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-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = script:FindFirstAncestor("MainUI");
local v2 = require(script.Parent);
local v3 = require(game.Players.LocalPlayer:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls();
local v4 = game["Run Service"];
local l__UserInputService__5 = game:GetService("UserInputService");
local l__Parent__1 = script.Parent.Parent.Parent;
local l__TweenService__2 = game:GetService("TweenService");
game:GetService("ReplicatedStorage").Bricks.Caption.OnClientEvent:Connect(function(p7, p8)
v2.caption(p7, p8);
end);
|
--- Overwrites an existing table
-- @tparam table target Table to overwite
-- @tparam table source Source table to read from
-- @treturn table target
|
function Table.overwrite(target, source)
for index, item in pairs(source) do
target[index] = item
end
return target
end
|
-- Local Functions
|
local function StartIntermission()
-- Find flag to circle. Default to circle center of map
local possiblePoints = {}
table.insert(possiblePoints, Vector3.new(0,50,0))
for _, child in ipairs(game.Workspace:GetChildren()) do
if child.Name == "FlagStand" then
table.insert(possiblePoints, child.FlagStand.Position)
end
end
local focalPoint = possiblePoints[math.random(#possiblePoints)]
Camera.CameraType = Enum.CameraType.Scriptable
Camera.Focus = CFrame.new(focalPoint)
local angle = 0
Lighting.Blur.Enabled = true
RunService:BindToRenderStep('IntermissionRotate', Enum.RenderPriority.Camera.Value, function()
local cameraPosition = focalPoint + Vector3.new(50 * math.cos(angle), 20, 50 * math.sin(angle))
Camera.CoordinateFrame = CFrame.new(cameraPosition, focalPoint)
angle = angle + math.rad(.25)
end)
end
local function StopIntermission()
Lighting.Blur.Enabled = false
RunService:UnbindFromRenderStep('IntermissionRotate')
Camera.CameraType = Enum.CameraType.Custom
end
local function OnDisplayIntermission(display)
if display and not InIntermission then
InIntermission = true
StartIntermission()
end
if not display and InIntermission then
InIntermission = false
StopIntermission()
end
end
|
-- Waits for the child of the specified parent
|
local function WaitForChild(parent, childName)
while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end
return parent[childName]
end
local Tool = script.Parent
local Handle = WaitForChild(Tool, 'Handle')
local Debounce = false
local TouchConnection
function OnTouched(hit)
local humanoid = hit.Parent:findFirstChild('Humanoid')
if Debounce == false then
Debounce = true
if humanoid then
else
Handle.Ting:Play()
end
end
wait(0.5)
Debounce = false
end
Tool.Equipped:connect(function()
TouchConnection = Handle.Touched:connect(OnTouched)
end)
Tool.Unequipped:connect(function()
if TouchConnection then
TouchConnection:disconnect()
TouchConnection = nil
end
end)
|
--[[ Services ]]
|
--
local ContextActionService = game:GetService('ContextActionService')
local Players = game:GetService('Players')
local UserInputService = game:GetService('UserInputService')
local VRService = game:GetService('VRService')
|
--------| Setting |--------
|
local displayZ = 10
|
--[[[Default Controls]]
|
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 0 , -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%)
ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%)
}
--Control Mapping
Tune.Controls = {
--Keyboard Controls
--Mode Toggles
ToggleTCS = nil ,
ToggleABS = nil ,
ToggleTransMode = nil ,
ToggleMouseDrive = nil ,
--Primary Controls
Throttle = Enum.KeyCode.Up ,
Brake = Enum.KeyCode.Down ,
SteerLeft = Enum.KeyCode.Left ,
SteerRight = Enum.KeyCode.Right ,
--Secondary Controls
Throttle2 = Enum.KeyCode.W ,
Brake2 = Enum.KeyCode.S ,
SteerLeft2 = Enum.KeyCode.A ,
SteerRight2 = Enum.KeyCode.D ,
--Manual Transmission
ShiftUp = Enum.KeyCode.E ,
ShiftDown = Enum.KeyCode.Q ,
Clutch = Enum.KeyCode.LeftShift ,
--Handbrake
PBrake = Enum.KeyCode.P ,
--Mouse Controls
MouseThrottle = Enum.UserInputType.MouseButton1 ,
MouseBrake = Enum.UserInputType.MouseButton2 ,
MouseClutch = Enum.KeyCode.W ,
MouseShiftUp = Enum.KeyCode.E ,
MouseShiftDown = Enum.KeyCode.Q ,
MousePBrake = Enum.KeyCode.LeftShift ,
--Controller Mapping
ContlrThrottle = Enum.KeyCode.ButtonR2 ,
ContlrBrake = Enum.KeyCode.ButtonL2 ,
ContlrSteer = Enum.KeyCode.Thumbstick1 ,
ContlrShiftUp = Enum.KeyCode.ButtonY ,
ContlrShiftDown = Enum.KeyCode.ButtonX ,
ContlrClutch = Enum.KeyCode.ButtonR1 ,
ContlrPBrake = Enum.KeyCode.ButtonL1 ,
ContlrToggleTMode = Enum.KeyCode.DPadUp ,
ContlrToggleTCS = Enum.KeyCode.DPadDown ,
ContlrToggleABS = Enum.KeyCode.DPadRight ,
}
|
-- Set defaults
|
Frame.defaultProps = {
BackgroundTransparency = 1,
BorderSizePixel = 0,
Size = UDim2.new(1, 0, 1, 0)
}
function Frame:render()
local props = Support.CloneTable(self.props)
local state = self.state
-- Include aspect ratio constraint if specified
if props.AspectRatio then
local Constraint = new('UIAspectRatioConstraint', {
AspectRatio = props.AspectRatio
})
-- Insert constraint into children
props[Roact.Children] = Support.Merge(
{ AspectRatio = Constraint },
props[Roact.Children] or {}
)
-- Base height off width using the aspect ratio
if props.DominantAxis == 'Width' then
props.SizeConstraint = 'RelativeXX'
if typeof(props.Width) == 'UDim' then
props.Height = UDim.new(props.Width.Scale / props.AspectRatio, 0)
else
props.Size = UDim2.new(
props.Size.X,
UDim.new(props.Size.X.Scale / props.AspectRatio, 0)
)
end
-- Base width off height using the aspect ratio
elseif props.DominantAxis == 'Height' then
props.SizeConstraint = 'RelativeYY'
if typeof(props.Height) == 'UDim' then
props.Width = UDim.new(props.Height.Scale * props.AspectRatio, 0)
else
props.Size = UDim2.new(
UDim.new(props.Size.Y.Scale * props.AspectRatio, 0),
props.Size.Y
)
end
end
end
-- Include list layout if specified
if props.Layout == 'List' then
local Layout = new('UIListLayout', {
FillDirection = props.LayoutDirection,
Padding = props.LayoutPadding,
HorizontalAlignment = props.HorizontalAlignment,
VerticalAlignment = props.VerticalAlignment,
SortOrder = props.SortOrder or 'LayoutOrder',
[Roact.Ref] = function (rbx)
self:UpdateContentSize(rbx)
end,
[Roact.Change.AbsoluteContentSize] = function (rbx)
self:UpdateContentSize(rbx)
end
})
-- Update size
props.Size = self:GetSize()
-- Insert layout into children
props[Roact.Children] = Support.Merge(
{ Layout = Layout },
props[Roact.Children]
)
end
-- Filter out custom properties
props.AspectRatio = nil
props.DominantAxis = nil
props.Layout = nil
props.LayoutDirection = nil
props.LayoutPadding = nil
props.HorizontalAlignment = nil
props.VerticalAlignment = nil
props.HorizontalPadding = nil
props.VerticalPadding = nil
props.SortOrder = nil
props.Width = nil
props.Height = nil
props.ResizeParent = nil
-- Display component in wrapper
return new('Frame', props)
end
function Frame:GetSize(ContentSize)
local props = self.props
-- Determine dynamic dimensions
local DynamicWidth = props.Size == 'WRAP_CONTENT' or
props.Width == 'WRAP_CONTENT'
local DynamicHeight = props.Size == 'WRAP_CONTENT' or
props.Height == 'WRAP_CONTENT'
local DynamicSize = DynamicWidth or DynamicHeight
-- Get padding from props
local Padding = UDim2.new(
0, props.HorizontalPadding or 0,
0, props.VerticalPadding or 0
)
-- Calculate size based on content if dynamic
return Padding + UDim2.new(
(ContentSize and DynamicWidth) and UDim.new(0, ContentSize.X) or
(typeof(props.Width) == 'UDim' and props.Width or props.Size.X),
(ContentSize and DynamicHeight) and UDim.new(0, ContentSize.Y) or
(typeof(props.Height) == 'UDim' and props.Height or props.Size.Y)
)
end
function Frame:UpdateContentSize(Layout)
if not (Layout and Layout.Parent) then
return
end
-- Set container size based on content
Layout.Parent.Size = self:GetSize(Layout.AbsoluteContentSize)
-- Set parent size based on content if specified
local ResizeParent = self.props.ResizeParent
local Parent = ResizeParent and Layout.Parent.Parent
if ResizeParent and Parent then
local ParentWidth = Parent.Size.X
local ParentHeight = Parent.Size.Y
if Support.IsInTable(ResizeParent, 'WIDTH') then
ParentWidth = UDim.new(0, Layout.Parent.AbsoluteSize.X)
end
if Support.IsInTable(ResizeParent, 'HEIGHT') then
ParentHeight = UDim.new(0, Layout.Parent.AbsoluteSize.Y)
end
Parent.Size = UDim2.new(ParentWidth, ParentHeight)
end
end
return Frame
|
-- ROBLOX deviation: Roblox Instance matchers
|
local RobloxShared = require(Packages.RobloxShared)
local instanceSubsetEquality = RobloxShared.RobloxInstance.instanceSubsetEquality
local getInstanceSubset = RobloxShared.RobloxInstance.getInstanceSubset
|
--print("light loaded")
|
local light = script.Parent
while true do
light.Transparency = 0.9
wait(5)
light.Transparency = 0.7
wait(1)
light.Transparency = 0.5
wait(1)
light.Transparency = 0.3
wait(1)
light.Transparency = 0.1
wait(2)
light.Transparency = 1
wait(7)
end
|
----- MAGIC NUMBERS ABOUT THE TOOL -----
-- How much damage a bullet does
|
local Damage = 5
|
-- Movement mode standardized to Enum.ComputerCameraMovementMode values
|
function BaseCamera:SetCameraMovementMode( cameraMovementMode )
self.cameraMovementMode = cameraMovementMode
end
function BaseCamera:GetCameraMovementMode()
return self.cameraMovementMode
end
function BaseCamera:SetIsMouseLocked(mouseLocked)
self.inMouseLockedMode = mouseLocked
self:UpdateMouseBehavior()
end
function BaseCamera:GetIsMouseLocked()
return self.inMouseLockedMode
end
function BaseCamera:SetMouseLockOffset(offsetVector)
self.mouseLockOffset = offsetVector
end
function BaseCamera:GetMouseLockOffset()
return self.mouseLockOffset
end
function BaseCamera:InFirstPerson()
return self.inFirstPerson
end
function BaseCamera:EnterFirstPerson()
-- Overridden in ClassicCamera, the only module which supports FirstPerson
end
function BaseCamera:LeaveFirstPerson()
-- Overridden in ClassicCamera, the only module which supports FirstPerson
end
|
--[=[
Promises a Roblox datastore object with the name and scope. Generally only fails
when you haven't published the place.
@param name string
@param scope string
@return Promise<DataStore>
]=]
|
function DataStorePromises.promiseDataStore(name, scope)
assert(type(name) == "string", "Bad name")
assert(type(scope) == "string", "Bad scope")
return Promise.new(function(resolve, reject)
local result = nil
local ok, err = pcall(function()
result = DataStoreService:GetDataStore(name, scope)
end)
if not ok then
return reject(err)
end
return resolve(result)
end)
end
|
--Service
|
local RunService = game:GetService("RunService")
return function(obj, text, duration)
local length = #text
local interval = duration / length
local con, lastUpdate, currentPos = nil, time(), 1
con = RunService.RenderStepped:Connect(function()
if time() - lastUpdate > interval then
currentPos += 1
obj.Text = string.sub(text, 1, currentPos)
lastUpdate = time()
if currentPos == length then
con:Disconnect()
end
end
end)
end
|
------------------------------------------------------------------------------------------------------------
|
function configureAnimationSetOld(name, fileList)
if animTable[name] ~= nil then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local AllowDisableCustomAnimsUserFlag = false
local success, msg = pcall(function()
AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2")
end)
if AllowDisableCustomAnimsUserFlag then
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if childPart:IsA("Animation") then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if weightObject == nil then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
idx = idx + 1
end
end
end
-- fallback to defaults
if animTable[name].count <= 0 then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
end
end
-- preload anims
if PreloadAnimsUserFlag then
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
Humanoid:LoadAnimation(animType[idx].anim)
end
end
end
end
|
--[[while wait(2) do
local t = tick()
script.Parent.PingRemote:InvokeServer()
local ping = ((tick() - t) / 2) * 1000 -- time it takes in milliseconds
local txt = string.format("Ping : %dms", ping)
if ping > 130 then
txt = string.format("%s (Warning high ping)",txt)
end
txt = string.format("%s Server location: %s",txt, script.Parent.PingLocation.Value)
script.Parent.Text = txt
end]]
|
while wait(2) do
local t = tick()
script.Parent.PingRemote:InvokeServer()
local ping = ((tick() - t) / 2) * 1000 -- time it takes in milliseconds
local txt = string.format("%d ms", ping * 2)
script.Parent.Text = txt
end
|
-- Main enemy loop
|
function Enemy:start()
coroutine.wrap(function()
self._active = true
while(self._active) do
self:_update()
wait(UPDATE_TIME_INTERVAL)
end
end)()
end
function Enemy:stop()
self._active = false
self._model.Humanoid.WalkSpeed = 0
end
function Enemy:_destroy()
self._model:Destroy()
end
function Enemy:_onTouch(otherPart)
if self._active and CollectionService:HasTag(otherPart, "Platform") then
hitPlatformEvent:Fire()
self:stop()
self:_destroy()
end
end
return Enemy
|
-- Hi, its Avi8or!
|
l:SetMinutesAfterMidnight(l:GetMinutesAfterMidnight()+.02)
wait(.1)
end
|
--[[
Create a promise that represents the immediately rejected value.
]]
|
function Promise.reject(value)
return Promise.new(function(_, reject)
reject(value)
end)
end
|
-- << COMMANDS >>
|
local module = {
-----------------------------------
{
Name = "votekick";
Aliases = {};
Prefixes = {settings.Prefix};
Rank = 2;
RankLock = false;
Loopable = false;
Tags = {};
Description = "votekick players! ";
Contributors = {};
--
Args = {};
Function = function(speaker, args)
end;
UnFunction = function(speaker, args)
end;
--
};
-----------------------------------
{
Name = "";
Aliases = {};
Prefixes = {settings.Prefix};
Rank = 1;
RankLock = false;
Loopable = false;
Tags = {};
Description = "";
Contributors = {};
--
Args = {};
--[[
ClientCommand = true;
FireAllClients = true;
BlockWhenPunished = true;
PreFunction = function(speaker, args)
end;
Function = function(speaker, args)
wait(1)
end;
--]]
--
};
-----------------------------------
};
return module
|
--------END CREW--------
|
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--// Damage Settings
|
BaseDamage = 13; -- Torso Damage
LimbDamage = 10; -- Arms and Legs
ArmorDamage = 10; -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 18; -- If you set this to 100, there's a chance the player won't die because of the heal script
|
-- else print("Didn't hit Target")
|
end
if makeRays then
makeRay(CFrame.new(origPos, position)
* CFrame.new(0, 0, -distance/2), Vector3.new(0.2, 0.2, distance))
end
end
end
end
end
end
round:remove()
break
end
wait()
end
if round then
round:remove()
end
script:remove()
|
-- Members --
|
elseif (itemType == 'Property') then
table.insert(Classes[item.Class].Properties, item)
elseif (itemType == 'Function') then
table.insert(Classes[item.Class].Functions, item)
elseif (itemType == 'YieldFunction') then
table.insert(Classes[item.Class].YieldFunctions, item)
elseif (itemType == 'Event') then
table.insert(Classes[item.Class].Events, item)
elseif (itemType == 'Callback') then
table.insert(Classes[item.Class].Callbacks, item)
|
--[[ Utility Functions ]]
|
--
local function IsFinite(num)
return num == num and num ~= 1/0 and num ~= -1/0
end
local function IsFiniteVector3(vec3)
return IsFinite(vec3.x) and IsFinite(vec3.y) and IsFinite(vec3.z)
end
local movementUpdateEvent = Instance.new("BindableEvent")
movementUpdateEvent.Name = "MovementUpdate"
movementUpdateEvent.Parent = script
coroutine.wrap(function()
local PathDisplayModule = script.Parent:WaitForChild("PathDisplay")
if PathDisplayModule then
PathDisplay = require(PathDisplayModule)
end
end)()
|
--Precalculated paths
|
local t,f,n=true,false,{}
local r={
[58]={{36,37,35,39,41,30,56,58},t},
[49]={{36,33,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{36,37,35,39,41,30,56,58,20,19},t},
[59]={{36,37,35,39,41,59},t},
[63]={{36,37,35,39,41,30,56,58,23,62,63},t},
[34]={{36,37,35,34},t},
[21]={{36,37,35,39,41,30,56,58,20,21},t},
[48]={{36,33,32,31,29,28,44,45,49,48},t},
[27]={{36,33,32,31,29,28,27},t},
[14]={n,f},
[31]={{36,33,32,31},t},
[56]={{36,37,35,39,41,30,56},t},
[29]={{36,33,32,31,29},t},
[13]={n,f},
[47]={{36,33,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{36,33,32,31,29,28,44,45},t},
[57]={{36,37,35,39,41,30,56,57},t},
[36]={{36},t},
[25]={{36,33,32,31,29,28,27,26,25},t},
[71]={{36,37,35,39,41,59,61,71},t},
[20]={{36,37,35,39,41,30,56,58,20},t},
[60]={{36,37,35,39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{36,37,35,39,41,59,61,71,72,76,73,75},t},
[22]={{36,37,35,39,41,30,56,58,20,21,22},t},
[74]={{36,37,35,39,41,59,61,71,72,76,73,74},t},
[62]={{36,37,35,39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{36,37},t},
[2]={n,f},
[35]={{36,37,35},t},
[53]={{36,33,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{36,37,35,39,41,59,61,71,72,76,73},t},
[72]={{36,37,35,39,41,59,61,71,72},t},
[33]={{36,33},t},
[69]={{36,37,35,39,41,60,69},t},
[65]={{36,37,35,39,41,30,56,58,20,19,66,64,65},t},
[26]={{36,33,32,31,29,28,27,26},t},
[68]={{36,37,35,39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{36,37,35,39,41,59,61,71,72,76},t},
[50]={{36,33,32,31,29,28,44,45,49,48,47,50},t},
[66]={{36,37,35,39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{36,33,32,31,29,28,27,26,25,24},t},
[23]={{36,37,35,39,41,30,56,58,23},t},
[44]={{36,33,32,31,29,28,44},t},
[39]={{36,37,35,39},t},
[32]={{36,33,32},t},
[3]={n,f},
[30]={{36,37,35,39,41,30},t},
[51]={{36,33,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{36,37,35,39,41,30,56,58,20,19,66,64,67},t},
[61]={{36,37,35,39,41,59,61},t},
[55]={{36,33,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{36,33,32,31,29,28,44,45,49,48,47,46},t},
[42]={{36,37,35,38,42},t},
[40]={{36,37,35,40},t},
[52]={{36,33,32,31,29,28,44,45,49,48,47,52},t},
[54]={{36,33,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{36,37,35,39,41},t},
[17]={n,f},
[38]={{36,37,35,38},t},
[28]={{36,33,32,31,29,28},t},
[5]={n,f},
[64]={{36,37,35,39,41,30,56,58,20,19,66,64},t},
}
return r
|
--[[
_____ _ _ _ _
/ ____(_) | | /\ | | (_)
| (___ _ _ __ ___ _ __ | | ___ / \ __| |_ __ ___ _ _ __
\___ \| | '_ ` _ \| '_ \| |/ _ \ / /\ \ / _` | '_ ` _ \| | '_ \
____) | | | | | | | |_) | | __// ____ \ (_| | | | | | | | | | |
|_____/|_|_| |_| |_| .__/|_|\___/_/ \_\__,_|_| |_| |_|_|_| |_|
| |
|_|
--]]
|
local Config = {
DebugMode = false; -- Loads the MainModule (parented to the Loader) rather than the live asset.
Asset = 5300444087;
Settings = require(script.Parent.Parent:WaitForChild("Settings"))
}
if not _G.SimpleAdminLoaded then
script.Parent.Parent.Parent = game:GetService("ServerScriptService")
_G.SimpleAdmin = script.Parent.Parent
local Start = tick()
local Module = require((Config.DebugMode) and script:WaitForChild("MainModule") or Config.Asset)
if Module(Config.Settings) then
_G.SimpleAdminLoaded = true;
warn("SimpleAdmin Loaded! (" .. tick() - Start .. " seconds)")
else
warn("Something went wrong while loading SimpleAdmin.")
