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--[[ PLEASE ADD THE FOLLOWING LINES OF CODE IN THE CONFIGURATION (POINTS.POINTSAWARDED) function(newPoints,Employee) -- Runs every time points are awarded to anyone. newPoints is the new total value of points the employee has, and Employee is the employee (Player). Employee:WaitForChild('leaderstats'):WaitForChild('Points').Value = newPoints end; -- Recommended only for scripters --]]
--[=[ @class SoftShutdownServiceClient ]=]
local require = require(script.Parent.loader).load(script) local Workspace = game:GetService("Workspace") local UserInputService = game:GetService("UserInputService") local StarterGui = game:GetService("StarterGui") local TeleportService = game:GetService("TeleportService") local AttributeValue = require("AttributeValue") local Maid = require("Maid") local PlayerGuiUtils = require("PlayerGuiUtils") local Rx = require("Rx") local SoftShutdownConstants = require("SoftShutdownConstants") local SoftShutdownTranslator = require("SoftShutdownTranslator") local SoftShutdownUI = require("SoftShutdownUI") local RxValueBaseUtils = require("RxValueBaseUtils") local SoftShutdownServiceClient = {} local DISABLE_CORE_GUI_TYPES = { Enum.CoreGuiType.PlayerList; Enum.CoreGuiType.Health; Enum.CoreGuiType.Backpack; Enum.CoreGuiType.Chat; Enum.CoreGuiType.EmotesMenu; Enum.CoreGuiType.All; } function SoftShutdownServiceClient:Init(serviceBag) assert(not self._serviceBag, "Already initialized") self._serviceBag = assert(serviceBag, "No serviceBag") self._maid = Maid.new() self._translator = self._serviceBag:GetService(SoftShutdownTranslator) self._isLobby = AttributeValue.new(Workspace, SoftShutdownConstants.IS_SOFT_SHUTDOWN_LOBBY_ATTRIBUTE, false) self._isUpdating = AttributeValue.new(Workspace, SoftShutdownConstants.IS_SOFT_SHUTDOWN_UPDATING_ATTRIBUTE, false) self._localTeleportDataSaysIsLobby = Instance.new("BoolValue") self._localTeleportDataSaysIsLobby.Value = false self._maid:GiveTask(self._localTeleportDataSaysIsLobby) self._isArrivingAfterShutdown = Instance.new("BoolValue") self._isArrivingAfterShutdown.Value = false self._maid:GiveTask(self._isArrivingAfterShutdown) task.spawn(function() if self:_queryLocalTeleportInfo() then self._localTeleportDataSaysIsLobby.Value = true end if self:_queryIsArrivingAfterShutdown() then self._isArrivingAfterShutdown.Value = true; end end) self._maid:GiveTask(Rx.combineLatest({ isLobby = self._isLobby:Observe(); isShuttingDown = self._isUpdating:Observe(); localTeleportDataSaysIsLobby = RxValueBaseUtils.observeValue(self._localTeleportDataSaysIsLobby); isArrivingAfterShutdown = RxValueBaseUtils.observeValue(self._isArrivingAfterShutdown); }):Subscribe(function(state) if state.isLobby or state.localTeleportDataSaysIsLobby then self._maid._shutdownUI = nil if not self._maid._lobbyUI then local screenGui self._maid._lobbyUI, screenGui = self:_showSoftShutdownUI("shutdown.lobby.title", "shutdown.lobby.subtitle", true) TeleportService:SetTeleportGui(screenGui) end elseif state.isShuttingDown then local screenGui self._maid._shutdownUI, screenGui = self:_showSoftShutdownUI("shutdown.restart.title", "shutdown.restart.subtitle") TeleportService:SetTeleportGui(screenGui) self._maid._lobbyUI = nil elseif state.isArrivingAfterShutdown then -- Construct local maid = self:_showSoftShutdownUI("shutdown.complete.title", "shutdown.complete.subtitle", true) self._maid._shutdownUI = maid self._maid._lobbyUI = nil -- Defer task.delay(1, function() if self._maid._shutdownUI == maid then self._maid._shutdownUI = nil end end) else self._maid._shutdownUI = nil self._maid._lobbyUI = nil end end)) end function SoftShutdownServiceClient:_queryIsArrivingAfterShutdown() local data = TeleportService:GetLocalPlayerTeleportData() if type(data) == "table" and data.isSoftShutdownArrivingIntoUpdatedServer then return true else return false end end function SoftShutdownServiceClient:_queryLocalTeleportInfo() local data = TeleportService:GetLocalPlayerTeleportData() if type(data) == "table" and data.isSoftShutdownReserveServer then return true else return false end end function SoftShutdownServiceClient:_showSoftShutdownUI(titleKey, subtitleKey, doNotAnimateShow) local maid = Maid.new() local renderMaid = Maid.new() local screenGui = Instance.new("ScreenGui") screenGui.Name = "SoftShutdownScreenGui" screenGui.ResetOnSpawn = false screenGui.AutoLocalize = false screenGui.IgnoreGuiInset = true screenGui.DisplayOrder = 1e10 screenGui.Parent = PlayerGuiUtils.getPlayerGui() screenGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling renderMaid:GiveTask(screenGui) local softShutdownUI = SoftShutdownUI.new() renderMaid:GiveTask(softShutdownUI) maid:GiveTask(function() softShutdownUI:Hide() task.delay(1, function() renderMaid:Destroy() end) end) self:_hideCoreGuiUI(renderMaid, screenGui) maid:GivePromise(self._translator:PromiseFormatByKey(subtitleKey)):Then(function(subtitle) softShutdownUI:SetSubtitle(subtitle) end) maid:GivePromise(self._translator:PromiseFormatByKey(titleKey)):Then(function(title) softShutdownUI:SetTitle(title) end) softShutdownUI:Show(doNotAnimateShow) softShutdownUI.Gui.Parent = screenGui return maid, screenGui end function SoftShutdownServiceClient:_hideCoreGuiUI(maid, ignoreScreenGui) -- Hide all other ui if not UserInputService.ModalEnabled then UserInputService.ModalEnabled = true maid:GiveTask(function() UserInputService.ModalEnabled = false end) end local playerGui = PlayerGuiUtils.getPlayerGui() local enabledScreenGuis = {} local function handleChild(child) if child:IsA("ScreenGui") and child ~= ignoreScreenGui and child.Enabled then enabledScreenGuis[child] = child child.Enabled = false end end for _, child in pairs(playerGui:GetChildren()) do handleChild(child) end maid:GiveTask(playerGui.ChildAdded:Connect(function(child) handleChild(child) end)) maid:GiveTask(playerGui.ChildRemoved:Connect(function(child) enabledScreenGuis[child] = nil end)) maid:GiveTask(function() for screenGui, _ in pairs(enabledScreenGuis) do screenGui.Enabled = true end end) for _, coreGuiType in pairs(DISABLE_CORE_GUI_TYPES) do task.spawn(function() if StarterGui:GetCoreGuiEnabled(coreGuiType) then StarterGui:SetCoreGuiEnabled(coreGuiType, false) maid:GiveTask(function() StarterGui:SetCoreGuiEnabled(coreGuiType, true) end) end end) end end function SoftShutdownServiceClient:Destroy() self._maid:DoCleaning() end return SoftShutdownServiceClient
-- Objects with any dimension thinner than this will be ignored -- by no-clip checks, which leaves some room for events like doors -- that close right behind players.
config.NoclipThicknessTolerance = 3.1
-- constants
local CAMERA = Workspace.CurrentCamera local PLAYER = Players.LocalPlayer local REMOTES = ReplicatedStorage:WaitForChild("Remotes") local ITEMS = ReplicatedStorage:WaitForChild("Items") local DROPS = Workspace:WaitForChild("Drops") local EFFECTS = Workspace:WaitForChild("Effects") local OUTLINE_COLOR = Color3.fromRGB(249, 142, 190) local OUTLINE_WIDTH = 0.3 local UPDATE_RANGE = 400
-- This function generates a random secret and stores it in the global variable
function generateSecret() -- Generate a random number between 1 and 100 secret = math.random(100) end
--!strict --[[ Original Author: TacoBellSaucePackets Original Source: https://devforum.roblox.com/t/adonis-g-api-usage/477194/4 Description: This plugin will give a certain temporary permission level to private server owners Place this ModuleScript in Adonis_Loader > Config > Plugins and name it "Server-PrivateServerOwnerAdmin" --]]
-- Version 3 -- Last updated: 31/07/2020
local Module = {} DebugEnabled = false Debris = game:GetService("Debris") function Module.FracturePart(PartToFracture) if PartToFracture then return end -- UNUSED LOL local BreakingPointAttachment = PartToFracture:FindFirstChild("BreakingPoint") -- Settings local Configuration = require(script.Parent.Configuration) local DebrisDespawn = false local DebrisDespawnDelay = 0 local WeldDebris = false local AnchorDebris = false if DebugEnabled then local DebugPart = Instance.new("Part") DebugPart.Shape = "Ball" DebugPart.CanCollide = false DebugPart.Anchored = true DebugPart.Size = Vector3.new(0.5, 0.5, 0.5) DebugPart.Color = Color3.fromRGB(255, 0, 0) DebugPart.Position = BreakingPointAttachment.WorldPosition DebugPart.Parent = workspace end local BreakSound = PartToFracture:FindFirstChild("BreakSound") if BreakSound then local SoundPart = Instance.new("Part") SoundPart.Size = Vector3.new(0.2, 0.2, 0.2) SoundPart.Position = PartToFracture.Position SoundPart.Name = "TemporarySoundEmitter" SoundPart.Anchored = true SoundPart.CanCollide = false SoundPart.Transparency = 1 local Sound = BreakSound:Clone() Sound.Parent = SoundPart SoundPart.Parent = workspace Sound:Play() Debris:AddItem(SoundPart, Sound.PlaybackSpeed) end if Configuration then DebrisDespawn = Configuration.DebrisDespawn DebrisDespawnDelay = Configuration.DebrisDespawnDelay WeldDebris = Configuration.WeldDebris AnchorDebris = Configuration.AnchorDebris else warn("The 'Configuration' is not a valid member of " .. PartToFracture.Name .. ". Please insert a 'Configuration' with the following values; 'DebrisDespawn' (bool), 'WeldDebris' (bool), 'DebrisDespawnDelay' (number/int)") end if not BreakingPointAttachment then warn("The 'BreakingPoint' attachment is not a valid member of " .. PartToFracture.Name .. ". Please insert an attachment named 'BreakingPoint'") end local BreakingPointY = BreakingPointAttachment.Position.Y local BreakingPointZ = BreakingPointAttachment.Position.Z local ShardBottomLeft = Instance.new("WedgePart") local ShardBottomRight = Instance.new("WedgePart") local ShardTopLeft = Instance.new("WedgePart") local ShardTopRight = Instance.new("WedgePart") local BreakSound = PartToFracture:FindFirstChild("BreakSound") -- Bottom Left ShardBottomLeft.Material = PartToFracture.Material ShardBottomLeft.Color = PartToFracture.Color ShardBottomLeft.Transparency = PartToFracture.Transparency ShardBottomLeft.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) - BreakingPointY, (PartToFracture.Size.Z / 2) + BreakingPointZ) local OldSizeY = ShardBottomLeft.Size.Y local OldSizeZ = ShardBottomLeft.Size.Z ShardBottomLeft.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY - (ShardBottomLeft.Size.Y / 2), BreakingPointZ + (ShardBottomLeft.Size.Z / 2)) ShardBottomLeft.CFrame = ShardBottomLeft.CFrame * CFrame.Angles(math.rad(90), 0, 0) ShardBottomLeft.Size = Vector3.new(ShardBottomLeft.Size.X, OldSizeZ, OldSizeY) local ShardBottomLeft2 = ShardBottomLeft:Clone() ShardBottomLeft2.CFrame = ShardBottomLeft2.CFrame * CFrame.Angles(math.rad(180), 0, 0) -- Bottom Right ShardBottomRight.Material = PartToFracture.Material ShardBottomRight.Color = PartToFracture.Color ShardBottomRight.Transparency = PartToFracture.Transparency ShardBottomRight.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) + BreakingPointY, (PartToFracture.Size.Z / 2) + BreakingPointZ) ShardBottomRight.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY + (ShardBottomRight.Size.Y / 2), BreakingPointZ + (ShardBottomRight.Size.Z / 2)) local ShardBottomRight2 = ShardBottomRight:Clone() ShardBottomRight2.CFrame = ShardBottomRight2.CFrame * CFrame.Angles(math.rad(180), 0, 0) -- Top Left ShardTopLeft.Material = PartToFracture.Material ShardTopLeft.Color = PartToFracture.Color ShardTopLeft.Transparency = PartToFracture.Transparency ShardTopLeft.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) + BreakingPointY, (PartToFracture.Size.Z / 2) - BreakingPointZ) local OldSizeY = ShardTopLeft.Size.Y local OldSizeZ = ShardTopLeft.Size.Z ShardTopLeft.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY + (ShardTopLeft.Size.Y / 2), BreakingPointZ - (ShardTopLeft.Size.Z / 2)) ShardTopLeft.CFrame = ShardTopLeft.CFrame * CFrame.Angles(math.rad(90), 0, 0) ShardTopLeft.Size = Vector3.new(ShardTopLeft.Size.X, OldSizeZ, OldSizeY) local ShardTopLeft2 = ShardTopLeft:Clone() ShardTopLeft2.CFrame = ShardTopLeft2.CFrame * CFrame.Angles(math.rad(180), 0, 0) -- Top Right ShardTopRight.Material = PartToFracture.Material ShardTopRight.Color = PartToFracture.Color ShardTopRight.Transparency = PartToFracture.Transparency ShardTopRight.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) - BreakingPointY, (PartToFracture.Size.Z / 2) - BreakingPointZ) ShardTopRight.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY - (ShardTopRight.Size.Y / 2), BreakingPointZ - (ShardTopRight.Size.Z / 2)) local ShardTopRight2 = ShardTopRight:Clone() ShardTopRight2.CFrame = ShardTopRight2.CFrame * CFrame.Angles(math.rad(180), 0, 0) local ShardDictionary = {ShardBottomLeft, ShardBottomLeft2, ShardBottomRight, ShardBottomRight2, ShardTopLeft, ShardTopLeft2, ShardTopRight, ShardTopRight2} local FirstShard = nil for Index, Shard in ipairs(ShardDictionary) do if not FirstShard then FirstShard = Shard end Shard.Anchored = AnchorDebris if not AnchorDebris then Shard.Velocity = PartToFracture.Velocity Shard.RotVelocity = PartToFracture.RotVelocity end if WeldDebris and FirstShard then local Weld = Instance.new("WeldConstraint") Weld.Name = "ShardWeld" Weld.Part0 = FirstShard Weld.Part1 = Shard Weld.Parent = Shard end Shard.Name = "Shard" Shard.Parent = PartToFracture.Parent if DebrisDespawn then Debris:AddItem(Shard, DebrisDespawnDelay) end end PartToFracture:Destroy() end return Module
