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--[[ Init function that creates all the windows ]]
function WindowManager.init() local windowModels = CollectionService:GetTagged(Constants.Tag.Window) for _, model in pairs(windowModels) do registry:add(model) end end
--[[ function trv(search,query) for _,i in pairs(search:GetChildren()) do if i:IsA(query) then if i.Name == "Screen" then if i.Name == "StockSplash" then i:remove() end local bb = script.ClutchManagment.StockSplash:Clone() bb.Parent = i end end trv(i,query) end end trv(game.Workspace,"ScreenGui")]]
-- script.ClutchToThrottle.Value = VR if th == 12 then if script.Parent.CarSeat.Gear.Value == 4 then if GEAR.Value == 4 then if Wrpm.Value*(Gear4/FinalDrive)*100 < Idle then rpm.Value = Idle else rpm.Value = Wrpm.Value*(Gear4/FinalDrive)*100 end if Wrpm.Value*(Gear4/FinalDrive)*100 >= RPMLimiter then rwd.Torque = 0 else if script.Parent.Control.Throttle.Computer.Value == 0 and script.Parent.CarSeat.CC.Value == false then rwd.Torque = 0.2 else if (((rpm.Value/10000)-((sconfig*rpm.Value)/10000)^4.8)*hp/(config*size)) < ((Gear4/FinalDrive)*(hp/650))*scale then rwd.Torque = (((Gear4/FinalDrive)*(hp/650))*scale)*th.Value else rwd.Torque = (((rpm.Value/10000)-((sconfig*rpm.Value)/10000)^4.8)*hp/(config*size))*th.Value end end end end end end
-- Create and load an animation
local animation = Instance.new("Animation") animation.AnimationId = "http://www.roblox.com/asset/?id=14090986990" -- Roblox dance emote local animationTrack = animationController:LoadAnimation(animation)
--Lamp Off
Model.Configuration.LampStatus.Value = 0
-- DO NOT CHANGE ANYTHING BELOW. I'm not going to help you solve issues with this script if you have changed any of the code below. -- ------------------------------------------------------------------------ -- variables
local player local character local humanoid local isR15 local rightHand
--|| SERVICES ||--
local RunService = game:GetService("RunService") local Character = script.Parent local Humanoid = Character:WaitForChild("Humanoid") local Database = require(script.SoundsData) local soundConnection local stepInterval = 0.1 local lastStep = tick() local Sound = Instance.new("Sound") Sound.MaxDistance = 150 Sound.Looped = true Sound.Name = "Material Walking Sound" Sound.Parent = Character.HumanoidRootPart Humanoid.Running:Connect(function(Speed) if Speed > 0 then if not Sound.IsPlaying then Sound:Play() end else Sound:Stop() end end) Humanoid:GetPropertyChangedSignal("FloorMaterial"):Connect(function() if Database[Humanoid.FloorMaterial] then Sound.SoundId = Database[Humanoid.FloorMaterial] end end)
-- CONSTANTS
local GuiLib = script.Parent.Parent local Lazy = require(GuiLib:WaitForChild("LazyLoader")) local Defaults = GuiLib:WaitForChild("Defaults") local UIS = game:GetService("UserInputService") local RUNSERVICE = game:GetService("RunService") local SLIDER_FRAMEX = Defaults:WaitForChild("SliderFrameX") local SLIDER_FRAMEY = Defaults:WaitForChild("SliderFrameY") local XBOX_STEP = 0.01 local DEBOUNCE_TICK = 0.1 local XBOX_DEADZONE = 0.35 local THUMBSTICK = Enum.KeyCode.Thumbstick2
--[[ ProjectileReplication Description: Projectile replication is a library that allows for projectiles to be created by weapons without an exploiter leveraging the remote events. Sanity checks are done on the servers end. This library just helps get that message across. ]]
local ProjectileReplication = {} ProjectileReplication.__index = ProjectileReplication
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare on soundscript, Truenus on script ]]
wait(0.4) local car = script.Parent.Car.Value local revon = car.DriveSeat.Rev local revoff = car.DriveSeat.RevOFF local throttle = script.Parent.Values.Throttle throttle.Changed:connect(function() if throttle.Value == 1 then revon.Volume=6.50 revoff.Volume=5.75 wait(0.025) revon.Volume=6.50 revoff.Volume=5.50 wait(0.025) revon.Volume=6.75 revoff.Volume=5.25 wait(0.025) revon.Volume=7 revoff.Volume=0 else revon.Volume=6.75 revoff.Volume=5.25 wait(0.025) revon.Volume=6.50 revoff.Volume=5.50 wait(0.025) revon.Volume=6.25 revoff.Volume=5.75 wait(0.025) revon.Volume=0 revoff.Volume=6 end end)
-- Events
local play = game.ReplicatedStorage.RadioEvents.Play local pause = game.ReplicatedStorage.RadioEvents.Pause local resume = game.ReplicatedStorage.RadioEvents.Resume local stop = game.ReplicatedStorage.RadioEvents.Stop local changeID = game.ReplicatedStorage.RadioEvents.ChangeID
--Client -> Server
-- Player local RF_getPlayerData = remoteFunctions.Client.GetPlayerData -- Player Vehicle local RF_vehicleSpawnRequest = remoteFunctions.Client.Vehicle.VehicleSpawnRequest local RF_vehicleRemoveRequest = remoteFunctions.Client.Vehicle.VehicleRemoveRequest -- Weapon local RF_GetUnlockedWeapons = remoteFunctions.Client.Weapon.GetUnlockedWeapons local RF_GetEquipedWeapon = remoteFunctions.Client.Weapon.GetEquipedWeapon local RF_GetWeaponInfo = remoteFunctions.Client.Weapon.GetWeaponInfo local RF_EquipWeapon = remoteFunctions.Client.Weapon.EquipWeapon local RF_UnEquipWeapon = remoteFunctions.Client.Weapon.UnEquipWeapon local RF_BuyWeapon = remoteFunctions.Client.Weapon.BuyWeapon -- Bullet local RF_DamageVehicle = remoteFunctions.Client.Bullet.DamageVehicle -- Twitter local RF_redeemCode = remoteFunctions.Client.Twitter.RedeemCode
--if Player.Character.Humanoid.Health == 0 then -- Player.Holster:Destroy() --end
-- [ BASIC ] --
local LookAtPlayerRange = 30 -- Distance away that NPC can looks local LookAtNonPlayer = true -- Looks at other humanoid that isn't player