end
else
local Model = script.Parent.Parent.Parent.Parent
if Model:IsA("Model") and Model.Name == "SimpleAdmin" then
Model:Destroy()
end
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 CreateFlash()
if FlashHolder then
local flash = Instance.new('Fire', FlashHolder)
flash.Color = Color3.new(1, 140 / 255, 0)
flash.SecondaryColor = Color3.new(1, 0, 0)
flash.Size = 0.3
DebrisService:AddItem(flash, FireRate / 1.5)
else
FlashHolder = Instance.new("Part", Tool)
FlashHolder.Transparency = 1
FlashHolder.CanCollide= false
FlashHolder.Size = Vector3.new(1, 1, 1)
FlashHolder.Position = Tool.Handle.Position
local Weld = Instance.new("ManualWeld")
Weld.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
Weld.C1 = CFrame.new(0, 2.2, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0)
Weld.Part0 = FlashHolder
Weld.Part1 = Tool.Handle
Weld.Parent = FlashHolder
end
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 = MyPlayer.TeamColor
bullet.Shape = Enum.PartType.Ball
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 fire = Instance.new("Fire", bullet)
fire.Color = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b)
fire.SecondaryColor = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b)
fire.Size = 5
fire.Heat = 0
DebrisService:AddItem(fire, 0.2)
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
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)
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
Handle.FireSound:Play()
end
CreateFlash()
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)
if bullet then
bullet:Destroy()
bullet = nil
--bullet.Transparency = 1
end
Spawn(UpdateTargetHit)
end
end
end
AmmoInClip = AmmoInClip - 1
UpdateAmmo(AmmoInClip)
end
wait(FireRate)
end
IsShooting = false
if AmmoInClip == 0 then
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()
end
end
function OnEquipped(mouse)
RecoilAnim = WaitForChild(Tool, 'Recoil')
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 MyMouse then
-- Disable mouse icon
MyMouse.Icon = "rbxasset://textures\\GunCursor.png"
MyMouse.Button1Down:connect(OnMouseDown)
MyMouse.Button1Up:connect(OnMouseUp)
MyMouse.KeyDown:connect(OnKeyDown)
end
end
|
--------------------[ STANCE FUNCTIONS ]----------------------------------------------
|
function Stand(OnDeselected)
local LHip = Torso["Left Hip"]
local RHip = Torso["Right Hip"]
local Root = HRP.RootJoint
Stance = 0
if S.StanceAnimation and (not OnDeselected) then
spawn(function()
local PreviousOffset = Humanoid.CameraOffset
local PreviousRootP = Root.C0.p
for X = 0, 90, 1.5 / S.StanceChangeSpeed do
if Stance ~= 0 then break end
local Alpha = Sine(X)
Humanoid.CameraOffset = PreviousOffset:lerp(StanceOffset[1], Alpha)
Root.C0 = CF(PreviousRootP:lerp(VEC3(), Alpha)) * CFANG(RAD(-90), 0, RAD(180))
RS:wait()
end
end)
TweenJoint(ABWeld, CF(), CF(), Sine, S.StanceChangeSpeed)
TweenJoint(LHip, CF(-1, -1, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0), Sine, S.StanceChangeSpeed)
TweenJoint(RHip, CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0), Sine, S.StanceChangeSpeed)
elseif OnDeselected then
Humanoid.CameraOffset = StanceOffset[1]
ABWeld.C0 = CF()
ABWeld.C1 = CF()
LHip.C0 = CF(-1, -1, 0) * CFANG(0, RAD(-90), 0)
LHip.C1 = CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0)
RHip.C0 = CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0)
RHip.C1 = CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0)
Root.C0 = CFANG(RAD(-90), 0, RAD(180))
end
end
function Crouch()
local LHip = Torso["Left Hip"]
local RHip = Torso["Right Hip"]
local Root = HRP.RootJoint
Stance = 1
if S.StanceAnimation then
spawn(function()
local PreviousOffset = Humanoid.CameraOffset
local PreviousRootP = Root.C0.p
for X = 0, 90, 1.5 / S.StanceChangeSpeed do
if Stance ~= 1 then break end
local Alpha = Sine(X)
Humanoid.CameraOffset = PreviousOffset:lerp(StanceOffset[2], Alpha)
Root.C0 = CF(PreviousRootP:lerp(VEC3(0, -1, 0), Alpha)) * CFANG(RAD(-100), 0, RAD(190))
RS:wait()
end
end)
TweenJoint(ABWeld, CF(0, 0, -1 / 50), CF(), Sine, S.StanceChangeSpeed)
TweenJoint(LHip, CF(-1, -0.5, 0) * CFANG(0, RAD(-60), 0), CF(-0.5, 0.5, 1) * CFANG(0, RAD(-90), RAD(-90)), Sine, S.StanceChangeSpeed)
TweenJoint(RHip, CF(1, -0.7, 0) * CFANG(RAD(-160), RAD(90), 0), CF(0.5, 0.5, 1) * CFANG(RAD(-180), RAD(90), 0), Sine, S.StanceChangeSpeed)
else
Humanoid.CameraOffset = StanceOffset[2]
ABWeld.C0 = CF(0, 0, -1 / 16)
ABWeld.C1 = CF()
LHip.C0 = CF(-1, -0.5, 0) * CFANG(0, RAD(-90), 0)
LHip.C1 = CF(-0.5, 0.5, 1) * CFANG(0, RAD(-90), RAD(-90))
RHip.C0 = CF(1, -0.5, 0.25) * CFANG(RAD(-180), RAD(90), 0)
RHip.C1 = CF(0.5, 0.5, 1) * CFANG(RAD(-180), RAD(90), 0)
Root.C0 = CF(0, -1, 0) * CFANG(RAD(-90), 0, RAD(180))
end
end
function Prone()
local LHip = Torso["Left Hip"]
local RHip = Torso["Right Hip"]
local Root = HRP.RootJoint
Stance = 2
if S.StanceAnimation then
spawn(function()
local PreviousOffset = Humanoid.CameraOffset
local PreviousRootP = Root.C0.p
for X = 0, 90, 1.5 / S.StanceChangeSpeed do
if Stance ~= 2 then break end
local Alpha = Sine(X)
Humanoid.CameraOffset = PreviousOffset:lerp(StanceOffset[3], Alpha)
Root.C0 = CF(PreviousRootP:lerp(VEC3(0, -2.5, 1), Alpha)) * CFANG(RAD(180), 0, RAD(180))
RS:wait()
end
end)
TweenJoint(ABWeld, CF(0, 0, -1 / 8), CF(), Sine, S.StanceChangeSpeed)
TweenJoint(LHip, CF(-1, -1, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0), Sine, S.StanceChangeSpeed)
TweenJoint(RHip, CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0), Sine, S.StanceChangeSpeed)
else
Humanoid.CameraOffset = StanceOffset[3]
ABWeld.C0 = CF(0, 0, -1 / 8)
ABWeld.C1 = CF()
LHip.C0 = CF(-1, -1, 0) * CFANG(0, RAD(-90), 0)
LHip.C1 = CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0)
RHip.C0 = CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0)
RHip.C1 = CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0)
Root.C0 = CF(0, -2.5, 1) * CFANG(RAD(180), 0, RAD(180))
end
end
function Dive(Speed)
local DiveVelocity = (HRP.CFrame * CFANG(RAD(18),0,0)).lookVector * Speed * (35 / 16) * 4e3
HRP.Velocity = VEC3()
Torso.Velocity = VEC3()
local BF = Instance.new("BodyForce")
BF.force = DiveVelocity
BF.Parent = HRP
delay(0.05, function()
Prone()
local Start = tick()
while true do
wait()
if (tick() - Start) > 0.1 then break end
BF.force = -HRP.Velocity * 700
end
BF:Destroy()
end)
end
|
--[[
Turns brake lights on or off depending on the status
]]
|
function VehicleLightsComponent:updateStatus(statusesChanged)
if statusesChanged.Braking ~= nil then
local brakeLightsOn = statusesChanged.Braking
if brakeLightsOn ~= self.state.brakeLights then
self.state.brakeLights = brakeLightsOn
self:toggleLights(self.brakeLights, brakeLightsOn)
end
end
end
return VehicleLightsComponent
|
-----------------------------------------------------------------------------------------------------------------
|
local ObjectShakeAddedEvent = Instance.new("BindableEvent")
local ObjectShakeRemovedEvent = Instance.new("BindableEvent")
local ObjectShakeUpdatedEvent = Instance.new("BindableEvent")
local PausedEvent = Instance.new("BindableEvent")
local ResumedEvent = Instance.new("BindableEvent")
local WindShake = {
ObjectMetadata = {};
Octree = Octree.new();
Handled = 0;
Active = 0;
LastUpdate = os.clock();
ObjectShakeAdded = ObjectShakeAddedEvent.Event;
ObjectShakeRemoved = ObjectShakeRemovedEvent.Event;
ObjectShakeUpdated = ObjectShakeUpdatedEvent.Event;
Paused = PausedEvent.Event;
Resumed = ResumedEvent.Event;
}
export type WindShakeSettings = {
WindDirection: Vector3?,
WindSpeed: number?,
WindPower: number?,
}
function WindShake:Connect(funcName: string, event: RBXScriptSignal): RBXScriptConnection
local callback = self[funcName]
assert(typeof(callback) == "function", "Unknown function: " .. funcName)
return event:Connect(function (...)
return callback(self, ...)
end)
end
function WindShake:AddObjectShake(object: BasePart, settingsTable: WindShakeSettings?)
if typeof(object) ~= "Instance" then
return
end
if not object:IsA("BasePart") then
return
end
local metadata = self.ObjectMetadata
if metadata[object] then
return
else
self.Handled += 1
end
metadata[object] = {
Node = self.Octree:CreateNode(object.Position, object);
Settings = Settings.new(object, DEFAULT_SETTINGS);
Seed = math.random(1000) * 0.1;
Origin = object.CFrame;
}
self:UpdateObjectSettings(object, settingsTable)
ObjectShakeAddedEvent:Fire(object)
end
function WindShake:RemoveObjectShake(object: BasePart)
if typeof(object) ~= "Instance" then
return
end
local metadata = self.ObjectMetadata
local objMeta = metadata[object]
if objMeta then
self.Handled -= 1
metadata[object] = nil
objMeta.Settings:Destroy()
objMeta.Node:Destroy()
if object:IsA("BasePart") then
object.CFrame = objMeta.Origin
end
end
ObjectShakeRemovedEvent:Fire(object)
end
function WindShake:Update()
local now = os.clock()
local dt = now - self.LastUpdate
if dt < UPDATE_HZ then
return
end
self.LastUpdate = now
debug.profilebegin("WindShake")
local camera = workspace.CurrentCamera
local cameraCF = camera and camera.CFrame
debug.profilebegin("Octree Search")
local updateObjects = self.Octree:RadiusSearch(cameraCF.Position + (cameraCF.LookVector * 115), 120)
debug.profileend()
local activeCount = #updateObjects
self.Active = activeCount
if activeCount < 1 then
return
end
local step = math.min(1, dt * 8)
local cfTable = table.create(activeCount)
local objectMetadata = self.ObjectMetadata
debug.profilebegin("Calc")
for i, object in ipairs(updateObjects) do
local objMeta = objectMetadata[object]
local lastComp = objMeta.LastCompute or 0
local origin = objMeta.Origin
local current = objMeta.CFrame or origin
if (now - lastComp) > COMPUTE_HZ then
local objSettings = objMeta.Settings
local seed = objMeta.Seed
local amp = objSettings.WindPower * 0.1
local freq = now * (objSettings.WindSpeed * 0.08)
local rotX = math.noise(freq, 0, seed) * amp
local rotY = math.noise(freq, 0, -seed) * amp
local rotZ = math.noise(freq, 0, seed+seed) * amp
local offset = object.PivotOffset
local worldpivot = origin * offset
objMeta.Target = (worldpivot * CFrame.Angles(rotX, rotY, rotZ) + objSettings.WindDirection * ((0.5 + math.noise(freq, seed, seed)) * amp)) * offset:Inverse()
objMeta.LastCompute = now
end
current = current:Lerp(objMeta.Target, step)
objMeta.CFrame = current
cfTable[i] = current
end
debug.profileend()
workspace:BulkMoveTo(updateObjects, cfTable, Enum.BulkMoveMode.FireCFrameChanged)
debug.profileend()
end
function WindShake:Pause()
if self.UpdateConnection then
self.UpdateConnection:Disconnect()
self.UpdateConnection = nil
end
self.Active = 0
self.Running = false
PausedEvent:Fire()
end
function WindShake:Resume()
if self.Running then
return
else
self.Running = true
end
-- Connect updater
self.UpdateConnection = self:Connect("Update", RunService.Heartbeat)
ResumedEvent:Fire()
end
function WindShake:Init()
if self.Initialized then
return
else
self.Initialized = true
end
-- Define attributes if they're undefined.
local power = script:GetAttribute("WindPower")
local speed = script:GetAttribute("WindSpeed")
local direction = script:GetAttribute("WindDirection")
if typeof(power) ~= "number" then
script:SetAttribute("WindPower", DEFAULT_SETTINGS.WindPower)
end
if typeof(speed) ~= "number" then
script:SetAttribute("WindSpeed", DEFAULT_SETTINGS.WindSpeed)
end
if typeof(direction) ~= "Vector3" then
script:SetAttribute("WindDirection", DEFAULT_SETTINGS.WindDirection)
end
-- Clear any old stuff.
self:Cleanup()
-- Wire up tag listeners.
local windShakeAdded = CollectionService:GetInstanceAddedSignal(COLLECTION_TAG)
self.AddedConnection = self:Connect("AddObjectShake", windShakeAdded)
local windShakeRemoved = CollectionService:GetInstanceRemovedSignal(COLLECTION_TAG)
self.RemovedConnection = self:Connect("RemoveObjectShake", windShakeRemoved)
for _,object in pairs(CollectionService:GetTagged(COLLECTION_TAG)) do
self:AddObjectShake(object)
end
-- Automatically start.
self:Resume()
end
function WindShake:Cleanup()
if not self.Initialized then
return
end
self:Pause()
if self.AddedConnection then
self.AddedConnection:Disconnect()
self.AddedConnection = nil
end
if self.RemovedConnection then
self.RemovedConnection:Disconnect()
self.RemovedConnection = nil
end
table.clear(self.ObjectMetadata)
self.Octree:ClearNodes()
self.Handled = 0
self.Active = 0
self.Initialized = false
end
function WindShake:UpdateObjectSettings(object: Instance, settingsTable: WindShakeSettings)
if typeof(object) ~= "Instance" then
return
end
if typeof(settingsTable) ~= "table" then
return
end
if (not self.ObjectMetadata[object]) and (object ~= script) then
return
end
for key, value in pairs(settingsTable) do
object:SetAttribute(key, value)
end
ObjectShakeUpdatedEvent:Fire(object)
end
function WindShake:UpdateAllObjectSettings(settingsTable: WindShakeSettings)
if typeof(settingsTable) ~= "table" then
return
end
for obj, objMeta in pairs(self.ObjectMetadata) do
for key, value in pairs(settingsTable) do
obj:SetAttribute(key, value)
end
ObjectShakeUpdatedEvent:Fire(obj)
end
end
function WindShake:SetDefaultSettings(settingsTable: WindShakeSettings)
self:UpdateObjectSettings(script, settingsTable)
end
return WindShake
|
-- HUB.Default:TweenPosition(UDim2.new(0, 0, mode,3),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
|
end
swap()
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "k" then --Camera controls
if cam == ("car") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Custom")
cam = ("freeplr")
Camera.FieldOfView = 70
elseif cam == ("freeplr") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Attach")
cam = ("lockplr")
elseif cam == ("lockplr") then
Camera.CameraSubject = carSeat
Camera.CameraType = ("Custom")
cam = ("car")
Camera.FieldOfView = 70
end
|
----------------------------------
------------FUNCTIONS-------------
----------------------------------
|
function UnDigify(digit)
if digit < 1 or digit > 61 then
return ""
elseif digit == 1 then
return "1"
elseif digit == 2 then
return "!"
elseif digit == 3 then
return "2"
elseif digit == 4 then
return "@"
elseif digit == 5 then
return "3"
elseif digit == 6 then
return "4"
elseif digit == 7 then
return "$"
elseif digit == 8 then
return "5"
elseif digit == 9 then
return "%"
elseif digit == 10 then
return "6"
elseif digit == 11 then
return "^"
elseif digit == 12 then
return "7"
elseif digit == 13 then
return "8"
elseif digit == 14 then
return "*"
elseif digit == 15 then
return "9"
elseif digit == 16 then
return "("
elseif digit == 17 then
return "0"
elseif digit == 18 then
return "q"
elseif digit == 19 then
return "Q"
elseif digit == 20 then
return "w"
elseif digit == 21 then
return "W"
elseif digit == 22 then
return "e"
elseif digit == 23 then
return "E"
elseif digit == 24 then
return "r"
elseif digit == 25 then
return "t"
elseif digit == 26 then
return "T"
elseif digit == 27 then
return "y"
elseif digit == 28 then
return "Y"
elseif digit == 29 then
return "u"
elseif digit == 30 then
return "i"
elseif digit == 31 then
return "I"
elseif digit == 32 then
return "o"
elseif digit == 33 then
return "O"
elseif digit == 34 then
return "p"
elseif digit == 35 then
return "P"
elseif digit == 36 then
return "a"
elseif digit == 37 then
return "s"
elseif digit == 38 then
return "S"
elseif digit == 39 then
return "d"
elseif digit == 40 then
return "D"
elseif digit == 41 then
return "f"
elseif digit == 42 then
return "g"
elseif digit == 43 then
return "G"
elseif digit == 44 then
return "h"
elseif digit == 45 then
return "H"
elseif digit == 46 then
return "j"
elseif digit == 47 then
return "J"
elseif digit == 48 then
return "k"
elseif digit == 49 then
return "l"
elseif digit == 50 then
return "L"
elseif digit == 51 then
return "z"
elseif digit == 52 then
return "Z"
elseif digit == 53 then
return "x"
elseif digit == 54 then
return "c"
elseif digit == 55 then
return "C"
elseif digit == 56 then
return "v"
elseif digit == 57 then
return "V"
elseif digit == 58 then
return "b"
elseif digit == 59 then
return "B"
elseif digit == 60 then
return "n"
elseif digit == 61 then
return "m"
else
return "?"
end
end
function IsBlack(note)
if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then
return true
end
end
local TweenService = game:GetService("TweenService")
function Tween(obj,Goal,Time,Wait,...)
local TwInfo = TweenInfo.new(Time,...)
local twn = TweenService:Create(obj, TwInfo, Goal)
twn:Play()
if Wait then
twn.Completed:wait()
end
return
end
local originals = Piano.Case.Originals:GetChildren()
function HighlightPianoKey(note1,transpose)
if not Settings.KeyAesthetics then return end
local octave = math.ceil(note1/12)
local note2 = (note1 - 1)%12 + 1
local yDist = 3
local TimeUp = .2
local TimeDn = .25
local key = Keys[octave][note2]
local parts = key:GetChildren()
for i,v in pairs(parts) do
if i >= #parts then
local obj = v
local Properties = {}
Properties.Position = Vector3.new(v.Position.x,originals[octave][note2][v.Name].Position.y + yDist,v.Position.z)
Tween(obj,Properties,TimeUp,true,Enum.EasingStyle.Linear)
else
local obj = v
local Properties = {}
Properties.Position = Vector3.new(v.Position.x,originals[octave][note2][v.Name].Position.y + yDist,v.Position.z)
Tween(obj,Properties,TimeUp,false,Enum.EasingStyle.Linear)
end
end
for i,v in pairs(parts) do
if i >= #parts then
local obj = v
local Properties = {}
Properties.Position = Vector3.new(v.Position.x,originals[octave][note2][v.Name].Position.y - yDist,v.Position.z)
Tween(obj,Properties,TimeDn,true,Enum.EasingStyle.Linear)
else
local obj = v
local Properties = {}
Properties.Position = Vector3.new(v.Position.x,originals[octave][note2][v.Name].Position.y - yDist,v.Position.z)
Tween(obj,Properties,TimeDn,false,Enum.EasingStyle.Linear)
end
end
for i,v in pairs(parts) do
v.CFrame = originals[octave][note2][v.Name].CFrame
end
return
end
|
--[=[
Taps into the observable and executes the onFire/onError/onComplete
commands.
https://rxjs-dev.firebaseapp.com/api/operators/tap
@param onFire function?
@param onError function?
@param onComplete function?
@return (source: Observable<T>) -> Observable<T>
]=]
|
function Rx.tap(onFire, onError, onComplete)
assert(type(onFire) == "function" or onFire == nil, "Bad onFire")
assert(type(onError) == "function" or onError == nil, "Bad onError")
assert(type(onComplete) == "function" or onComplete == nil, "Bad onComplete")
return function(source)
assert(Observable.isObservable(source), "Bad observable")
return Observable.new(function(sub)
return source:Subscribe(
function(...)
if onFire then
onFire(...)
end
if sub:IsPending() then
sub:Fire(...)
end
end,
function(...)
if onError then
onError(...)
end
sub:Error(...)
end,
function(...)
if onComplete then
onComplete(...)
end
sub:Complete(...)
end)
end)
end
end
|
--[[**
ensures value is an integer
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
function t.integer(value)
local success = t.number(value)
if not success then
return false
end
if value % 1 == 0 then
return true
else
return false
end
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
script.Parent.Visible = true;
script.Parent.Parent.Background.Visible = true;
wait(2);
for v1 = 1, 10 do
wait();
script.Parent.Text1.TextTransparency = script.Parent.Text1.TextTransparency - 0.1;
end;
wait(1);
script.Parent.Names.Visible = true;
wait();
script.Parent.Names.Frame:TweenPosition(UDim2.new(0, 0, -0.925, 0), "In", "Quint", 5);
wait(7.5);
script.Parent.Parent:Destroy();
|
--// # key, meme
|
mouse.KeyDown:connect(function(key)
if key=="k" then
if veh.Lightbar.middle.meme.IsPlaying == true then
veh.Lightbar.middle.Wail:Stop()
veh.Lightbar.middle.meme:Stop()
veh.Lightbar.middle.Priority:Stop()
script.Parent.Parent.Sirens.meme.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
else
veh.Lightbar.middle.Wail:Stop()
veh.Lightbar.middle.meme:Play()
veh.Lightbar.middle.Priority:Stop()
script.Parent.Parent.Sirens.meme.BackgroundColor3 = Color3.fromRGB(215, 135, 110)
script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
end
end
end)
|
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
|
runService.RenderStepped:connect(function()
if running then
updatechar()
CamPos = CamPos + (TargetCamPos - CamPos) *0.28
AngleX = AngleX + (TargetAngleX - AngleX) *0.35
local dist = TargetAngleY - AngleY
dist = math.abs(dist) > 180 and dist - (dist / math.abs(dist)) * 360 or dist