--[[ Runs all test and reports the results using the given test reporter. If no reporter is specified, a reasonable default is provided. This function demonstrates the expected workflow with this testing system: 1. Locate test modules 2. Generate test plan 3. Run test plan 4. Report test results This means we could hypothetically present a GUI to the developer that shows the test plan before we execute it, allowing them to toggle specific tests before they're run, but after they've been identified! ]]
function TestBootstrap:run(roots, reporter, otherOptions) reporter = reporter or TextReporter otherOptions = otherOptions or {} local showTimingInfo = otherOptions["showTimingInfo"] or false local runTestsByPath = {} local testNamePattern = _G["TESTEZ_TEST_NAME_PATTERN"] local testPathPattern = _G["TESTEZ_TEST_PATH_PATTERN"] local testPathIgnorePatterns = _G["TESTEZ_TEST_PATH_IGNORE_PATTERNS"] local extraEnvironment = otherOptions["extraEnvironment"] or {} for testPath in string.gmatch(_G["TESTEZ_RUN_TESTS_PATH"] or "", "([^,]+)") do table.insert(runTestsByPath, testPath) end if type(roots) ~= "table" then error(("Bad argument #1 to TestBootstrap:run. Expected table, got %s"):format(typeof(roots)), 2) end local startTime = tick() local modules = {} for _, subRoot in ipairs(roots) do local newModules = self:getModules(subRoot) for _, newModule in ipairs(newModules) do table.insert(modules, newModule) end end local afterModules = tick() local planArgs = { runTestsByPath = runTestsByPath, testNamePattern = testNamePattern, testPathPattern = testPathPattern, testPathIgnorePatterns = testPathIgnorePatterns, extraEnvironment = extraEnvironment, } local plan = TestPlanner.createPlan(modules, planArgs) local afterPlan = tick() local results = TestRunner.runPlan(plan) local afterRun = tick() reporter.report(results) local afterReport = tick() if showTimingInfo then local timing = { ("Took %f seconds to locate test modules"):format(afterModules - startTime), ("Took %f seconds to create test plan"):format(afterPlan - afterModules), ("Took %f seconds to run tests"):format(afterRun - afterPlan), ("Took %f seconds to report tests"):format(afterReport - afterRun), } print(table.concat(timing, "\n")) end return results end return TestBootstrap
-- Local Functions
local function FindAndSaveSpawns(object) for _, child in pairs(object:GetChildren()) do if child:IsA("SpawnLocation") then table.insert(Spawns, child) end FindAndSaveSpawns(child) end end
--[[ if time>nextsound then playsound(time) end --]]
if time>nextjump then nextjump=time+7+(math.random()*5) Humanoid.Jump=true end animate(time) end wait(4) sp:Destroy() --Rest In Pizza
-- Set the DisplayName to the player's display name
local displayNameLabel = displayName displayNameLabel.Text = player.DisplayName displaynameprofile.Text = player.DisplayName usernameprofile.Text = "@"..player.Name local TextLabel = script.Parent.Parent.Parent.AppManager["App Store"].Date local TextLabelSht = script.Parent.Parent.Parent.ShutterFrame.Date local function getCurrentDate() local currentDate = os.date("*t") local day = currentDate.day local month = os.date("%B") local formattedDate = string.format("%d %s", day, month) return formattedDate end
--sounds
soundsdisabledfromrefit = {""} local boltpsound = Instance.new("Sound", handle) boltpsound.SoundId = "rbxassetid://456267525" boltpsound.Volume = 0.8 boltpsound.Name = "boltpsound" boltpsound.RollOffMinDistance = 1 boltpsound.RollOffMaxDistance = 300 local shellsound = Instance.new("Sound", handle) shellsound.SoundId = "rbxassetid://2712533735" shellsound.Volume = 0.5 shellsound.Name = "shellsound" shellsound.RollOffMinDistance = 1 shellsound.RollOffMaxDistance = 300 local magoutsound = Instance.new("Sound", handle) magoutsound.SoundId = "rbxassetid://268445237" magoutsound.Volume = 0.8 magoutsound.Name = "magoutsound" magoutsound.RollOffMinDistance = 1 magoutsound.RollOffMaxDistance = 300 local maginsound = Instance.new("Sound", handle) maginsound.SoundId = "rbxassetid://2546411966" maginsound.Volume = 0.8 maginsound.Name = "magoutsound" maginsound.RollOffMinDistance = 1 maginsound.RollOffMaxDistance = 300 local magreachsound = Instance.new("Sound", handle) magreachsound.SoundId = "rbxassetid://7329457810" magreachsound.Volume = 3 magreachsound.Name = "magreachsound" magreachsound.RollOffMinDistance = 1 magreachsound.RollOffMaxDistance = 300 local shootsound = Instance.new("Sound", handle) shootsound.SoundId = "rbxassetid://6530496628" shootsound.Volume = 1.5 shootsound.Name = "shootsound" shootsound.RollOffMinDistance = 1 shootsound.RollOffMaxDistance = 300 concretesoundtick = tick() local hitconcrete = Instance.new("Sound", handle) hitconcrete.SoundId = "rbxassetid://6962153997" hitconcrete.Volume = 1 hitconcrete.Name = "hitcsound" hitconcrete.RollOffMinDistance = 1 hitconcrete.RollOffMaxDistance = 200 hitcsounds = {"6962154328", "6962154691", "6962155378", "6962153997"} function playsound(sound, timep, playbacks, volume) pcall(function() -- so the script wont die if someone renames sounds/attempts to play something that isnt a sound sound.TimePosition = timep sound.PlaybackSpeed = playbacks sound.Volume = volume sound:Play() end) end
--// Damage Settings
Damage = 26; HeadDamage = 100;
-- [[ Update ]]--
function OrbitalCamera:Update(dt) local now = tick() local timeDelta = (now - self.lastUpdate) local userPanningTheCamera = (self.UserPanningTheCamera == true) local camera = workspace.CurrentCamera local newCameraCFrame = camera.CFrame local newCameraFocus = camera.Focus local player = PlayersService.LocalPlayer local cameraSubject = camera and camera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform') if self.lastUpdate == nil or timeDelta > 1 then self.lastCameraTransform = nil end if self.lastUpdate then local gamepadRotation = self:UpdateGamepad() if self:ShouldUseVRRotation() then self.RotateInput = self.RotateInput + self:GetVRRotationInput() else -- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from local delta = math.min(0.1, timeDelta) if gamepadRotation ~= ZERO_VECTOR2 then userPanningTheCamera = true self.rotateInput = self.rotateInput + (gamepadRotation * delta) end local angle = 0 if not (isInVehicle or isOnASkateboard) then angle = angle + (self.TurningLeft and -120 or 0) angle = angle + (self.TurningRight and 120 or 0) end if angle ~= 0 then self.rotateInput = self.rotateInput + Vector2.new(math.rad(angle * delta), 0) userPanningTheCamera = true end end end -- Reset tween speed if user is panning if userPanningTheCamera then self.lastUserPanCamera = tick() end local subjectPosition = self:GetSubjectPosition() if subjectPosition and player and camera then -- Process any dollying being done by gamepad -- TODO: Move this if self.gamepadDollySpeedMultiplier ~= 1 then self:SetCameraToSubjectDistance(self.currentSubjectDistance * self.gamepadDollySpeedMultiplier) end local VREnabled = VRService.VREnabled newCameraFocus = VREnabled and self:GetVRFocus(subjectPosition, timeDelta) or CFrame.new(subjectPosition) local cameraFocusP = newCameraFocus.p if VREnabled and not self:IsInFirstPerson() then local cameraHeight = self:GetCameraHeight() local vecToSubject = (subjectPosition - camera.CFrame.p) local distToSubject = vecToSubject.magnitude -- Only move the camera if it exceeded a maximum distance to the subject in VR if distToSubject > self.currentSubjectDistance or self.rotateInput.x ~= 0 then local desiredDist = math.min(distToSubject, self.currentSubjectDistance) -- Note that CalculateNewLookVector is overridden from BaseCamera vecToSubject = self:CalculateNewLookVector(vecToSubject.unit * X1_Y0_Z1, Vector2.new(self.rotateInput.x, 0)) * desiredDist local newPos = cameraFocusP - vecToSubject local desiredLookDir = camera.CFrame.lookVector if self.rotateInput.x ~= 0 then desiredLookDir = vecToSubject end local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z) self.RotateInput = ZERO_VECTOR2 newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0) end else -- self.RotateInput is a Vector2 of mouse movement deltas since last update self.curAzimuthRad = self.curAzimuthRad - self.rotateInput.x if self.useAzimuthLimits then self.curAzimuthRad = Util.Clamp(self.minAzimuthAbsoluteRad, self.maxAzimuthAbsoluteRad, self.curAzimuthRad) else self.curAzimuthRad = (self.curAzimuthRad ~= 0) and (math.sign(self.curAzimuthRad) * (math.abs(self.curAzimuthRad) % TAU)) or 0 end self.curElevationRad = Util.Clamp(self.minElevationRad, self.maxElevationRad, self.curElevationRad + self.rotateInput.y) local cameraPosVector = self.currentSubjectDistance * ( CFrame.fromEulerAnglesYXZ( -self.curElevationRad, self.curAzimuthRad, 0 ) * UNIT_Z ) local camPos = subjectPosition + cameraPosVector newCameraCFrame = CFrame.new(camPos, subjectPosition) self.rotateInput = ZERO_VECTOR2 end self.lastCameraTransform = newCameraCFrame self.lastCameraFocus = newCameraFocus if (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then self.lastSubjectCFrame = cameraSubject.CFrame else self.lastSubjectCFrame = nil end end self.lastUpdate = now return newCameraCFrame, newCameraFocus end return OrbitalCamera
--[=[ Gets an event that will fire off whenever something is stored at this level @return Signal ]=]
function DataStoreStage:GetTopLevelDataStoredSignal() if self._topLevelStoreSignal then return self._topLevelStoreSignal end self._topLevelStoreSignal = Signal.new() self._maid:GiveTask(self._topLevelStoreSignal) return self._topLevelStoreSignal end
-- Events to listen to any player inputs
Seat1.Changed:connect(OnSeatsChange) Seat2.Changed:connect(OnSeatsChange)
--Dont touch
local car = script.Parent.Bike.Value local UserInputService = game:GetService("UserInputService") local _InControls = false local wheelie = false local WheelieInput = 0 local KeyWhel = false function DealWithInput(input) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then if (input.KeyCode == Enum.KeyCode[WheelieButton]) and input.UserInputState == Enum.UserInputState.Begin then KeyWhel = true WheelieInput = 1 elseif (input.KeyCode == Enum.KeyCode[WheelieButton]) and input.UserInputState == Enum.UserInputState.End then KeyWhel = false WheelieInput = 0 end if input.UserInputType.Name:find("Gamepad") then --Gamepad Wheelie if input.KeyCode == Enum.KeyCode.Thumbstick1 then if input.Position.Y>= 0 then local cDZone = math.min(.99,DeadZone/100) if math.abs(input.Position.Y)>cDZone then KeyWhel = false WheelieInput = (input.Position.Y-cDZone)/(1-cDZone) else KeyWhel = false WheelieInput = 0 end else local cDZone = math.min(.99,DeadZone/100) if math.abs(input.Position.Y)>cDZone then KeyWhel = false WheelieInput = (input.Position.Y+cDZone)/(1-cDZone) else KeyWhel = false WheelieInput = 0 end end end end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput) if not car.Body.Weight:FindFirstChild("wheelie") then gyro = Instance.new("BodyGyro") gyro.Name = "wheelie" gyro.Parent = car.Body.Weight else gyro = car.Body.Weight.wheelie end car.Body.Weight:WaitForChild("wheelie") car.DriveSeat.ChildRemoved:connect(function(child) gyro.D = 0 gyro.MaxTorque = Vector3.new(0,0,0) gyro.P = 0 gyro.cframe = CFrame.new(car.Body.Weight.CFrame.p,car.Body.Weight.CFrame.p+car.Body.Weight.CFrame.lookVector)*CFrame.Angles(0,0,0) end) WheelieDivider = math.max(1,WheelieDivider) StoppieDivider = math.max(1,StoppieDivider) while wait(clock) do _InControls = script.Parent.ControlsOpen.Value if KeyWhel then WheelieOutput = -WheelieInput*(script.Parent.Values.Throttle.Value-script.Parent.Values.Brake.Value) else WheelieOutput = WheelieInput end if script.Parent.Values.Throttle.Value > .1 then gyro.D = WheelieD*(-(math.min(WheelieOutput,0))*script.Parent.Values.Throttle.Value) gyro.MaxTorque = Vector3.new(WheelieTq*(-(math.min(WheelieOutput,0))*script.Parent.Values.Throttle.Value),0,0) gyro.P = WheelieP*(-(math.min(WheelieOutput,0))*script.Parent.Values.Throttle.Value) gyro.cframe = CFrame.new(car.Body.Weight.CFrame.p,car.Body.Weight.CFrame.p+car.Body.Weight.CFrame.lookVector)*CFrame.Angles((-(math.min(WheelieOutput,0)*WheelieMultiplier/WheelieDivider)*script.Parent.Values.Throttle.Value)-car.Body.Weight.CFrame.lookVector.Y,0,0) elseif script.Parent.Values.Brake.Value > .1 then gyro.D = StoppieD*((math.min(-WheelieOutput,0))*script.Parent.Values.Brake.Value) gyro.MaxTorque = Vector3.new(StoppieTq*((math.min(-WheelieOutput,0))*script.Parent.Values.Brake.Value),0,0) gyro.P = StoppieP*((math.min(-WheelieOutput,0))*script.Parent.Values.Brake.Value) gyro.cframe = CFrame.new(car.Body.Weight.CFrame.p,car.Body.Weight.CFrame.p+car.Body.Weight.CFrame.lookVector)*CFrame.Angles(((math.min(-WheelieOutput,0)*StoppieMultiplier/StoppieDivider)*script.Parent.Values.Brake.Value)-car.Body.Weight.CFrame.lookVector.Y,0,0) else gyro.D = 0 gyro.MaxTorque = Vector3.new(0,0,0) gyro.P = 0 gyro.cframe = CFrame.new(car.Body.Weight.CFrame.p,car.Body.Weight.CFrame.p+car.Body.Weight.CFrame.lookVector)*CFrame.Angles(0,0,0) end end