--[[ Function called upon entering the state ]]
function PlayerPostGame.onEnter(stateMachine, serverPlayer, event, from, to) local character = serverPlayer.player.Character if character then character:Destroy() end end
--[[ Adds specified door model to door collision group ]]
function CollisionGroupsController.addDoor(door) PhysicsService:SetPartCollisionGroup(door, Constants.CollisionGroup.Door) end
--//Character//--
local Character = script.Parent local Humanoid = Character:WaitForChild("Humanoid") local HRP = Character:WaitForChild("HumanoidRootPart")
-- REQUIRED PARTS ----------------------------------------------- -- Include all of these, or things will break!
local headlights = { model.Headlight_Left, model.Headlight_Right, model.frontlight_Left_top, model.frontlight_Left_top2, model.frontlight_Right_top, model.frontlight_Right_top2 } local brakelights = { model.Brakelight_Left, model.Brakelight_Right, model.Brakelight_Left_top, model.Brakelight_Left_top2, model.Brakelight_Right_top, model.Brakelight_Right_top2 } local seat = model.VehicleSeat -- Your driver seat local upVectorPart = model.VehicleSeatBack -- Any part with lookvector up (we use this when you get flipped over) local gyro = upVectorPart.BodyGyro -- Point this to any unused bodyGyro. local smoke = model.ExhaustPipe.Smoke local fire = model.ExhaustPipe.Fire
--[[Weld functions]]
local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() if not PGS_ON then error("A-Chassis no longer supports Legacy physics solving, sorry!") end function MakeWeld(x,y,type,s) if type==nil then type="Weld" end local W=Instance.new(type,JS) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") then MakeWeld(b,a,"Weld") elseif a:IsA("Model") or a:IsA("Folder") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end end
-- Returns all objects under instance with Transparency
local function GetTransparentsRecursive(instance, partsTable) local partsTable = partsTable or {} for _, child in pairs(instance:GetChildren()) do if child:IsA('BasePart') or child:IsA('Decal') then table.insert(partsTable, child) end GetTransparentsRecursive(child, partsTable) end return partsTable end local function SelectionBoxify(instance) local selectionBox = Instance.new('SelectionBox') selectionBox.Adornee = instance selectionBox.Color = BrickColor.new('Toothpaste') selectionBox.Parent = instance return selectionBox end local function Light(instance) local light = PointLight:Clone() light.Range = light.Range + 2 light.Parent = instance end local function FadeOutObjects(objectsWithTransparency, fadeIncrement) repeat local lastObject = nil for _, object in pairs(objectsWithTransparency) do object.Transparency = object.Transparency + fadeIncrement lastObject = object end wait() until lastObject.Transparency >= 1 or not lastObject end local function Dematerialize(character, humanoid, firstPart) humanoid.WalkSpeed = 0 local parts = {} for _, child in pairs(character:GetChildren()) do if child:IsA('BasePart') then child.Anchored = true table.insert(parts, child) elseif child:IsA('LocalScript') or child:IsA('Script') then child:Destroy() end end local selectionBoxes = {} local firstSelectionBox = SelectionBoxify(firstPart) Light(firstPart) wait(0.05) for _, part in pairs(parts) do if part ~= firstPart then table.insert(selectionBoxes, SelectionBoxify(part)) Light(part) end end local objectsWithTransparency = GetTransparentsRecursive(character) FadeOutObjects(objectsWithTransparency, 0.1) wait(0.5) humanoid.Health = 0 DebrisService:AddItem(character, 2) local fadeIncrement = 0.05 Delay(0.2, function() FadeOutObjects({firstSelectionBox}, fadeIncrement) if character then character:Destroy() end end) FadeOutObjects(selectionBoxes, fadeIncrement) end local function OnTouched(shot, otherPart) local character, humanoid = FindCharacterAncestor(otherPart) if character and humanoid and character ~= Character then ApplyTags(humanoid) if shot then local hitFadeSound = shot:FindFirstChild(HitFadeSound.Name) if hitFadeSound then hitFadeSound.Parent = humanoid.Torso hitFadeSound:Play() end shot:Destroy() end Dematerialize(character, humanoid, otherPart) end end local function OnEquipped() Character = Tool.Parent Humanoid = Character:WaitForChild('Humanoid') Player = PlayersService:GetPlayerFromCharacter(Character) end local function OnActivated() if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false FireSound:Play() local handleCFrame = Handle.CFrame local firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET) local shotCFrame = CFrame.new(firingPoint, Humanoid.TargetPoint) local laserShotClone = BaseShot:Clone() laserShotClone.CFrame = shotCFrame + (shotCFrame.lookVector * (BaseShot.Size.Z / 2)) local bodyVelocity = Instance.new('BodyVelocity') bodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED bodyVelocity.Parent = laserShotClone laserShotClone.Touched:connect(function(otherPart) OnTouched(laserShotClone, otherPart) end) DebrisService:AddItem(laserShotClone, SHOT_TIME) laserShotClone.Parent = Tool wait(0.6) -- FireSound length ReloadSound:Play() wait(0.75) -- ReloadSound length Tool.Enabled = true end end local function OnUnequipped() end
-- assume we are in the character, let's check