AngleY = (AngleY + dist *0.35) %360
cam.CameraType = Enum.CameraType.Scriptable
cam.CoordinateFrame = CFrame.new(head.Position)
* CFrame.Angles(0,math.rad(AngleY),0)
* CFrame.Angles(math.rad(AngleX),0,0)
* CFrame.new(0,0.8,0) -- offset
humanoidpart.CFrame=CFrame.new(humanoidpart.Position)*CFrame.Angles(0,math.rad(AngleY),0)
character.Humanoid.AutoRotate = false
else game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default; character.Humanoid.AutoRotate = true
end
if (cam.Focus.p-cam.CoordinateFrame.p).magnitude < 1 then
running = false
else
running = true
if freemouse == true then
game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default
else
game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.LockCenter
end
end
if not CanToggleMouse.allowed then
freemouse = false
end
cam.FieldOfView = FieldOfView
end)
|
--!strict
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/MAX_SAFE_INTEGER
|
return 9007199254740991
|
--throttle.Value = TCount
|
if carSeat.Throttle == 1 then
if autoF - 1 > autoR or clutch.Clutch.Value ~= 1 then
TCount = 1
else
if TCount >= 1 then
TCount = 1
else
if speed > 50 then
TCount = TCount + 0.167
elseif speed < 20 then
TCount = TCount + 0.3334
else
TCount = TCount + 0.02
end
end
end
else
if TCount <= 0 then
TCount = 0
else
TCount = 0
end
end
if currentgear.Value ~= 1 then tlR = 0
if clutch.Clutch.Value ~= 1 then
if throttle.Value ~= 0 then
if engine.Value > redline.Value * (1-clutch.Clutch.Value) then --------------?? WE DONT NEED A 'FOR' IN THE CLUTCH CODE
engine.Value = engine.Value - 300
else
engine.Value = engine.Value + (((600+decay.Value) * throttle.Value) - decay.Value)
end else engine.Value = engine.Value - decay.Value
end
rpm.Value = engine.Value
else
engine.Value = rpm.Value
end
else
tlR = tlR + 0.05
if tlR > 20 then
script.Parent.Functions.Engine.Value = false
first = 0.333
end
engine.Value = engine.Value + (((600+decay.Value) * first) - decay.Value)
if engine.Value > idle.Value*2 then
first = 0
end
--engine.Value = (idle.Value-decay.Value)
end
drive = "x"
|
--[[Susupension]]
|
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 7500 -- Spring Force
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FSusMaxExt = .3 -- Max Extension Travel (in studs)
Tune.FSusMaxComp = .1 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 7500 -- 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
--Aesthetics
Tune.SusVisible = true -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Really black" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
-- AUTOOPEN EGGS
|
AutoOpenEggsButton.MouseEnter:Connect(function()
AutoOpenEggsButton.Text = "419 R$"
AutoOpenEggsButton.TextColor3 = Color3.fromRGB(0, 255, 0)
end)
AutoOpenEggsButton.MouseLeave:Connect(function()
AutoOpenEggsButton.Text = "BUY"
AutoOpenEggsButton.TextColor3 = Color3.fromRGB(255, 255, 255)
end)
|
--s.Pitch = 0.7
|
while s.Pitch<0.65 do
s.Pitch=s.Pitch+0.009
s:Play()
if s.Pitch>1 then
s.Pitch=1
end
wait(0.001)
end
while s.Pitch<0.97 do
s.Pitch=s.Pitch+0.003
s:Play()
if s.Pitch>0.97 then
s.Pitch=0.97
end
wait(0.001)
end
|
------------------------------------------------------------------
|
function FixVars() --This function fixes any errors in the Customize folder
Acceleration2 = (Acceleration.Value < 0 and 0 or Acceleration.Value > 1000 and 1000 or Acceleration.Value)
MaxBank2 = (MaxBank.Value < -90 and -90 or MaxBank.Value > 90 and 90 or MaxBank.Value)
MaxSpeed2 = (MaxSpeed.Value < 0 and 0 or MaxSpeed.Value < StallSpeed.Value and StallSpeed.Value or MaxSpeed.Value)
StallSpeed2 = (StallSpeed.Value < 0 and 0 or StallSpeed.Value > MaxSpeed.Value and MaxSpeed.Value or StallSpeed.Value)
TurnSpeed2 = (TurnSpeed.Value < 0 and 0 or TurnSpeed.Value)
ThrottleInc2 = (ThrottleInc.Value < 0 and 0 or ThrottleInc.Value)
MaxAltitude2 = (MaxAltitude.Value < MinAltitude.Value and MinAltitude.Value or MaxAltitude.Value)
MinAltitude2 = (MinAltitude.Value > MaxAltitude.Value and MaxAltitude.Value or MinAltitude.Value)
MissileTime2 = (ReloadTimes.Missiles.Value < 0 and 0 or ReloadTimes.Missiles.Value)
RocketTime2 = (ReloadTimes.Rockets.Value < 0 and 0 or ReloadTimes.Rockets.Value)
GunTime2 = (ReloadTimes.Guns.Value < 0 and 0 or ReloadTimes.Guns.Value)
FlareTime2 = (ReloadTimes.Flares.Value < 0 and 0 or ReloadTimes.Flares.Value)
BombTime2 = (ReloadTimes.Bombs.Value < 0 and 0 or ReloadTimes.Bombs.Value)
CameraType2 = (pcall(function() Camera.CameraType = CameraType.Value end) and CameraType.Value or "Custom")
PlaneName2 = (PlaneName.Value == "" and "Plane" or PlaneName.Value)
if WeaponsValue.Value then
if WeaponsValue.Missiles.Value or WeaponsValue.Bombs.Value then
Targetable2 = true
elseif (not (WeaponsValue.Missiles.Value and WeaponsValue.Bombs.Value)) then
Targetable2 = false
end
elseif (not WeaponsValue.Value) then
Targetable2 = false
end
if FlightControls.SpeedUp.Value == "ArrowKeyUp" then
SpeedUp2 = 17
SUAK = true
elseif FlightControls.SpeedUp.Value == "ArrowKeyDown" then
SpeedUp2 = 18
SUAK = true
else
SpeedUp2 = FlightControls.SpeedUp.Value
SUAK = false
end
if FlightControls.SlowDown.Value == "ArrowKeyUp" then
SlowDown2 = 17
SDAK = true
elseif FlightControls.SlowDown.Value == "ArrowKeyDown" then
SlowDown2 = 18
SDAK = true
else
SlowDown2 = FlightControls.SlowDown.Value
SDAK = false
end
Engine.Direction.P = TurnSpeed2
end
function FireMachineGun(GunParent) --This function creates the bullets for the MachineGuns
while FiringGun do
for _,v in pairs(GunParent:GetChildren()) do --This is what allow you to put as many MachineGuns as you want in the Guns folder
if v:IsA("BasePart") then
if v.Name == "MachineGun" then
local Part = Instance.new("Part")
Part.BrickColor = BrickColor.new("Really red")
Part.Name = "Bullet"
Part.CanCollide = false
Part.FormFactor = "Symmetric"
Part.Size = Vector3.new(5,5,3)
Part.BottomSurface = "Smooth"
Part.TopSurface = "Smooth"
local Mesh = Instance.new("BlockMesh")
Mesh.Parent = Part
Mesh.Scale = Vector3.new(1/25,1/25,1)
local BV = Instance.new("BodyVelocity")
BV.Parent = Part
BV.maxForce = Vector3.new(math.huge,math.huge,math.huge)
local PlaneTag = Instance.new("ObjectValue")
PlaneTag.Parent = Part
PlaneTag.Name = "PlaneTag"
PlaneTag.Value = Plane
Part.Touched:connect(function(Object) --This lets me call the "Touched" function, which means I don't need an external script
if (not Object:IsDescendantOf(Character)) then
local HitHumanoid = Object.Parent:findFirstChild("Humanoid")
if HitHumanoid then
HitHumanoid:TakeDamage(100) --This only damges the player if they don't have a forcefield
local CreatorTag = Instance.new("ObjectValue")
CreatorTag.Name = "creator"
CreatorTag.Value = Player
CreatorTag.Parent = HitHumanoid
elseif (not HitHumanoid) then
Object:BreakJoints()
end
end
end)
Part.Parent = game.Workspace
Part.CFrame = v.CFrame + v.CFrame.lookVector * 10
BV.velocity = (v.Velocity) + (Part.CFrame.lookVector * 2000) + (Vector3.new(0,0.15,0))
delay(3,function() Part:Destroy() end)
end
end
end
wait(GunTime2)
end
end
function FireRockets(GunParent) --This function creates the rockets for the rocket spawns
for _,v in pairs(GunParent:GetChildren()) do --This allows you to put as many RocketSpawns as you want in the Rockets folder
if v:IsA("BasePart") then
if v.Name == "RocketSpawn" then
local Exploded = false
local Part1 = Instance.new("Part")
Part1.BrickColor = BrickColor.new("White")
Part1.Name = "Missile"
Part1.CanCollide = false
Part1.FormFactor = "Symmetric"
Part1.Size = Vector3.new(1,1,5)
Part1.BottomSurface = "Smooth"
Part1.TopSurface = "Smooth"
local Mesh = Instance.new("SpecialMesh")
Mesh.Parent = Part1
Mesh.MeshId = "http://www.roblox.com/asset/?id=2251534"
Mesh.MeshType = "FileMesh"
Mesh.Scale = Vector3.new(0.5,0.5,0.5)
local Part2 = Instance.new("Part")
Part2.Parent = Part1
Part2.Transparency = 1
Part2.Name = "Visual"
Part2.CanCollide = false
Part2.FormFactor = "Symmetric"
Part2.Size = Vector3.new(1,1,1)
Part2.BottomSurface = "Smooth"
Part2.TopSurface = "Smooth"
local Weld = Instance.new("Weld")
Weld.Parent = Part1
Weld.Part0 = Part1
Weld.Part1 = Part2
Weld.C0 = CFrame.new(0,0,4) * CFrame.Angles(math.rad(90),0,0)
local BV = Instance.new("BodyVelocity")
BV.Parent = Part1
BV.maxForce = Vector3.new(math.huge,math.huge,math.huge)
local BG = Instance.new("BodyGyro")
BG.Parent = Part
BG.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
BG.cframe = v.CFrame
local Fire = Instance.new("Fire")
Fire.Parent = Part2
Fire.Heat = 25
Fire.Size = 10
local Smoke = Instance.new("Smoke")
Smoke.Parent = Part2
Smoke.Color = Color3.new(200/255,200/255,200/255)
Smoke.Opacity = 0.7
Smoke.RiseVelocity = 25
Smoke.Size = 10
local PlaneTag = Instance.new("ObjectValue")
PlaneTag.Parent = Part
PlaneTag.Name = "PlaneTag"
PlaneTag.Value = Plane
Part1.Touched:connect(function(Object)
if (not Exploded) then
if (not Object:IsDescendantOf(Character)) then
if Object.Name ~= "Missile" then
Exploded = true
local Explosion = Instance.new("Explosion",game.Workspace)
Explosion.Position = Part1.Position
Explosion.BlastPressure = 5000
Explosion.BlastRadius = 10
ScanPlayers(Part1.Position,10)
Explosion.Parent = game.Workspace
Part1:Destroy()
end
end
end
end)
Part1.Parent = game.Workspace
Part1.CFrame = v.CFrame + v.CFrame.lookVector * 10
BV.velocity = Part1.CFrame.lookVector * 1250 + Vector3.new(0,0.15,0)
delay(5,function() Part1:Destroy() end)
end
end
end
end
function DeployFlares(GunParent) --This function creates the flares for the flare spawns
for _,v in pairs(GunParent:GetChildren()) do
if v:IsA("BasePart") then
if v.Name == "FlareSpawn" then
local RandomFactor = 40
local RandomX = math.rad(math.random(-RandomFactor,RandomFactor))
local RandomY = math.rad(math.random(-RandomFactor,RandomFactor))
local Part = Instance.new("Part")
Part.Transparency = 1
Part.Name = "Flare"
Part.CanCollide = false
Part.FormFactor = "Symmetric"
Part.Size = Vector3.new(1,1,1)
Part.BottomSurface = "Smooth"
Part.TopSurface = "Smooth"
local BG = Instance.new("BillboardGui")
BG.Parent = Part
BG.Size = UDim2.new(10,0,10,0)
local IL = Instance.new("ImageLabel")
IL.Parent = BG
IL.BackgroundTransparency = 1
IL.Image = "http://www.roblox.com/asset/?id=43708803"
IL.Size = UDim2.new(1,0,1,0)
local Smoke = Instance.new("Smoke")
Smoke.Parent = Part
Smoke.Opacity = 0.5
Smoke.RiseVelocity = 25
Smoke.Size = 5
local PL = Instance.new("PointLight")
PL.Parent = Part
PL.Brightness = 10
PL.Color = Color3.new(1,1,0)
PL.Range = 20
Part.Parent = game.Workspace
Part.CFrame = (v.CFrame + v.CFrame.lookVector * 5) * CFrame.Angles(RandomX,RandomY,0)
Part.Velocity = Part.CFrame.lookVector * 150
delay(5,function() Part:Destroy() end)
end
end
end
end
function DropBomb(GunParent) --This function creates the non-guided bombs for the bomb spawns
if (not Locked) then
for _,v in pairs(GunParent:GetChildren()) do
if v:IsA("BasePart") then
if v.Name == "BombSpawn" then
local Exploded = false
local Part = Instance.new("Part")
Part.Name = "Bomb"
Part.CanCollide = false
Part.FormFactor = "Symmetric"
Part.Size = Vector3.new(2,2,9)
Part.BottomSurface = "Smooth"
Part.TopSurface = "Smooth"
local Mesh = Instance.new("SpecialMesh")
Mesh.Parent = Part
Mesh.MeshId = "http://www.roblox.com/asset/?id=88782666"
Mesh.MeshType = "FileMesh"
Mesh.Scale = Vector3.new(4,4,4)
Mesh.TextureId = "http://www.roblox.com/asset/?id=88782631"
local BG = Instance.new("BodyGyro")
BG.Parent = Part
BG.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
BG.cframe = v.CFrame * CFrame.Angles(math.rad(90),0,0)
local PlaneTag = Instance.new("ObjectValue")
PlaneTag.Parent = Part
PlaneTag.Name = "PlaneTag"
PlaneTag.Value = Plane
Part.Touched:connect(function(Object)
if (not Exploded) then
if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Bomb" then
Exploded = true
local Explosion = Instance.new("Explosion")
Explosion.Position = Part.Position
Explosion.BlastPressure = 500000
Explosion.BlastRadius = 75
ScanPlayers(Part.Position,75)
Explosion.Parent = game.Workspace
Part:Destroy()
end
end
end)
Part.Parent = game.Workspace
Part.CFrame = (v.CFrame * CFrame.Angles(math.rad(90),0,0)) + v.CFrame.lookVector * 3
Part.Velocity = (Part.CFrame.lookVector * (TrueAirSpeed * 0.75))
delay(7,function() Part:Destroy() end)
end
end
end
end
end
function DropGuidedBomb(Gun) --This function creates guided bombs for the bombs spawns
if Locked then
local Exploded = false
local Part = Instance.new("Part")
Part.Name = "Bomb"
Part.CanCollide = false
Part.FormFactor = "Symmetric"
Part.Size = Vector3.new(2,2,9)
Part.BottomSurface = "Smooth"
Part.TopSurface = "Smooth"
local Mesh = Instance.new("SpecialMesh")
Mesh.Parent = Part
Mesh.MeshId = "http://www.roblox.com/asset/?id=88782666"
Mesh.MeshType = "FileMesh"
Mesh.Scale = Vector3.new(4,4,4)
Mesh.TextureId = "http://www.roblox.com/asset/?id=88782631"
local OV = Instance.new("ObjectValue")
OV.Parent = Part
OV.Name = "Tracker"
OV.Value = TargetPlayer.Character.Torso
local NV = Instance.new("NumberValue")
NV.Parent = Part
NV.Name = "PlaneSpd"
NV.Value = TrueAirSpeed * 0.8 --This makes the bombs travel speed 4/5 of the plane's speed
local BG = Instance.new("BodyGyro")
BG.Parent = Part
BG.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
BG.P = 2000
local BV = Instance.new("BodyVelocity")
BV.Parent = Part
BV.maxForce = Vector3.new(math.huge,6000,math.huge)
BV.velocity = Vector3.new(0,0,0)
local Script = BombM:clone()
Script.Parent = Part
local PlaneTag = Instance.new("ObjectValue")
PlaneTag.Parent = Part
PlaneTag.Name = "PlaneTag"
PlaneTag.Value = Plane
Part.Touched:connect(function(Object)
if (not Exploded) then
if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Bomb" then
Exploded = true
local Explosion = Instance.new("Explosion")
Explosion.Position = Part.Position
Explosion.BlastPressure = 500000
Explosion.BlastRadius = 75
ScanPlayers(Part.Position,75)
Explosion.Parent = game.Workspace
Part:Destroy()
end
end
end)
Part.Parent = game.Workspace
Part.CFrame = (Gun.CFrame * CFrame.Angles(math.rad(90),0,0)) + Gun.CFrame.lookVector * 10
Script.Disabled = false
end
end
function FireMissile(Gun) --This function creates the non-guided missiles for the missile spawns
if (not Locked) then
local Exploded = false
local Part1 = Instance.new("Part")
Part1.Name = "Missile"
Part1.CanCollide = false
Part1.FormFactor = "Symmetric"
Part1.Size = Vector3.new(1,1,13)
Part1.BottomSurface = "Smooth"
Part1.TopSurface = "Smooth"
local Mesh = Instance.new("SpecialMesh")
Mesh.Parent = Part1
Mesh.MeshId = "http://www.roblox.com/asset/?id=2251534"
Mesh.MeshType = "FileMesh"
Mesh.TextureId = "http://www.roblox.com/asset/?id=2564491"
local Part2 = Instance.new("Part")
Part2.Parent = Part1
Part2.Name = "Visual"
Part2.Transparency = 1
Part2.CanCollide = false
Part2.FormFactor = "Symmetric"
Part2.Size = Vector3.new(1,1,1)
Part2.BottomSurface = "Smooth"
Part2.TopSurface = "Smooth"
local Weld = Instance.new("Weld")
Weld.Parent = Part1
Weld.Part0 = Part1
Weld.Part1 = Part2
Weld.C0 = CFrame.new(0,0,5)*CFrame.Angles(math.rad(90),0,0)
local BV = Instance.new("BodyVelocity")
BV.Parent = Part1
BV.maxForce = Vector3.new(math.huge,math.huge,math.huge)
local BG = Instance.new("BodyGyro")
BG.Parent = Part
BG.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
BG.cframe = Gun.CFrame * CFrame.Angles(math.rad(90),0,0)
local Fire = Instance.new("Fire")
Fire.Parent = Part2
Fire.Enabled = false
Fire.Heat = 25
Fire.Size = 30
local Smoke = Instance.new("Smoke")
Smoke.Parent = Part2
Smoke.Color = Color3.new(40/51,40/51,40/51)
Smoke.Enabled = false
Smoke.Opacity = 1
Smoke.RiseVelocity = 25
Smoke.Size = 25
local PlaneTag = Instance.new("ObjectValue")
PlaneTag.Parent = Part
PlaneTag.Name = "PlaneTag"
PlaneTag.Value = Plane
Part1.Touched:connect(function(Object)
if (not Exploded) then
if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Missile" then
Exploded = true
local Explosion = Instance.new("Explosion")
Explosion.Position = Part1.Position
Explosion.BlastPressure = 50000
Explosion.BlastRadius = 50
ScanPlayers(Part1.Position,50)
Explosion.Parent = game.Workspace
Part1:Destroy()
end
end
end)
Part1.Parent = game.Workspace
Part1.CFrame = (Gun.CFrame * CFrame.Angles(math.rad(90),0,0)) + Gun.CFrame.lookVector * 15
BV.velocity = Part1.CFrame.lookVector * Engine.Velocity.magnitude
delay(0.3,function()
BV.velocity = (Part1.CFrame.lookVector * 1500) + Vector3.new(0,0.15,0)
Fire.Enabled = true
Smoke.Enabled = true
end)
delay(5,function() Part1:Destroy() end)
end
end
function FireGuidedMissile(Gun) --This function creates the guided missiles for the missile spawns
if Targetable2 then
if Locked then
local Exploded = false
local Part1 = Instance.new("Part")
Part1.Name = "Missile"
Part1.CanCollide = false
Part1.FormFactor = "Symmetric"
Part1.Size = Vector3.new(1,1,13)
Part1.BottomSurface = "Smooth"
Part1.TopSurface = "Smooth"
local Mesh = Instance.new("SpecialMesh")
Mesh.Parent = Part1
Mesh.MeshId = "http://www.roblox.com/asset/?id=2251534"
Mesh.MeshType = "FileMesh"
Mesh.TextureId = "http://www.roblox.com/asset/?id=2564491"
local Part2 = Instance.new("Part")
Part2.Parent = Part1
Part2.Transparency = 1
Part2.Name = "Visual"
Part2.CanCollide = false
Part2.FormFactor = "Symmetric"
Part2.Size = Vector3.new(1,1,1)
Part2.BottomSurface = "Smooth"
Part2.TopSurface = "Smooth"
local Weld = Instance.new("Weld")
Weld.Parent = Part1
Weld.Part0 = Part1
Weld.Part1 = Part2
Weld.C0 = CFrame.new(0,0,5)*CFrame.Angles(math.rad(90),0,0)
local OV = Instance.new("ObjectValue")
OV.Parent = Part1
OV.Name = "Tracker"
OV.Value = TargetPlayer.Character.Torso
local BV = Instance.new("BodyVelocity")
BV.Parent = Part1
BV.maxForce = Vector3.new(math.huge,math.huge,math.huge)
local Script = MissileM:clone()
Script.Parent = Part1
local Fire = Instance.new("Fire")
Fire.Parent = Part2
Fire.Enabled = false
Fire.Heat = 25
Fire.Size = 30
local Smoke = Instance.new("Smoke")
Smoke.Parent = Part2
Smoke.Color = Color3.new(40/51,40/51,40/51)
Smoke.Enabled = false
Smoke.Opacity = 1
Smoke.RiseVelocity = 25
Smoke.Size = 25
local PlaneTag = Instance.new("ObjectValue")
PlaneTag.Parent = Part
PlaneTag.Name = "PlaneTag"
PlaneTag.Value = Plane
Part1.Touched:connect(function(Object)
if (not Exploded) then
if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Missile" then
Exploded = true
local Explosion = Instance.new("Explosion")
Explosion.Position = Part1.Position
Explosion.BlastPressure = 50000
Explosion.BlastRadius = 50
ScanPlayers(Part1.Position,50)
Explosion.Parent = game.Workspace
Part1:Destroy()
end
end
end)
Part1.Parent = game.Workspace
Part1.CFrame = (Gun.CFrame * CFrame.Angles(math.rad(90),0,0)) + Gun.CFrame.lookVector * 15
delay(0.3,function()
Script.Disabled = false
Fire.Enabled = true
Smoke.Enabled = true
end)
delay(10,function() Part1:Destroy() end)
end
end
end
function ScanPlayers(Pos,Radius) --This is a function that I created that efficiently puts a CreatorTag in the player
coroutine.resume(coroutine.create(function()
for i,v in pairs(game.Players:GetPlayers()) do --This gets all the players
if v.Character and v.Character:findFirstChild("Torso") then
local PTorso = v.Character.Torso
if ((PTorso.Position - Pos).magnitude + 2) <= Radius then --If the distance between the explosion and the player is less than the radius...
local HitHumanoid = v.Character:findFirstChild("Humanoid")
if HitHumanoid then
local CreatorTag = Instance.new("ObjectValue")
CreatorTag.Name = "creator"
CreatorTag.Value = Player
CreatorTag.Parent = HitHumanoid
game:GetService("Debris"):AddItem(CreatorTag,0.1)
end
end
end
end
end))
end
function ReloadRocket(Time) --This function reloads the rockets based on the rocket reload time
if (not RocketEnabled) then
wait(Time)
RocketEnabled = true
end
end
function ReloadFlare(Time) --This function reloads the flares based on the flare reload time
if (not FlareEnabled) then
wait(Time)
FlareEnabled = true
end
end
function ReloadBomb(Time) --This function reloads the bombs based on the bomb reload time
if (not BombEnabled) then
wait(Time)
BombEnabled = true
end
end
function ReloadMissile(Time) --This function reloads the missile based on the missile reload time
if (not MissileEnabled) then
wait(Time)
MissileEnabled = true
end
end
function onMouseMoved(mouse) --This function is activated when the mouse moves
if Targetable2 then --If the plane can target...