--[=[ Converts an arbitrary value to a LinearValue if Roblox has not defined this value for multiplication and addition. @param value T @return LinearValue<T> | T ]=]
function SpringUtils.toLinearIfNeeded(value) if typeof(value) == "Color3" then return LinearValue.new(Color3.new, {value.r, value.g, value.b}) elseif typeof(value) == "UDim2" then return LinearValue.new(UDim2.new, {value.X.Scale, value.X.Offset, value.Y.Scale, value.Y.Offset}) elseif typeof(value) == "UDim" then return LinearValue.new(UDim.new, {value.scale, value.offset}) else return value end end
--// All global vars will be wiped/replaced except script
return function(data) local gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent) local frame = gui.Frame local frame2 = frame.Frame local msg = frame2.Message local ttl = frame2.Title local gIndex = data.gIndex local gTable = data.gTable local title = data.Title local message = data.Message local scroll = data.Scroll local tim = data.Time local gone = false if not data.Message or not data.Title then gTable:Destroy() end ttl.Text = title msg.Text = message ttl.TextTransparency = 1 msg.TextTransparency = 1 ttl.TextStrokeTransparency = 1 msg.TextStrokeTransparency = 1 frame.BackgroundTransparency = 1 local fadeSteps = 10 local blurSize = 10 local textFade = 0.1 local strokeFade = 0.5 local frameFade = 0.3 local blurStep = blurSize/fadeSteps local frameStep = frameFade/fadeSteps local textStep = 0.1 local strokeStep = 0.1 local function fadeIn() gTable:Ready() for i = 1,fadeSteps do if msg.TextTransparency>textFade then msg.TextTransparency = msg.TextTransparency-textStep ttl.TextTransparency = ttl.TextTransparency-textStep end if msg.TextStrokeTransparency>strokeFade then msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep end if frame.BackgroundTransparency>frameFade then frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep frame2.BackgroundTransparency = frame.BackgroundTransparency end service.Wait("Stepped") end end local function fadeOut() if not gone then gone = true for i = 1,fadeSteps do if msg.TextTransparency<1 then msg.TextTransparency = msg.TextTransparency+textStep ttl.TextTransparency = ttl.TextTransparency+textStep end if msg.TextStrokeTransparency<1 then msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep end if frame.BackgroundTransparency<1 then frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep frame2.BackgroundTransparency = frame.BackgroundTransparency end service.Wait("Stepped") end service.UnWrap(gui):Destroy() end end gTable.CustomDestroy = function() fadeOut() end fadeIn() if not tim then local _,time = message:gsub(" ","") time = math.clamp(time/2,4,11)+1 wait(time) else wait(tim) end if not gone then fadeOut() end end
-- Dont touch anything here
local PGui = game.Players.LocalPlayer:WaitForChild("PlayerGui") local StarterGui = game:GetService("StarterGui") StarterGui:SetCore("TopbarEnabled",false) repeat wait() until script.Parent.Parent == game.Players.LocalPlayer:WaitForChild("PlayerGui") while wait() do local Load = game:GetService("ContentProvider").RequestQueueSize print('Loading game ('..Load..')') if Load == 0 then wait(3) script.Parent.BackGround.LoadIcon.Visible = false script.Parent.BackGround.Text.LocalScript:Destroy() script.Parent.BackGround.Text.Text = "Game Loaded!" for i=1, 100 do script.Parent.BackGround.BackgroundTransparency = i/100 script.Parent.BackGround.Text.TextTransparency = i/100 script.Parent.TopBar.BackgroundTransparency = i/100 wait(.01) end local StarterGui = game:GetService("StarterGui") StarterGui:SetCore("TopbarEnabled",true) script.Parent:Destroy() break end end
-- Function to handle key release
local function handleKeyRelease(input) if input.KeyCode == Enum.KeyCode.LeftShift then setWalkspeed(defaultWalkspeed) end end
--made by Bertox --lul
script.Parent.Parent.Parent.Parent.DriveSeat.Changed:connect(function() if script.Parent.Parent.Parent.Parent.DriveSeat.Occupant ~= nil then script.Parent.Transparency = 0 elseif script.Parent.Parent.Parent.Parent.DriveSeat.Occupant == nil then script.Parent.Transparency = 1 end end)
--[=[ Solving for angle across from c @param a number @param b number @param c number @return number? -- Returns nil if this cannot be solved for ]=]
function Math.lawOfCosines(a: number, b: number, c: number): number? local l = (a*a + b*b - c*c) / (2 * a * b) local angle = math.acos(l) if angle ~= angle then return nil end return angle end
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end end end function onClicked() DoorClose() Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors.F14 then StopE() DoorOpen() end end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors.F14.Position clicker = true end function DoorOpen() while Shaft13.MetalDoor.Transparency < 1.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency + .1 wait(0.000001) end Shaft13.MetalDoor.CanCollide = false end
--[[Leaning]]
-- Tune.LeanSpeed = .05 -- How quickly the the bike will lean, .01 being slow, 1 being almost instantly Tune.LeanProgressiveness = 30 -- How much steering is kept at higher speeds, a lower number is less steering, a higher number is more steering Tune.MaxLean = 55 -- Maximum lean angle in degrees Tune.LeanD = 90 -- Dampening of the lean Tune.LeanMaxTorque = 500 -- Force of the lean Tune.LeanP = 300 -- Aggressiveness of the lean
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -10 Tune.RCamber = -10 Tune.FToe = 0 Tune.RToe = 0
-- Issue with play solo? (F6)
while not UserInputService.KeyboardEnabled and not UserInputService.TouchEnabled do wait() end
-- lightOn(a) -- wait(0.15) -- -- lightOff(a) -- wait(0.1)
lightOn(b) wait(0.2) lightOff(b) wait(0.2)
--------END AUDIENCE BACK RIGHT--------
game.Workspace.rightpalette.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l14.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l24.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.post1.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.post2.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) wait(0.15)
--Tune
local _Select = "Slicks" --(AllSeason, Slicks, SemiSlicks, AllTerrain, DragRadials, Custom) Caps and space sensitive local _Custom = { TireWearOn = true , --Friction and Wear FWearSpeed = 0 , --How fast your tires will degrade (Front) FTargetFriction = .3 , --Friction in optimal conditions (Front) FMinFriction = 0.3 , --Friction in worst conditions (Front) RWearSpeed = 0 , --How fast your tires will degrade (Rear) RTargetFriction = .3 , --Friction in optimal conditions (Rear) RMinFriction = 0.3 , --Friction in worst conditions (Rear) --Tire Slip TCSOffRatio = 1 , --How much optimal grip your car will lose with TCS off, set to 1 if you dont want any losses. WheelLockRatio = 1/6 , --How much grip your car will lose when locking the wheels WheelspinRatio = 1/1.2 , --How much grip your car will lose when spinning the wheels --Wheel Properties FFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) (PGS) RFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) (PGS) FLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) RLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) FElasticity = 0 , --How much your wheel will bounce (Front) (PGS) RElasticity = 0 , --How much your wheel will bounce (Rear) (PGS) FLgcyElasticity = 0 , --How much your wheel will bounce (Front) RLgcyElasticity = 0 , --How much your wheel will bounce (Rear) FElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) (PGS) RElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) (PGS) FLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) RLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) --Wear Regen RegenSpeed = 0 , --Don't change this } local _AllSeason = { TireWearOn = true , --Friction and Wear FWearSpeed = .2 , --Don't change this FTargetFriction = .6 , -- .58 to .63 FMinFriction = 0.35 , --Don't change this RWearSpeed = .2 , --Don't change this RTargetFriction = .6 , -- .58 to .63 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 2 , --Don't change this RFrictionWeight = 2 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _Slicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .6 , --Don't change this FTargetFriction = .93 , -- .88 to .93 FMinFriction = 0.35 , --Don't change this RWearSpeed = .6 , --Don't change this RTargetFriction = .93 , -- .88 to .93 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _SemiSlicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .5 , --Don't change this FTargetFriction = .78 , -- .73 to .78 FMinFriction = 0.35 , --Don't change this RWearSpeed = .5 , --Don't change this RTargetFriction = .78 , -- .73 to .78 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _AllTerrain = { TireWearOn = true , --Friction and Wear FWearSpeed = .3 , --Don't change this FTargetFriction = .5 , -- .48 to .53 FMinFriction = 0.35 , --Don't change this RWearSpeed = .3 , --Don't change this RTargetFriction = .5 , -- .48 to .53 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 10 , --Don't change this RFrictionWeight = 10 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _DragRadials = { TireWearOn = true , --Friction and Wear FWearSpeed = 30 , --Don't change this FTargetFriction = 1.2 , -- 1.18 to 1.23 FMinFriction = 0.35 , --Don't change this RWearSpeed = 30 , --Don't change this RTargetFriction = 1.2 , -- 1.18 to 1.23 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 1 , --Don't change this RFrictionWeight = 1 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 20 , --Don't change this } local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local cValues = script.Parent.Parent:WaitForChild("Values") local _WHEELTUNE = _AllSeason if _Select == "DragRadials" then _WHEELTUNE = _DragRadials elseif _Select == "Custom" then _WHEELTUNE = _Custom elseif _Select == "AllTerrain" then _WHEELTUNE = _AllTerrain elseif _Select == "Slicks" then _WHEELTUNE = _Slicks elseif _Select == "SemiSlicks" then _WHEELTUNE = _SemiSlicks else _WHEELTUNE = _AllSeason end car.DriveSeat.TireStats.Fwear.Value = _WHEELTUNE.FWearSpeed car.DriveSeat.TireStats.Ffriction.Value = _WHEELTUNE.FTargetFriction car.DriveSeat.TireStats.Fminfriction.Value = _WHEELTUNE.FMinFriction car.DriveSeat.TireStats.Ffweight.Value = _WHEELTUNE.FFrictionWeight car.DriveSeat.TireStats.Rwear.Value = _WHEELTUNE.RWearSpeed car.DriveSeat.TireStats.Rfriction.Value = _WHEELTUNE.RTargetFriction car.DriveSeat.TireStats.Rminfriction.Value = _WHEELTUNE.RMinFriction car.DriveSeat.TireStats.Rfweight.Value = _WHEELTUNE.RFrictionWeight car.DriveSeat.TireStats.TCS.Value = _WHEELTUNE.TCSOffRatio car.DriveSeat.TireStats.Lock.Value = _WHEELTUNE.WheelLockRatio car.DriveSeat.TireStats.Spin.Value = _WHEELTUNE.WheelspinRatio car.DriveSeat.TireStats.Reg.Value = _WHEELTUNE.RegenSpeed
-- Create the player join event handler
Players.PlayerAdded:Connect(function(player) -- Add the player to the game state gameState.players[player.Name] = player -- Load the first level loadLevel(1) end)
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.ChickWings-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--[[Steering]]
Tune.SteerInner = 34 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 28 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .18 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .2 -- Steering increment per tick (in degrees) Tune.SteerDecay = 330 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent._Index local Package = require(PackageIndex["GoodSignal"]["GoodSignal"]) return Package
