ReplicatedStorage.PathModules
local regions = self:RegionsFromBasePlate(roomBasePlate)
for i = 1, #regions do
--Repeatedly finds 100 parts in the region until none are left
while true do
local parts = game.Workspace:FindPartsInRegion3(regions[i], nil, 100)
if #parts == 0 then
break
end
for _, part in pairs(parts) do
processPart(roomModel, part, parts)
end
end
end
--Set-up model for use in the path (parts for locating the path are made transparent)
roomBasePlate.Transparency = 1
roomBasePlate.Parent = roomModel
roomModel:FindFirstChild("Start", true).Parent = roomModel
roomModel:FindFirstChild("Start", true).Transparency = 1
if roomModel:FindFirstChild("EndParts") then
local ends = roomModel:FindFirstChild("EndParts"):GetChildren()
for i = 1, #ends do
ends[i].Transparency = 1
end
else
roomModel.End.Transparency = 1
end
roomModel.PrimaryPart = roomBasePlate
roomModel.Parent = self:CategoriseModel(roomModel)
RoomPackager.setUpBehaviours(roomModel)
return roomModel
end
return RoomPackager
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 180 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 5500 -- Use sliders to manipulate values
Tune.Redline = 6000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.