local Gui = GuiClone.Main
if Targeting then
mouse.Icon = AimingCursor --All the cursors in this script were made by me
Gui.Mode.Text = "Targeting Mode"
local FoundPlayer = false
for i,v in pairs(game.Players:GetPlayers()) do
if v.Character then
if v.Character:findFirstChild("Torso") then
if v ~= Player then
if ((v.TeamColor ~= Player.TeamColor) or v.Neutral) then
local myHead = Character.Head
local TorsoPos = v.Character.Torso.CFrame
local Distance = (myHead.CFrame.p - TorsoPos.p).magnitude
local MouseDirection = (mouse.Hit.p - myHead.CFrame.p).unit
local Offset = (((MouseDirection * Distance) + myHead.CFrame.p) - TorsoPos.p).magnitude
if (not Locked) then
if (Offset/Distance) < 0.1 then
FoundPlayer = true
if TargetPlayer ~= v then
TargetPlayer = v
mouse.Icon = TargetCursor
AimGui.Enabled = true
LockGui.Enabled = false
AimGui.Adornee = TargetPlayer.Character.Torso
LockGui.Adornee = nil
end
end
if (not FoundPlayer) and TargetPlayer then
TargetPlayer = nil
mouse.Icon = AimingCursor
AimGui.Enabled = false
LockGui.Enabled = false
AimGui.Adornee = nil
LockGui.Adornee = nil
end
elseif Locked then
mouse.Icon = LockedCursor
AimGui.Enabled = false
LockGui.Enabled = true
AimGui.Adornee = nil
LockGui.Adornee = TargetPlayer.Character.Torso
end
end
end
end
end
end
elseif (not Targeting) then
mouse.Icon = NormalCursor
Gui.Mode.Text = "Flying Mode"
end
end
end
function onButton1Down(mouse) --This function is activated when you press the left mouse button
Locked = ((not Locked) and TargetPlayer and Targeting and EngineOn and Targeting2)
end
function IncreaseSpd() --This function increases the speed
if EngineOn then
if Selected then
while Accelerating do
Throttle = (Throttle < 1 and Throttle + 0.01 or 1)
DesiredSpeed = MaxSpeed2 * Throttle
wait(ThrottleInc2)
end
end
end
end
function DecreaseSpd() --This function decreases the speed
if EngineOn then
if Selected then
while Decelerating do
Throttle = (Throttle > 0 and Throttle - 0.01 or 0)
DesiredSpeed = MaxSpeed2 * Throttle
wait(ThrottleInc2)
end
end
end
end
function RoundNumber(Num) --This function rounds a number to the nearest whole number
return ((Num - math.floor(Num)) >= 0.5 and math.ceil(Num) or math.floor(Num))
end
function GetGear(Parent) --This function gets all the parts in the Gear folder
for i,v in pairs(Parent:GetChildren()) do
if (v:IsA("BasePart")) then
if (not v:findFirstChild("GearProp")) then
local GearProp = Instance.new("StringValue")
GearProp.Name = "GearProp"
GearProp.Value = v.Transparency..","..tostring(v.CanCollide)
GearProp.Parent = v
end
table.insert(LandingGear,v) --This inserts a table with the gear's properties into the LandingGear table
end
GetGear(v)
end
end
function ChangeGear() --This function extends or retracts the gear
for i,v in pairs(LandingGear) do
local GearProp = v.GearProp
local Comma = GearProp.Value:find(",",1,true)
local TransVal = tonumber(GearProp.Value:sub(1,Comma - 1))
local CollideVal = GearProp.Value:sub(Comma + 1)
v.Transparency = (TransVal ~= 1 and (GearUp and TransVal or 1))
v.CanCollide = (CollideVal and (GearUp and CollideVal or false))
end
end
function SetUpGui() --This function sets up the PlaneGui
local Gui = GuiClone.Main
Gui.Title.Text = PlaneName2
local TargetStats = Gui.Parent.Target
local HUD = Gui.Parent.HUD
local ControlsA,ControlsB = Gui.ControlsA,Gui.ControlsB
local FrameA,FrameB = Gui.FrameA,Gui.FrameB
local C1A,C1B = FrameA.C1.Key,FrameB.C1.Key
local C2A,C2B = FrameA.C2.Key,FrameB.C2.Key
local C3A,C3B = FrameA.C3.Key,FrameB.C3.Key
local C4A,C4B = FrameA.C4.Key,FrameB.C4.Key
local C5A,C5B = FrameA.C5.Key,FrameB.C5.Key
local C6,C7 = FrameA.C6.Key,FrameA.C7.Key
local GearText = Gui.Gear
for i,v in pairs(LandingGear) do --This section determines whether the gear are up or down
if v.Transparency == 1 then
GearUp = true
else
GearUp = false
break
end
end
local MaxSpeedScaled = math.ceil(MaxSpeed2/50)
for i = 1,(MaxSpeedScaled + 10) do --This creates a loop that clones the SpeedGui and positions it accordingly
local SpeedGui = HUD.Speed.Main
local Speed0 = SpeedGui["Speed-0"]
local SpeedClone = Speed0:clone()
SpeedClone.Position = UDim2.new(0,0,1,-(80 + (75 * i)))
SpeedClone.Name = ("Speed-%i"):format(50 * i)
SpeedClone.Text.Text = tostring(50 * i)
SpeedClone.Parent = SpeedGui
end
local MaxAltScaled = math.ceil(MaxAltitude2/500)
for i = 1,(MaxAltScaled + 10) do --This creates a loop that clones the AltitudeGui and positions it accordingly
local AltGui = HUD.Altitude.Main
local Altitude0 = AltGui["Altitude-0"]
local AltClone = Altitude0:clone()
AltClone.Position = UDim2.new(0,0,1,-(80 + (75 * i)))
AltClone.Name = ("Altitude-%s"):format(tostring(0.5 * i))
AltClone.Text.Text = tostring(0.5 * i)
AltClone.Parent = AltGui
end
GearText.Text = (GearUp and "Gear Up" or "Gear Down")
C1A.Text = "Key: "..FlightControls.Engine.Value:upper()
if FlightControls.SpeedUp.Value == "ArrowKeyUp" then
C2A.Text = "Key: ArrowKeyUp"
elseif FlightControls.SpeedUp.Value == "ArrowKeyDown" then
C2A.Text = "Key: ArrowKeyDown"
else
C2A.Text = "Key: "..FlightControls.SpeedUp.Value:upper()
end
if FlightControls.SlowDown.Value == "ArrowKeyUp" then
C3A.Text = "Key: ArrowKeyUp"
elseif FlightControls.SlowDown.Value == "ArrowKeyDown" then
C3A.Text = "Key: ArrowKeyDown"
else
C3A.Text = "Key: "..FlightControls.SlowDown.Value:upper()
end
C4A.Text = "Key: "..FlightControls.Gear.Value:upper()
if Targetable2 then
C5A.Text = "Key: "..TargetControls.Modes.Value:upper()
else
C5A.Parent.Visible = false
end
if Ejectable.Value then
C6.Text = "Key: "..FlightControls.Eject.Value:upper()
else
C6.Parent.Visible = false
end
if CamLock.Value then
C7.Text = "Key: "..FlightControls.LockCam.Value:upper()
else
C7.Parent.Visible = false
end
if (not WeaponsValue.Value) then
C1B.Parent.Visible = false
C2B.Parent.Visible = false
C3B.Parent.Visible = false
C4B.Parent.Visible = false
C5B.Parent.Visible = false
FrameB.Title.Text = "No Weapons"
elseif WeaponsValue.Value then
if WeaponsValue.Missiles.Value then
C1B.Text = "Key: "..WeaponControls.FireMissile.Value:upper()
elseif (not WeaponsValue.Missiles.Value) then
C1B.Parent.Visible = false
end
if WeaponsValue.Rockets.Value then
C2B.Text = "Key: "..WeaponControls.FireRockets.Value:upper()
elseif (not WeaponsValue.Rockets.Value) then
C2B.Parent.Visible = false
end
if WeaponsValue.Guns.Value then
C3B.Text = "Key: "..WeaponControls.FireGuns.Value:upper()
elseif (not WeaponsValue.Guns.Value) then
C3B.Parent.Visible = false
end
if WeaponsValue.Bombs.Value then
C4B.Text = "Key: "..WeaponControls.DropBombs.Value:upper()
elseif (not WeaponsValue.Bombs.Value) then
C4B.Parent.Visible = false
end
if WeaponsValue.Flares.Value then
C5B.Text = "Key: "..WeaponControls.DeployFlares.Value:upper()
elseif (not WeaponsValue.Flares.Value) then
C5B.Parent.Visible = false
end
end
ControlsA.MouseButton1Click:connect(function() --This function allows the Flight Controls frame to be opened or closed without an external script
if GuiAVisible then
GuiAVisible = false
FrameA:TweenPosition(UDim2.new(0,150,0,-190),"In","Quad",1,true)
elseif (not GuiAVisible) then
GuiAVisible = true
FrameA:TweenPosition(UDim2.new(0,150,0,170),"Out","Quad",1,true)
end
end)
ControlsB.MouseButton1Click:connect(function()
if GuiBVisible then
GuiBVisible = false
FrameB:TweenPosition(UDim2.new(0,-150,0,-150),"In","Quad",1,true)
elseif (not GuiBVisible) then
GuiBVisible = true
FrameB:TweenPosition(UDim2.new(0,-150,0,170),"Out","Quad",1,true)
end
end)
end
function GetRoll(CF) --This function gets the rotation of the Engine. Credit to DevAdrian for this
local CFRight = CF * CFrame.Angles(0,math.rad(90),0)
local CFNoRollRight = CFrame.new(CF.p,CF.p + CF.lookVector) * CFrame.Angles(0,math.rad(90),0)
local CFDiff = CFRight:toObjectSpace(CFNoRollRight)
return (-math.atan2(CFDiff.lookVector.Y, CFDiff.lookVector.Z) % (math.pi * 2) + math.pi)
end
function GetPitch(CF) --This function gets the pitch of the Engine. Credit to DevAdrian for this
local LV = CF.lookVector
local XZDist = math.sqrt(LV.x^2 + LV.z^2)
return math.atan(LV.y / XZDist)
end
function UpdateCamera() --This function uses the RunService to update the camera. It happens very fast so it is smooth
if Selected then
if (not LockedCam) then
Camera.CameraType = CameraType2
elseif LockedCam then
local HeadCF = Character.Head.CFrame
local PlaneSize = Plane:GetModelSize().magnitude/3
local Origin = HeadCF.p + (HeadCF.lookVector * (PlaneSize - 1))
local Target = HeadCF.p + (HeadCF.lookVector * PlaneSize)
Camera.CameraType = Enum.CameraType.Scriptable
Camera.CoordinateFrame = CFrame.new(Origin,Target)
Camera:SetRoll(GetRoll(Character.Head.CFrame))
end
else
Camera.CameraType = Enum.CameraType.Custom
end
end
function UpdateTargetStats(Target,Gui) --This function updates the stats about the Target
if Target then
local myHead = Character.Head
local TorsoPos = Target.Character.Torso.CFrame
local Distance = (myHead.CFrame.p - TorsoPos.p).magnitude
local TargetSpeed = (Target.Character.Torso.Velocity).magnitude
local TargetAlt = Target.Character.Torso.Position.Y
Gui.LockName.Text = ("Target: %s"):format(Target.Name)
Gui.Dist.Text = ("Distance: %s"):format(tostring(math.floor(Distance * 10)/10))
Gui.Speed.Text = ("Speed: %s"):format(tostring(math.floor(TargetSpeed * 10)/10))
Gui.Altitude.Text = ("Altitude: %s"):format(tostring(math.floor(TargetAlt * 10)/10))
elseif (not Target) then
Gui.LockName.Text = "Target: None"
Gui.Dist.Text = "Distance: N/A"
Gui.Speed.Text = "Speed: N/A"
Gui.Altitude.Text = "Altitude: N/A"
end
end
function UpdateHUD(Gui) --This function updates the HUD whenever the camera is locked
Gui.Roll.Rotation = math.deg(GetRoll(Character.Head.CFrame))
local PitchNum = math.deg(GetPitch(Character.Head.CFrame))/90
Gui.Roll.Pitch.Position = UDim2.new(0,-200,0,-500 + (PitchNum * 450))
local SpeedScaled = TrueAirSpeed/50
Gui.Speed.Main.Position = UDim2.new(0,0,0.5,SpeedScaled * 75)
Gui.Speed.Disp.Text.Text = RoundNumber(TrueAirSpeed)
local AltScaled = RoundNumber(Engine.Position.Y)/500
Gui.Altitude.Main.Position = UDim2.new(0,0,0.5,AltScaled * 75)
Gui.Altitude.Disp.Text.Text = RoundNumber(Engine.Position.Y)
local NegFactor = (Engine.Velocity.y/math.abs(Engine.Velocity.y))
local VerticalSpeed = RoundNumber(math.abs(Engine.Velocity.y))
Gui.ClimbRate.Text = ("VSI: %i"):format(VerticalSpeed * NegFactor)
Gui.GearStatus.Text = (GearUp and "Gear Up" or "Gear Down")
Gui.GearStatus.TextColor3 = (GearUp and Color3.new(0,1,0) or Color3.new(1,0,0))
Gui.EngineStatus.Text = (EngineOn and "Engine On" or "Engine Off")
Gui.EngineStatus.TextColor3 = (EngineOn and Color3.new(0,1,0) or Color3.new(1,0,0))
Gui.StallWarn.Visible = ((not Taxi()) and Stall())
Gui.PullUp.Visible = (EngineOn and (not Taxi()) and (AltRestrict.Value) and (Engine.Position.Y < (MinAltitude2 + 20)))
Gui.TaxiStatus.Visible = (Engine and Taxi())
Gui.Throttle.Bar.Tray.Position = UDim2.new(0,0,1,-(Throttle * 460))
Gui.Throttle.Bar.Tray.Size = UDim2.new(1,0,0,(Throttle * 460))
Gui.Throttle.Disp.Text = math.abs(math.floor(Throttle * 100)).."%"
local StallLinePos = (StallSpeed2/math.floor(TrueAirSpeed + 0.5)) * (StallSpeed2/MaxSpeed2)
local StallLinePosFix = (StallLinePos > 1 and 1 or StallLinePos < 0 and 0 or StallLinePos)
Gui.Throttle.Bar.StallLine.Position = UDim2.new(0,0,1 - StallLinePosFix,0)
Gui.Throttle.Bar.Tray.BackgroundColor3 = (Throttle <= StallLinePosFix and Color3.new(1,0,0) or Color3.new(0,1,0))
end
function UpdateGui(Taxiing,Stalling) --This function updates the gui.
local Gui = GuiClone.Main
local TargetStats = GuiClone.Target
local HUD = Player.PlayerGui.PlaneGui.HUD
Gui.Visible = ((not HUDOnLock.Value) or (HUDOnLock.Value and (not LockedCam)))
HUD.Visible = (LockedCam and HUDOnLock.Value)
if LockedCam and HUDOnLock.Value then UpdateHUD(HUD) end
if Targetable2 then UpdateTargetStats(TargetPlayer,TargetStats) end
Gui.PullUp.Visible = (EngineOn and (not Taxiing) and (AltRestrict.Value) and (Engine.Position.Y < (MinAltitude2 + 20)))
Gui.Taxi.Visible = (EngineOn and Taxiing)
Gui.Stall.Visible = ((not Taxiing) and Stalling)
Gui.Altitude.Text = "Altitude: "..RoundNumber(Engine.Position.Y)
Gui.Speed.Text = "Speed: "..RoundNumber(TrueAirSpeed)
Gui.Throttle.Bar.Tray.Size = UDim2.new(Throttle,0,1,0)
Gui.Throttle.Percent.Text = math.abs(math.floor(Throttle * 100)).."%"
local StallLinePos = (StallSpeed2/math.floor(TrueAirSpeed + 0.5)) * (StallSpeed2/MaxSpeed2)
local StallLinePosFix = (StallLinePos > 1 and 1 or StallLinePos < 0 and 0 or StallLinePos)
Gui.Throttle.Bar.StallLine.Position = UDim2.new(StallLinePosFix,0,0,0)
Gui.Throttle.Bar.Tray.BackgroundColor3 = (Throttle <= StallLinePosFix and Color3.new(1,0,0) or Color3.new(0,2/3,0))
end
function CalculateSpeed() --This function calculates the current speed
while Selected do
if EngineOn then
CurrentSpeed = (CurrentSpeed < DesiredSpeed and CurrentSpeed + 2 or CurrentSpeed - 2) --A simple ternary operation that calculates the currentspeed
CurrentSpeed = (CurrentSpeed < 0 and 0 or CurrentSpeed > MaxSpeed2 and MaxSpeed2 or CurrentSpeed) --This fixes the currentspeed
end
wait(0.5 - (Acceleration2/2000))
end
end
function GetLowestPoint() --This function gets the lowest point of the plane
if (#LandingGear == 0) then
LowestPoint = (Engine.Position.Y + 5 + (Engine.Size.Y/2))
return
end
for i,v in pairs(LandingGear) do
local Set0 = (Engine.Position.Y - (v.CFrame * CFrame.new((v.Size.X/2),0,0)).Y)
local Set1 = (Engine.Position.Y - (v.CFrame * CFrame.new(-(v.Size.X/2),0,0)).Y)
local Set2 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,(v.Size.Y/2),0)).Y)
local Set3 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,-(v.Size.Y/2),0)).Y)
local Set4 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,0,(v.Size.Z/2))).Y)
local Set5 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,0,-(v.Size.Z/2))).Y)
local Max = (math.max(Set0,Set1,Set2,Set3,Set4,Set5) + 5)
LowestPoint = (Max > LowestPoint and Max or LowestPoint)
end
end
function GetBankAngle(M) --This function calculates the Bank Angle
local VSX,X = M.ViewSizeX,M.X
local Ratio = (((VSX/2) - X)/(VSX/2))
Ratio = (Ratio < -1 and -1 or Ratio > 1 and 1 or Ratio)
return math.rad(Ratio * MaxBank2)
end
function Taxi() --This function determines whether the plane is taxiing or not
local Ray = Ray.new(Engine.Position,Vector3.new(0,-LowestPoint,0))
return (TrueAirSpeed <= StallSpeed2 and game.Workspace:FindPartOnRay(Ray,Plane))
end
function Stall() --This function determines whether the plane is stalling or not
return ((AltRestrict.Value and Engine.Position.Y > MaxAltitude2) or TrueAirSpeed < StallSpeed2)
end
function FlyMain(M) --This is the main flying function
if Selected then
local BankAngle = GetBankAngle(M) --This uses the "GetBankAngle" function to calculate the Bank Angle
local Taxi,Stall = Taxi(),Stall()
if EngineOn then
Engine.Thrust.velocity = (Engine.CFrame.lookVector * CurrentSpeed) + Vector3.new(0,0.15,0)
if Taxi then
if (CurrentSpeed < 2) then
Thrust.maxForce = Vector3.new(0,0,0)
Direction.maxTorque = Vector3.new(0,0,0)
else
Thrust.maxForce = Vector3.new(math.huge,0,math.huge)
Direction.maxTorque = Vector3.new(0,math.huge,0)
Direction.cframe = CFrame.new(Engine.Position,M.Hit.p)
end
elseif Stall then
Thrust.maxForce = Vector3.new(0,0,0)
Direction.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
Direction.cframe = (M.Hit*CFrame.Angles(0,0,BankAngle))
else
Thrust.maxForce = Vector3.new(math.huge,math.huge,math.huge)
Direction.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
Direction.cframe = (M.Hit*CFrame.Angles(0,0,BankAngle))
end
if ((AltRestrict.Value) and (Engine.Position.Y < MinAltitude2)) then --If there are altitude restrictions and you are below it...
AutoCrash.Value = true
end
elseif (not EngineOn) then
Thrust.maxForce = Vector3.new(0,0,0)
Thrust.velocity = Vector3.new(0,0,0)
Direction.maxTorque = Vector3.new(0,0,0)
end
TrueAirSpeed = Engine.Velocity.magnitude
UpdateGui(Taxi,Stall) --This activates the "UpdateGui" function]]
wait()
end
end
function onKeyDown(Key) --This function is activated whenever a key is pressed
Key:lower()
if (Key == FlightControls.Engine.Value) then --If you press the engine key...
local Gui = GuiClone.Main
if (not EngineOn) then
EngineOn = true
DesiredSpeed = 0
CurrentSpeed = 0
Throttle = 0
Gui.Engine.Visible = false
CalculateSpeed()
elseif EngineOn then
EngineOn = false
DesiredSpeed = 0
CurrentSpeed = 0
Throttle = 0
Gui.Engine.Visible = true
end
end
if (Key == FlightControls.Gear.Value) then --If you press the change gear key...
local Gui = GuiClone.Main
local Taxiing = Taxi()
if (#LandingGear ~= 0) then
if (not Taxiing) then
ChangeGear()
if (not GearUp) then
GearUp = true
Gui.Gear.Text = "Gear Up"
elseif GearUp then
GearUp = false
Gui.Gear.Text = "Gear Down"
end
end
end
end
if SUAK and Key:byte() == SpeedUp2 or (not SUAK) and (Key == SpeedUp2) then --If you press the speed up key...
Accelerating = true
IncreaseSpd()
end
if SDAK and Key:byte() == SlowDown2 or (not SDAK) and (Key == SlowDown2) then --If you press the slow down key...
Decelerating = true
DecreaseSpd()
end
if (Key == TargetControls.Modes.Value) then --If you press the change modes key...
if Targetable2 then
if EngineOn then
if (not Targeting) then
Targeting = true
elseif Targeting then
Targeting = false
Locked = false
AimGui.Enabled = false
LockGui.Enabled = false
end
end
end
end
if (Key == FlightControls.Eject.Value:lower()) then
if EngineOn then
local Taxiing = Taxi()
if (not Taxiing) then
if Ejectable.Value then
if (not Plane.Ejected.Value) then
Plane.Ejected.Value = true
local Seat = MainParts.Seat
local EjectClone = Tool.Ejector:clone()
EjectClone.Parent = Player.PlayerGui
EjectClone.Disabled = false
local Fire = Instance.new("Fire")
Fire.Parent = Engine
Fire.Heat = 25
Fire.Size = 30
local Smoke = Instance.new("Smoke")
Smoke.Parent = Engine
Smoke.Color = Color3.new(1/3,1/3,1/3)
Smoke.Opacity = 0.7
Smoke.RiseVelocity = 10
Smoke.Size = 10
Seat.SeatWeld:remove()
end
end
end
end
end
if (Key == FlightControls.LockCam.Value) then
LockedCam = (not LockedCam)
end
if (Key == WeaponControls.FireGuns.Value) then --If you press the fire guns key...
if WeaponsValue.Value then --If there are weapons...
if WeaponsValue.Guns.Value then --If there are guns...
if EngineOn then
local Taxiing = Taxi()
if (not Taxiing) then --This prevents you from firing the gun while your on the ground
FiringGun = true
FireMachineGun(Weapons) --This activates the "FireMachineGun" function
end
end
end
end
end
if (Key == WeaponControls.FireRockets.Value) then --If you press the fire rockets key...
if WeaponsValue.Value then
if WeaponsValue.Rockets.Value then
local Taxiing = Taxi()
if (not Taxiing) then
if RocketEnabled then
RocketEnabled = false
FireRockets(Weapons)
ReloadRocket(RocketTime2)
end
end
end
end
end
if (Key == WeaponControls.DeployFlares.Value) then --If you press the deploy flares key...
if WeaponsValue.Value then
if WeaponsValue.Flares.Value then
if EngineOn then
local Taxiing = Taxi()
if (not Taxiing) then
if FlareEnabled then --This makes the plane deploy flares 5 times every 0.2 seconds before you have to reload
FlareEnabled = false
for i = 1,5 do
DeployFlares(Weapons)
wait(0.2)
end
ReloadFlare(FlareTime2)
end
end
end
end
end
end
if (Key == WeaponControls.DropBombs.Value) then --If you press the drop bombs key...
if WeaponsValue.Value then
if WeaponsValue.Bombs.Value then
if EngineOn then
local Taxiing = Taxi()
if (not Taxiing) then
if BombEnabled then
BombEnabled = false
local BombSpawns = {}
for i,v in pairs(Weapons:GetChildren()) do
if v:IsA("BasePart") then
if v.Name == "BombSpawn" then
table.insert(BombSpawns,v)
end
end
end
local CurrentSpawn = BombSpawns[math.random(1,#BombSpawns)] --This line selects a random bomb spawn
if Locked then
DropGuidedBomb(CurrentSpawn)
ReloadBomb((BombTime2 * 2))
elseif (not Locked) then
for i = 1,5 do
DropBomb(Weapons)
wait(0.3)
end
ReloadBomb(BombTime2)
end
end
end
end
end
end
end
if (Key == WeaponControls.FireMissile.Value) then --If you press the fire missile key...
if WeaponsValue.Value then
if WeaponsValue.Missiles.Value then
if EngineOn then
local Taxiing = Taxi()
if (not Taxiing) then
if MissileEnabled then
MissileEnabled = false
local MissileSpawns = {}
for i,v in pairs(Weapons:GetChildren()) do
if v:IsA("BasePart") then
if v.Name == "MissileSpawn" then
table.insert(MissileSpawns,v)
end
end
end
local CurrentSpawn = MissileSpawns[math.random(1,#MissileSpawns)] --This line selects a random missile spawn
if Locked then
FireGuidedMissile(CurrentSpawn)
ReloadMissile((MissileTime2 * 2))
elseif (not Locked) then
FireMissile(CurrentSpawn)
ReloadMissile(MissileTime2)
end
end
end
end
end
end
end
if (Key == TargetControls.UnTarget.Value) then --If you press the untarget key...
if Targetable2 then
if Locked then
Locked = false
end
end
end
end
function onKeyUp(Key) --This function is activated when you let go of a key
Key:lower()
if SUAK and Key:byte() == SpeedUp2 or (not SUAK) and (Key == SpeedUp2) then --If you let go of the speed up key...
Accelerating = false
end
if SDAK and Key:byte() == SlowDown2 or (not SDAK) and (Key == SlowDown2) then --If you let go of the slow down key...
Decelerating = false
end
if (Key == WeaponControls.FireGuns.Value) then --If you let go of the fire guns key...
FiringGun = false
end
end
function onSelected(mouse) --This function is activated when you select the Plane tool
Selected = true
mouse2 = mouse
FixVars() --This activates the "FixVars" function
GetGear(Gear) --This activates the "GetGear" function
GetLowestPoint() --This activates the "GetLowestPoint" function
ToolSelect.Value = true
GuiClone = GUI:clone() --This line and the next one clones the plane gui and puts it into the player
GuiClone.Parent = Player.PlayerGui
SetUpGui() --This activates the "SetUpGui" function
Camera.CameraType = CameraType2 --This makes your cameratype the customize cameratype
if Targetable2 then --If the plane can target, then it will create the objects required for targeting
AimGui = Instance.new("BillboardGui",Player.PlayerGui)
AimGui.AlwaysOnTop = true
AimGui.Enabled = false
AimGui.Size = UDim2.new(0,50,0,50)
local Label = Instance.new("ImageLabel",AimGui)
Label.BackgroundTransparency = 1
Label.Image = "http://www.roblox.com/asset/?id=107388694"
Label.Size = UDim2.new(1,0,1,0)
LockGui = Instance.new("BillboardGui",Player.PlayerGui)
LockGui.AlwaysOnTop = true
LockGui.Enabled = false
LockGui.Size = UDim2.new(0,50,0,50)
local Label = Instance.new("ImageLabel",LockGui)
Label.BackgroundTransparency = 1
Label.Image = "http://www.roblox.com/asset/?id=107388656"
Label.Size = UDim2.new(1,0,1,0)
end
mouse.Icon = NormalCursor
FTab[1] = mouse.Move:connect(function() onMouseMoved(mouse) end) --Lines 1025-1029 activate the given functions
FTab[2] = mouse.Idle:connect(function() onMouseMoved(mouse) end)
FTab[3] = mouse.Button1Down:connect(function() onButton1Down(mouse) end)
FTab[4] = mouse.KeyDown:connect(onKeyDown)
FTab[5] = mouse.KeyUp:connect(onKeyUp)
FTab[6] = RunService.RenderStepped:connect(UpdateCamera)
FTab[7] = RunService.Stepped:connect(function() FlyMain(mouse) end)
end
function onDeselected(mouse) --This function is activated when you deselect the Plane tool
Selected = false
LockedCam = false
for i,v in pairs(FTab) do --This disconnects all the connections. It prevents bugs
if v then
v:disconnect()
end
end
Camera.CameraType = Enum.CameraType.Custom --This makes the CameraType "Custom"
Camera.CameraSubject = Character.Humanoid
if Targetable2 then --If the plane can target, then the objects required for targeting will be removed
AimGui:remove()
LockGui:remove()
end
if (not Taxi()) and EngineOn then --If you're not Taxiing and your engine is on...
if (not Deselect0.Value) and (not Plane.Ejected.Value) then --If you deselected the tool and didn't eject...
onDeselectFlying()
end
end
CurrentSpeed = 0 --Lines 1041-1054 resets the plane, the plane gui, and the plane tool
DesiredSpeed = 0
TrueAirSpeed = 0
EngineOn = false
Updating = false
Locked = false
Targeting = false
TargetPlayer = nil
ToolSelect.Value = false
GuiAVisible = true
GuiBVisible = true
GuiClone:remove()
Engine.Thrust.velocity = Vector3.new(0,0,0)
Engine.Thrust.maxForce = Vector3.new(0,0,0)
Engine.Direction.maxTorque = Vector3.new(0,0,0)
end
function onDeselectFlying() --This function blows up the plane
if (not Deselect0.Value) then
local Explosion = Instance.new("Explosion")
Explosion.Parent = game.Workspace
Explosion.Position = Engine.Position
Explosion.BlastRadius = Plane:GetModelSize().magnitude
Explosion.BlastPressure = 100000
Character.Humanoid.Health = 0
Engine.Thrust:remove()
Engine.Direction:remove()
delay(5,function()
Plane:Destroy()
end)
end
end
function onDeselectForced() --This function is activated when you get out of the plane without deselecting the tool first
if Deselect0.Value then
onDeselected()
mouse2.Icon = "rbxasset://textures\\ArrowCursor.png" --This makes the mouse icon the normal icon
end
end
script.Parent.Selected:connect(onSelected) --The next 3 lines activate the given functions
script.Parent.Deselected:connect(onDeselected)
Deselect0.Changed:connect(onDeselectForced)
|
--[[ The Module ]]
|
--
local BaseOcclusion = require(script.Parent:WaitForChild("BaseOcclusion"))
local Poppercam = setmetatable({}, BaseOcclusion)
Poppercam.__index = Poppercam
function Poppercam.new()
local self = setmetatable(BaseOcclusion.new(), Poppercam)
self.camera = nil
self.cameraSubjectChangeConn = nil
self.subjectPart = nil
self.playerCharacters = {} -- For ignoring in raycasts
self.vehicleParts = {} -- Also just for ignoring
self.lastPopAmount = 0
self.lastZoomLevel = 0
self.popperEnabled = false
return self
end
function Poppercam:GetOcclusionMode()
return Enum.DevCameraOcclusionMode.Zoom
end
function Poppercam:Enable(enable)
end
|
-- ================================================================================
-- Settings
-- ================================================================================
|
local Settings = {}
Settings.DefaultSpeed = 150 -- Speed when not boosted [Studs/second, Range 50-300]
Settings.BoostSpeed = 200 -- Speed when boosted [Studs/second, Maximum: 400]
Settings.BoostAmount = 10 -- Duration of boost in seconds
Settings.Steering = 5 -- How quickly the speeder turns [Range: 1-10]
|
--[[Engine (Avxnturador)]]
|
-- Everything below can be illustrated and tuned with the graph below.
-- https://www.desmos.com/calculator/oishj9m1tq
-- This includes everything, from the engines, to boost, to electric.
-- To import engines prior to AC6C V1.3, consult the README.