-- << WARNINGS >> --CloseX
local function showLoading(warningFrame, status) if status then warningFrame.LoadingButton.Visible = true warningFrame.MainButton.Visible = false else warningFrame.LoadingButton.Visible = false warningFrame.MainButton.Visible = true end end for _, warningFrame in pairs(main.warnings:GetChildren()) do warningFrame.CloseX.MouseButton1Down:Connect(function() main.warnings.Visible = false end) local button = warningFrame:FindFirstChild("MainButton") if button then local buttonDe = true button.MouseButton1Down:Connect(function() if buttonDe then buttonDe = false if warningFrame.Name == "BuyFrame" then local productId = button.ProductId.Value local productType = button.ProductType.Value if productType == "Gamepass" then main.marketplaceService:PromptGamePassPurchase(main.player, productId) else main.marketplaceService:PromptPurchase(main.player, productId) end elseif warningFrame.Name == "UnBan" then showLoading(warningFrame, true) main.signals.RequestCommand:InvokeServer(main.pdata.Prefix.."undirectban "..warningFrame.PlrName.Text) main:GetModule("PageAdmin"):CreateBanland() showLoading(warningFrame, false) main.warnings.Visible = false elseif warningFrame.Name == "PermRank" then showLoading(warningFrame, true) local userName = warningFrame.PlrName.Text local id = main:GetModule("cf"):GetUserId(userName) main.signals.RemovePermRank:InvokeServer{id, userName} main:GetModule("PageAdmin"):CreateRanks() showLoading(warningFrame, false) main.warnings.Visible = false elseif warningFrame.Name == "Teleport" then showLoading(warningFrame, true) local placeId = warningFrame.MainButton.PlaceId.Value main.teleportService:Teleport(placeId) main.teleportService.TeleportInitFailed:Wait() showLoading(warningFrame, false) end buttonDe = true end end) end end main.warnings.Visible = false
-- --
function Sword:Connect() Handle.Touched:connect(function(hit) local myPlayer = GLib.GetPlayerFromPart(Tool) local character, player, humanoid = GLib.GetCharacterFromPart(hit) if myPlayer~=nil and character~=nil and humanoid~=nil and myPlayer~=player then local isTeammate = GLib.IsTeammate(myPlayer, player) local myCharacter = myPlayer.Character local myHumanoid = myCharacter and myCharacter:FindFirstChild'Humanoid' if player.StarterGear:findFirstChild("Sword") then if (Config.CanTeamkill.Value==true or isTeammate~=true) and (myHumanoid and myHumanoid:IsA'Humanoid' and myHumanoid.Health > 0) and (Config.CanKillWithForceField.Value or myCharacter:FindFirstChild'ForceField'==nil) then local doDamage = Config.IdleDamage.Value if Sword.State == 'Slashing' then doDamage = Config.SlashDamage.Value elseif Sword.State == 'Lunging' then doDamage = Config.LungeDamage.Value end GLib.TagHumanoid(humanoid, myPlayer, 1) humanoid:TakeDamage(doDamage) end end end end) end function Sword:Attack() local myCharacter, myPlayer, myHumanoid = GLib.GetCharacterFromPart(Tool) if myHumanoid~=nil and myHumanoid.Health > 0 then if Config.CanKillWithForceField.Value or myCharacter:FindFirstChild'ForceField'==nil then local now = tick() if Sword.State == 'Slashing' and now-Sword.SlashingStartedAt < Sword.DoubleClickMaxTime then Sword.AttackTicket = Sword.AttackTicket+1 Sword:Lunge(Sword.AttackTicket) elseif Sword.State == 'Idle' then Sword.AttackTicket = Sword.AttackTicket+1 Sword.SlashingStartedAt = now Sword:Slash(Sword.AttackTicket) end end end end function Sword:LocalAttack() local myCharacter, myPlayer, myHumanoid = GLib.GetCharacterFromPart(Tool) if myHumanoid~=nil and myHumanoid.Health > 0 then if Config.CanKillWithForceField.Value or myCharacter:FindFirstChild'ForceField'==nil then local now = tick() if Sword.LocalState == 'Slashing' and now-Sword.LocalSlashingStartedAt < Sword.LocalDoubleClickMaxTime then Sword.LocalAttackTicket = Sword.LocalAttackTicket+1 Sword:LocalLunge(Sword.LocalAttackTicket) elseif Sword.LocalState == 'Idle' then Sword.LocalAttackTicket = Sword.LocalAttackTicket+1 Sword.LocalSlashingStartedAt = now Sword:LocalSlash(Sword.LocalAttackTicket) end end end end function Sword:Slash(ticket) Sword.State = 'Slashing' Handle.SlashSound:Play() Sword:Animate'Slash' wait(0.5) if Sword.AttackTicket == ticket then Sword.State = 'Idle' end end function Sword:LocalSlash(ticket) Sword.LocalState = 'Slashing' wait(0.5) if Sword.LocalAttackTicket == ticket then Sword.LocalState = 'Idle' end end function Sword:Lunge(ticket) Sword.State = 'Lunging' Handle.LungeSound:Play() Sword:Animate'Lunge' local force = Instance.new'BodyVelocity' force.velocity = Vector3.new(0, 10, 0) force.maxForce = Vector3.new(0, 4000, 0) force.Parent = Tool.Parent:findFirstChild'Torso' or Tool.Parent:findFirstChild'UpperTorso' Sword.DestroyOnUnequip[force] = true wait(0.25) Tool.Grip = CFrame.new(0, 0, -1.5, 0, -1, -0, -1, 0, -0, 0, 0, -1) wait(0.25) force:Destroy() Sword.DestroyOnUnequip[force] = nil wait(0.5) Tool.Grip = CFrame.new(0, 0, -1.5, 0, 0, 1, 1, 0, 0, 0, 1, 0) Sword.State = 'Idle' end function Sword:LocalLunge(ticket) Sword.LocalState = 'Lunging' wait(0.25) wait(0.25) wait(0.5) Sword.LocalState = 'Idle' end function Sword:Animate(name) local tag = Instance.new'StringValue' tag.Name = 'toolanim' tag.Value = name tag.Parent = Tool -- Tag gets removed by the animation script end function Sword:Unequip() for obj in next, Sword.DestroyOnUnequip do obj:Destroy() end Sword.DestroyOnUnequip = {} Tool.Grip = CFrame.new(0, 0, -1.5, 0, 0, 1, 1, 0, 0, 0, 1, 0) Sword.State = 'Idle' Sword.LocalState = 'Idle' end
-- tween engine sound volume when we start driving
local engineStartTween = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 0, false, 0) local Remotes = Vehicle:WaitForChild("Remotes") local SetThrottleRemote = Remotes:WaitForChild("SetThrottle") local SetThrottleConnection = nil local EngineSoundEnabled = true local TireTrailEnabled = true local ignitionTime = 1.75 -- seconds local lastAvgAngularVelocity = 0 local throttleEnabled = true local lastThrottleUpdate = 0 local enginePower = 0 -- current rpm of the engine local gainModifier = 1 -- modifier to engine rpm gain (lower if approaching max speed)
-- Modules / Directories --
local LegController = require(ReplicatedStorage.LegController)
--mobile support
local Buttons = script.Parent:WaitForChild("Buttons") local Left = Buttons:WaitForChild("Left") local Right = Buttons:WaitForChild("Right") local Brake = Buttons:WaitForChild("Brake") local Gas = Buttons:WaitForChild("Gas") local Handbrake = Buttons:WaitForChild("Handbrake") if UserInputService.TouchEnabled and not UserInputService.MouseEnabled then Buttons.Visible = true end local function LeftTurn(Touch, GPE) if Touch.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end end Left.InputBegan:Connect(LeftTurn) Left.InputEnded:Connect(LeftTurn)
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = { {5, "Owner", }; {4.7, "Owner admin", {"",0}, }; {4.6, "Youtuber Admin", {"",0}, }; {4.5, "Legendary Admin", {"",0}, }; {4, "Super Admin", {"",0}, }; {3, "level 2 Admin", {"",0}, }; {2, "Free Admin", }; };
--N63
shuriken = script.Parent local sparkle = Instance.new("Sparkles") sparkle.Color = Color3.new(10,10,255) function onTouched(part) connection:disconnect() --local h = part.Parent:findFirstChild("Humanoid") --if h then sparkle.Parent = shuriken shuriken.Anchored = true wait(0.7) local e = Instance.new("Explosion") e.BlastPressure = 500000 e.BlastRadius = 3 e.Position = shuriken.Position e.Parent = game.Workspace --end shuriken.Parent = nil end connection = shuriken.Touched:connect(onTouched) wait(30) shuriken.Parent = nil
---------------------------------------------- --- Scroll down for settings --- --- Do not alter the three variables below --- ----------------------------------------------
local settings = {}; --// The settings table which contains all settings local Settings = settings; --// For custom commands that use 'Settings' rather than the lowercase 'settings' local descs = {}; --// Contains settings descriptions
-- KEY IS UP --
UIS.InputEnded:Connect(function(Input, isTyping) if isTyping then return end if Input.KeyCode == Enum.KeyCode.R then if Holding.Value == "R" then isHolding = false SkillsHandler:FireServer("R", Mouse:GetHit().Position) Animations.R:AdjustSpeed(1) end end end) Holding:GetPropertyChangedSignal("Value"):Connect(function() if Holding.Value ~= "None" then HumRP.Anchored = true isHolding = true if Holding.Value == "R" then Animations.R:Play() Animations.R:GetMarkerReachedSignal("Idle"):Connect(function() if isHolding == true then Animations.R:AdjustSpeed(0) end end) repeat HumRP.CFrame = CFrame.lookAt(HumRP.Position, Mouse:GetHit().Position) task.wait() until Holding.Value ~= "R" end else HumRP.Anchored = false end end)
------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- -- STATE CHANGE HANDLERS
function onRunning(speed) if speed > 0.5 then local scale = 16.0 playAnimation("walk", 0.2, zombie) setAnimationSpeed(speed / scale) pose = "Running" else if emoteNames[currentAnim] == nil then playAnimation("idle", 0.2, zombie) pose = "Standing" end end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, zombie) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) local scale = 5.0 playAnimation("climb", 0.1, zombie) setAnimationSpeed(speed / scale) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, zombie) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [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 = 3.8 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] .1 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] .328 , -- Reverse, Neutral, and 1st gear are required } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Click to Open/Close Drawer--
local proximityPrompt = script.Parent.Parent.ClickBox.ProximityPrompt local clicker = script.Parent.Parent.ClickBox game:GetService("SoundService") local Phone = script.Parent.PhoneSound local isPlaying = false proximityPrompt.Triggered:Connect(function() print("Phone Clicked") if not isPlaying then isPlaying = true proximityPrompt.Enabled = false print("SoundPlayed") local copysound = Phone:Clone() copysound.Parent = clicker copysound.Ended:Connect(function() isPlaying = false proximityPrompt.Enabled = true copysound:Destroy() print("SoundKilled") end) copysound:Play() end end)
-- Runners
function Sound.Init() for _,v in pairs(game.ReplicatedStorage.Assets.Sounds:GetDescendants()) do if v:IsA("Sound") then local Name = v.Name:lower() if Map[Name] then warn("Two sound with the same name '" .. Name .. "'.") end Map[Name] = v if v.Parent:IsA("Folder") then local Name = v.Parent.Name:lower() if not Groups[Name] then Groups[Name] = {} end table.insert(Groups[Name], v) end end end end Sound.ClientInit = Sound.Init return Sound
--[[ if script.Parent.Parent.hc.Value == false then repeat spin() until script.Parent.Parent.Parent["cutscene."]["finished."].Value == true else local startTime = tick() repeat spin() until tick() - startTime > 8 end ]]
while true do spin() end
--!strict
type Array<T> = { [number]: T } type callbackFn<T, U> = (element: T, index: number, array: Array<T>) -> U type callbackFnWithThisArg<T, U, V> = (thisArg: V, element: T, index: number, array: Array<T>) -> U type Object = { [string]: any }
--bullet data
local settingsfolder = tool:WaitForChild("settings") local bchambered = settingsfolder:WaitForChild("bchambered") local binmag = settingsfolder:WaitForChild("inmag") local gunspeed = settingsfolder:WaitForChild("speed") local magleft = settingsfolder:WaitForChild("magleft") local bspeed = settingsfolder:WaitForChild("bspeed") local maxpen = settingsfolder:WaitForChild("maxwpenetration") local maxmagcap = settingsfolder:WaitForChild("maxmagcapacity") local bulletholetime = 10 local shellflytime = 0.5 local shellfallspeed = 80
--[=[ @return boolean @param opt Option Metamethod to check equality between two options. Returns `true` if both options hold the same value _or_ both options are None. ```lua local o1 = Option.Some(32) local o2 = Option.Some(32) local o3 = Option.Some(64) local o4 = Option.None local o5 = Option.None print(o1 == o2) --> true print(o1 == o3) --> false print(o1 == o4) --> false print(o4 == o5) --> true ``` ]=]
function Option:__eq(opt) if Option.Is(opt) then if self:IsSome() and opt:IsSome() then return (self:Unwrap() == opt:Unwrap()) elseif self:IsNone() and opt:IsNone() then return true end end return false end
--[=[ Private queue class for loading system. @private @class Queue ]=]
local Queue = {} Queue.ClassName = "Queue" Queue.__index = Queue
-- Create a wrapper around a function to capture what arguments it was called -- with.