function sepuku() script.Parent = nil end function grapeMe(character) local shirt = character:FindFirstChild("Shirt") local pants = character:FindFirstChild("Pants") if (shirt ~= nil) then shirt:Remove() end if (pants ~= nil) then pants:Remove() end local c = character:GetChildren() for i=1,#c do if (c[i].className == "Part") then c[i].Material = Enum.Material.Ice c[i].BrickColor = BrickColor.new("Magenta") end end end function UpdateUI(timeleft) local player = game.Players:GetPlayerFromCharacter(script.Parent) player.PlayerGui.GrapeGUI.Frame.Frame.Time.Text = timeleft .. " seconds" if (timeleft < 10) then player.PlayerGui.GrapeGUI.Frame.Frame.Warning.TextColor = BrickColor.new("Really red") if (timeleft % 2 == 1) then player.PlayerGui.GrapeGUI.Frame.Frame.Warning.Text = "WARNING" else player.PlayerGui.GrapeGUI.Frame.Frame.Warning.Text = "Mindgrapes on FIRE!!!" end else player.PlayerGui.GrapeGUI.Frame.Frame.Warning.TextColor = BrickColor.new("Hot pink") player.PlayerGui.GrapeGUI.Frame.Frame.Warning.Text = "Mindgrapes Ok..." end end local h = script.Parent:FindFirstChild("Humanoid") if (h == nil) then sepuku() end local oldSpeed = h.WalkSpeed h.WalkSpeed = h.WalkSpeed * 2 h.MaxHealth = h.MaxHealth * .25 if (h.Health > h.MaxHealth) then h.Health = h.MaxHealth end local torso = script.Parent:FindFirstChild("Torso") if (torso == nil) then sepuku() end local head = script.Parent:FindFirstChild("Head") if (head == nil) then head = torso end local Hyper = Instance.new("Sound") Hyper.SoundId = "http://www.roblox.com/asset/?id=16950418" Hyper.Parent = head Hyper.Volume = .5 grapeMe(h.Parent) local played = false while true do local count = script:FindFirstChild("GrapeTroubleCountdown") if (count == nil) then count = Instance.new("IntValue") count.Name = "GrapeTroubleCountdown" count.Value = 30 count.Parent = h else count.Value = count.Value - 1 if (count.Value < 0) then local sound = Instance.new("Sound") sound.SoundId = "rbxasset://sounds\\Rocket shot.wav" sound.Parent = head sound.Volume = 1 sound:play() local e = Instance.new("Explosion") e.BlastRadius = 4 e.Position = head.Position e.Parent = head else if (Hyper.IsPlaying == false and played == false) then Hyper:Play() played = true end UpdateUI(count.Value) end end wait(1) end
--Listen to seat enter/exit
print("Add seat") local Enter,Exit = SeatingModule.AddSeat(driverSeat) print("Seat added") Enter.Name = "EnterEvent" Enter.Parent = driverSeat Exit.Name = "ExitEvent" Exit.Parent = driverSeat for i,v in pairs(AdditionalSeats) do if v then SeatingModule.AddSeat(v) end end local driverScriptClone = nil local enterEvent = driverSeat:WaitForChild("EnterEvent") local exitEvent = driverSeat:WaitForChild("ExitEvent") enterEvent.Event:Connect(function(player) print("CAR SEAT ENTERED") driverScriptClone = driverScript:Clone() driverScriptClone.Name = "CurrentDriver" driverScriptClone.CarValue.Value = root driverScriptClone.Parent = player.Backpack driverScriptClone.Disabled = false driverScriptClone.RedressController.Disabled = false driverSeat:SetNetworkOwner(player) end) exitEvent.Event:Connect(function(player) if driverScriptClone then driverScriptClone:Destroy() driverSeat:SetNetworkOwner() end end)
--CHEDSAPP!!!!!! --rccbay.com ON TOP
script.Parent.OnServerEvent:Connect(function(player,rpm,main) main.HingeConstraint.AngularVelocity = rpm end)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["InputType"]["InputType"]) return Package
--[[ Public API ]]
-- function TouchJump:Enable() JumpButton.Visible = true end function TouchJump:Disable() JumpButton.Visible = false OnInputEnded() end function TouchJump:Create(parentFrame) if JumpButton then JumpButton:Destroy() JumpButton = nil end local isSmallScreen = parentFrame.AbsoluteSize.y <= 500 local jumpButtonSize = isSmallScreen and 70 or 90 JumpButton = Instance.new('ImageButton') JumpButton.Name = "JumpButton" JumpButton.Visible = false JumpButton.BackgroundTransparency = 1 JumpButton.Image = TOUCH_CONTROL_SHEET JumpButton.ImageRectOffset = Vector2.new(176, 222) JumpButton.ImageRectSize = Vector2.new(174, 174) JumpButton.Size = UDim2.new(0, jumpButtonSize, 0, jumpButtonSize) JumpButton.Position = isSmallScreen and UDim2.new(1, jumpButtonSize * -2.25, 1, -jumpButtonSize - 20) or UDim2.new(1, jumpButtonSize * -2.75, 1, -jumpButtonSize - 120) local touchObject = nil local function doJumpLoop() local character = LocalPlayer.Character if character then local humanoid = getHumanoid() if humanoid then while touchObject do humanoid.Jump = true wait(1/60) end end end end JumpButton.InputBegan:connect(function(inputObject) if touchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then return end touchObject = inputObject JumpButton.ImageRectOffset = Vector2.new(0, 222) doJumpLoop() end) OnInputEnded = function() touchObject = nil JumpButton.ImageRectOffset = Vector2.new(176, 222) end JumpButton.InputEnded:connect(function(inputObject) if inputObject == touchObject then OnInputEnded() end end) JumpButton.Parent = parentFrame end return TouchJump
--Weld stuff here
MakeWeld(car.Misc.Wheel.A,car.DriveSeat,"Motor",.5).Name="W" ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.A) car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end)
-- RemoteSignal -- Stephen Leitnick -- December 20, 2021
local Players = game:GetService("Players") local Signal = require(script.Parent.Parent.Parent.Signal) local Types = require(script.Parent.Parent.Types)
--[[ INSTRUCTIONS - Place in the model you want to auto weld all contents to. - That's it. It will weld the model and all children. --]] -- This script is designed to be used is a regular script. In a local script it will not handle ancestory changes!!
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 9161622880; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 1; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 0; ["Admin"] = 0; ["Settings"] = 0; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 0; WelcomeRankNotice = false; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = false; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = false; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