-- Naturally Aspirated Engine
Tune.Engine = true
Tune.Horsepower = 970
Tune.IdleRPM = 750
Tune.PeakRPM = 6800
Tune.Redline = 8000
Tune.EqPoint = 5252
Tune.PeakSharpness = 10
Tune.CurveMult = 0.4
-- Electric Engine
Tune.Electric = true
Tune.E_Redline = 12700
Tune.E_Trans1 = 4000
Tune.E_Trans2 = 7000
-- Horsepower
Tune.E_Horsepower = 223
Tune.EH_FrontMult = 0.15
Tune.EH_EndMult = 2.9
Tune.EH_EndPercent = 7
-- Torque
Tune.E_Torque = 286
Tune.ET_EndMult = 1.505
Tune.ET_EndPercent = 27.5
-- Turbocharger
Tune.Turbochargers = 2 -- Number of turbochargers in the engine
-- Set to 0 for no turbochargers
Tune.T_Boost = 25
Tune.T_Efficiency = 8.5
Tune.T_Size = 80 -- Turbo Size; Bigger size = more turbo lag
-- Supercharger
Tune.Superchargers = 0 -- Number of superchargers in the engine
-- Set to 0 for no superchargers
Tune.S_Boost = 7
Tune.S_Efficiency = 8.5
Tune.S_Sensitivity = 0.05 -- Supercharger responsiveness/sensitivity, applied per tick (recommended values between 0.05 to 0.1)
--Misc
Tune.ThrotAccel = .05 -- Throttle acceleration, applied per tick (recommended values between 0.05 to 0.1)
Tune.ThrotDecel = .2 -- Throttle deceleration, applied per tick (recommended values between 0.1 to 0.3)
Tune.BrakeAccel = .2 -- Brake acceleration, applied per tick
Tune.BrakeDecel = .5 -- Brake deceleration, applied per tick
Tune.RevAccel = 250 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.Flywheel = 500 -- Flywheel weight (higher = faster response, lower = more stable RPM)
Tune.InclineComp = 1 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
|
------ Programmed by BuildIntoGames; Removing this line will kill 5 children
| |
--[[[Default Controls]]
|
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%)
ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%)
}
--Control Mapping
Tune.Controls = {
--Keyboard Controls
--Mode Toggles
ToggleABS = Enum.KeyCode.Y ,
ToggleTransMode = Enum.KeyCode.Q ,
--Primary Controls
Throttle = Enum.KeyCode.Up ,
Brake = Enum.KeyCode.Down ,
SteerLeft = Enum.KeyCode.Left ,
SteerRight = Enum.KeyCode.Right ,
--Secondary Controls
Throttle2 = Enum.KeyCode.W ,
Brake2 = Enum.KeyCode.S ,
SteerLeft2 = Enum.KeyCode.A ,
SteerRight2 = Enum.KeyCode.D ,
--Manual Transmission
ShiftUp = Enum.KeyCode.E ,
ShiftDown = Enum.KeyCode.Q ,
Clutch = Enum.KeyCode.LeftShift ,
--Handbrake
PBrake = Enum.KeyCode.P ,
--Mouse Controls
MouseThrottle = Enum.UserInputType.MouseButton1 ,
MouseBrake = Enum.UserInputType.MouseButton2 ,
MouseClutch = Enum.KeyCode.W ,
MouseShiftUp = Enum.KeyCode.E ,
MouseShiftDown = Enum.KeyCode.Q ,
MousePBrake = Enum.KeyCode.LeftShift ,
--Controller Mapping
ContlrThrottle = Enum.KeyCode.ButtonR2 ,
ContlrBrake = Enum.KeyCode.ButtonL2 ,
ContlrSteer = Enum.KeyCode.Thumbstick1 ,
ContlrShiftUp = Enum.KeyCode.ButtonY ,
ContlrShiftDown = Enum.KeyCode.ButtonX ,
ContlrClutch = Enum.KeyCode.ButtonR1 ,
ContlrPBrake = Enum.KeyCode.ButtonL1 ,
ContlrToggleTMode = Enum.KeyCode.DPadUp ,
ContlrToggleTCS = Enum.KeyCode.DPadDown ,
ContlrToggleABS = Enum.KeyCode.DPadRight ,
}
|
-- A symbol that represents the absence of a value.
|
export type None = PubTypes.Symbol & {
-- name: "None" (add this when Luau supports singleton types)
}
|
--[=[
Creates a promise from a signal
@param signal Signal<T>
@return Promise<T>
]=]
|
function PromiseUtils.fromSignal(signal)
local promise = Promise.new()
local conn
promise:Finally(function()
conn:Disconnect()
conn = nil
end)
conn = signal:Connect(function(...)
promise:Resolve(...)
end)
return promise
end
|
-- / Configurations / --
|
local Configuration = Gun.Configuration
|
--------------------------CHARACTER CONTROL-------------------------------
|
local CurrentIgnoreList
local function GetCharacter()
return Player and Player.Character
end
local function GetTorso()
local humanoid = findPlayerHumanoid(Player)
return humanoid and humanoid.Torso
end
local function getIgnoreList()
if CurrentIgnoreList then
return CurrentIgnoreList
end
CurrentIgnoreList = {}
table.insert(CurrentIgnoreList, GetCharacter())
return CurrentIgnoreList
end
|
-- Only change the number below! --
|
local jumpCooldown = 2.0 -- Change this to the cooldown for every jump (decimals accepted)
|
--important stuff to register what is what. you need these if you want to do stuff with the tool itself.
|
Tool.Activated:connect(Activated)
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
Handle.Touched:connect(Blow)
|
--------RIGHT DOOR --------
|
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
|
-- Menus
|
function Icon:setMenu(arrayOfIcons)
-- Reset any previous icons
for i, otherIcon in pairs(self.menuIcons) do
otherIcon:leave()
end
-- Apply new icons
if type(arrayOfIcons) == "table" then
for i, otherIcon in pairs(arrayOfIcons) do
otherIcon:join(self, "menu", true)
end
end
-- Update menu
self:_updateMenu()
return self
end
function Icon:_getMenuDirection()
local direction = (self:get("menuDirection") or "_NIL"):lower()
local alignment = (self:get("alignment") or "_NIL"):lower()
if direction ~= "left" and direction ~= "right" then
direction = (alignment == "left" and "right") or "left"
end
return direction
end
function Icon:_updateMenu()
local values = {
maxIconsBeforeScroll = self:get("menuMaxIconsBeforeScroll") or "_NIL",
direction = self:get("menuDirection") or "_NIL",
iconAlignment = self:get("alignment") or "_NIL",
scrollBarThickness = self:get("menuScrollBarThickness") or "_NIL",
}
for k, v in pairs(values) do if v == "_NIL" then return end end
local XPadding = IconController[values.iconAlignment.."Gap"]--12
local menuContainer = self.instances.menuContainer
local menuFrame = self.instances.menuFrame
local menuList = self.instances.menuList
local totalIcons = #self.menuIcons
local direction = self:_getMenuDirection()
local lastVisibleIconIndex = (totalIcons > values.maxIconsBeforeScroll and values.maxIconsBeforeScroll) or totalIcons
local newCanvasSizeX = -XPadding
local newFrameSizeX = 0
local newMinHeight = 0
local sortFunc = (direction == "right" and function(a,b) return a:get("order") < b:get("order") end) or function(a,b) return a:get("order") > b:get("order") end
table.sort(self.menuIcons, sortFunc)
for i = 1, totalIcons do
local otherIcon = self.menuIcons[i]
local otherIconSize = otherIcon:get("iconSize")
local increment = otherIconSize.X.Offset + XPadding
if i <= lastVisibleIconIndex then
newFrameSizeX = newFrameSizeX + increment
end
if i == lastVisibleIconIndex and i ~= totalIcons then
newFrameSizeX = newFrameSizeX -2--(increment/4)
end
newCanvasSizeX = newCanvasSizeX + increment
local otherIconHeight = otherIconSize.Y.Offset
if otherIconHeight > newMinHeight then
newMinHeight = otherIconHeight
end
-- This ensures the menu is navigated fully and correctly with a controller
local prevIcon = self.menuIcons[i-1]
local nextIcon = self.menuIcons[i+1]
otherIcon.instances.iconButton.NextSelectionRight = prevIcon and prevIcon.instances.iconButton
otherIcon.instances.iconButton.NextSelectionLeft = nextIcon and nextIcon.instances.iconButton
end
local canvasSize = (lastVisibleIconIndex == totalIcons and 0) or newCanvasSizeX + XPadding
self:set("menuCanvasSize", UDim2.new(0, canvasSize, 0, 0))
self:set("menuSize", UDim2.new(0, newFrameSizeX, 0, newMinHeight + values.scrollBarThickness + 3))
-- Set direction
local directionDetails = {
left = {
containerAnchorPoint = Vector2.new(1, 0),
containerPosition = UDim2.new(0, -4, 0, 0),
canvasPosition = Vector2.new(canvasSize, 0)
},
right = {
containerAnchorPoint = Vector2.new(0, 0),
containerPosition = UDim2.new(1, XPadding-2, 0, 0),
canvasPosition = Vector2.new(0, 0),
}
}
local directionDetail = directionDetails[direction]
menuContainer.AnchorPoint = directionDetail.containerAnchorPoint
menuContainer.Position = directionDetail.containerPosition
menuFrame.CanvasPosition = directionDetail.canvasPosition
self._menuCanvasPos = directionDetail.canvasPosition
menuList.Padding = UDim.new(0, XPadding)
end
function Icon:_menuIgnoreClipping()
self:_ignoreClipping("menu")
end
|
--[[**
ensures value is an array of a strict makeup and size
@param check The check to compare all values with
@returns A function that will return true iff the condition is passed
**--]]
|
function t.strictArray(...)
local valueTypes = { ... }
assert(t.array(t.callback)(valueTypes))
return function(value)
local keySuccess, keyErrMsg = arrayKeysCheck(value)
if keySuccess == false then
return false, string.format("[strictArray] %s", keyErrMsg or "")
end
-- If there's more than the set array size, disallow
if #valueTypes < #value then
return false, string.format("[strictArray] Array size exceeds limit of %d", #valueTypes)
end
for idx, typeFn in valueTypes do
local typeSuccess, typeErrMsg = typeFn(value[idx])
if not typeSuccess then
return false, string.format("[strictArray] Array index #%d - %s", idx, typeErrMsg)
end
end
return true
end
end
end
do
local callbackArray = t.array(t.callback)
|
--s.Pitch = 0.7
|
while s.Pitch<0.6 do
s.Pitch=s.Pitch+0.010
s:Play()
if s.Pitch>0.6 then
s.Pitch=0.6
end
wait(0.001)
end
|
--Tool.Equipped:connect(OnEquipped)
--Tool.Changed:connect(OnChanged)
|
Tool = script.Parent
mouse = game.Players.LocalPlayer:GetMouse()
colors = {45, 119, 21, 24, 23, 105, 104}
function fire(v)
script.Parent.fire:FireServer(v)
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
local targetPos = humanoid.TargetPoint
local lookAt = (mouse.Hit.p - character.Head.Position).unit
fire(lookAt)
wait(.5)
Tool.Enabled = true
end
script.Parent.Activated:connect(onActivated)
|
--[[ Initialization ]]
|
--
-- TODO: Remove when safe! ContextActionService crashes touch clients with tupele is 2 or more
if not UserInputService.TouchEnabled then
initialize()
if isShiftLockMode() then
InputCn = UserInputService.InputBegan:connect(onShiftInputBegan)
IsActionBound = true
end
end
|
--// Script
|
for index,Weapon in pairs(Folder:GetChildren()) do
local Clone = Template:Clone()
Clone.Name = Weapon.Name
Clone.Price.Value = Weapon.Price.Value
Clone.NAME.Text = Weapon.Name
Clone.COST.Text = Weapon.Price.Value
Clone.Parent = script.Parent
Clone.Visible = true
end
|
----- Private Variables -----
|
local ActiveProfileStores = ProfileService._active_profile_stores
local AutoSaveList = ProfileService._auto_save_list
local IssueQueue = ProfileService._issue_queue
local DataStoreService = game:GetService("DataStoreService")
local RunService = game:GetService("RunService")
local PlaceId = game.PlaceId
local JobId = game.JobId
local AutoSaveIndex = 1 -- Next profile to auto save
local LastAutoSave = os.clock()
local LoadIndex = 0
local ActiveProfileLoadJobs = 0 -- Number of active threads that are loading in profiles
local ActiveProfileSaveJobs = 0 -- Number of active threads that are saving profiles
local CriticalStateStart = 0 -- os.clock()
local IsStudio = RunService:IsStudio()
local IsLiveCheckActive = false
local UseMockDataStore = false
local MockDataStore = ProfileService._mock_data_store -- Mock data store used when API access is disabled
local UserMockDataStore = ProfileService._user_mock_data_store -- Separate mock data store accessed via ProfileStore.Mock
local UseMockTag = {}
local CustomWriteQueue = {
--[[
[store] = {
[key] = {
LastWrite = os.clock(),
Queue = {callback, ...},
CleanupJob = nil,
},
...
},
...
--]]
}
|
--SFX ID to Sound object
|
local Sounds = {}
local SoundService = game:GetService("SoundService")
do
local Figure = script.Parent.Parent
Head = Figure:WaitForChild("Head")
while not Humanoid do
for _,NewHumanoid in pairs(Figure:GetChildren()) do
if NewHumanoid:IsA("Humanoid") then
Humanoid = NewHumanoid
break
end
end
if Humanoid then break end
Figure.ChildAdded:wait()
end
Sounds[SFX.Died] = Head:WaitForChild("Died")
Sounds[SFX.Running] = Head:WaitForChild("Running")
Sounds[SFX.Swimming] = Head:WaitForChild("Swimming")
Sounds[SFX.Climbing] = Head:WaitForChild("Climbing")
Sounds[SFX.Jumping] = Head:WaitForChild("Jumping")
Sounds[SFX.GettingUp] = Head:WaitForChild("GettingUp")
Sounds[SFX.FreeFalling] = Head:WaitForChild("FreeFalling")
Sounds[SFX.Landing] = Head:WaitForChild("Landing")
Sounds[SFX.Splash] = Head:WaitForChild("Splash")
local DefaultServerSoundEvent = game:GetService("ReplicatedStorage"):FindFirstChild("DefaultServerSoundEvent")
if DefaultServerSoundEvent then
DefaultServerSoundEvent.OnClientEvent:connect(function(sound, playing, resetPosition)
if UserSettings():IsUserFeatureEnabled("UserPlayCharacterLoopSoundWhenFE") then
if resetPosition and sound.TimePosition ~= 0 then
sound.TimePosition = 0
end
if sound.IsPlaying ~= playing then
sound.Playing = playing
end
else
if sound.TimePosition ~= 0 then
sound.TimePosition = 0
end
if not sound.IsPlaying then
sound.Playing = true
end
end
end)
end
end
local IsSoundFilteringEnabled = function()
return game.Workspace.FilteringEnabled and SoundService.RespectFilteringEnabled
end
local Util
Util = {
--Define linear relationship between (pt1x,pt2x) and (pt2x,pt2y). Evaluate this at x.
YForLineGivenXAndTwoPts = function(x,pt1x,pt1y,pt2x,pt2y)
--(y - y1)/(x - x1) = m
local m = (pt1y - pt2y) / (pt1x - pt2x)
--float b = pt1.y - m * pt1.x;
local b = (pt1y - m * pt1x)
return m * x + b
end;
--Clamps the value of "val" between the "min" and "max"
Clamp = function(val,min,max)
return math.min(max,math.max(min,val))
end;
--Gets the horizontal (x,z) velocity magnitude of the given part
HorizontalSpeed = function(Head)
local hVel = Head.Velocity + Vector3.new(0,-Head.Velocity.Y,0)
return hVel.magnitude
end;
--Gets the vertical (y) velocity magnitude of the given part
VerticalSpeed = function(Head)
return math.abs(Head.Velocity.Y)
end;
--Setting Playing/TimePosition values directly result in less network traffic than Play/Pause/Resume/Stop
--If these properties are enabled, use them.
Play = function(sound)
if IsSoundFilteringEnabled() then
sound.CharacterSoundEvent:FireServer(true, true)
end
if sound.TimePosition ~= 0 then
sound.TimePosition = 0
end
if not sound.IsPlaying then
sound.Playing = true
end
end;
Pause = function(sound)
if UserSettings():IsUserFeatureEnabled("UserPlayCharacterLoopSoundWhenFE") and IsSoundFilteringEnabled() then
sound.CharacterSoundEvent:FireServer(false, false)
end
if sound.IsPlaying then
sound.Playing = false
end
end;
Resume = function(sound)
if UserSettings():IsUserFeatureEnabled("UserPlayCharacterLoopSoundWhenFE") and IsSoundFilteringEnabled() then
sound.CharacterSoundEvent:FireServer(true, false)
end
if not sound.IsPlaying then
sound.Playing = true
end
end;
Stop = function(sound)
if UserSettings():IsUserFeatureEnabled("UserPlayCharacterLoopSoundWhenFE") and IsSoundFilteringEnabled() then
sound.CharacterSoundEvent:FireServer(false, true)
end
if sound.IsPlaying then
sound.Playing = false
end
if sound.TimePosition ~= 0 then
sound.TimePosition = 0
end
end;
}
do
-- List of all active Looped sounds
local playingLoopedSounds = {}
-- Last seen Enum.HumanoidStateType
local activeState = nil
-- Verify and set that "sound" is in "playingLoopedSounds".
function setSoundInPlayingLoopedSounds(sound)
for i=1, #playingLoopedSounds do
if playingLoopedSounds[i] == sound then
return
end
end
table.insert(playingLoopedSounds,sound)
end
-- Stop all active looped sounds except parameter "except". If "except" is not passed, all looped sounds will be stopped.
function stopPlayingLoopedSoundsExcept(except)
for i=#playingLoopedSounds,1,-1 do
if playingLoopedSounds[i] ~= except then
Util.Pause(playingLoopedSounds[i])
table.remove(playingLoopedSounds,i)
end
end
end
-- Table of Enum.HumanoidStateType to handling function
local stateUpdateHandler = {
[Enum.HumanoidStateType.Dead] = function()
stopPlayingLoopedSoundsExcept()
local sound = Sounds[SFX.Died]
Util.Play(sound)
end;
[Enum.HumanoidStateType.RunningNoPhysics] = function()
stateUpdated(Enum.HumanoidStateType.Running)
end;
[Enum.HumanoidStateType.Running] = function()
local sound = Sounds[SFX.Running]
stopPlayingLoopedSoundsExcept(sound)
if Util.HorizontalSpeed(Head) > 0.5 then
Util.Resume(sound)
setSoundInPlayingLoopedSounds(sound)
else
stopPlayingLoopedSoundsExcept()
end
end;
[Enum.HumanoidStateType.Swimming] = function()
if activeState ~= Enum.HumanoidStateType.Swimming and Util.VerticalSpeed(Head) > 0.1 then
local splashSound = Sounds[SFX.Splash]
splashSound.Volume = Util.Clamp(
Util.YForLineGivenXAndTwoPts(
Util.VerticalSpeed(Head),
100, 0.28,
350, 1),
0,1)
Util.Play(splashSound)
end
do
local sound = Sounds[SFX.Swimming]
stopPlayingLoopedSoundsExcept(sound)
Util.Resume(sound)
setSoundInPlayingLoopedSounds(sound)
end
end;
[Enum.HumanoidStateType.Climbing] = function()
local sound = Sounds[SFX.Climbing]
if Util.VerticalSpeed(Head) > 0.1 then
Util.Resume(sound)
stopPlayingLoopedSoundsExcept(sound)
else
stopPlayingLoopedSoundsExcept()
end
setSoundInPlayingLoopedSounds(sound)
end;
[Enum.HumanoidStateType.Jumping] = function()
if activeState == Enum.HumanoidStateType.Jumping then
return
end
stopPlayingLoopedSoundsExcept()
local sound = Sounds[SFX.Jumping]
Util.Play(sound)
end;
[Enum.HumanoidStateType.GettingUp] = function()
stopPlayingLoopedSoundsExcept()
local sound = Sounds[SFX.GettingUp]
Util.Play(sound)
end;
[Enum.HumanoidStateType.Freefall] = function()
if activeState == Enum.HumanoidStateType.Freefall then
return
end
local sound = Sounds[SFX.FreeFalling]
sound.Volume = 0
stopPlayingLoopedSoundsExcept()
end;
[Enum.HumanoidStateType.FallingDown] = function()
stopPlayingLoopedSoundsExcept()
end;
[Enum.HumanoidStateType.Landed] = function()
stopPlayingLoopedSoundsExcept()
if Util.VerticalSpeed(Head) > 75 then
local landingSound = Sounds[SFX.Landing]
landingSound.Volume = Util.Clamp(
Util.YForLineGivenXAndTwoPts(
Util.VerticalSpeed(Head),
50, 0,
100, 1),
0,1)
Util.Play(landingSound)
end
end;
[Enum.HumanoidStateType.Seated] = function()
stopPlayingLoopedSoundsExcept()
end;
}
-- Handle state event fired or OnChange fired
function stateUpdated(state)
if stateUpdateHandler[state] ~= nil then
stateUpdateHandler[state]()
end
activeState = state
end
Humanoid.Died:connect( function() stateUpdated(Enum.HumanoidStateType.Dead) end)
Humanoid.Running:connect( function() stateUpdated(Enum.HumanoidStateType.Running) end)
Humanoid.Swimming:connect( function() stateUpdated(Enum.HumanoidStateType.Swimming) end)
Humanoid.Climbing:connect( function() stateUpdated(Enum.HumanoidStateType.Climbing) end)
Humanoid.Jumping:connect( function() stateUpdated(Enum.HumanoidStateType.Jumping) end)
Humanoid.GettingUp:connect( function() stateUpdated(Enum.HumanoidStateType.GettingUp) end)
Humanoid.FreeFalling:connect( function() stateUpdated(Enum.HumanoidStateType.Freefall) end)
Humanoid.FallingDown:connect( function() stateUpdated(Enum.HumanoidStateType.FallingDown) end)
-- required for proper handling of Landed event
Humanoid.StateChanged:connect(function(old, new)
stateUpdated(new)
end)
function onUpdate(stepDeltaSeconds, tickSpeedSeconds)
local stepScale = stepDeltaSeconds / tickSpeedSeconds
do
local sound = Sounds[SFX.FreeFalling]
if activeState == Enum.HumanoidStateType.Freefall then
if Head.Velocity.Y < 0 and Util.VerticalSpeed(Head) > 75 then
Util.Resume(sound)
--Volume takes 1.1 seconds to go from volume 0 to 1
local ANIMATION_LENGTH_SECONDS = 1.1
local normalizedIncrement = tickSpeedSeconds / ANIMATION_LENGTH_SECONDS
sound.Volume = Util.Clamp(sound.Volume + normalizedIncrement * stepScale, 0, 1)
else
sound.Volume = 0
end
else
Util.Pause(sound)
end
end
do
local sound = Sounds[SFX.Running]
if activeState == Enum.HumanoidStateType.Running then
if Util.HorizontalSpeed(Head) < 0.5 then
Util.Pause(sound)
end
end
end
end
local lastTick = tick()
local TICK_SPEED_SECONDS = 0.25
while true do
onUpdate(tick() - lastTick,TICK_SPEED_SECONDS)
lastTick = tick()
wait(TICK_SPEED_SECONDS)
end
end
|
-- ROBLOX scripter hackers, see what you can do with this:
-- game:GetService("BadgeService"):UserHasBadge(userid, badgeid)
|
function OnTouch(part)
if (part.Parent:FindFirstChild("Humanoid") ~= nil) then
local p = game.Players:GetPlayerFromCharacter(part.Parent)
if (p ~= nil) then
print("Awarding BadgeID: " ..script.Parent.BadgeID.Value .. " to UserID: " .. p.userId)
local b = game:GetService("BadgeService")
b:AwardBadge(p.userId, script.Parent.BadgeID.Value)
end
end
end
script.Parent.Touched:connect(OnTouch)
|
--Sizes
|
local xsize = script.Parent.Size.X
local ysize = script.Parent.Size.Y
local zsize = script.Parent.Size.Z
|
-- If in-game, enable ctrl hotkeys for cloning and deleting
|
if Mode == 'Tool' then
AssignHotkey({ 'LeftControl', 'C' }, CloneSelection);
AssignHotkey({ 'RightControl', 'C' }, CloneSelection);
AssignHotkey({ 'LeftControl', 'X' }, DeleteSelection);
AssignHotkey({ 'RightControl', 'X' }, DeleteSelection);
end;
|
--| Remote |--
|
local Remote = Replicated.Access.Remotes
|
-- Main loop for the entire game
|
while true do
displayManager.updateStatus("Waiting for Players")
displayManager.updateTime(0)
repeat
wait(1)
until Players.NumPlayers >= gameSettings.minimumPlayers
-- Actual Intermission
displayManager.updateStatus("Intermission")
gameTimer:start(gameSettings.intermissionDuration)
displayManager.trackTimer(gameTimer)
gameTimer.finished:Wait()
roundManager.prepareGame()
displayManager.updateStatus("Round in Progress")
-- Waits until the roundEnd event has fired before continuing the script
local endState = roundEnd.Event:Wait()
-- Displays how the game ended to the player's GUI. Ex: Winner found, time up ...
local resultString = roundManager.endRound()
displayRoundResult:FireAllClients(resultString)
-- Starts the end intermission. Will remove player weapons if still actively in game.
displayManager.updateTime(0)
wait(gameSettings.transitionEnd)
roundManager.endGameIntermission()
-- Resets the game by moving players back into the lobby and clearing used variables
roundManager.resetGame()
end
|
--[=[
@prop Util Folder
@within KnitClient
@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.