local symbols = require(script.Parent.symbols) local isAMagicMock = require(script.Parent.isAMagicMock) local Spy = {} Spy.__index = Spy Spy.__call = function(self, ...) return self.inner(...) end local spyLookup = {} setmetatable(spyLookup, {__mode = "kv"}) function Spy.new(inner) local spy = { [symbols.isSpy] = true, [symbols.Calls] = {} } setmetatable(spy, Spy) local wrapper = function(...) local call = { args = table.pack(...), result = table.pack(inner(...)), } table.insert(spy[symbols.Calls], call) return table.unpack(call.result) end spy.inner = wrapper spyLookup[wrapper] = spy return spy, wrapper end function Spy.lookup(wrapper) return spyLookup[wrapper] end function Spy.is(object) if not isAMagicMock(object) then return type(object) == "table" and object[symbols.isSpy] ~= nil end return false end return Spy
-- This function isn't supported in a testing environment
ServerSceneFramework.GetServerTimeNow = function() return workspace:GetServerTimeNow() end local hasBeenCalled = false return function(stubs) if hasBeenCalled then error("Server Scene Framework has already been called") return end -- Used for testing only if stubs then for i, v in pairs(stubs) do ServerSceneFramework[i] = v end end -- Load Character Remote Event: Load a player's character if primary part isn't detected for new scene ServerSceneFramework.handleLoadCharacterRemoteEvent = ServerSceneFramework.LoadCharacterRemoteEventModule ServerSceneFramework.LoadCharacterRemoteEvent.OnServerEvent:Connect( ServerSceneFramework.handleLoadCharacterRemoteEvent ) -- Load Scene: Loads a scene: Core functionality ServerSceneFramework.LoadScene = ServerSceneFramework.LoadSceneModule(ServerSceneFramework) -- Orchestrate Scene ServerSceneFramework.OrchestrateSceneConnection = ServerSceneFramework.OrchestrateSceneEvent.OnServerEvent:Connect( ServerSceneFramework.HandleOrchestrateEvent ) -- Finished Loading Remote Event: Send Configs over for the current scene per player when they finish loading ServerSceneFramework.handleFinishedLoadingRemoteEvent = ServerSceneFramework.FinishedLoadingClientModule( ServerSceneFramework.SendSceneConfigForPlayer ) ServerSceneFramework.FinishedLoadingRemoteEvent.OnServerEvent:Connect( ServerSceneFramework.handleFinishedLoadingRemoteEvent ) -- Get Current Scene Environment: Returns the folder containing respective scene's workspace assets ServerSceneFramework.handleGetCurrentSceneEnvironment = ServerSceneFramework.GetCurrentSceneEnvironmentModule ServerSceneFramework.GetCurrentSceneEnvironment.OnInvoke = ServerSceneFramework.handleGetCurrentSceneEnvironment ServerSceneFramework.GetCurrentServerEnvironmentFromClient.OnServerInvoke = ServerSceneFramework.handleGetCurrentSceneEnvironment -- Is Loading Scene: Lets people know if SSF is loading a scene ServerSceneFramework.handleIsLoadingScene = ServerSceneFramework.IsLoadingSceneModule ServerSceneFramework.IsLoadingScene.OnInvoke = ServerSceneFramework.handleIsLoadingScene -- Load Scene From List Event: LoadScene, but from the UI when user has permissions ServerSceneFramework.handleLoadSceneFromListEvent = ServerSceneFramework.LoadSceneFromListEventModule( ServerSceneFramework ) ServerSceneFramework.LoadSceneFromListEvent.OnServerEvent:Connect(ServerSceneFramework.handleLoadSceneFromListEvent) -- Load Scene Server: LoadScene programmatically from a server script ServerSceneFramework.handleLoadSceneServer = ServerSceneFramework.LoadSceneServerModule(ServerSceneFramework) ServerSceneFramework.LoadSceneServer.Event:Connect(ServerSceneFramework.handleLoadSceneServer) -- On Player Added: Loads the current scene, if any, for a new player ServerSceneFramework.OnPlayerAddedModule(ServerSceneFramework) -- Check Folder For Loaded Scenes: Checks the workspace folders for a potentially loaded scene from plugin ServerSceneFramework.CheckFolderForLoadedScenes = ServerSceneFramework.CheckFolderForLoadedScenesModule -- Find Client Folder: checks for a possibly loaded scene's client folder ServerSceneFramework.FindClientFolder = ServerSceneFramework.FindClientFolderModule -- Find Server Folder: checks for a possibly loaded scene's server folder ServerSceneFramework.FindServerFolder = ServerSceneFramework.FindServerFolderModule -- Similar to running on require ServerSceneFramework.InitModule(ServerSceneFramework) hasBeenCalled = true return ServerSceneFramework end
-- Holding Services
Players = game:GetService("Players")
--Creates a random droplet on screen
local function CreateDroplet() --Setup local DecidedSize = Random_:NextNumber(0.01,0.07) local stretch = 1 + math.random(15) / 10 local RunAmount = math.random(4) local Tweens = table.create(RunAmount * 2 + 2) local TweensLength = 0 local SizeOffset = math.random((DecidedSize / 3) * -10, (DecidedSize / 3) * 10) / 10 local Scale = DecidedSize + SizeOffset local MeshScale = Vector3.new(Scale, Scale, Scale) --Main droplet object local DropletMain = Instance.new("Part") DropletMain.Material = Enum.Material.Glass DropletMain.CFrame = EMPTY_CFRAME DropletMain.CanCollide = false DropletMain.Transparency = 0.5 DropletMain.Name = "Droplet_Main" DropletMain.Color = Color3.fromRGB(255, 255, 255) DropletMain.Size = DROPLET_SIZE local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.Sphere Mesh.Scale = MeshScale Mesh.Parent = DropletMain --Create droplet extrusions for i = 1, RunAmount do local eSizeOffset = math.random( (DecidedSize / 3) * -100, (DecidedSize / 3) * 100 ) / 100 local ExtrusionCFrame = CFrame.new(Vector3.new( math.random(-(DecidedSize * 40), DecidedSize * 40) / 100, math.random(-(DecidedSize * 40), DecidedSize * 40) / 100, 0 )) local ExtrusionScale = DecidedSize / 1.5 + eSizeOffset local ExtrusionMeshScale = Vector3.new(ExtrusionScale, ExtrusionScale, ExtrusionScale) local Extrusion = Instance.new("Part") Extrusion.Material = Enum.Material.Glass Extrusion.CFrame = ExtrusionCFrame Extrusion.CanCollide = false Extrusion.Transparency = 0.5 Extrusion.Name = "Extrusion_" .. i Extrusion.Color = Color3.fromRGB(255, 255, 255) Extrusion.Size = DROPLET_SIZE local ExtrusionMesh = Instance.new("SpecialMesh") ExtrusionMesh.MeshType = Enum.MeshType.Sphere ExtrusionMesh.Scale = ExtrusionMeshScale ExtrusionMesh.Parent = Extrusion Extrusion.Parent = DropletMain local weld = Instance.new("Weld") weld.C0 = ExtrusionCFrame:Inverse() * EMPTY_CFRAME weld.Part0 = Extrusion weld.Part1 = DropletMain weld.Parent = Extrusion IgnoreLength = IgnoreLength + 1 TweensLength = TweensLength + 1 ignoreList[IgnoreLength] = Extrusion Tweens[TweensLength] = TweenService:Create(Extrusion, fadeInfo, fadeGoal) TweensLength = TweensLength + 1 Tweens[TweensLength] = TweenService:Create(ExtrusionMesh, strechInfo, { Scale = Vector3.new(ExtrusionScale, ExtrusionScale * stretch, ExtrusionScale); Offset = Vector3.new(0, -(ExtrusionScale * stretch) / 2.05, 0); }) end IgnoreLength = IgnoreLength + 1 TweensLength = TweensLength + 1 ignoreList[IgnoreLength] = DropletMain Tweens[TweensLength] = TweenService:Create(DropletMain, fadeInfo, fadeGoal) TweensLength = TweensLength + 1 Tweens[TweensLength] = TweenService:Create(Mesh, strechInfo, { Scale = Vector3.new(Scale, Scale * stretch, Scale); Offset = Vector3.new(0, -(Scale * stretch) / 2.05, 0); }) local NewCFrame = ScreenBlockCFrame:ToWorldSpace(CFrame.new( math.random(-100, 100) / 100, math.random(-100, 100) / 100, -1 )) DropletMain.CFrame = NewCFrame local weld = Instance.new("Weld") weld.C0 = NewCFrame:Inverse() * ScreenBlockCFrame weld.Part0 = DropletMain weld.Part1 = ScreenBlock weld.Parent = DropletMain for _, t in ipairs(Tweens) do t:Play() end local DestroyRoutine = coroutine.create(DestroyDroplet) coroutine.resume(DestroyRoutine, DropletMain) DropletMain.Parent = ScreenBlock end local function OnGraphicsChanged() CanShow = GameSettings.SavedQualityLevel.Value >= 8 end GameSettings:GetPropertyChangedSignal("SavedQualityLevel"):Connect(OnGraphicsChanged)
--Dynamic Variables--
local dodgingObstacles = script.Parent.DodgingObstacles local criticalAction = false local engineRunning = false local desiredHeight = mySettings.Height.Value
-- Tables to keep track of which characters are on fire
local charactersOnFire = {} local signalBindings = {}
--This script is what make tabs and pages work.
function HideAllTabs() local Tabs = script.Parent.TABS:GetChildren() for i = 1, #Tabs do Tabs[i].Visible = false end local Buttons = script.Parent.SelectTab:GetChildren() for i = 1, #Buttons do Buttons[i].Style = "RobloxButton" end end function Sword() HideAllTabs() script.Parent.TABS.SwordFrame1.Visible = true script.Parent.SelectTab.Swords.Style = "RobloxButtonDefault" script.Parent.CurrentPage.Value = 1 script.Parent.CurrentType.Value = "Sword" script.Parent.Page.Text = script.Parent.CurrentPage.Value end function Staff() HideAllTabs() script.Parent.TABS.StaffFrame1.Visible = true script.Parent.SelectTab.Staffs.Style = "RobloxButtonDefault" script.Parent.CurrentPage.Value = 1 script.Parent.CurrentType.Value = "Staff" script.Parent.Page.Text = script.Parent.CurrentPage.Value end function Ranged() HideAllTabs() script.Parent.TABS.RangedFrame1.Visible = true script.Parent.SelectTab.Ranged.Style = "RobloxButtonDefault" script.Parent.CurrentPage.Value = 1 script.Parent.CurrentType.Value = "Ranged" script.Parent.Page.Text = script.Parent.CurrentPage.Value end
--- Runs the command. Handles dispatching to the server if necessary. -- Command:Validate() must be called before this is called or it will throw.