--// Remote(s)
local remoteFold = rp.remoteFold local module = {} module.db = function(db, plr) if Players:FindFirstChild(plr) then plr.CharacterAdded:Connect(function(char) db = false end) plr.CharacterRemoving:Connect(function(char) db = false --remoteFold['CharRemoving']:FireClient(Players:GetPlayerFromCharacter(char), {plr = Players:GetPlayerFromCharacter(char)}) end) end return db end return module
--Makes the cat randomly walk every 1 second--
while true do wait(1) Goal = Vector3.new(math.random(-255, 255), math.random(-255, 255), math.random(-255, 255)) print("Cat is walking to: " .. tostring(Goal)) script.Parent.Humanoid:MoveTo(Goal) end
-- An object which stores a piece of reactive state.
export type StateObject<T> = Dependency & { type: string, -- replace with "State" when Luau supports singleton types kind: string, get: (StateObject<T>, asDependency: boolean?) -> T }
--[=[ @within TableUtil @function SwapRemoveFirstValue @param tbl table -- Array @param v any -- Value to find @return number? Performs `table.find(tbl, v)` to find the index of the given value, and then performs `TableUtil.SwapRemove` on that index. ```lua local t = {"A", "B", "C", "D", "E"} TableUtil.SwapRemoveFirstValue(t, "C") print(t) --> {"A", "B", "E", "D"} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function SwapRemoveFirstValue(t: Table, v: any): number? local index: number? = table.find(t, v) if index then SwapRemove(t, index) end return index end
-- Set up the mouse enter and leave event handlers for each button
local function onButtonEnter(button) local sizeTweenInfo = TweenInfo.new(tweenDuration, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) local sizeTween = game:GetService("TweenService"):Create(button, sizeTweenInfo, { Size = UDim2.new(button.Size.X.Scale * magnificationScale, button.Size.X.Offset, button.Size.Y.Scale * magnificationScale, button.Size.Y.Offset) }) click:Play() sizeTween:Play() local positionTweenInfo = TweenInfo.new(tweenDuration, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) local positionTween = game:GetService("TweenService"):Create(button, positionTweenInfo, { Position = UDim2.new(button.Position.X.Scale - ((magnificationScale - 1) / 2), button.Position.X.Offset, button.Position.Y.Scale - ((magnificationScale - 1) / 2), button.Position.Y.Offset) }) positionTween:Play() end local function onButtonLeave(button) local sizeTweenInfo = TweenInfo.new(tweenDuration, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) local sizeTween = game:GetService("TweenService"):Create(button, sizeTweenInfo, { Size = originalSizes[button] }) sizeTween:Play() local positionTweenInfo = TweenInfo.new(tweenDuration, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) local positionTween = game:GetService("TweenService"):Create(button, positionTweenInfo, { Position = originalPositions[button] }) positionTween:Play() end
--[[ Setup all canvases and initialize all spots within a canvas. We perform the following: 1. Create a new Canvas object for each tagged model 2. Create Spot objects, set event callbacks, and register them with the canvas object 3. Set associated attributes on models so clients can easily initialize UI to listen to the correct IDs ]]
return function(contexts, services, remoteEvents) local CollectionService = services.CollectionService local canvases = contexts.canvases -- TODO: This should be injected instead for testability purposes, -- handle this in another PR local config = configuration.getValues() -- Initialize all objects to keep track of canvases in the world local spotsPerCanvas = config.rowsPerCanvas * config.colsPerCanvas for _, model in ipairs(CollectionService:GetTagged(constants.Tags.SurfaceCanvas)) do local canvas = Canvas.new() -- Register spots with the canvas local spots = {} for i = 1, spotsPerCanvas do local spot = Spot.new() spot.onArtChanged = function(artId, ownerUserId) remoteEvents.SpotChanged:FireAllClients(canvas.id, spot.id, artId, ownerUserId) end model:SetAttribute(constants.Attributes.SpotIdPrefix .. i, spot.id) table.insert(spots, spot) end canvas:registerSpots(spots) model:SetAttribute(constants.Attributes.SurfaceCanvasId, canvas.id) canvases[canvas.id] = canvas end end
--Made by Luckymaxer
Tool = script.Parent Players = game:GetService("Players") Player = Players.LocalPlayer Icons = { Normal = "rbxasset://textures/GunCursor.png", Reloading = "rbxasset://textures/GunWaitCursor.png" } ToolEquipped = false function UpdateIcon() if Mouse and ToolEquipped then Mouse.Icon = (((Tool.Enabled and (Mouse.Icon == Icons.Reloading or Mouse.Icon == "")) and Icons.Normal) or ((not Tool.Enabled and (Mouse.Icon == Icons.Normal or Mouse.Icon == "")) and Icons.Reloading) or Mouse.Icon) end end function Equipped() ToolEquipped = true Mouse = Player:GetMouse() MouseChanged = Mouse.Changed:connect(Changed) UpdateIcon() end function Unequipped() ToolEquipped = false Mouse.Icon = "" if MouseChanged then MouseChanged:disconnect() end end function Changed(Property) if Property == "Enabled" or (Property == "Icon" and Mouse.Icon == "") then UpdateIcon() end end Tool.Changed:connect(Changed) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill
-- Do not touch unless you know what you're doing.
game.Workspace.Test1.Touched:Connect(function(hit) local plr = game.Players:GetPlayerFromCharacter(hit.Parent) if plr then game.ReplicatedStorage.Cutscene:FireClient(plr) end end)