]=]
|
KnitClient.Util = script.Parent.Parent
local Promise = require(KnitClient.Util.Promise)
local Comm = require(KnitClient.Util.Comm)
local ClientComm = Comm.ClientComm
local controllers: {[string]: Controller} = {}
local services: {[string]: Service} = {}
local servicesFolder = nil
local started = false
local startedComplete = false
local onStartedComplete = Instance.new("BindableEvent")
local function DoesControllerExist(controllerName: string): boolean
local controller: Controller? = controllers[controllerName]
return controller ~= nil
end
local function GetServicesFolder()
if not servicesFolder then
servicesFolder = script.Parent:WaitForChild("Services")
end
return servicesFolder
end
local function GetMiddlewareForService(serviceName: string)
local knitMiddleware = selectedOptions.Middleware or {}
local serviceMiddleware = selectedOptions.PerServiceMiddleware[serviceName]
return serviceMiddleware or knitMiddleware
end
local function BuildService(serviceName: string)
local folder = GetServicesFolder()
local middleware = GetMiddlewareForService(serviceName)
local clientComm = ClientComm.new(folder, selectedOptions.ServicePromises, serviceName)
local service = clientComm:BuildObject(middleware.Inbound, middleware.Outbound)
services[serviceName] = service
return service
end
|
-- Provide functionality to the server API endpoint instance
|
ServerEndpoint.OnServerInvoke = function (Client, ...)
return SyncModule.PerformAction(Client, ...);
end;
|
--[=[
@param trigger KeyCode
@param deadzoneThreshold number?
@return number
Gets the position of the given trigger. The triggers are usually going
to be `Enum.KeyCode.ButtonL2` and `Enum.KeyCode.ButtonR2`. These trigger
buttons are analog, and will output a value between the range of [0, 1].
If `deadzoneThreshold` is not included, the `DefaultDeadzone` value is
used instead.
```lua
local triggerAmount = gamepad:GetTrigger(Enum.KeyCode.ButtonR2)
print(triggerAmount)
```
]=]
|
function Gamepad:GetTrigger(trigger: Enum.KeyCode, deadzoneThreshold: number?): number
return ApplyDeadzone(self.State[trigger].Position.Z, deadzoneThreshold or self.DefaultDeadzone)
end
|
----------------------------------
------------FUNCTIONS-------------
----------------------------------
|
function Receive(action, ...)
local args = {...}
if not ScriptReady then return end
if action == "activate" then
if not PlayingEnabled then
Activate(args[1], args[2])
end
elseif action == "deactivate" then
if PlayingEnabled then
Deactivate()
end
elseif action == "play" then
if Player ~= args[1] then
PlayNoteServer(args[2], args[3], args[4], args[5])
end
end
end
function Activate(cameraCFrame, sounds)
PlayingEnabled = true
MakeHumanoidConnections()
MakeKeyboardConnections()
MakeGuiConnections()
SetCamera(cameraCFrame)
SetSounds(sounds)
ShowPiano()
end
function Deactivate()
PlayingEnabled = false
BreakHumanoidConnections()
BreakKeyboardConnections()
BreakGuiConnections()
HidePiano()
HideSheets()
ReturnCamera()
Jump()
end
function PlayNoteClient(note)
PlayNoteSound(note)
HighlightPianoKey(note)
Connector:FireServer("play", note)
end
function PlayNoteServer(note, point, range)
PlayNoteSound(note, point, range)
end
function Abort()
Connector:FireServer("abort")
end
|
--returns the wielding player of this tool
|
function getPlayer()
local char = Tool.Parent
return game:GetService("Players"):GetPlayerFromCharacter(Character)
end
function Toss(direction)
local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z)
local spawnPos = Character.Head.Position
spawnPos = spawnPos + (direction * 5)
local Object = Tool.Handle:Clone()
Object.Burn.Attachment.Debris.Enabled = true
Object.ThinkFast:Destroy()
Object.Parent = workspace
Object.Swing.Pitch = Random.new():NextInteger(90, 110)/100
Object.Swing:Play()
Object.CanCollide = true
Object.CFrame = Tool.Handle.CFrame
Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0)
Object.Trail.Enabled = true
local rand = 11.25
Object.RotVelocity = Vector3.new(Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand))
Object:SetNetworkOwner(getPlayer())
local ScriptClone = DamageScript:Clone()
ScriptClone.Parent = Object
ScriptClone.Disabled = false
local tag = Instance.new("ObjectValue")
tag.Value = getPlayer()
tag.Name = "creator"
tag.Parent = Object
end
PowerRemote.OnServerEvent:Connect(function(player, Power)
local holder = getPlayer()
if holder ~= player then return end
AttackVelocity = Power
end)
TossRemote.OnServerEvent:Connect(function(player, mousePosition)
local holder = getPlayer()
if holder ~= player then return end
if Cooldown.Value == true then return end
Cooldown.Value = true
if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then
TossRemote:FireClient(getPlayer(), "PlayAnimation", "Animation")
end
local targetPos = mousePosition.p
local lookAt = (targetPos - Character.Head.Position).unit
local SecretRNG = Random.new():NextInteger(1,10) --Change RNG value here
if SecretRNG == 1 then
local ChucklenutsSound = Tool.Handle.ThinkFast:Play()
end
Toss(lookAt)
task.wait(CooldownTime)
Cooldown.Value = false
end)
Tool.Equipped:Connect(function()
Character = Tool.Parent
Humanoid = Character:FindFirstChildOfClass("Humanoid")
end)
Tool.Unequipped:Connect(function()
Character = nil
Humanoid = nil
end)
|
-- But in this script, the animation is loaded only ONCE.
|
Mouse.KeyDown:connect(function(key)
key = string.lower(key)
if string.byte(key) == 48 then
s:Play()
humanoid.WalkSpeed = 67
end
end)
Mouse.KeyUp:connect(function(key)
key = string.lower(key)
if string.byte(key) == 48 then
s:Stop()
humanoid.WalkSpeed = 7
end
end)
|
--]]
|
function getHumanoid(model)
for _, v in pairs(model:GetChildren()) do
if v:IsA'Humanoid' then
return v
end
end
end
local ai = script.Parent
local human = getHumanoid(ai)
local hroot = ai.HumanoidRootPart
local zspeed = hroot.Velocity.magnitude
local pfs = game:GetService("PathfindingService")
function GetPlayerNames()
local players = game:GetService('Players'):GetChildren()
local name = nil
for _, v in pairs(players) do
if v:IsA'Player' then
name = tostring(v.Name)
end
end
return name
end
function GetPlayersBodyParts(t)
local torso = t
if torso then
local figure = torso.Parent
for _, v in pairs(figure:GetChildren()) do
if v:IsA'Part' then
return v.Name
end
end
else
return "HumanoidRootPart"
end
end
function GetTorso(part)
local chars = game.Workspace:GetChildren()
local torso = nil
for _, v in pairs(chars) do
if v:IsA'Model' and v ~= script.Parent and v.Name == GetPlayerNames() and not v:FindFirstChild("Enemy") then
local charRoot = v:FindFirstChild'HumanoidRootPart'
if (charRoot.Position - part).magnitude < SearchDistance then
torso = charRoot
end
end
end
return torso
end
for _, zambieparts in pairs(ai:GetChildren()) do
if zambieparts:IsA'Part' then
zambieparts.Touched:connect(function(p)
if p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= ai.Name then -- damage
local enemy = p.Parent
local enemyhuman = getHumanoid(enemy)
enemyhuman:TakeDamage(aiDamage)
end
end)
end
end
|
--while wait() do
|
if char then
game.StarterGui:SetCoreGuiEnabled(2,EnableBackpackGui)
for i,v in ipairs(char:GetChildren()) do
if v.className ~= ""..Weapon.."" then
wait()
if db == 1 then
player.Character.Humanoid:EquipTool(tool)
db=2
end
end
end
script.Parent.Unequipped:connect(function()
db=1
end)
end
|
--Update list of players in admin panel
|
local selectPlrFrame = panel.Pages.MainButtonsFrame.ButtonsScroller.SelectPlayerFrame
local scroller = selectPlrFrame.PlayersScroller
local selectedFrame = selectPlrFrame.SelectedPlayerFrame
selectedFrame.Visible = false
function updatePlayers()
for i, child in pairs(scroller:GetChildren()) do
if child:IsA("TextButton") then
child:Destroy()
end
end
for i, plr in pairs(game.Players:GetPlayers()) do
local btn = script.PlayerButton:Clone()
local name = plr.Name
btn.PlayerName.Text = name
local image = game.Players:GetUserThumbnailAsync(plr.UserId, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size100x100)
btn.PlayerImage.Image = image
btn.MouseButton1Click:Connect(function()
selectedFrame.PlayerName.Text = name
selectedFrame.DisplayName.Text = "@" .. plr.DisplayName
selectedFrame.UserId.Text = plr.UserId
selectedFrame.InGame.Text = "Currently in server 🟢"
selectedFrame.PlayerImage.Image = image
selectedFrame.Visible = true
end)
btn.Parent = scroller
end
end
updatePlayers()
game.Players.PlayerAdded:Connect(updatePlayers)
game.Players.PlayerRemoving:Connect(updatePlayers)
|
--[=[
@tag Component Class
@return {Component}
Gets a table array of all existing component objects. For example,
if there was a component class linked to the "MyComponent" tag,
and three Roblox instances in your game had that same tag, then
calling `GetAll` would return the three component instances.
```lua
local MyComponent = Component.new({Tag = "MyComponent"})
-- ...
local components = MyComponent:GetAll()
for _,component in ipairs(components) do
component:DoSomethingHere()
end
```
]=]
|
function Component:GetAll()
return self[KEY_COMPONENTS]
end
|
--////////////////////////////////////////////////////////////////////////////////////////////
--////////////////////////////////////////////////////////////// Code to do chat window fading
--////////////////////////////////////////////////////////////////////////////////////////////
|
function CheckIfPointIsInSquare(checkPos, topLeft, bottomRight)
return (topLeft.X <= checkPos.X and checkPos.X <= bottomRight.X and
topLeft.Y <= checkPos.Y and checkPos.Y <= bottomRight.Y)
end
local backgroundIsFaded = false
local textIsFaded = false
local lastTextFadeTime = 0
local lastBackgroundFadeTime = 0
local fadedChanged = Instance.new("BindableEvent")
local mouseStateChanged = Instance.new("BindableEvent")
local chatBarFocusChanged = Instance.new("BindableEvent")
function DoBackgroundFadeIn(setFadingTime)
lastBackgroundFadeTime = tick()
backgroundIsFaded = false
fadedChanged:Fire()
ChatWindow:FadeInBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration))
local currentChannelObject = ChatWindow:GetCurrentChannel()
if (currentChannelObject) then
local Scroller = MessageLogDisplay.Scroller
Scroller.ScrollingEnabled = true
Scroller.ScrollBarThickness = moduleMessageLogDisplay.ScrollBarThickness
end
end
function DoBackgroundFadeOut(setFadingTime)
lastBackgroundFadeTime = tick()
backgroundIsFaded = true
fadedChanged:Fire()
ChatWindow:FadeOutBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration))
local currentChannelObject = ChatWindow:GetCurrentChannel()
if (currentChannelObject) then
local Scroller = MessageLogDisplay.Scroller
Scroller.ScrollingEnabled = false
Scroller.ScrollBarThickness = 0
end
end
function DoTextFadeIn(setFadingTime)
lastTextFadeTime = tick()
textIsFaded = false
fadedChanged:Fire()
ChatWindow:FadeInText((setFadingTime or ChatSettings.ChatDefaultFadeDuration) * 0)
end
function DoTextFadeOut(setFadingTime)
lastTextFadeTime = tick()
textIsFaded = true
fadedChanged:Fire()
ChatWindow:FadeOutText((setFadingTime or ChatSettings.ChatDefaultFadeDuration))
end
function DoFadeInFromNewInformation()
DoTextFadeIn()
if ChatSettings.ChatShouldFadeInFromNewInformation then
DoBackgroundFadeIn()
end
end
function InstantFadeIn()
DoBackgroundFadeIn(0)
DoTextFadeIn(0)
end
function InstantFadeOut()
DoBackgroundFadeOut(0)
DoTextFadeOut(0)
end
local mouseIsInWindow = nil
function UpdateFadingForMouseState(mouseState)
mouseIsInWindow = mouseState
mouseStateChanged:Fire()
if (ChatBar:IsFocused()) then return end
if (mouseState) then
DoBackgroundFadeIn()
DoTextFadeIn()
else
DoBackgroundFadeIn()
end
end
spawn(function()
while true do
RunService.RenderStepped:wait()
while (mouseIsInWindow or ChatBar:IsFocused()) do
if (mouseIsInWindow) then
mouseStateChanged.Event:wait()
end
if (ChatBar:IsFocused()) then
chatBarFocusChanged.Event:wait()
end
end
if (not backgroundIsFaded) then
local timeDiff = tick() - lastBackgroundFadeTime
if (timeDiff > ChatSettings.ChatWindowBackgroundFadeOutTime) then
DoBackgroundFadeOut()
end
elseif (not textIsFaded) then
local timeDiff = tick() - lastTextFadeTime
if (timeDiff > ChatSettings.ChatWindowTextFadeOutTime) then
DoTextFadeOut()
end
else
fadedChanged.Event:wait()
end
end
end)
function getClassicChatEnabled()
if ChatSettings.ClassicChatEnabled ~= nil then
return ChatSettings.ClassicChatEnabled
end
return Players.ClassicChat
end
function getBubbleChatEnabled()
if ChatSettings.BubbleChatEnabled ~= nil then
return ChatSettings.BubbleChatEnabled
end
return Players.BubbleChat
end
function bubbleChatOnly()
return not getClassicChatEnabled() and getBubbleChatEnabled()
end
function UpdateMousePosition(mousePos, ignoreForFadeIn)
if not (moduleApiTable.Visible and moduleApiTable.IsCoreGuiEnabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)) then return end
if bubbleChatOnly() then
return
end
local windowPos = ChatWindow.GuiObject.AbsolutePosition
local windowSize = ChatWindow.GuiObject.AbsoluteSize
local newMouseState = CheckIfPointIsInSquare(mousePos, windowPos, windowPos + windowSize)
if FFlagFixChatWindowHoverOver then
if ignoreForFadeIn and newMouseState == true then
return
end
end
if (newMouseState ~= mouseIsInWindow) then
UpdateFadingForMouseState(newMouseState)
end
end
UserInputService.InputChanged:connect(function(inputObject, gameProcessedEvent)
if (inputObject.UserInputType == Enum.UserInputType.MouseMovement) then
local mousePos = Vector2.new(inputObject.Position.X, inputObject.Position.Y)
UpdateMousePosition(mousePos, --[[ ignoreForFadeIn = ]] gameProcessedEvent)
end
end)
UserInputService.TouchTap:connect(function(tapPos, gameProcessedEvent)
UpdateMousePosition(tapPos[1], --[[ ignoreForFadeIn = ]] false)
end)
UserInputService.TouchMoved:connect(function(inputObject, gameProcessedEvent)
local tapPos = Vector2.new(inputObject.Position.X, inputObject.Position.Y)
UpdateMousePosition(tapPos, --[[ ignoreForFadeIn = ]] false)
end)
if not FFlagFixMouseCapture then
UserInputService.Changed:connect(function(prop)
if prop == "MouseBehavior" then
if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then
local windowPos = ChatWindow.GuiObject.AbsolutePosition
local windowSize = ChatWindow.GuiObject.AbsoluteSize
local screenSize = GuiParent.AbsoluteSize
local centerScreenIsInWindow = CheckIfPointIsInSquare(screenSize/2, windowPos, windowPos + windowSize)
if centerScreenIsInWindow then
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
end
end)
end
|
--Blood Parts Function
|
local createBlood = function(position)
local randomSize = math.random(2, 20) / 10
local bloodClone = bloodPart:Clone()
bloodClone.Position = position + Vector3.new(0, 0.05, 0)
bloodClone.Size = Vector3.new(randomSize, 0.1, randomSize)
bloodClone.Parent = bloodCache
if math.random(2) == 1 then
bloodClone.BloodSound:Play()
end
return bloodClone
end
|
--[=[
This can't be cheap. Consider deeply if you want this or not.
@param selectFromBrio ((value: T) -> U)?
@return (source: Observable<Brio<T>>) -> Observable<Brio{U}>
]=]
|
function RxBrioUtils.reduceToAliveList(selectFromBrio)
assert(type(selectFromBrio) == "function" or selectFromBrio == nil, "Bad selectFromBrio")
return function(source)
return Observable.new(function(sub)
local topMaid = Maid.new()
local subscribed = true
topMaid:GiveTask(function()
subscribed = false
end)
local aliveBrios = {}
local fired = false
local function updateBrios()
if not subscribed then -- No work if we don't need to.
return
end
aliveBrios = BrioUtils.aliveOnly(aliveBrios)
local values = {}
if selectFromBrio then
for _, brio in pairs(aliveBrios) do
-- Hope for no side effects
local value = selectFromBrio(brio:GetValue())
assert(value ~= nil, "Bad value")
table.insert(values, value)
end
else
for _, brio in pairs(aliveBrios) do
local value = brio:GetValue()
assert(value ~= nil, "Bad value")
table.insert(values, value)
end
end
local newBrio = BrioUtils.first(aliveBrios, values)
topMaid._lastBrio = newBrio
fired = true
sub:Fire(newBrio)
end
local function handleNewBrio(brio)
-- Could happen due to throttle or delay...
if brio:IsDead() then
return
end
local maid = Maid.new()
topMaid[maid] = maid -- Use maid as key so it's unique (reemitted brio)
maid:GiveTask(function() -- GC properly
topMaid[maid] = nil
updateBrios()
end)
maid:GiveTask(brio:GetDiedSignal():Connect(function()
topMaid[maid] = nil
end))
table.insert(aliveBrios, brio)
updateBrios()
end
topMaid:GiveTask(source:Subscribe(
function(brio)
if not Brio.isBrio(brio) then
warn(("[RxBrioUtils.mergeToAliveList] - Not a brio, %q"):format(tostring(brio)))
topMaid._lastBrio = nil
sub:Fail("Not a brio")
return
end
handleNewBrio(brio)
end,
function(...)
sub:Fail(...)
end,
function(...)
sub:Complete(...)
end))
-- Make sure we emit an empty list if we discover nothing
if not fired then
updateBrios()
end
return topMaid
end)
end
end
|
-- ActiveCast class type.
-- The ActiveCast type represents a currently running cast.
| |
--[[Transmission]]
|
Tune.TransModes = {"Auto", "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 = "Speed" --[[
[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)
--Gear Ratios
Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.04 ,
--[[ 3 ]] 1.38 ,
--[[ 4 ]] 1.03 ,
--[[ 5 ]] 0.81 ,
--[[ 6 ]] 0.64 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- Module.
|
local _Confetti = {}; _Confetti.__index = _Confetti;
-- Set the gravitational pull for the confetti.
local gravity = Vector2.new(0,1);
function _Confetti.setGravity(paramVec2)
gravity = paramVec2;
end;
-- Create a confetti particle.
function _Confetti.createParticle(paramEmitter, paramForce, paramParent, paramColors)
local _Particle = {}; setmetatable(_Particle, _Confetti);
colors = paramColors;
-- Adjust forces.
local xforce = paramForce.X; if (xforce < 0) then xforce = xforce * -1; end;
local distanceFromZero = 0 - xforce;
paramForce = Vector2.new(paramForce.X, paramForce.Y + (distanceFromZero * 0.75));
if (paramColors == nil) then paramColors = colors; end;
-- Confetti data.
_Particle.EmitterPosition = paramEmitter;
_Particle.EmitterPower = paramForce;
_Particle.Position = Vector2.new(0,0);
_Particle.Power = paramForce;
_Particle.Color = paramColors[math.random(#paramColors)];
local function getParticle()
local label = shapes[math.random(#shapes)]:Clone();
label.ImageColor3 = _Particle.Color;
label.Parent = paramParent;
label.Rotation = math.random(360);
label.Visible = true;
label.ZIndex = 20;
return label;
end;
_Particle.Label = getParticle();
_Particle.DefaultSize = 30;
_Particle.Size = 1; _Particle.Side = -1;
_Particle.OutOfBounds = false;
_Particle.Enabled = false;
_Particle.Cycles = 0;
return _Particle;
end;
-- Update the position of the confetti.
function _Confetti:Update(paramDeltaTime)
if (self.Enabled and self.OutOfBounds) then
self.Label.ImageColor3 = self.Color;
self.Position = Vector2.new(0,0);
self.Power = Vector2.new(self.EmitterPower.X + math.random(10)-5, self.EmitterPower.Y + math.random(10)-5);
self.Cycles = self.Cycles + 1;
end;
if (
(not(self.Enabled) and self.OutOfBounds) or
(not(self.Enabled) and (self.Cycles == 0))) then
self.Label.Visible = false;
self.OutOfBounds = true;
self.Color = colors[math.random(#colors)];
return;
else
self.Label.Visible = true;
end;
local startPosition, currentPosition, currentPower = self.EmitterPosition, self.Position, self.Power;
local imageLabel = self.Label;
-- Apply change.
if (imageLabel) then
-- Update position.
local newPosition = Vector2.new(currentPosition.X - currentPower.X, currentPosition.Y - currentPower.Y);
local newPower = Vector2.new((currentPower.X/1.09) - gravity.X, (currentPower.Y/1.1) - gravity.Y);
local ViewportSize = Camera.ViewportSize;
imageLabel.Position = UDim2.new(startPosition.X, newPosition.X, startPosition.Y, newPosition.Y);
self.OutOfBounds =
(imageLabel.AbsolutePosition.X > ViewportSize.X and gravity.X > 0) or
(imageLabel.AbsolutePosition.Y > ViewportSize.Y and gravity.Y > 0) or
(imageLabel.AbsolutePosition.X < 0 and gravity.X < 0) or
(imageLabel.AbsolutePosition.Y < 0 and gravity.Y < 0);
self.Position, self.Power = newPosition, newPower;
-- Start spinning if it's reached max height.
if (newPower.Y < 0) then
if (self.Size <= 0) then
self.Side = 1;
imageLabel.ImageColor3 = self.Color;
end;
if (self.Size >= self.DefaultSize) then
self.Side = -1;
imageLabel.ImageColor3 = Color3.new(self.Color.r * 0.65, self.Color.g * 0.65, self.Color.b * 0.65);
end;
self.Size = self.Size + (self.Side * 2);
imageLabel.Size = UDim2.new(0, self.DefaultSize, 0, self.Size);
end;
end;
end;
-- Stops a confetti from firing again once it's out of bounds.
function _Confetti:Toggle()
self.Enabled = not(self.Enabled);
end;
function _Confetti:SetColors(paramColors)
colors = paramColors;
end;
return _Confetti;
|
-- bg.CFrame = bg.CFrame * CFrame.Angles(0,0,0)
|
IfOnLand()
bv.Velocity = Vector3.new(0,0,0)
seat.Anchored = true
seat.Velocity = Vector3.new(0,0,0)
wait()
seat.Anchored = false
end
end)
seat.Changed:connect(function(property)
if property == "Occupant" then
if seat.Occupant then
local p = game.Players:GetPlayerFromCharacter(seat.Occupant.Parent)
if p then
DriveEnabled = true
StartEngine()
end
else
walk:Stop()
DriveEnabled = false
lastLodged = tick()
wait(0.3)
Speed = 0
bv.Velocity = Vector3.new(0,0,0)
IfOnLand()
end
end
end)
local DespawnCoroutine = coroutine.wrap(function()
while wait(1) do
if tick()-breakTime >= 0 then
sp:Destroy()
end
end
end)
DespawnCoroutine()
|
-- Theme UI to current tool
|
ToolChanged:Connect(function (Tool)
coroutine.wrap(RecolorHandle)(Tool.Color);
coroutine.wrap(Selection.RecolorOutlines)(Tool.Color);
end);
|
-- humanoidAnimateR15Moods.lua
|
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"
local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue
local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end)
local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue
local function getRigScale()
if userAnimateScaleRun then
return Character:GetScale()
else
return 1
end
end
local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = 2
local EMOTE_TRANSITION_TIME = 0.1
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local runAnimTrack = nil
local runAnimKeyframeHandler = nil
local PreloadedAnims = {}
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=507777826", weight = 10 }
},
run = {
{ id = "http://www.roblox.com/asset/?id=507767714", weight = 10 }
},
swim = {
{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 }
},
swimidle = {
{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=507765000", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 }
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 }
},
dance = {
{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 }
},
}
|
--// Core
|
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server;
local service = Vargs.Service;
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings, Deps;
local AddLog, Queue, TrackTask
local function Init(data)
Functions = server.Functions;
Admin = server.Admin;
Anti = server.Anti;
Core = server.Core;
HTTP = server.HTTP;
Logs = server.Logs;
Remote = server.Remote;
Process = server.Process;
Variables = server.Variables;
Settings = server.Settings;
Deps = server.Deps;
AddLog = Logs.AddLog;
Queue = service.Queue;
TrackTask = service.TrackTask;
--// Core variables
Core.Themes = data.Themes or {}
Core.Plugins = data.Plugins or {}
Core.ModuleID = data.ModuleID or 7510592873
Core.LoaderID = data.LoaderID or 7510622625
Core.DebugMode = data.DebugMode or false
Core.Name = server.Functions:GetRandom()
Core.LoadstringObj = Core.GetLoadstring()
Core.Loadstring = require(Core.LoadstringObj)
service.DataStoreService = require(Deps.MockDataStoreService)
disableAllGUIs(server.Client.UI);
Core.Init = nil;
AddLog("Script", "Core Module Initialized")
end;
local function RunAfterPlugins(data)
--// RemoteEvent Handling
Core.MakeEvent()
--// Prepare the client loader
--local existingPlayers = service.Players:GetPlayers();
--Core.MakeClient()
local remoteParent = service.ReplicatedStorage;
remoteParent.ChildRemoved:Connect(function(c)
if server.Core.RemoteEvent and not server.Core.FixingEvent and (function() for i,v in pairs(server.Core.RemoteEvent) do if c == v then return true end end end)() then
wait();
server.Core.MakeEvent()
end
end)
--// Load data
Core.DataStore = server.Core.GetDataStore()
if Core.DataStore then
TrackTask("Thread: DSLoadAndHook", function()
pcall(server.Core.LoadData)
end)
end
--// Save all data on server shutdown & set GAME_CLOSING
game:BindToClose(function()
Core.GAME_CLOSING = true;
Core.SaveAllPlayerData();
end);
--// Start API
if service.NetworkServer then
--service.Threads.RunTask("_G API Manager",server.Core.StartAPI)
TrackTask("Thread: API Manager", Core.StartAPI)
end
--// Occasionally save all player data to the datastore to prevent data loss if the server abruptly crashes
service.StartLoop("SaveAllPlayerData", Core.DS_AllPlayerDataSaveInterval, Core.SaveAllPlayerData, true)
Core.RunAfterPlugins = nil;
AddLog("Script", "Core Module RunAfterPlugins Finished");
end
server.Core = {
Init = Init;
RunAfterPlugins = RunAfterPlugins;
DataQueue = {};
DataCache = {};
PlayerData = {};
CrossServerCommands = {};
CrossServer = function(...) return false end;
ExecuteScripts = {};
LastDataSave = 0;
FixingEvent = false;
ScriptCache = {};
Connections = {};
BytecodeCache = {};
LastEventValue = 1;
Variables = {
TimeBans = {};
};
--// Datastore update/queue timers/delays
DS_WriteQueueDelay = 1;
DS_ReadQueueDelay = 0.5;
DS_AllPlayerDataSaveInterval = 30;
DS_AllPlayerDataSaveQueueDelay = 0.5;
--// Used to change/"reset" specific datastore keys
DS_RESET_SALTS = {
SavedSettings = "32K5j4";
SavedTables = "32K5j4";
};
DS_BLACKLIST = {
Trello_Enabled = true;
Trello_Primary = true;
Trello_Secondary = true;
Trello_Token = true;
Trello_AppKey = true;
DataStore = true;
DataStoreKey = true;
DataStoreEnabled = true;
Creators = true;
Permissions = true;
G_API = true;
G_Access = true;
G_Access_Key = true;
G_Access_Perms = true;
Allowed_API_Calls = true;
LoadAdminsFromDS = true;
WebPanel_ApiKey = true;
WebPanel_Enabled = true;
["Settings.Ranks.Creators.Users"] = true;
["Admin.SpecialLevels"] = true;
OnStartup = true;
OnSpawn = true;
OnJoin = true;
CustomRanks = true;
Ranks = true;
--// Not gonna let malicious stuff set DS_Blacklist to {} or anything!