function Command:Run () if self._Validated == nil then error("Must validate a command before running.") end local beforeRunHook = self.Dispatcher:RunHooks("BeforeRun", self) if beforeRunHook then return beforeRunHook end if not IsServer and self.Object.Data and self.Data == nil then local values, length = self:GatherArgumentValues() self.Data = self.Object.Data(self, unpack(values, 1, length)) end if not IsServer and self.Object.ClientRun then local values, length = self:GatherArgumentValues() self.Response = self.Object.ClientRun(self, unpack(values, 1, length)) end if self.Response == nil then if self.Object.Run then -- We can just Run it here on this machine local values, length = self:GatherArgumentValues() self.Response = self.Object.Run(self, unpack(values, 1, length)) elseif IsServer then -- Uh oh, we're already on the server and there's no Run function. if self.Object.ClientRun then warn(self.Name, "command fell back to the server because ClientRun returned nil, but there is no server implementation! Either return a string from ClientRun, or create a server implementation for this command.") else warn(self.Name, "command has no implementation!") end self.Response = "No implementation." else -- We're on the client, so we send this off to the server to let the server see what it can do with it. self.Response = self.Dispatcher:Send(self.RawText, self.Data) end end local afterRunHook = self.Dispatcher:RunHooks("AfterRun", self) if afterRunHook then return afterRunHook else return self.Response end end
-- / CarController.lua / --
BodyPostion.Position = CarModel.Position; BodyGyro.CFrame = CarModel.CFrame; Seat:GetPropertyChangedSignal("Occupant"):Connect(function(t) if Seat.Occupant and not currentOccupant then local player = Players:GetPlayerFromCharacter(Seat.Occupant.Parent); if player then currentOccupant = player; CarModel:SetNetworkOwner(player); currentClient = Client:Clone(); currentClient.Parent = player.PlayerGui; end elseif not Seat.Occupant and currentOccupant then currentClient:Destroy(); currentClient = nil; currentOccupant = nil; CarModel:SetNetworkOwner(nil); end end)
--[[ Shorthand for a done handler that returns the given value. ]]
function Promise.prototype:doneReturn(...) local length, values = pack(...) return self:_finally(debug.traceback(nil, 2), function() return unpack(values, 1, length) end, true) end
--------END STAGE-------- --------CREW--------
game.Workspace.crewp1.Decal.Texture = game.Workspace.Screens.ProjectionL.Value game.Workspace.crewp2.Decal.Texture = game.Workspace.Screens.ProjectionR.Value game.Workspace.crewp3.Decal.Texture = game.Workspace.Screens.ProjectionL.Value game.Workspace.crewp4.Decal.Texture = game.Workspace.Screens.ProjectionR.Value
-- Game update loop
local function onHeartbeat(delta) local damage = LAVA_DPS * delta -- Go through all of the characters on fire and make them take damage for character in pairs(charactersOnFire) do local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then humanoid:TakeDamage(damage) end end end
-- body.MP.OutsideSound.Muffle.Enabled = false
end end)
-- Loop through all the buttons in the parent and apply the hover function to them
for _, button in pairs(parent:GetChildren()) do if button:IsA("TextButton") then hover(button, button.BackgroundColor3, Color3.fromRGB(44, 44, 44), Color3.fromRGB(0, 46, 73)) end end
--------AUDIENCE BACK LEFT--------
game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-------- OMG HAX
r = game:service("RunService") local damage = 100 function getHumanoid(obj) local get = obj:getChildren() for i=1, #get do if get[i].className == "Humanoid" then return get[i] end end return nil end function blow(hit) connection:disconnect() local human = getHumanoid(hit.Parent) if human ~= nil then tagHumanoid(human) human:takeDamage(damage) wait(0.5) untagHumanoid(human) end script.Parent:remove() end function tagHumanoid(humanoid) local creator_tag = script.Parent.creator:clone() creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end connection = script.Parent.Touched:connect(blow) wait(8) script.Parent:remove()
-- Activation]:
if TurnCharacterToMouse == true then MseGuide = true HeadHorFactor = 0 BodyHorFactor = 0 end game:GetService("RunService").RenderStepped:Connect(function() local CamCF = Cam.CoordinateFrame if ((IsR6 and Body["Torso"]) or Body["UpperTorso"])~=nil and Body["Head"]~=nil then --[Check for the Torso and Head...] local TrsoLV = Trso.CFrame.lookVector local HdPos = Head.CFrame.p if IsR6 and Neck or Neck and Waist then --[Make sure the Neck still exists.] if Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then local Dist = nil; local Diff = nil; if not MseGuide then --[If not tracking the Mouse then get the Camera.] Dist = (Head.CFrame.p-CamCF.p).magnitude Diff = Head.CFrame.Y-CamCF.Y if not IsR6 then --[R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y.] Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aSin(Diff/Dist)*HeadVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2) Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang((aSin(Diff/Dist)*BodyVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2) else --[R15s actually have the properly oriented Neck CFrame.] Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aSin(Diff/Dist)*HeadVertFactor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor),UpdateSpeed/2) end else local Point = Mouse.Hit.p Dist = (Head.CFrame.p-Point).magnitude Diff = Head.CFrame.Y-Point.Y if not IsR6 then Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aTan(Diff/Dist)*HeadVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2) Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang(-(aTan(Diff/Dist)*BodyVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2) else Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aTan(Diff/Dist)*HeadVertFactor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor), UpdateSpeed/2) end end end end end if TurnCharacterToMouse == true then Hum.AutoRotate = false Core.CFrame = Core.CFrame:lerp(CFrame.new(Core.Position, Vector3.new(Mouse.Hit.p.x, Core.Position.Y, Mouse.Hit.p.z)), UpdateSpeed / 2) else Hum.AutoRotate = true end end) game.ReplicatedStorage.Look.OnClientEvent:Connect(function(otherPlayer, neckCFrame, WaistCFrame) local Neck = otherPlayer.Character:FindFirstChild("Neck", true) local Waist = otherPlayer.Character:FindFirstChild("Waist", true) if Neck and Waist then game:GetService('TweenService'):Create(Neck, TweenInfo.new(.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0), {C0 = neckCFrame}):Play() game:GetService('TweenService'):Create(Waist, TweenInfo.new(.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0), {C0 = WaistCFrame}):Play() end end) while wait(0.0001) do game.ReplicatedStorage.Look:FireServer(Neck.C0, Waist.C0) end
-- SirNoobly
local hat = script.Parent hat.PrimaryPart = hat:WaitForChild("Head") -- Make sure the Head is the same size as a normal Head. function weldParts(part0, part1) -- welds the 2 parts based on their position local newWeld = Instance.new("Weld") newWeld.Part0 = part0 newWeld.Part1 = part1 newWeld.C0 = CFrame.new() newWeld.C1 = part1.CFrame:toObjectSpace(part0.CFrame) newWeld.Parent = part0 end hat.Head.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and not hit.Parent:FindFirstChild("Earl's Coronet")then else return end local head = hit.Parent:FindFirstChild("Head") local newHat = hat:Clone() newHat:FindFirstChild("HatScript"):Destroy() newHat:SetPrimaryPartCFrame(head.CFrame) -- puts the head into the head newHat.PrimaryPart:Destroy() for _, part in pairs (newHat:GetChildren()) do if part:IsA("BasePart") then weldParts(head, part) part.CanCollide = false part.Anchored = false end end newHat.Parent = hit.Parent end)
-- move front UI --
titleEnd = {} titleEnd.Position = UDim2.new(0.04, 0, 0, 0) soloEnd = {} soloEnd.Position = UDim2.new(0.055, 0, 0.4, 0) customizeEnd = {} customizeEnd.Position = UDim2.new(0.055, 0 , 0.55, 0) achievementsEnd = {} achievementsEnd.Position = UDim2.new(0.055, 0 , 0.7, 0) settingsEnd = {} settingsEnd.Position = UDim2.new(0.055, 0 , 0.85, 0) backEnd = {} backEnd.Position = UDim2.new(0.5, 0, 1.5, 0)
-- << CONFIGURATION >>
local rank = "VIP" local rankType = "Perm" -- "Temp", "Perm" or "Perm". For more info, visit: https://devforum.roblox.com/t/HD/266932 local successColor = Color3.fromRGB(0,255,0) local errorColor = Color3.fromRGB(255,0,0)
--[=[ @return Promise Returns a promise that is resolved once Knit has started. This is useful for any code that needs to tie into Knit controllers but is not the script that called `Start`. ```lua Knit.OnStart():andThen(function() local MyController = Knit.GetController("MyController") MyController:DoSomething() end):catch(warn) ``` ]=]
function KnitClient.OnStart() if startedComplete then return Promise.resolve() else return Promise.fromEvent(onStartedComplete.Event) end end return KnitClient
--local functions
function weld(a, b, c0, c1) local w = Instance.new("Weld", a) w.Part0 = a w.Part1 = b if c0 then w.C0 = c0 end if c1 then w.C1 = c1 end return w end function setHeight(n) if ai.Model:findFirstChild("Right Leg") then ai.Model["Right Leg"]:BreakJoints() ai.Model["Right Leg"].Size = ai.Model["Right Leg"].Size * Vector3.new(1,0,1) + Vector3.new(0, math.max(0.2, n or 0),0) weld(ai.Model.Torso, ai.Model["Right Leg"], CFrame.new(0, -n + ai.Model["Right Leg"].Size.Y/2 - ai.Model.Torso.Size.Y/2,0)) end if m and ai.Model:findFirstChild("Head") then ai.Model.Head:BreakJoints() weld(ai.Model.Torso, ai.Model.Head, CFrame.new(0, m - ai.Model.Head.Size.Y/2 + ai.Model.Torso.Size.Y/2,0)) end end function objAhead(loc) if not _G.AntiJumpCache then _G.AntiJumpCache = {} end local ray = Ray.new(ai.Model.Torso.Position, ((loc - ai.Model.Torso.Position) * Vector3.new(1,0,1)).unit * 5) local obj, pos = workspace:FindPartOnRayWithIgnoreList(ray, _G.AntiJumpCache) if obj then if not obj.CanCollide then table.insert(_G.AntiJumpCache, obj) elseif obj.Parent:findFirstChild("Humanoid") then table.insert(_G.AntiJumpCache, obj.Parent) else return true end --add to cache if necessary, otherwise recurse return objAhead(loc) end end function ai.canSee(obj, fov) local direction = (obj.Position - ai.Model.Head.Position).unit if fov and direction:Dot(ai.Model.Head.CFrame.lookVector) < math.cos(math.rad(fov)) then return false end local ray = Ray.new(ai.Model.Head.Position, direction * 900) local hit, pos = workspace:FindPartOnRayWithIgnoreList(ray, {ai.Model}) if hit then --add to cache if transparent? if hit == obj then return true end end end function attack(hum) print("pow") lastAttack = time() hum:TakeDamage(atkDamage) end function initialize() for _, obj in pairs(ai.Model:GetChildren()) do if obj:IsA("BasePart") then obj.Anchored = false end end setHeight(2, 1) ai.tWeld = weld(ai.Model.Torso, ai.Model.torso, CFrame.new(0,-1,0), CFrame.new(0,-1,0) * CFrame.Angles(math.rad(45),0,0)) ai.hWeld = weld(ai.Model.torso, ai.Model.head2, CFrame.new(0,.8,0), CFrame.new(0,-.6,0) * CFrame.Angles(math.rad(-22.5),0,0)) ai.lWeld1 = weld(ai.Model.torso, ai.Model.leftLeg, CFrame.new(-0.5,-1,0), CFrame.new(0,1,0) * CFrame.Angles(math.rad(-45),0,0)) ai.lWeld2 = weld(ai.Model.torso, ai.Model.rightLeg, CFrame.new(0.5,-1,0), CFrame.new(0,1,0) * CFrame.Angles(math.rad(-45),0,0)) ai.aWeld1 = weld(ai.Model.torso, ai.Model.leftArm, CFrame.new(-1,0.5,0), CFrame.new(0.5,0.5,0) * CFrame.Angles(math.rad(-45),0,0)) ai.aWeld2 = weld(ai.Model.torso, ai.Model.rightArm, CFrame.new(1,0.5,0), CFrame.new(-0.5,0.5,0) * CFrame.Angles(math.rad(-45),0,0)) ai.HWeld = weld(ai.Model.Torso, ai.Model.Head) anim(math.rad(20),0,0) ai.Humanoid = Instance.new("Humanoid", ai.Model) ai.Humanoid.WalkSpeed = math.random(8,14) + math.max(0, math.random(-5,3)) ai.State = "Idle" ai.Model.ChildRemoved:connect(delete) ai.Humanoid.Died:connect(delete) ai.Humanoid.Running:connect(animate) table.insert(_G.aiTable, ai) end function delete() wait(0) if not ai.Humanoid or not (ai.Humanoid.Health > 0) or not ai.Model:findFirstChild("Torso") or not ai.Model:FindFirstChild("Head") or not ai.Model:FindFirstChild("head2") then for i, a in pairs(_G.aiTable) do if a == ai then table.remove(_G.aiTable, i) end end ai.Model:BreakJoints() game.Debris:AddItem(ai.Model, 3) for i, obj in pairs(ai.Model:GetChildren()) do if obj:IsA("BasePart") and obj.Transparency ~= 1 then obj.CanCollide = true elseif obj ~= script then obj:Destroy() end end ai = nil goalPos = nil elseif not (ai.Model:FindFirstChild("leftLeg") and ai.Model:FindFirstChild("rightLeg")) and not crawling then crawl() end if ai and crawling and not (ai.Model:FindFirstChild("leftArm") and ai.Model:FindFirstChild("rightArm")) then ai.Humanoid.Health = 0 end end function animate(a) if not running2 then running = a > 0 if running then Spawn(function() running2 = true local start = time() while running do wait(0) local cycle = (tick() - start) * 5 local tPitch = math.rad(25 + math.cos(cycle * 2) * -5) local tRoll = math.rad(math.sin(cycle) * 10) local lPitch = math.rad(math.sin(cycle) * 45) anim(tPitch, tRoll, lPitch) end running2 = false anim(math.rad(20),0,0) end) end else running = a > 0 end end function anim(tPitch, tRoll, lPitch) if not ai then return end local crawlMod = crawling and math.rad(50) or 0 local crawlMod2 = crawling and 4 or 1 local attackMod = (attackTime - math.min(attackTime,(time() - lastAttack)))/attackTime * math.rad(140) lPitch2 = crawling and lPitch / 3 or lPitch if ai.tWeld then ai.tWeld.C1 = CFrame.new(0,-1,0) * CFrame.Angles(tPitch + crawlMod,0,tRoll + limp[1] * .4) end if ai.hWeld then ai.hWeld.C1 = CFrame.new(0,-0.6,0) * CFrame.Angles(-tPitch/2,0,tRoll + limp[2] * .4) end if ai.lWeld1 then ai.lWeld1.C1 = CFrame.new(0,1,0) * CFrame.Angles(lPitch2 - tPitch + crawlMod + limp[3] * .4,0,-tRoll - limp[1] * .4) end if ai.lWeld2 then ai.lWeld2.C1 = CFrame.new(0,1,0) * CFrame.Angles(-lPitch2 - tPitch + crawlMod + limp[4] * .4,0,-tRoll - limp[1] * .4) end if ai.aWeld1 then ai.aWeld1.C1 = CFrame.new(0.5,0.5,0) * CFrame.Angles(0,0, crawlMod/2) * CFrame.Angles(lPitch * math.abs(limp[5]) * -0.4 * crawlMod2 - tPitch - crawlMod - attackMod + limp[5] * .2, 0, -tRoll - limp[1] * .4) end if ai.aWeld2 then ai.aWeld2.C1 = CFrame.new(-0.5,0.5,0) * CFrame.Angles(0,0, -crawlMod/2) * CFrame.Angles(lPitch * math.abs(limp[6]) * 0.4 * crawlMod2 - tPitch - crawlMod - attackMod + limp[6] * .2, 0, -tRoll - limp[1] * .4) end if ai.HWeld and ai.Model:findFirstChild("head2") then ai.HWeld.C0 = ai.Model.Torso.CFrame:toObjectSpace(ai.Model.head2.CFrame) end end function crawl() crawling = true setHeight(0,0) ai.Humanoid.WalkSpeed = math.random(4, 6) end while not _G.aiTable do wait(0) end initialize()
--// Aim|Zoom|Sensitivity Customization
ZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween AimZoom = 70; -- Default zoom AimSpeed = 0.23; UnaimSpeed = 0.23; CycleAimZoom = 70; -- Cycled zoom MouseSensitivity = 0.5; -- Number between 0.1 and 1 SensitivityIncrement = 0.05; -- No touchy
-- This is the same engine as A-Chassis 6C V1.4 and onwards.