--script.Parent.Menu.Visible=false
while not player.newPlayer do print('wait') wait() end wait(0.5) if player.newPlayer.Value then -- новый script.Parent.History.Visible=true
--|| VARIABLES ||--
local Player = Players.LocalPlayer local Character = script.Parent local Humanoid = Character:WaitForChild("Humanoid") local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart") local Torso = Character:WaitForChild("Torso") local RootJoint = HumanoidRootPart.RootJoint local LeftHipJoint = Torso["Left Hip"] local RightHipJoint = Torso["Right Hip"] local function Lerp(a, b, c) return a + (b - a) * c end local Force = nil local Direction = nil local Value1 = 0 local Value2 = 0 local RootJointC0 = RootJoint.C0 local LeftHipJointC0 = LeftHipJoint.C0 local RightHipJointC0 = RightHipJoint.C0 RunService.RenderStepped:Connect(function() Force = HumanoidRootPart.Velocity * Vector3.new(1/16,0,1/16) Direction = Force Value1 = HumanoidRootPart.CFrame.RightVector:Dot(Direction) Value2 = HumanoidRootPart.CFrame.LookVector:Dot(Direction) RootJoint.C0 = RootJoint.C0:Lerp(RootJointC0 * CFrame.Angles(math.rad(Value2 * 5), math.rad(-Value1 * 5), 0), 0.2) end)
-- скрипт по выравниванию кнопок
me = script.Parent -- форма кнопок wnd = me.Parent -- главное окно ui=me.Frame.UI sample=script.Sample:Clone() local tmp = me:GetChildren() local button=0 -- количество кнопок for i,img in pairs(tmp) do str=string.sub(img.Name,1,3) if str =="img" then button=button+1 end end sizeX=me.AbsoluteSize.X --script.Sample.AbsoluteSize.X sizeY=script.Sample.AbsoluteSize.Y if sizeX>sizeY then sizeY=sizeX else sizeX=sizeY end anchor=Vector2.new(0.5,0.5) for i,img in pairs(tmp) do str=string.sub(img.Name,1,3) if str =="img" then smp=sample:Clone() smp.Size=UDim2.new(0,sizeX,0,sizeY) local btn=img btn.AnchorPoint=anchor btn.Position=UDim2.new(0.5,0,0.5,0) btn.Size=UDim2.new(0.7,0,0.8,0) btn.Parent=smp smp.Parent=me.Frame end end
-- Connections --
Players.PlayerAdded:Connect(function(Player) Player.CharacterAdded:Connect(OnCharacterAdded) end) Players.LocalPlayer.CharacterAdded:Connect(OnCharacterAdded) for Index, Player in pairs(Players:GetPlayers()) do if (Player ~= Players.LocalPlayer) then OnCharacterAdded(Player.Character) Player.CharacterAdded:Connect(OnCharacterAdded) end end
-- List of actions that could be requested
Actions = { ['RecolorHandle'] = function (NewColor) -- Recolors the tool handle Tool.Handle.BrickColor = NewColor; end; ['Clone'] = function (Items, Parent) -- Clones the given items -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Check if items modifiable if not CanModifyItems(Items) then return {} end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) if Security.ArePartsViolatingAreas(Parts, Player, false) then return {} end local Clones = {} -- Clone items for _, Item in pairs(Items) do local Clone = Item:Clone() Clone.Parent = Parent -- Register the clone table.insert(Clones, Clone) CreatedInstances[Item] = Item end -- Return the clones return Clones end; ['CreatePart'] = function (PartType, Position, Parent) -- Creates a new part based on `PartType` -- Validate requested parent assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Create the part local NewPart = CreatePart(PartType); -- Position the part NewPart.CFrame = Position; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas({ NewPart }), Player); -- Make sure the player is allowed to create parts in the area if Security.ArePartsViolatingAreas({ NewPart }, Player, false, AreaPermissions) then return; end; -- Parent the part NewPart.Parent = Parent -- Register the part CreatedInstances[NewPart] = NewPart; -- Return the part return NewPart; end; ['CreateGroup'] = function (Type, Parent, Items) -- Creates a new group of type `Type` local ValidGroupTypes = { Model = true, Folder = true } -- Validate arguments assert(ValidGroupTypes[Type], 'Invalid group type') assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Check if items selectable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Create group local Group = Instance.new(Type) -- Attach children for _, Item in pairs(Items) do Item.Parent = Group end -- Parent group Group.Parent = Parent -- Make joints if Type == 'Model' then Group:MakeJoints() elseif Type == 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Group, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end -- Return the new group return Group end, ['Ungroup'] = function (Groups) -- Validate arguments assert(type(Groups) == 'table', 'Invalid groups') -- Check if items modifiable if not CanModifyItems(Groups) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Groups) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end local Results = {} -- Check each group for Key, Group in ipairs(Groups) do assert(typeof(Group) == 'Instance', 'Invalid group') -- Track group children local Children = {} Results[Key] = Children -- Unpack group children into parent local NewParent = Group.Parent for _, Child in pairs(Group:GetChildren()) do LastParents[Child] = Group Children[#Children + 1] = Child Child.Parent = NewParent if Child:IsA 'BasePart' then Child:MakeJoints() elseif Child:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Child, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end -- Track removing group LastParents[Group] = Group.Parent CreatedInstances[Group] = Group -- Remove group Group.Parent = nil end return Results end, ['SetParent'] = function (Items, Parent) -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Parent) == 