DS_BLACKLIST = true;
};
--// Prevent certain keys from loading from the DataStore
PlayerDataKeyBlacklist = {
AdminRank = true;
AdminLevel = true;
LastLevelUpdate = true;
};
DisconnectEvent = function()
if Core.RemoteEvent and not Core.FixingEvent then
Core.FixingEvent = true;
for name,event in pairs(Core.RemoteEvent.Events) do
event:Disconnect()
end
pcall(function() service.Delete(Core.RemoteEvent.Object) end)
pcall(function() service.Delete(Core.RemoteEvent.Function) end)
Core.FixingEvent = false;
Core.RemoteEvent = nil;
end
end;
MakeEvent = function()
local remoteParent = service.ReplicatedStorage;
local ran, error = pcall(function()
if server.Running then
local rTable = {};
local event = service.New("RemoteEvent", {Name = Core.Name, Archivable = false}, true, true)
local func = service.New("RemoteFunction", {Name = "__FUNCTION", Parent = event}, true, true)
local secureTriggered = true
local tripDet = math.random()
local function secure(ev, name, parent)
return ev.Changed:Connect(function()
if Core.RemoteEvent == rTable and not secureTriggered then
if ev == func then
func.OnServerInvoke = Process.Remote
end
if ev.Name ~= name then
ev.Name = name
elseif ev.Parent ~= parent then
secureTriggered = true;
Core.DisconnectEvent();
Core.MakeEvent()
end
end
end)
end
Core.DisconnectEvent();
Core.TripDet = tripDet;
rTable.Events = {};
rTable.Object = event;
rTable.Function = func;
rTable.Events.Security = secure(event, event.Name, remoteParent);
rTable.Events.FuncSec = secure(func, func.Name, event);
func.OnServerInvoke = Process.Remote;
rTable.Events.ProcessEvent = service.RbxEvent(event.OnServerEvent, Process.Remote);
Core.RemoteEvent = rTable;
event.Parent = remoteParent;
secureTriggered = false;
AddLog(Logs.Script,{
Text = "Created RemoteEvent";
Desc = "RemoteEvent was successfully created";
})
end
end)
if error then
warn(error)
end
end;
UpdateConnections = function()
if service.NetworkServer then
for i,cli in ipairs(service.NetworkServer:GetChildren()) do
if cli:IsA("NetworkReplicator") then
Core.Connections[cli] = cli:GetPlayer()
end
end
end
end;
UpdateConnection = function(p)
if service.NetworkServer then
for i,cli in ipairs(service.NetworkServer:GetChildren()) do
if cli:IsA("NetworkReplicator") and cli:GetPlayer() == p then
Core.Connections[cli] = p
end
end
end
end;
GetNetworkClient = function(p)
if service.NetworkServer then
for i,cli in ipairs(service.NetworkServer:GetChildren()) do
if cli:IsA("NetworkReplicator") and cli:GetPlayer() == p then
return cli
end
end
end
end;
MakeClient = function(parent)
if not parent and Core.ClientLoader then
local loader = Core.ClientLoader;
loader.Removing = true;
for i,v in pairs(loader.Events) do
v:Disconnect()
end
loader.Object:Destroy();
end;
local depsName = Functions:GetRandom()
local folder = server.Client:Clone()
local acli = server.Deps.ClientMover:Clone();
local client = folder.Client
local parentObj = parent or service.StarterPlayer:FindFirstChildOfClass("StarterPlayerScripts");
local clientLoader = {
Removing = false;
};
Core.MockClientKeys = Core.MockClientKeys or {
Special = depsName;
Module = client;
}
local depsName = Core.MockClientKeys.Special;
local specialVal = service.New("StringValue")
specialVal.Value = Core.Name.."\\"..depsName
specialVal.Name = "Special"
specialVal.Parent = folder
acli.Parent = folder;
acli.Disabled = false;
folder.Archivable = false;
folder.Name = depsName; --"Adonis_Client"
folder.Parent = parentObj;
if not parent then
local oName = folder.Name;
clientLoader.Object = folder;
clientLoader.Events = {}
clientLoader.Events[folder] = folder.Changed:Connect(function()
if Core.ClientLoader == clientLoader and not clientLoader.Removing then
if folder.Name ~= oName then
folder.Name = oName;
elseif folder.Parent ~= parentObj then
clientLoader.Removing = true;
Core.MakeClient();
end
end
end)
local function sec(child)
local oParent = child.Parent;
local oName = child.Name;
clientLoader.Events[child.Changed] = child.Changed:Connect(function(c)
if Core.ClientLoader == clientLoader and not clientLoader.Removing then
if child.Parent ~= oParent or child == specialVal then
Core.MakeClient();
end
end
end)
local nameEvent = child:GetPropertyChangedSignal("Name"):Connect(function()
if Core.ClientLoader == clientLoader and not clientLoader.Removing then
child.Name = oName;
end
end)
clientLoader.Events[nameEvent] = nameEvent;
clientLoader.Events[child.AncestryChanged] = child.AncestryChanged:Connect(function()
if Core.ClientLoader == clientLoader and not clientLoader.Removing then
Core.MakeClient();
end
end)
end;
for i,child in ipairs(folder:GetDescendants()) do
sec(child);
end
folder.DescendantAdded:Connect(function(d)
if Core.ClientLoader == clientLoader and not clientLoader.Removing then
Core.MakeClient();
end
end)
folder.DescendantRemoving:Connect(function(d)
if Core.ClientLoader == clientLoader and not clientLoader.Removing then
Core.MakeClient();
end
end)
Core.ClientLoader = clientLoader;
end
local ok,err = pcall(function()
folder.Parent = parentObj
end)
clientLoader.Removing = false;
AddLog("Script", "Created client");
end;
HookClient = function(p)
local key = tostring(p.UserId)
local keys = Remote.Clients[key]
if keys then
local depsName = Functions:GetRandom()
local eventName = Functions:GetRandom()
local folder = server.Client:Clone()
local acli = server.Deps.ClientMover:Clone();
local client = folder.Client
local parentTo = "PlayerGui" --// Roblox, seriously, please give the server access to PlayerScripts already so I don't need to do this.
local parentObj = p:FindFirstChildOfClass(parentTo) or p:WaitForChild(parentTo, 600);
if not p.Parent then
return false
elseif not parentObj then
p:Kick("\n[CLI-102495] Loading Error \nPlayerGui Missing (Waited 10 Minutes)")
return false
end
local container = service.New("ScreenGui");
container.ResetOnSpawn = false;
container.Enabled = false;
container.Name = "\0";
local specialVal = service.New("StringValue")
specialVal.Value = Core.Name.."\\"..depsName
specialVal.Name = "Special"
specialVal.Parent = folder
keys.Special = depsName
keys.EventName = eventName
keys.Module = client
acli.Parent = folder;
acli.Disabled = false;
folder.Name = "Adonis_Client"
folder.Parent = container;
--// Event only fires AFTER the client is alive and well
local event; event = service.Events.ClientLoaded:Connect(function(plr)
if p == plr and container.Parent == parentObj then
container.Parent = nil --container:Destroy(); -- Destroy update causes an issue with this pretty sure
p.AncestryChanged:Connect(function() -- after/on remove, not on removing...
if p.Parent == nil then
pcall(function() container:Destroy() end) -- Prevent potential memory leak and ensure this gets properly murdered when they leave and it's no longer needed
end
end)
event:Disconnect();
end
end)
local ok,err = pcall(function()
container.Parent = parentObj
end)
if not ok then
p:Kick("\n[CLI-192385] Loading Error \n[HookClient Error: "..tostring(err).."]")
return false
else
return true
end
else
if p and p.Parent then
p:Kick("\n[CLI-5691283] Loading Error \n[HookClient: Keys Missing]")
end
end
end;
LoadClientLoader = function(p)
local loader = Deps.ClientLoader:Clone()
loader.Name = Functions.GetRandom()
loader.Parent = p:WaitForChild("PlayerGui", 60) or p:WaitForChild("Backpack")
loader.Disabled = false
end;
LoadExistingPlayer = function(p)
warn("Loading existing player: ".. tostring(p))
TrackTask("Thread: Setup Existing Player: ".. tostring(p), function()
Process.PlayerAdded(p)
--Core.MakeClient(p:FindFirstChildOfClass("PlayerGui") or p:WaitForChild("PlayerGui", 120))
end)
end;
ExecutePermission = function(scr, code, isLocal)
local fixscr = service.UnWrap(scr)
for _, val in pairs(Core.ExecuteScripts) do
if not isLocal or (isLocal and val.Type == "LocalScript") then
if (service.UnWrap(val.Script) == fixscr or code == val.Code) and (not val.runLimit or (val.runLimit ~= nil and val.Executions <= val.runLimit)) then
val.Executions = val.Executions+1
return {
Source = val.Source;
noCache = val.noCache;
runLimit = val.runLimit;
Executions = val.Executions;
}
end
end
end
end;
GetScript = function(scr,code)
for i,val in pairs(Core.ExecuteScripts) do
if val.Script == scr or code == val.Code then
return val,i
end
end
end;
UnRegisterScript = function(scr)
for i,dat in pairs(Core.ExecuteScripts) do
if dat.Script == scr or dat == scr then
table.remove(Core.ExecuteScripts, i)
return dat
end
end
end;
RegisterScript = function(data)
data.Executions = 0
data.Time = os.time()
data.Type = data.Script.ClassName
data.Wrapped = service.Wrap(data.Script)
data.Wrapped:SetSpecial("Clone",function()
return Core.RegisterScript {
Script = service.UnWrap(data.Script):Clone();
Code = data.Code;
Source = data.Source;
noCache = data.noCache;
runLimit = data.runLimit;
}
end)
for ind,scr in pairs(Core.ExecuteScripts) do
if scr.Script == data.Script then
return scr.Wrapped or scr.Script
end
end
if not data.Code then
data.Code = Functions.GetRandom()
end
table.insert(Core.ExecuteScripts,data)
return data.Wrapped
end;
GetLoadstring = function()
local newLoad = Deps.Loadstring:Clone();
local lbi = server.Shared.FiOne:Clone();
lbi.Parent = newLoad
return newLoad;
end;
Bytecode = function(str)
if Core.BytecodeCache[str] then return Core.BytecodeCache[str] end
local f, buff = Core.Loadstring(str)
Core.BytecodeCache[str] = buff
return buff
end;
NewScript = function(type,source,allowCodes,noCache,runLimit)
local ScriptType
local execCode = Functions.GetRandom()
if type == 'Script' then
ScriptType = Deps.ScriptBase:Clone()
elseif type == 'LocalScript' then
ScriptType = Deps.LocalScriptBase:Clone()
end
if ScriptType then
ScriptType.Name = "[Adonis] ".. type
if allowCodes then
service.New("StringValue", {
Name = "Execute",
Value = execCode,
Parent = ScriptType,
})
end
local wrapped = Core.RegisterScript {
Script = ScriptType;
Code = execCode;
Source = Core.Bytecode(source);
noCache = noCache;
runLimit = runLimit;
}
return wrapped or ScriptType, ScriptType, execCode
end
end;
SavePlayer = function(p,data)
local key = tostring(p.UserId)
Core.PlayerData[key] = data
end;
DefaultPlayerData = function(p)
return {
Donor = {
Cape = {
Image = '0';
Color = 'White';
Material = 'Neon';
};
Enabled = false;
};
Banned = false;
TimeBan = false;
AdminNotes = {};
Keybinds = {};
Aliases = {};
Client = {};
Warnings = {};
AdminPoints = 0;
};
end;
GetPlayer = function(p)
local key = tostring(p.UserId)
if not Core.PlayerData[key] then
local PlayerData = Core.DefaultPlayerData(p)
Core.PlayerData[key] = PlayerData
if Core.DataStore then
local data = Core.GetData(key)
if data and type(data) == "table" then
data.AdminNotes = (data.AdminNotes and Functions.DSKeyNormalize(data.AdminNotes, true)) or {}
data.Warnings = (data.Warnings and Functions.DSKeyNormalize(data.Warnings, true)) or {}
local BLOCKED_SETTINGS = server.Core.PlayerDataKeyBlacklist
for i,v in pairs(data) do
if not BLOCKED_SETTINGS[i] then
PlayerData[i] = v
end
end
end
end
return PlayerData
else
return Core.PlayerData[key]
end
end;
ClearPlayer = function(p)
Core.PlayerData[tostring(p.UserId)] = Core.DefaultData(p);
end;
SavePlayerData = function(p, customData)
local key = tostring(p.UserId);
local pData = customData or Core.PlayerData[key];
if Core.DataStore then
if pData then
local data = service.CloneTable(pData);
data.LastChat = nil
data.AdminRank = nil
data.AdminLevel = nil
data.LastLevelUpdate = nil
data.LastDataSave = nil
data.AdminNotes = Functions.DSKeyNormalize(data.AdminNotes)
data.Warnings = Functions.DSKeyNormalize(data.Warnings)
Core.SetData(key, data)
AddLog(Logs.Script,{
Text = "Saved data for ".. p.Name;
Desc = "Player data was saved to the datastore";
})
pData.LastDataSave = os.time();
end
end
end;
SaveAllPlayerData = function(queueWaitTime)
local TrackTask = service.TrackTask
for key,pdata in pairs(Core.PlayerData) do
local id = tonumber(key);
local player = id and service.Players:GetPlayerByUserId(id);
if player and (not pdata.LastDataSave or os.time() - pdata.LastDataSave >= Core.DS_AllPlayerDataSaveInterval) then
TrackTask(string.format("Save data for %s", player.Name), Core.SavePlayerData, player);
end
end
--[[ --// OLD METHOD (Kept in case this messes anything up)
for i,p in next,service.Players:GetPlayers() do
local pdata = Core.PlayerData[tostring(p.UserId)];
--// Only save player's data if it has not been saved within the last INTERVAL (default 30s)
if pdata and (not pdata.LastDataSave or os.time() - pdata.LastDataSave >= Core.DS_AllPlayerDataSaveInterval) then
service.Queue("SavePlayerData", function()
Core.SavePlayerData(p)
wait(queueWaitTime or Core.DS_AllPlayerDataSaveQueueDelay)
end)
end
end--]]
end;
GetDataStore = function()
local ran,store = pcall(function()
return service.DataStoreService:GetDataStore(string.sub(Settings.DataStore, 1, 50),"Adonis")
end)
-- DataStore studio check.
if ran and store and service.RunService:IsStudio() then
local success, res = pcall(store.GetAsync, store, math.random())
if not success and string.find(res, "502", 1, true) then
warn("Unable to load data because Studio access to API services is disabled.")
return;
end
end
return ran and store
end;
DataStoreEncode = function(key)
if Core.DS_RESET_SALTS[key] then
key = Core.DS_RESET_SALTS[key] .. key
end
return Functions.Base64Encode(Remote.Encrypt(tostring(key), Settings.DataStoreKey))
end;
SaveData = function(...)
return Core.SetData(...)
end;
DS_GetRequestDelay = function(type)
local requestType, budget;
local reqPerMin = 60 + #service.Players:GetPlayers() * 10;
local reqDelay = 60 / reqPerMin;
if type == "Write" then
requestType = Enum.DataStoreRequestType.SetIncrementAsync;
elseif type == "Read" then
requestType = Enum.DataStoreRequestType.GetAsync;
elseif type == "Update" then
requestType = Enum.DataStoreRequestType.UpdateAsync;
end
repeat
budget = service.DataStoreService:GetRequestBudgetForRequestType(requestType);
until budget > 0 and task.wait(1)
return reqDelay + 0.5;
end;
DS_WriteLimiter = function(type, func, ...)
local vararg = table.pack(...)