--local soundBank = game.ReplicatedStorage.Sounds.NPC.Banto:GetChildren()
--////////////////////////////// Include --//////////////////////////////////////
local Chat = game:GetService("Chat") local clientChatModules = Chat:WaitForChild("ClientChatModules") local modulesFolder = script.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil")) local commandModules = clientChatModules:WaitForChild("CommandModules") local WhisperModule = require(commandModules:WaitForChild("Whisper")) local MessageSender = require(modulesFolder:WaitForChild("MessageSender")) local ChatLocalization = nil
--// WebPanel module uploaded as a group model due to there being multiple maintainers --// Module source available at https://www.roblox.com/library/6289861017/WebPanel-Module
return function(Vargs) local server = Vargs.Server; local service = Vargs.Service; local Settings = server.Settings local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps = server.Functions, server.Commands, server.Admin, server.Anti, server.Core, server.HTTP, server.Logs, server.Remote, server.Process, server.Variables, server.Deps --[[ settings.WebPanel_Enabled = true; wait(1) settings.WebPanel_ApiKey = _G.ADONIS_WEBPANEL_TESTING_APIKEY; --]] --// Note: This will only run/be required if the WebPanel_Enabled setting is true at server startup if Settings.WebPanel_Enabled then local ran,WebModFunc = pcall(require, 6289861017) if ran and WebModFunc then coroutine.wrap(WebModFunc)(Vargs) elseif not ran then warn("WebPanel Loading Failed: ".. tostring(WebModFunc)) end end Logs:AddLog("Script", "WebPanel Module Loaded"); end
-- Public Constructors
function SpringClass.new(stiffness, dampingCoeff, dampingRatio, initialPos) local self = setmetatable({}, SpringClass) self.instant = false self.marginOfError = 1E-6 dampingRatio = dampingRatio or 1 local m = dampingCoeff*dampingCoeff/(4*stiffness*dampingRatio*dampingRatio) self.k = stiffness/m self.d = -dampingCoeff/m self.x = initialPos self.t = initialPos self.v = initialPos*0 return self end
-- Constants
local FADE_IN_TWEEN = TweenInfo.new(1, Enum.EasingStyle.Linear) local FADE_OUT_TWEEN = TweenInfo.new(1, Enum.EasingStyle.Linear) local MusicPlayer = {} function MusicPlayer:TransitionSoundVolumes(sounds: {Sound}, targetVolume: number, tweenInfo: TweenInfo) for _, sound in sounds do local tween = tweenService:Create(sound, tweenInfo, {Volume = targetVolume}) tween:Play() if targetVolume > 0 and not sound.IsPlaying then sound:Play() elseif targetVolume == 0 and sound.IsPlaying then tween.Completed:Connect(function(playbackState) if playbackState == Enum.PlaybackState.Completed and targetVolume == 0 then sound:Stop() end end) end end end function MusicPlayer:FadeSoundsIn(sounds: {Sound}) self:TransitionSoundVolumes(sounds, 0.5, FADE_IN_TWEEN) end function MusicPlayer:FadeSoundsOut(sounds: {Sound}) self:TransitionSoundVolumes(sounds, 0, FADE_OUT_TWEEN) end return MusicPlayer
--// # key, Takedown
mouse.KeyDown:connect(function(key) if key==";" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.TakedownEvent:FireServer(true) end end)
--["Walk"] = "rbxassetid://1136173829",
["Walk"] = "http://www.roblox.com/asset/?id=507767714", ["Idle"] = "http://www.roblox.com/asset/?id=507766666", ["SwingTool"] = "rbxassetid://1262318281" } local anims = {} for animName,animId in next,preAnims do local anim = Instance.new("Animation") anim.AnimationId = animId game:GetService("ContentProvider"):PreloadAsync({anim}) anims[animName] = animController:LoadAnimation(anim) end function Attack(thing,dmg) if tick()-lastAttack > 2 then hum:MoveTo(root.Position) lastAttack = tick() anims.Walk:Stop() anims.SwingTool:Play() if thing.ClassName == "Player" then root.FleshHit:Play() ant:SetPrimaryPartCFrame(CFrame.new(root.Position,Vector3.new(target.Character.PrimaryPart.Position.X,root.Position.Y,target.Character.PrimaryPart.Position.Z))) elseif thing.ClassName == "Model" then root.StructureHit:Play() end rep.Events.NPCAttack:Fire(thing,dmg) end end function Move(point) hum:MoveTo(point) if not anims.Walk.IsPlaying then anims.Walk:Play() end end function ScanForPoint() local newPoint local rayDir = Vector3.new(math.random(-100,100)/100,0,math.random(-100,100)/100) local ray = Ray.new(root.Position,rayDir*math.random(10,50),ant) local part,pos = workspace:FindPartOnRay(ray) Move(pos) enRoute = true end
--[=[ Tracks pending promises @class PendingPromiseTracker ]=]
local PendingPromiseTracker = {} PendingPromiseTracker.ClassName = "PendingPromiseTracker" PendingPromiseTracker.__index = PendingPromiseTracker function PendingPromiseTracker.new() local self = setmetatable({}, PendingPromiseTracker) self._pendingPromises = {} return self end function PendingPromiseTracker:Add(promise) if promise:IsPending() then self._pendingPromises[promise] = true promise:Finally(function() self._pendingPromises[promise] = nil end) end end function PendingPromiseTracker:GetAll() local promises = {} for promise, _ in pairs(self._pendingPromises) do table.insert(promises, promise) end return promises end return PendingPromiseTracker
-- LocalScript
local numValue = script.Parent.ExpValue -- substitua "NumValue" pelo nome da sua NumberValue local textLabel = script.Parent.Exp -- substitua "TextLabel" pelo nome do seu TextLabel
--[=[ An object to represent runtime errors that occur during execution. Promises that experience an error like this will be rejected with an instance of this object. @class Error ]=]
local Error do Error = { Kind = makeEnum("Promise.Error.Kind", { "ExecutionError", "AlreadyCancelled", "NotResolvedInTime", "TimedOut", }), } Error.__index = Error function Error.new(options, parent) options = options or {} return setmetatable({ error = tostring(options.error) or "[This error has no error text.]", trace = options.trace, context = options.context, kind = options.kind, parent = parent, createdTick = os.clock(), createdTrace = debug.traceback(), }, Error) end function Error.is(anything) if type(anything) == "table" then local metatable = getmetatable(anything) if type(metatable) == "table" then return rawget(anything, "error") ~= nil and type(rawget(metatable, "extend")) == "function" end end return false end function Error.isKind(anything, kind) assert(kind ~= nil, "Argument #2 to Promise.Error.isKind must not be nil") return Error.is(anything) and anything.kind == kind end function Error:extend(options) options = options or {} options.kind = options.kind or self.kind return Error.new(options, self) end function Error:getErrorChain() local runtimeErrors = { self } while runtimeErrors[#runtimeErrors].parent do table.insert(runtimeErrors, runtimeErrors[#runtimeErrors].parent) end return runtimeErrors end function Error:__tostring() local errorStrings = { string.format("-- Promise.Error(%s) --", self.kind or "?"), } for _, runtimeError in ipairs(self:getErrorChain()) do table.insert(errorStrings, table.concat({ runtimeError.trace or runtimeError.error, runtimeError.context, }, "\n")) end return table.concat(errorStrings, "\n") end end
-- Set defaults
TextBox.defaultProps = { BackgroundTransparency = 1, BorderSizePixel = 0, Size = UDim2.new(1, 0, 1, 0), TextSize = 16, Font = 'SourceSans', TextColor3 = Color3.new(0, 0, 0), TextXAlignment = 'Left' }
--[[** <description> Run this once to combine all keys provided into one "main key". Internally, this means that data will be stored in a table with the key mainKey. This is used to get around the 2-DataStore2 reliability caveat. </description> <parameter name = "mainKey"> The key that will be used to house the table. </parameter> <parameter name = "..."> All the keys to combine under one table. </parameter> **--]]
function DataStore2.Combine(mainKey, ...) for _, name in ipairs({...}) do combinedDataStoreInfo[name] = mainKey end end function DataStore2.ClearCache() DataStoreCache = {} end function DataStore2.SaveAll(player) if DataStoreCache[player] then for _, dataStore in pairs(DataStoreCache[player]) do if dataStore.combinedStore == nil then dataStore:Save() end end end end DataStore2.SaveAllAsync = Promise.promisify(DataStore2.SaveAll) function DataStore2.PatchGlobalSettings(patch) for key, value in pairs(patch) do assert(Settings[key] ~= nil, "No such key exists: " .. key) -- TODO: Implement type checking with this when osyris' t is in Settings[key] = value end end function DataStore2.__call(_, dataStoreName, player) assert( typeof(dataStoreName) == "string" and IsPlayer.Check(player), ("DataStore2() API call expected {string dataStoreName, Player player}, got {%s, %s}") :format( typeof(dataStoreName), typeof(player) ) ) if DataStoreCache[player] and DataStoreCache[player][dataStoreName] then return DataStoreCache[player][dataStoreName] elseif combinedDataStoreInfo[dataStoreName] then local dataStore = DataStore2(combinedDataStoreInfo[dataStoreName], player) dataStore:BeforeSave(function(combinedData) for key in pairs(combinedData) do if combinedDataStoreInfo[key] then local combinedStore = DataStore2(key, player) local value = combinedStore:Get(nil, true) if value ~= nil then if combinedStore.combinedBeforeSave then value = combinedStore.combinedBeforeSave(clone(value)) end combinedData[key] = value end end end return combinedData end) local combinedStore = setmetatable({ combinedName = dataStoreName, combinedStore = dataStore, }, { __index = function(_, key) return CombinedDataStore[key] or dataStore[key] end, }) if not DataStoreCache[player] then DataStoreCache[player] = {} end DataStoreCache[player][dataStoreName] = combinedStore return combinedStore end local dataStore = { Name = dataStoreName, UserId = player.UserId, callbacks = {}, beforeInitialGet = {}, afterSave = {}, bindToClose = {}, } dataStore.savingMethod = SavingMethods[Settings.SavingMethod].new(dataStore) setmetatable(dataStore, DataStoreMetatable) local saveFinishedEvent, isSaveFinished = Instance.new("BindableEvent"), false local bindToCloseEvent = Instance.new("BindableEvent") local bindToCloseCallback = function() if not isSaveFinished then -- Defer to avoid a race between connecting and firing "saveFinishedEvent" Promise.defer(function() bindToCloseEvent:Fire() -- Resolves the Promise.race to save the data end) saveFinishedEvent.Event:Wait() end local value = dataStore:Get(nil, true) for _, bindToClose in ipairs(dataStore.bindToClose) do bindToClose(player, value) end end local success, errorMessage = pcall(function() game:BindToClose(function() if bindToCloseCallback == nil then return end bindToCloseCallback() end) end) if not success then warn("DataStore2 could not BindToClose", errorMessage) end Promise.race({ Promise.fromEvent(bindToCloseEvent.Event), Promise.fromEvent(player.AncestryChanged, function() return not player:IsDescendantOf(game) end), }):andThen(function() dataStore:SaveAsync():andThen(function() --print("player left, saved", dataStoreName) end):catch(function(error) -- TODO: Something more elegant warn("error when player left!", error) end):finally(function() isSaveFinished = true saveFinishedEvent:Fire() end) --Give a long delay for people who haven't figured out the cache :^( return Promise.delay(40):andThen(function() DataStoreCache[player] = nil bindToCloseCallback = nil end) end) if not DataStoreCache[player] then DataStoreCache[player] = {} end DataStoreCache[player][dataStoreName] = dataStore return dataStore end DataStore2.Constants = Constants return setmetatable(DataStore2, DataStore2)
--//Input --PC/Xbox
uis.InputBegan:Connect(function(key, processed) if key.KeyCode == Enum.KeyCode.Space or key.KeyCode == Enum.KeyCode.ButtonA then ToggleFlying() end end)
--Front Suspension
Tune.FSusStiffness = 25000 -- Spring Force Tune.FSusDamping = 400 -- Spring Dampening Tune.FAntiRoll = 400 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 1.9 -- Resting Suspension length (in studs) Tune.FPreCompress = .1 -- Pre-compression adds resting length force Tune.FExtensionLim = .4 -- Max Extension Travel (in studs) Tune.FCompressLim = .2 -- Max Compression Travel (in studs) Tune.FSusAngle = 75 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 2 -- 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