'table' or typeof(Parent) == 'Instance', 'Invalid parent') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Move each item to different parent if type(Parent) == 'table' then for Key, Item in pairs(Items) do local Parent = Parent[Key] -- Check if parent allowed assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Move item Item.Parent = Parent if Item:IsA 'BasePart' then Item:MakeJoints() elseif Item:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Item, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end -- Move to single parent elseif typeof(Parent) == 'Instance' then assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Reparent items for _, Item in pairs(Items) do Item.Parent = Parent if Item:IsA 'BasePart' then Item:MakeJoints() elseif Item:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Item, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end end end, ['SetName'] = function (Items, Name) -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Name) == 'table' or type(Name) == 'string', 'Invalid name') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Rename each item to a different name if type(Name) == 'table' then for Key, Item in pairs(Items) do local Name = Name[Key] Item.Name = Name end -- Rename to single name elseif type(Name) == 'string' then for _, Item in pairs(Items) do Item.Name = Name end end end, ['Remove'] = function (Objects) -- Removes the given objects -- Get the relevant parts for each object, for permission checking local Parts = {}; -- Go through the selection for _, Object in pairs(Objects) do -- Make sure the object still exists if Object then if Object:IsA 'BasePart' then table.insert(Parts, Object); elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then table.insert(Parts, Object.Parent); elseif Object:IsA 'Model' or Object:IsA 'Folder' then Support.ConcatTable(Parts, Support.GetDescendantsWhichAreA(Object, 'BasePart')) end end; end; -- Check if items modifiable if not CanModifyItems(Objects) then return end -- Check if parts intruding into private areas if Security.ArePartsViolatingAreas(Parts, Player, true) then return end -- After confirming permissions, perform each removal for _, Object in pairs(Objects) do -- Store the part's current parent LastParents[Object] = Object.Parent; -- Register the object CreatedInstances[Object] = Object; -- Set the object's current parent to `nil` Object.Parent = nil; end; end; ['UndoRemove'] = function (Objects) -- Restores the given removed objects to their last parents -- Get the relevant parts for each object, for permission checking local Parts = {}; -- Go through the selection for _, Object in pairs(Objects) do -- Make sure the object still exists, and that its last parent is registered if Object and LastParents[Object] then if Object:IsA 'BasePart' then table.insert(Parts, Object); elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then table.insert(Parts, Object.Parent); elseif Object:IsA 'Model' or Object:IsA 'Folder' then Support.ConcatTable(Parts, Support.GetDescendantsWhichAreA(Object, 'BasePart')) end end; end; -- Check if items modifiable if not CanModifyItems(Objects) then return end -- Check if parts intruding into private areas if Security.ArePartsViolatingAreas(Parts, Player, false) then return end -- After confirming permissions, perform each removal for _, Object in pairs(Objects) do -- Store the part's current parent local LastParent = LastParents[Object]; LastParents[Object] = Object.Parent; -- Register the object CreatedInstances[Object] = Object; -- Set the object's parent to the last parent Object.Parent = LastParent; -- Make joints if Object:IsA 'BasePart' then Object:MakeJoints() else local Parts = Support.GetDescendantsWhichAreA(Object, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end; end; ['SyncMove'] = function (Changes) -- Updates parts server-side given their new CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Preserve joints for Part, Change in pairs(ChangeSet) do Change.Joints = PreserveJoints(Part, ChangeSet); end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's CFrame Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); RestoreJoints(Change.Joints); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncResize'] = function (Changes) -- Updates parts server-side given their new sizes and CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, Size = Change.Part.Size, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's size and CFrame Part.Size = Change.Size; Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.Size = Change.InitialState.Size; Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncRotate'] = function (Changes) -- Updates parts server-side given their new CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Preserve joints for Part, Change in pairs(ChangeSet) do Change.Joints = PreserveJoints(Part, ChangeSet); end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's CFrame Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); RestoreJoints(Change.Joints); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncColor'] = function (Changes) -- Updates parts server-side given their new colors -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Set the part's color Part.Color = Change.Color; -- If this part is a union, set its UsePartColor state if Part.ClassName == 'UnionOperation' then Part.UsePartColor = Change.UnionColoring; end; end; end; ['SyncSurface'] = function (Changes) -- Updates parts server-side given their new surfaces -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Apply each surface change for Surface, SurfaceType in pairs(Change.Surfaces) do Part[Surface .. 