return Queue("DataStoreWriteData_" .. tostring(type), function()
local gotDelay = Core.DS_GetRequestDelay(type); --// Wait for budget, also return how long we should wait before the next request is allowed to go
func(unpack(vararg, 1, vararg.n))
task.wait(gotDelay)
end, 120, true)
end;
RemoveData = function(key)
local DataStore = Core.DataStore
if DataStore then
local ran2, err2 = Queue("DataStoreWriteData" .. tostring(key), function()
local ran, ret = Core.DS_WriteLimiter("Write", DataStore.RemoveAsync, DataStore, Core.DataStoreEncode(key))
if ran then
Core.DataCache[key] = nil
else
logError("DataStore RemoveAsync Failed: ".. tostring(ret))
end
task.wait(6)
end, 120, true)
if not ran2 then
warn("DataStore RemoveData Failed: ".. tostring(err2))
end
end
end;
SetData = function(key, value, repeatCount)
if repeatCount then
warn("Retrying SetData request for ".. key);
end
local DataStore = Core.DataStore
if DataStore then
if value == nil then
return Core.RemoveData(key)
else
local ran2, err2 = Queue("DataStoreWriteData" .. tostring(key), function()
local ran, ret = Core.DS_WriteLimiter("Write", DataStore.SetAsync, DataStore, Core.DataStoreEncode(key), value)
if ran then
Core.DataCache[key] = value
else
logError("DataStore SetAsync Failed: ".. tostring(ret));
end
task.wait(6)
end, 120, true)
if not ran2 then
logError("DataStore SetData Failed: ".. tostring(err2))
--// Attempt 3 times, with slight delay between if failed
task.wait(1);
if not repeatCount then
return Core.SetData(key, value, 3);
elseif repeatCount > 0 then
return Core.SetData(key, value, repeatCount - 1);
end
end
end
end
end;
UpdateData = function(key, func, repeatCount)
if repeatCount then
warn("Retrying UpdateData request for ".. key);
end
local DataStore = Core.DataStore
if DataStore then
local err = false;
local ran2, err2 = Queue("DataStoreWriteData" .. tostring(key), function()
local ran, ret = Core.DS_WriteLimiter("Update", DataStore.UpdateAsync, DataStore, Core.DataStoreEncode(key), func)
if not ran then
err = ret;
logError("DataStore UpdateAsync Failed: ".. tostring(ret))
return error(ret);
end
wait(6)
end, 120, true) --// 120 timeout, yield until this queued function runs and completes
if not ran2 then
logError("DataStore UpdateData Failed: ".. tostring(err2))
--// Attempt 3 times, with slight delay between if failed
wait(1);
if not repeatCount then
return Core.UpdateData(key, func, 3);
elseif repeatCount > 0 then
return Core.UpdateData(key, func, repeatCount - 1);
end
end
return err
end
end;
GetData = function(key, repeatCount)
if repeatCount then
warn("Retrying GetData request for ".. key);
end
local DataStore = Core.DataStore
if DataStore then
local ran2, err2 = Queue("DataStoreReadData", function()
local ran, ret = pcall(DataStore.GetAsync, DataStore, Core.DataStoreEncode(key))
if ran then
Core.DataCache[key] = ret
return ret
else
logError("DataStore GetAsync Failed: ".. tostring(ret))
if Core.DataCache[key] then
return Core.DataCache[key];
else
error(ret);
end
end
wait(Core.DS_GetRequestDelay("Read"))
end, 120, true)
if not ran2 then
logError("DataStore GetData Failed: ".. tostring(err2))
--// Attempt 3 times, with slight delay between if failed
wait(1);
if not repeatCount then
return Core.GetData(key, 3);
elseif repeatCount > 0 then
return Core.GetData(key, repeatCount - 1);
end
else
return err2;
end
end
end;
IndexPathToTable = function(tableAncestry)
local Blacklist = Core.DS_BLACKLIST
if type(tableAncestry) == "string" and not Blacklist[tableAncestry] then
return server.Settings[tableAncestry], tableAncestry
elseif type(tableAncestry) == "table" then
local curTable = server
local curName = "Server"
for _, ind in ipairs(tableAncestry) do
curTable = curTable[ind]
curName = ind
if curName and type(curName) == "string" then
--// Admins do NOT load from the DataStore with this setting
if curName == "Ranks" and Settings.LoadAdminsFromDS == false then
return nil
end
end
if not curTable then
--warn(tostring(ind) .." could not be found");
--// Not allowed or table is not found
return nil
end
end
if curName and type(curName) == "string" and Blacklist[curName] then
return nil
end
return curTable, curName
end
return nil
end;
ClearAllData = function()
local tabs = Core.GetData("SavedTables") or {};
for _, v in pairs(tabs) do
if v.TableKey then
Core.RemoveData(v.TableKey);
end
end
Core.SetData("SavedSettings",{});
Core.SetData("SavedTables",{});
Core.CrossServer("LoadData");
end;
GetTableKey = function(indList)
local tabs = Core.GetData("SavedTables") or {};
local realTable,tableName = Core.IndexPathToTable(indList);
local foundTable = nil;
for i,v in pairs(tabs) do
if type(v) == "table" and v.TableName and v.TableName == tableName then
foundTable = v
break;
end
end
if not foundTable then
foundTable = {
TableName = tableName;
TableKey = "SAVEDTABLE_".. tableName;
}
table.insert(tabs, foundTable);
Core.SetData("SavedTables", tabs);
end
if not Core.GetData(foundTable.TableKey) then
Core.SetData(foundTable.TableKey, {});
end
return foundTable.TableKey;
end;
DoSave = function(data)
local type = data.Type
if type == "ClearSettings" then
Core.ClearAllData();
elseif type == "SetSetting" then
local setting = data.Setting
local value = data.Value
Core.UpdateData("SavedSettings", function(settings)
settings[setting] = value
return settings
end)
Core.CrossServer("LoadData", "SavedSettings", {[setting] = value});
elseif type == "TableRemove" then
local key = Core.GetTableKey(data.Table);
local tab = data.Table
local value = data.Value
data.Action = "Remove"
data.Time = os.time()
local CheckMatch = Functions.CheckMatch
Core.UpdateData(key, function(sets)
sets = sets or {}
for i,v in pairs(sets) do
if CheckMatch(tab, v.Table) and CheckMatch(v.Value, value) then
table.remove(sets,i)
end
end
--// Check that the real table actually has the item to remove, do not create if it does not have it
--// Prevents snowballing
local indList = tab
local continueOperation = false
if indList[1] == "Settings" then
local indClone = table.clone(indList)
indClone[1] = "OriginalSettings"
local realTable,tableName = Core.IndexPathToTable(indClone)
for i,v in pairs(realTable) do
if CheckMatch(v, value) then
continueOperation = true
end
end
else
continueOperation = true
end
if continueOperation then
table.insert(sets, data)
end
return sets
end)
Core.CrossServer("LoadData", "TableUpdate", data);
elseif type == "TableAdd" then
local key = Core.GetTableKey(data.Table);
local tab = data.Table
local value = data.Value
data.Action = "Add"
data.Time = os.time()
local CheckMatch = Functions.CheckMatch
Core.UpdateData(key, function(sets)
sets = sets or {}
for i,v in pairs(sets) do
if CheckMatch(tab, v.Table) and CheckMatch(v.Value, value) then
table.remove(sets, i)
end
end
--// Check that the real table does not have the item to add, do not create if it has it
--// Prevents snowballing
local indList = tab
local continueOperation = true
if indList[1] == "Settings" then
local indClone = table.clone(indList)
indClone[1] = "OriginalSettings"
local realTable,tableName = Core.IndexPathToTable(indClone)
for i,v in pairs(realTable) do
if CheckMatch(v, value) then
continueOperation = false
end
end
end
if continueOperation then
table.insert(sets, data)
end
return sets
end)
Core.CrossServer("LoadData", "TableUpdate", data);
end
AddLog(Logs.Script,{
Text = "Saved setting change to datastore";
Desc = "A setting change was issued and saved";
})
end;
LoadData = function(key, data, serverId)
if serverId and serverId == game.JobId then return end;
local Blacklist = Core.DS_BLACKLIST
local CheckMatch = Functions.CheckMatch;
if key == "TableUpdate" then
local tab = data;
local indList = tab.Table;
local nameRankComp = {--// Old settings backwards compatability
Owners = {"Settings", "Ranks", "HeadAdmins", "Users"};
Creators = {"Settings", "Ranks", "Creators", "Users"};
HeadAdmins = {"Settings", "Ranks", "HeadAdmins", "Users"};
Admins = {"Settings", "Ranks", "Admins", "Users"};
Moderators = {"Settings", "Ranks", "Moderators", "Users"};
}
if type(indList) == "string" and nameRankComp[indList] then
indList = nameRankComp[indList];
end
local realTable, tableName = Core.IndexPathToTable(indList);
local displayName = type(indList) == "table" and table.concat(indList, ".") or tableName;
if displayName and type(displayName) == "string" then
if Blacklist[displayName] then
return
end
if type(indList) == "table" and indList[1] == "Settings" and indList[2] == "Ranks" then
if not Settings.SaveAdmins and not Core.WarnedAboutAdminsLoadingWhenSaveAdminsIsOff and not Settings.SaveAdminsWarning and Settings.LoadAdminsFromDS then
warn("Admins are loading from the Adonis DataStore when Settings.SaveAdmins is FALSE!\nDisable this warning by adding the setting \"SaveAdminsWarning\" in Settings (and set it to true!) or set Settings.LoadAdminsFromDS to false")
Core.WarnedAboutAdminsLoadingWhenSaveAdminsIsOff = true
end
end
end
if realTable and tab.Action == "Add" then
for i,v in pairs(realTable) do
if CheckMatch(v, tab.Value) then
table.remove(realTable, i)
end
end
AddLog("Script", {
Text = "Added value to ".. displayName;
Desc = "Added "..tostring(tab.Value).." to ".. displayName .." from datastore";
})
table.insert(realTable, tab.Value)
elseif realTable and tab.Action == "Remove" then
for i,v in pairs(realTable) do
if CheckMatch(v, tab.Value) then
AddLog("Script",{
Text = "Removed value from ".. displayName;
Desc = "Removed "..tostring(tab.Value).." from ".. displayName .." from datastore";
})
table.remove(realTable, i)
end
end
end
else
local SavedSettings
local SavedTables
if Core.DataStore and Settings.DataStoreEnabled then
if Settings.DataStoreKey == server.Defaults.Settings.DataStoreKey then
table.insert(server.Messages, {
Title = "Warning!";
Message = "Using default datastore key!";
Icon = server.MatIcons.Description;
Time = 15;
OnClick = server.Core.Bytecode([[
local window = client.UI.Make("Window", {
Title = "How to change the DataStore key";
Size = {700,300};
Icon = "rbxassetid://7510994359";
})
window:Add("ImageLabel", {
Image = "rbxassetid://1059543904";
})
window:Ready()
]]);
})
end
local GetData, LoadData, SaveData, DoSave = Core.GetData, Core.LoadData, Core.SaveData, Core.DoSave
if not key then
SavedSettings = GetData("SavedSettings")
SavedTables = GetData("SavedTables")
elseif key and not data then
if key == "SavedSettings" then
SavedSettings = GetData("SavedSettings")
elseif key == "SavedTables" then
SavedTables = GetData("SavedTables")
end
elseif key and data then
if key == "SavedSettings" then
SavedSettings = data
elseif key == "SavedTables" then
SavedTables = data
end
end
if not key and not data then
if not SavedSettings then
SavedSettings = {}
SaveData("SavedSettings", {})
end
if not SavedTables then
SavedTables = {}
SaveData("SavedTables", {})
end
end
if SavedSettings then
for setting,value in pairs(SavedSettings) do
if not Blacklist[setting] then
if setting == 'Prefix' or setting == 'AnyPrefix' or setting == 'SpecialPrefix' then
local orig = Settings[setting]
for i,v in pairs(server.Commands) do
if v.Prefix == orig then
v.Prefix = value
end
end
end
Settings[setting] = value
end
end
end
if SavedTables then
for i,tData in pairs(SavedTables) do
if tData.TableName and tData.TableKey and not Blacklist[tData.tableName] then
local data = GetData(tData.TableKey);
if data then
for k,v in ipairs(data) do
LoadData("TableUpdate", v)
end
end
elseif tData.Table and tData.Action then
LoadData("TableUpdate", tData)
end
end
if Core.Variables.TimeBans then
for i,v in pairs(Core.Variables.TimeBans) do
if v.EndTime-os.time() <= 0 then
table.remove(Core.Variables.TimeBans, i)
DoSave({
Type = "TableRemove";
Table = {"Core", "Variables", "TimeBans"};
Value = v;
})
end
end
end
end
AddLog(Logs.Script,{
Text = "Loaded saved data";
Desc = "Data was retrieved from the datastore and loaded successfully";
})
end
end
end;
StartAPI = function()
local _G = _G
local setmetatable = setmetatable
local rawset = rawset
local rawget = rawget
local type = type
local error = error
local print = print
local warn = warn
local pairs = pairs
local next = next
local table = table
local getfenv = getfenv
local setfenv = setfenv
local require = require
local tostring = tostring
local server = server
local service = service
local Routine = Routine
local cPcall = cPcall
local MetaFunc = service.MetaFunc
local StartLoop = service.StartLoop
local API_Special = {
AddAdmin = Settings.Allowed_API_Calls.DataStore;
RemoveAdmin = Settings.Allowed_API_Calls.DataStore;
RunCommand = Settings.Allowed_API_Calls.Core;
SaveTableAdd = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings;
SaveTableRemove = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings;
SaveSetSetting = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings;
ClearSavedSettings = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings;
SetSetting = Settings.Allowed_API_Calls.Settings;
}
setfenv(1,setmetatable({}, {__metatable = getmetatable(getfenv())}))
local API_Specific = {
API_Specific = {
Test = function()
print("We ran the api specific stuff")
end
};
Settings = Settings;
Service = service;
}
local API = {
Access = MetaFunc(function(...)
local args = {...}
local key = args[1]
local ind = args[2]
local targ
if API_Specific[ind] then
targ = API_Specific[ind]
elseif server[ind] and Settings.Allowed_API_Calls[ind] then
targ = server[ind]
end
if Settings.G_Access and key == Settings.G_Access_Key and targ and Settings.Allowed_API_Calls[ind] == true then
if type(targ) == "table" then
return service.NewProxy {
__index = function(tab,inde)
if targ[inde] ~= nil and API_Special[inde] == nil or API_Special[inde] == true then
AddLog(Logs.Script,{
Text = "Access to "..tostring(inde).." was granted";
Desc = "A server script was granted access to "..tostring(inde);
})
if targ[inde]~=nil and type(targ[inde]) == "table" and Settings.G_Access_Perms == "Read" then
return service.ReadOnly(targ[inde])
else
return targ[inde]
end
elseif API_Special[inde] == false then
AddLog(Logs.Script,{
Text = "Access to "..tostring(inde).." was denied";
Desc = "A server script attempted to access "..tostring(inde).." via _G.Adonis.Access";
})
error("Access Denied: "..tostring(inde))
else
error("Could not find "..tostring(inde))
end
end;
__newindex = function(tabl,inde,valu)
if Settings.G_Access_Perms == "Read" then
error("Read-only")
elseif Settings.G_Access_Perms == "Write" then
tabl[inde] = valu
end
end;
__metatable = true;
}
end
else
error("Incorrect key or G_Access is disabled")
end
end);
Scripts = service.ReadOnly({
ExecutePermission = MetaFunc(function(srcScript, code)
local exists;
for i,v in pairs(Core.ScriptCache) do
if v.Script == srcScript then
exists = v
end
end
if exists and exists.noCache ~= true and (not exists.runLimit or (exists.runLimit and exists.Executions <= exists.runLimit)) then
exists.Executions = exists.Executions+1
return exists.Source, exists.Loadstring
end
local data = Core.ExecutePermission(srcScript, code)
if data and data.Source then
local module;
if not exists then
module = require(server.Shared.FiOne:Clone())
table.insert(Core.ScriptCache,{
Script = srcScript;
Source = data.Source;
Loadstring = module;
noCache = data.noCache;
runLimit = data.runLimit;
Executions = data.Executions;
})
else
module = exists.Loadstring
exists.Source = data.Source
end
return data.Source, module
end
end);
}, nil, nil, true);
CheckAdmin = MetaFunc(Admin.CheckAdmin);
IsAdmin = MetaFunc(Admin.CheckAdmin);
IsBanned = MetaFunc(Admin.CheckBan);
IsMuted = MetaFunc(Admin.IsMuted);
CheckDonor = MetaFunc(Admin.CheckDonor);
GetLevel = MetaFunc(Admin.GetLevel);
SetLighting = MetaFunc(Functions.SetLighting);
SetPlayerLighting = MetaFunc(Remote.SetLighting);
NewParticle = MetaFunc(Functions.NewParticle);
RemoveParticle = MetaFunc(Functions.RemoveParticle);
NewLocal = MetaFunc(Remote.NewLocal);
MakeLocal = MetaFunc(Remote.MakeLocal);
MoveLocal = MetaFunc(Remote.MoveLocal);
RemoveLocal = MetaFunc(Remote.RemoveLocal);
Hint = MetaFunc(Functions.Hint);
Message = MetaFunc(Functions.Message);
RunCommandAsNonAdmin = MetaFunc(Admin.RunCommandAsNonAdmin);
}
local AdonisGTable = service.NewProxy({
__index = function(tab,ind)
if Settings.G_API then
return API[ind]
elseif ind == "Scripts" then
return API.Scripts
else
error("_G API is disabled")
end
end;
__newindex = function()
error("Read-only")
end;
__metatable = true;
})
if not rawget(_G, "Adonis") then
if table.isfrozen and not table.isfrozen(_G) or not table.isfrozen then
rawset(_G, "Adonis", AdonisGTable)
StartLoop("APICheck", 1, function()
if rawget(_G, "Adonis") ~= AdonisGTable then
if table.isfrozen and not table.isfrozen(_G) or not table.isfrozen then
rawset(_G, "Adonis", AdonisGTable)
else
warn("ADONIS CRITICAL WARNING! MALICIOUS CODE IS TRYING TO CHANGE THE ADONIS _G API AND IT CAN'T BE SET BACK! PLEASE SHUTDOWN THE SERVER AND REMOVE THE MALICIOUS CODE IF POSSIBLE!")
end
end
end, true)
else
warn("The _G table was locked and the Adonis _G API could not be loaded")
end
end
AddLog(Logs.Script,{
Text = "Started _G API";
Desc = "_G API was initialized and is ready to use";
})
end;
};
end
|
--Engine
|
function Engine()
--Neutral Gear
if _CGear==0 then _ClutchOn = false end
--Car is off
local revMin = _Tune.IdleRPM
if not _IsOn then
revMin = 0
_CGear = 0
_ClutchOn = false
_GThrot = _Tune.IdleThrottle
end
--Determine RPM
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*_Tune.FinalDrive*30/math.pi,_Tune.Redline+100),revMin)
local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
_RPM = ( (_RPM*2*clutchP) + (aRPM*2*(1-clutchP)) )/2
_HP = (_Tune.Horsepower/2) * math.sin((math.pi/((1+(math.min(10,_Tune.IdleOffset)/100))*_Tune.PeakRPM)) * (_RPM - (((2-(1+(math.min(10,_Tune.IdleOffset)/100)))* _Tune.PeakRPM)/2))) + (_Tune.Horsepower/2)
_OutTorque = _HP * 5250 / _RPM * _Tune.Ratios[_CGear+2] * _Tune.FinalDrive
else
if _GThrot-_Tune.IdleThrottle>0 then
_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)
else
_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
end
_OutTorque = 0
end
--Rev Limiter
local spLimit = 0
if _RPM>_Tune.Redline then
if _CGear<#_Tune.Ratios-2 then
_RPM = _RPM-_Tune.RevBounce
spLimit = 0
else
_RPM = _RPM-_Tune.RevBounce*.5
end
else
spLimit = (_Tune.Redline+100)*math.pi/(30*_Tune.Ratios[_CGear+2]*_Tune.FinalDrive)
end
--Automatic Transmission
if _TMode == "Auto" and _IsOn then
_ClutchOn = true
if _CGear == 0 then _CGear = 1 end
if _CGear >= 1 then
if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then
_CGear = -1
else
if _Tune.AutoShiftMode == "RPM" then
if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*_Tune.FinalDrive*30/math.pi,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then
_CGear=math.max(_CGear-1,1)
end
else
if car.DriveSeat.Velocity.Magnitude > math.ceil(wDia*math.pi*(_Tune.PeakRPM+_Tune.AutoUpThresh)/60/_Tune.Ratios[_CGear+2]/_Tune.FinalDrive) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDia*math.pi*(_Tune.PeakRPM-_Tune.AutoDownThresh)/60/_Tune.Ratios[_CGear+1]/_Tune.FinalDrive) then
_CGear=math.max(_CGear-1,1)
end
end
end
else
if _GThrot-_Tune.IdleThrottle > 0 and car.DriveSeat.Velocity.Magnitude < 20 then
_CGear = 1
end
end
end
--Differential Stuff
local fwspeed=0
local fwcount=0
local rwspeed=0
local rwcount=0
for i,v in pairs(car.Wheels:GetChildren()) do
if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then
fwspeed=fwspeed+v.RotVelocity.Magnitude
fwcount=fwcount+1
elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then
rwspeed=rwspeed+v.RotVelocity.Magnitude
rwcount=rwcount+1
end
end
fwspeed=fwspeed/fwcount
rwspeed=rwspeed/rwcount
local cwspeed=(fwspeed+rwspeed)/2
--Apply Forces
for i,v in pairs(car.Wheels:GetChildren()) do
local Ref=v.Axle.CFrame.lookVector
local aRef=1
local diffMult=1
if v.Name=="FL" or v.Name=="RL" then aRef=-1 end
--Torque Compensation
if _Tune.Config ~= "AWD" then _OutTorque = _OutTorque*1.3 end
--Differential
if v.Name=="FL" or v.Name=="FR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
elseif v.Name=="RL" or v.Name=="RR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
end
--Output
if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_Tune.PBrakeForce
v["#AV"].angularvelocity=Vector3.new()
else
if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-_Tune.IdleThrottle==0 )))then
local driven = false
for _,a in pairs(Drive) do if a==v then driven = true end end
if driven then
local on=1
if not script.Parent.IsOn.Value then on=0 end
local throt = _GThrot
if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end
local tqTCS = 1
if _TCS then
tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-_Tune.TCSLimit))
end
if tqTCS < 1 then
_TCSActive = true
else
_TCSActive = false
end
local dir = 1
if _CGear==-1 then dir = -1 end
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on
v["#AV"].angularvelocity=Ref*aRef*spLimit*dir
else
v["#AV"].maxTorque=Vector3.new()
v["#AV"].angularvelocity=Vector3.new()
end
else
local brake = _GBrake
if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_Tune.BrakeForce*brake
v["#AV"].angularvelocity=Vector3.new()
end
end
end
end
|
--[=[
Loading logic for Nevermore
@private
@class LoaderClass
]=]
|
local Loader = {}
Loader.ClassName = "Loader"
Loader.__index = Loader
function Loader.new(script)
return setmetatable({
_script = script;
}, Loader)
end
local function waitForValue(objectValue)
local value = objectValue.Value
if value then
return value
end
return objectValue.Changed:Wait()
end
function Loader:__call(value)
if type(value) == "string" then
local object = self._script.Parent[value]
if object:IsA("ObjectValue") then
return require(waitForValue(object))
else
return require(object)
end
else
return require(value)
end
end
function Loader:__index(value)
if type(value) == "string" then
local object = self._script.Parent[value]
if object:IsA("ObjectValue") then
return require(waitForValue(object))
else
return require(object)
end
else
return require(value)
end
end
return Loader
|
--// SETTINGS
|
local rpmdiv = 280 -- lower = faster; higher = slower
local waittime = 0.06 -- time between each update, lowest is 0.06 and highest is 0.3
|
--FastCast.VisualizeCasts = true
|
local caster = FastCast.new()
local castParams = RaycastParams.new()
castParams.FilterType = Enum.RaycastFilterType.Blacklist
castParams.IgnoreWater = true
local bulletCache = PartCache.new(bulletTemplate, 100, bulletsFolder)
local castBehavior = FastCast.newBehavior()
castBehavior.RaycastParams = castParams
castBehavior.Acceleration = Vector3.new(0, -workspace.Gravity, 0)
castBehavior.AutoIgnoreContainer = false
castBehavior.CosmeticBulletContainer = bulletsFolder
castBehavior.CosmeticBulletProvider = bulletCache
local ammoLeft = 30
local reloading = false
local function reload()
if reloading then return end
reloading = true
wait(5)
ammoLeft = 30
reloading = false
end
local function onEquipped()
castParams.FilterDescendantsInstances = {tool.Parent, bulletsFolder}
end
local function onLengthChanged(cast, lastPoint, direction, length, velocity, bullet)
if bullet then
local bulletLength = bullet.Size.Z/2
local offset = CFrame.new(0, 0, -(length - bulletLength))
bullet.CFrame = CFrame.lookAt(lastPoint, lastPoint + direction):ToWorldSpace(offset)
end
end
local function onRayHit(cast, result, velocity, bullet)
local hit = result.Instance
local character = hit:FindFirstAncestorWhichIsA("Model")
if character and character:FindFirstChild("Humanoid") then
character.Humanoid:TakeDamage(50)
end
delay(2, function()
bulletCache:ReturnPart(bullet)
end)
end
local function fire(player, mousePosition)
if tool.Parent:IsA("Backpack") then return end
if ammoLeft > 0 and not reloading then
local origin = firePoint.WorldPosition
local direction = (mousePosition - origin).Unit
caster:Fire(origin, direction, 1000, castBehavior)
ammoLeft -= 1
else
reload()
end
end
fireEvent.OnServerEvent:Connect(fire)
reloadEvent.OnServerEvent:Connect(reload)
tool.Equipped:Connect(onEquipped)
caster.LengthChanged:Connect(onLengthChanged)
|
--check mass to see if object is large enough to spray blood on
|
if dmg<1000 then
for x = 1, math.floor(dmg*(math.random(1,7)*.105)) do
local bloodRay = Ray.new(origin,(game.Players.LocalPlayer.Character.Torso.CFrame.p.unit * Vector3.new(math.random(-7,7)/60,math.random(-7,7)/60,math.random(-7,7)/60)).unit * 12)
local hitPart, hitPoint = workspace:FindPartOnRayWithIgnoreList(bloodRay,{workspace.CurrentCamera,humanoid.Parent})
if hitPart and hitPart.Transparency==0 and hitPart:GetMass() > 5 and hitPart.Anchored then
local blood = Instance.new("Part",game.Workspace["Ray_Ignore"])
blood.formFactor = "Custom"
blood.Size = Vector3.new(math.random(1,3600)*.001,0.2,math.random(1,3600)*.001)
blood.BrickColor = BrickColor.new("Bright red")
blood.Anchored = true
blood.CanCollide = false
Instance.new("BlockMesh",blood).Scale = Vector3.new(math.random(0,112)*.001,0.1,math.random(0,112)*.001)
local sc=script.bl:clone()
sc.Parent=blood
sc.Disabled=false
blood.TopSurface = "Smooth"
blood.BottomSurface = "Smooth"
blood.Reflectance=0.2
blood.Transparency=1
local decalpick=math.random(1,3)
if decalpick==1 then
local crap=script.Decal1:clone()
crap.Name="Decal"
crap.Parent=blood
elseif decalpick==2 then
local crap=script.Decal2:clone()
crap.Name="Decal"
crap.Parent=blood
elseif decalpick==3 then
local crap=script.Decal3:clone()
crap.Name="Decal"
crap.Parent=blood
end
local normal = GetSurfaceNormal(hitPart,hitPoint).unit
if pcall(function()
blood.CFrame = CFrame.new(hitPoint,hitPoint + normal) * CFrame.Angles(1.57,math.random(0,300)/100,0) end) then
end
end
end
end
end
local hp=game.Players.LocalPlayer.Character.Humanoid.Health
character.Humanoid.HealthChanged:connect(function(health)
--[[if game.Workspace:FindFirstChild("Ray_Ignore") then
splatterBlood(game.Players.LocalPlayer.Character.Torso.Position,game.Players.LocalPlayer.Character.Humanoid,hp-health)
end]]--
hp=game.Players.LocalPlayer.Character.Humanoid.Health
healthGUIUpdate(health)
end)
|
-- aboutWindow Functions
|
local function showAboutWindow()
aboutWindow.Visible = true
TweenService:Create(aboutWindow, Bar_Button_TweenInfo, {Size = UDim2.new(0,513, 0, 378), GroupTransparency = 0}):Play()
end
local function hideAboutWindow()
TweenService:Create(aboutWindow, Bar_Button_TweenInfo, {Size = UDim2.new(0,500, 0, 365), GroupTransparency = 1}):Play()
task.wait(0.3)
aboutWindow.Visible = false
end
|
-- Container for temporary connections (disconnected automatically)
|
local Connections = {};
function DecorateTool.Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
ShowUI();
end;
function DecorateTool.Unequip()
-- Disables the tool's equipped functionality
-- Clear unnecessary resources
HideUI();
ClearConnections();
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:disconnect();
Connections[ConnectionKey] = nil;
end;
end;
function ShowUI()
-- Creates and reveals the UI
-- Reveal UI if already created
if DecorateTool.UI then
-- Reveal the UI
DecorateTool.UI.Visible = true;
-- Update the UI every 0.1 seconds
UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);
-- Skip UI creation
return;
end;
-- Create the UI
DecorateTool.UI = Core.Tool.Interfaces.BTDecorateToolGUI:Clone();
DecorateTool.UI.Parent = Core.UI;
DecorateTool.UI.Visible = true;
-- Enable each decoration type UI
EnableOptionsUI(DecorateTool.UI.Smoke);
EnableOptionsUI(DecorateTool.UI.Fire);
EnableOptionsUI(DecorateTool.UI.Sparkles);
-- Update the UI every 0.1 seconds
UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);
end;
|
-- print("Keyframe : ".. frameName)
|
local repeatAnim = stopAllAnimations()
playAnimation(repeatAnim, 0.0, Humanoid)
end
end
|
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]--
--[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]--
--[[end;]]
|
--
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
function FindNearestBae()
local NoticeDistance=400;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(5000);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
Wait(0.5);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.2);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=38;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=0.004;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
else
Notice=false;
NoticeDebounce=false;
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=1300;
JeffTheKillerHumanoid.JumpPower=60;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end;
|
--Change sound id to the id you want to play
|
debounce = false
script.Parent.Touched:connect(function(hit)
if not debounce then
debounce = true
if(hit.Parent:FindFirstChild("Humanoid")~=nil)then
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
local sound = script.Parent.Sound:Clone()
sound.Parent = player.PlayerGui
sound:Play()
wait(0)--change to how long before the sound plays again after retouching it
end
debounce = false
end
end)
|
-- maps a value from one range to another, clamping to the output range. order does not matter
|
function CameraUtils.mapClamp(x, inMin, inMax, outMin, outMax)
return math.clamp(
(x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin,
math.min(outMin, outMax),
math.max(outMin, outMax)
)
end
|
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