-- Load all components in some folder:
Component.Auto(script.Parent.Components) Knit.Start():Then(function() print("Knit running") end):Catch(function(err) warn(err) end)
--Vars
local player = game.Players.LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local cam = workspace.CurrentCamera local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value=true end local _GSteerT=0 local _GSteerC=0 local _GThrot=0 local _GBrake=0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 local _PGear = _CGear local _TMode = _Tune.TransModes[1] local _MSteer = false local _SteerL = false local _SteerR = false local _PBrake = false local _TCS = true local _TCSActive = false local FlipWait=tick() local FlipDB=false local _InControls = false
--[[ remoteProperty = ClientRemoteProperty.new(valueObject: Instance) remoteProperty:Get(): any remoteProperty:Destroy(): void remoteProperty.Changed(newValue: any): Connection --]]
local IS_SERVER = game:GetService("RunService"):IsServer() local Signal = require(script.Parent.Parent.Signal) local ClientRemoteProperty = {} ClientRemoteProperty.__index = ClientRemoteProperty function ClientRemoteProperty.new(object) assert(not IS_SERVER, "ClientRemoteProperty can only be created on the client") local self = setmetatable({ _object = object; _value = nil; _isTable = object:IsA("RemoteEvent"); }, ClientRemoteProperty) local function SetValue(v) self._value = v end if (self._isTable) then self.Changed = Signal.new() self._change = object.OnClientEvent:Connect(function(tbl) SetValue(tbl) self.Changed:Fire(tbl) end) SetValue(object.TableRequest:InvokeServer()) else SetValue(object.Value) self.Changed = object.Changed self._change = object.Changed:Connect(SetValue) end return self end function ClientRemoteProperty:Get() return self._value end function ClientRemoteProperty:Destroy() self._change:Disconnect() if (self._isTable) then self.Changed:Destroy() end end return ClientRemoteProperty
--[[ Display Names ]] --Uses DisplayNames instead of UserNames in chat messages
module.PlayerDisplayNamesEnabled =true
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Big Spin bone" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Enables a warning when trying to spread a 'key' to an element -- a deprecated pattern we want to get rid of in the future
exports.warnAboutSpreadingKeyToJSX = true exports.enableComponentStackLocations = true exports.enableNewReconciler = true
--//SS6 PLUGIN; SPLASH//--
--//INSPARE 2017//-- local ai = script.Parent.Main_Frame.A.Frame.ImageLabel local bi = script.Parent.Main_Frame.B.Frame.ImageLabel local ci = script.Parent.Main_Frame.C.Frame.ImageLabel local di = script.Parent.Main_Frame.D.Frame.ImageLabel local ei = script.Parent.Main_Frame.E.Frame.ImageLabel wait(.2) script.Parent.SplashFade.WI:Play() while true do for i=1,3 do for i=1,5 do ai.Position = ai.Position - UDim2.new(4,0,0,0) bi.Position = bi.Position - UDim2.new(4,0,0,0) ci.Position = ci.Position - UDim2.new(4,0,0,0) di.Position = di.Position - UDim2.new(4,0,0,0) ei.Position = ei.Position - UDim2.new(4,0,0,0) wait(.045) end ai.Position = ai.Position + UDim2.new(20,0,-3,0) bi.Position = bi.Position + UDim2.new(20,0,-3,0) ci.Position = ci.Position + UDim2.new(20,0,-3,0) di.Position = di.Position + UDim2.new(20,0,-3,0) ei.Position = ei.Position + UDim2.new(20,0,-3,0) wait(.045) end for i=1,3 do ai.Position = ai.Position - UDim2.new(4,0,0,0) bi.Position = bi.Position - UDim2.new(4,0,0,0) ci.Position = ci.Position - UDim2.new(4,0,0,0) di.Position = di.Position - UDim2.new(4,0,0,0) ei.Position = ei.Position - UDim2.new(4,0,0,0) wait(.045) end ai.Position = ai.Position + UDim2.new(12,0,9,0) bi.Position = bi.Position + UDim2.new(12,0,9,0) ci.Position = ci.Position + UDim2.new(12,0,9,0) di.Position = di.Position + UDim2.new(12,0,9,0) ei.Position = ei.Position + UDim2.new(12,0,9,0) wait(.045) end
-- its best to anchor while welding, and then unanchor when finished
function weld(modelgroup,anchored,cancollide) local parts,last = {} local function scan(parent) for _,v in pairs(parent:GetChildren()) do if (v:IsA("BasePart")) then if (last) then local w = Instance.new("Weld") w.Name = ("Weld") w.Part0,w.Part1 = last,v w.C0 = last.CFrame:inverse() w.C1 = v.CFrame:inverse() w.Parent = last end last = v table.insert(parts,v) end scan(v) end end scan(modelgroup) for _,v in pairs(parts) do v.Anchored=anchored v.CanCollide=cancollide end end weld(script.Parent,true,false) print("DOne")
-- ================================================================================ -- RACER PUBLIC FUNCTIONS -- ================================================================================
function Racer.new() local newRacer = {} setmetatable(newRacer, Racer) newRacer.CurrentLap = 1 newRacer.Laps = {} newRacer.FinishedRace = false return newRacer end -- Racer.new() function Racer:StartLap(lapNumber) self.Laps[lapNumber] = Lap.new() end -- Racer:StartLap() function Racer:FinishLap(lapNumber) local lap = self.Laps[lapNumber] lap.LapTime = tick() - lap.StartTime lap.Finished = true return lap.LapTime end -- Racer:FinishLap() function Racer:HasStartedLap(lapNumber) if lapNumber <= #self.Laps then return self.Laps[lapNumber].Started end return false end -- Race:HasStartedLap() function Racer:HasFinishedLap(lapNumber) if lapNumber <= #self.Laps then return self.Laps[lapNumber].Finished end return false end -- Racer:HasFinishedLap()
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function SurfaceTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); EnableSurfaceSelection(); -- Set our current surface mode SetSurface(SurfaceTool.Surface); end; function SurfaceTool.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 SurfaceTool.UI then -- Reveal the UI SurfaceTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI SurfaceTool.UI = Core.Tool.Interfaces.BTSurfaceToolGUI:Clone(); SurfaceTool.UI.Parent = Core.UI; SurfaceTool.UI.Visible = true; -- Create the surface selection dropdown SurfaceDropdown = Core.Cheer(SurfaceTool.UI.SideOption.Dropdown).Start({ 'All', 'Top', 'Bottom', 'Front', 'Back', 'Left', 'Right' }, 'All', SetSurface); -- Map type label names to actual type names local SurfaceTypes = { ['Studs'] = 'Studs', ['Inlets'] = 'Inlet', ['Smooth'] = 'Smooth', ['Weld'] = 'Weld', ['Glue'] = 'Glue', ['Universal'] = 'Universal', ['Hinge'] = 'Hinge', ['Motor'] = 'Motor', ['No Outline'] = 'SmoothNoOutlines' }; -- Create the surface type selection dropdown SurfaceTypeDropdown = Core.Cheer(SurfaceTool.UI.TypeOption.Dropdown).Start({ 'Studs', 'Inlets', 'Smooth', 'Weld', 'Glue', 'Universal', 'Hinge', 'Motor', 'No Outline' }, '', function (Option) SetSurfaceType(Enum.SurfaceType[SurfaceTypes[Option]]); end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not SurfaceTool.UI then return; end; -- Hide the UI SurfaceTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function GetSurfaceTypeDisplayName(SurfaceType) -- Returns a more friendly name for the given `SurfaceType` -- For stepping motors, add a space if SurfaceType == Enum.SurfaceType.SteppingMotor then return 'Stepping Motor'; -- For no outlines, simplify name elseif SurfaceType == Enum.SurfaceType.SmoothNoOutlines then return 'No Outline'; -- For other surface types, return their normal name else return SurfaceType.Name; end; end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not SurfaceTool.UI then return; end; -- Only show and identify current surface type if selection is not empty if #Selection.Items == 0 then SurfaceTypeDropdown.SetOption(''); return; end; ------------------------------------ -- Update the surface type indicator ------------------------------------ -- Collect all different surface types in selection local SurfaceTypeVariations = {}; for _, Part in pairs(Selection.Items) do -- Search for variations on all surfaces if all surfaces are selected if SurfaceTool.Surface == 'All' then table.insert(SurfaceTypeVariations, Part.TopSurface); table.insert(SurfaceTypeVariations, Part.BottomSurface); table.insert(SurfaceTypeVariations, Part.FrontSurface); table.insert(SurfaceTypeVariations, Part.BackSurface); table.insert(SurfaceTypeVariations, Part.LeftSurface); table.insert(SurfaceTypeVariations, Part.RightSurface); -- Search for variations on single selected surface else table.insert(SurfaceTypeVariations, Part[SurfaceTool.Surface .. 'Surface']); end; end; -- Identify common surface type in selection local CommonSurfaceType = Support.IdentifyCommonItem(SurfaceTypeVariations); -- Update the current surface type in the surface type dropdown SurfaceTypeDropdown.SetOption(CommonSurfaceType and GetSurfaceTypeDisplayName(CommonSurfaceType) or '*'); end; function SetSurface(Surface) -- Changes the surface option to `Surface` -- Set the surface option SurfaceTool.Surface = Surface; -- Update the current surface in the surface dropdown SurfaceDropdown.SetOption(Surface); end; function SetSurfaceType(SurfaceType) -- Changes the selection's surface type on the currently selected surface -- Make sure a surface has been selected if not SurfaceTool.Surface then return; end; -- Track changes TrackChange(); -- Change the surface of the parts locally for _, Part in pairs(Selection.Items) do -- Change all surfaces if all selected if SurfaceTool.Surface == 'All' then Part.TopSurface = SurfaceType; Part.BottomSurface = SurfaceType; Part.FrontSurface = SurfaceType; Part.BackSurface = SurfaceType; Part.LeftSurface = SurfaceType; Part.RightSurface = SurfaceType; -- Change specific selected surface else Part[SurfaceTool.Surface .. 'Surface'] = SurfaceType; end; end; -- Register changes RegisterChange(); end; function EnableSurfaceSelection() -- Allows the player to select surfaces by clicking on them -- Watch out for clicks on selected parts Connections.SurfaceSelection = Selection.FocusChanged:connect(function (Part) if Selection.IsSelected(Core.Mouse.Target) then -- Set the surface option to the target surface SetSurface(Core.Mouse.TargetSurface.Name); end; end); end; function TrackChange() -- Start the record HistoryRecord = { Parts = Support.CloneTable(Selection.Items); BeforeSurfaces = {}; AfterSurfaces = {}; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Parts); -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Surfaces = Record.BeforeSurfaces[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncSurface', Changes); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Parts); -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Surfaces = Record.AfterSurfaces[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncSurface', Changes); end; }; -- Collect the selection's initial state for _, Part in pairs(HistoryRecord.Parts) do -- Begin to record surfaces HistoryRecord.BeforeSurfaces[Part] = {}; local Surfaces = HistoryRecord.BeforeSurfaces[Part]; -- Record all surfaces if all selected if SurfaceTool.Surface == 'All' then Surfaces.Top = Part.TopSurface; Surfaces.Bottom = Part.BottomSurface; Surfaces.Front = Part.FrontSurface; Surfaces.Back = Part.BackSurface; Surfaces.Left = Part.LeftSurface; Surfaces.Right = Part.RightSurface; -- Record specific selected surface else Surfaces[SurfaceTool.Surface] = Part[SurfaceTool.Surface .. 'Surface']; end; end; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Collect the selection's final state local Changes = {}; for _, Part in pairs(HistoryRecord.Parts) do -- Begin to record surfaces HistoryRecord.AfterSurfaces[Part] = {}; local Surfaces = HistoryRecord.AfterSurfaces[Part]; -- Record all surfaces if all selected if SurfaceTool.Surface == 'All' then Surfaces.Top = Part.TopSurface; Surfaces.Bottom = Part.BottomSurface; Surfaces.Front = Part.FrontSurface; Surfaces.Back = Part.BackSurface; Surfaces.Left = Part.LeftSurface; Surfaces.Right = Part.RightSurface; -- Record specific selected surface else Surfaces[SurfaceTool.Surface] = Part[SurfaceTool.Surface .. 'Surface']; end; -- Create the change request for this part table.insert(Changes, { Part = Part, Surfaces = Surfaces }); end; -- Send the changes to the server Core.SyncAPI:Invoke('SyncSurface', Changes); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;