'Surface'] = SurfaceType; end; end; end; ['CreateLights'] = function (Changes) -- Creates lights in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed light type requests local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true }; -- Keep track of the newly created lights local Lights = {}; -- Create each light for Part, Change in pairs(ChangeSet) do -- Make sure the requested light type is valid if AllowedLightTypes[Change.LightType] then -- Create the light local Light = Instance.new(Change.LightType, Part); table.insert(Lights, Light); -- Register the light CreatedInstances[Light] = Light; end; end; -- Return the new lights return Lights; end; ['SyncLighting'] = function (Changes) -- Updates aspects of the given selection's lights -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed light type requests local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true }; -- Update each part's lights for Part, Change in pairs(ChangeSet) do -- Make sure that the light type requested is valid if AllowedLightTypes[Change.LightType] then -- Grab the part's light local Light = Support.GetChildOfClass(Part, Change.LightType); -- Make sure the light exists if Light then -- Make the requested changes if Change.Range ~= nil then Light.Range = Change.Range; end; if Change.Brightness ~= nil then Light.Brightness = Change.Brightness; end; if Change.Color ~= nil then Light.Color = Change.Color; end; if Change.Shadows ~= nil then Light.Shadows = Change.Shadows; end; if Change.Face ~= nil then Light.Face = Change.Face; end; if Change.Angle ~= nil then Light.Angle = Change.Angle; end; end; end; end; end; ['CreateDecorations'] = function (Changes) -- Creates decorations in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed decoration type requests local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true }; -- Keep track of the newly created decorations local Decorations = {}; -- Create each decoration for Part, Change in pairs(ChangeSet) do -- Make sure the requested decoration type is valid if AllowedDecorationTypes[Change.DecorationType] then -- Create the decoration local Decoration = Instance.new(Change.DecorationType, Part); table.insert(Decorations, Decoration); -- Register the decoration CreatedInstances[Decoration] = Decoration; end; end; -- Return the new decorations return Decorations; end; ['SyncDecorate'] = function (Changes) -- Updates aspects of the given selection's decorations -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed decoration type requests local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true }; -- Update each part's decorations for Part, Change in pairs(ChangeSet) do -- Make sure that the decoration type requested is valid if AllowedDecorationTypes[Change.DecorationType] then -- Grab the part's decoration local Decoration = Support.GetChildOfClass(Part, Change.DecorationType); -- Make sure the decoration exists if Decoration then -- Make the requested changes if Change.Color ~= nil then Decoration.Color = Change.Color; end; if Change.Opacity ~= nil then Decoration.Opacity = Change.Opacity; end; if Change.RiseVelocity ~= nil then Decoration.RiseVelocity = Change.RiseVelocity; end; if Change.Size ~= nil then Decoration.Size = Change.Size; end; if Change.Heat ~= nil then Decoration.Heat = Change.Heat; end; if Change.SecondaryColor ~= nil then Decoration.SecondaryColor = Change.SecondaryColor; end; if Change.SparkleColor ~= nil then Decoration.SparkleColor = Change.SparkleColor; end; end; end; end; end; ['CreateMeshes'] = function (Changes) -- Creates meshes in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Keep track of the newly created meshes local Meshes = {}; -- Create each mesh for Part, Change in pairs(ChangeSet) do -- Create the mesh local Mesh = Instance.new('SpecialMesh', Part); table.insert(Meshes, Mesh); -- Register the mesh CreatedInstances[Mesh] = Mesh; end; -- Return the new meshes return Meshes; end; ['SyncMesh'] = function (Changes) -- Updates aspects of the given selection's meshes -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Update each part's meshes for Part, Change in pairs(ChangeSet) do -- Grab the part's mesh local Mesh = Support.GetChildOfClass(Part, 'SpecialMesh'); -- Make sure the mesh exists if Mesh then -- Make the requested changes if Change.VertexColor ~= nil then Mesh.VertexColor = Change.VertexColor; end; if Change.MeshType ~= nil then Mesh.MeshType = Change.MeshType; end; if Change.Scale ~= nil then Mesh.Scale = Change.Scale; end; if Change.Offset ~= nil then Mesh.Offset = Change.Offset; end; if Change.MeshId ~= nil then Mesh.MeshId = Change.MeshId; end; if Change.TextureId ~= nil then Mesh.TextureId = Change.TextureId; end; end; end; end; ['CreateTextures'] = function (Changes) -- Creates textures in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed texture type requests local AllowedTextureTypes = { Texture = true, Decal = true }; -- Keep track of the newly created textures local Textures = {}; -- Create each texture for Part, Change in pairs(ChangeSet) do -- Make sure the requested light type is valid if AllowedTextureTypes[Change.TextureType] then -- Create the texture local Texture = Instance.new(Change.TextureType, Part); Texture.Face = Change.Face; table.insert(Textures, Texture); -- Register the texture CreatedInstances[Texture] = Texture; end; end; -- Return the new textures return Textures; end; ['SyncTexture'] = function (Changes) -- Updates aspects of the given selection's textures -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed texture type requests local AllowedTextureTypes = { Texture = true, Decal = true }; -- Update each part's textures for Part, Change in pairs(ChangeSet) do -- Make sure that the texture type requested is valid if AllowedTextureTypes[Change.TextureType] then -- Get the right textures within the part for _, Texture in pairs(Part:GetChildren()) do if Texture.ClassName == Change.TextureType and Texture.Face == Change.Face then -- Perform the changes if Change.Texture ~= nil then Texture.Texture = Change.Texture; end; if Change.Transparency ~= nil then Texture.Transparency = Change.Transparency; end; if Change.StudsPerTileU ~= nil then Texture.StudsPerTileU = Change.StudsPerTileU; end; if Change.StudsPerTileV ~= nil then Texture.StudsPerTileV = Change.StudsPerTileV; end; end; end; end; end; end; ['SyncAnchor'] = function (Changes) -- Updates parts server-side given their new anchor status -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do Part.Anchored = Change.Anchored; end; end; ['SyncCollision'] = function (Changes) -- Updates parts server-side given their new collision status -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do Part.CanCollide = Change.CanCollide; end; end; ['SyncMaterial'] = function (Changes) -- Updates parts server-side given their new material -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do if Change.Material ~= nil then Part.Material = Change.Material; end; if Change.Transparency ~= nil then Part.Transparency = Change.Transparency; end; if Change.Reflectance ~= nil then Part.Reflectance = Change.Reflectance; end; end; end; ['CreateWelds'] = function (Parts, TargetPart) -- Creates welds for the given parts to the target part -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; local Welds = {}; -- Create the welds for _, Part in pairs(Parts) do -- Make sure we're not welding this part to itself if Part ~= TargetPart then -- Calculate the offset of the part from the target part local Offset = Part.CFrame:toObjectSpace(TargetPart.CFrame); -- Create the weld local Weld = Instance.new('Weld'); Weld.Name = 'BTWeld'; Weld.Part0 = TargetPart; Weld.Part1 = Part; Weld.C1 = Offset; Weld.Archivable = true; Weld.Parent = TargetPart; -- Register the weld CreatedInstances[Weld] = Weld; table.insert(Welds, Weld); end; end; -- Return the welds created return Welds; end; ['RemoveWelds'] = function (Welds) -- Removes the given welds local Parts = {}; -- Go through each weld for _, Weld in pairs(Welds) do -- Make sure each given weld is valid if Weld.ClassName ~= 'Weld' then return; end; -- Collect the relevant parts for this weld table.insert(Parts, Weld.Part0); table.insert(Parts, Weld.Part1); end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; local WeldsRemoved = 0; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Go through each weld for _, Weld in pairs(Welds) do -- Check the permissions on each weld-related part local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, true, AreaPermissions); local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part1 }, Player, true, AreaPermissions); -- If at least one of the involved parts is authorized, remove the weld if not Part0Unauthorized or not Part1Unauthorized then -- Register the weld CreatedInstances[Weld] = Weld; LastParents[Weld] = Weld.Parent; WeldsRemoved = WeldsRemoved + 1; -- Remove the weld Weld.Parent = nil; end; end; -- Return the number of welds removed return WeldsRemoved; end; ['UndoRemovedWelds'] = function (Welds) -- Restores the given removed welds local Parts = {}; -- Go through each weld for _, Weld in pairs(Welds) do -- Make sure each given weld is valid if Weld.ClassName ~= 'Weld' then return; end; -- Make sure each weld has its old parent registered if not LastParents[Weld] then return; end; -- Collect the relevant parts for this weld table.insert(Parts, Weld.Part0); table.insert(Parts, Weld.Part1); end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Go through each weld for _, Weld in pairs(Welds) do -- Check the permissions on each weld-related part local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions); local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions); -- If at least one of the involved parts is authorized, restore the weld if not Part0Unauthorized or not Part1Unauthorized then -- Store the part's current parent local LastParent = LastParents[Weld]; LastParents[Weld] = Weld.Parent; -- Register the weld CreatedInstances[Weld] = Weld; -- Set the weld's parent to the last parent Weld.Parent = LastParent; end; end; end; ['Export'] = function (Parts) -- Serializes, exports, and returns ID for importing given parts -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('Export', Parts); end; -- Ensure valid selection assert(type(Parts) == 'table', 'Invalid item table'); -- Ensure there are items to export if #Parts == 0 then return; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to access these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Get all descendants of the parts local Items = Support.CloneTable(Parts); for _, Part in pairs(Parts) do Support.ConcatTable(Items, Part:GetDescendants()); end; -- After confirming permissions, serialize parts local SerializedBuildData = Serialization.SerializeModel(Items); -- Push serialized data to server local Response = HttpService:JSONDecode( HttpService:PostAsync( 'http://f3xteam.com/bt/export', HttpService:JSONEncode { data = SerializedBuildData, version = 3, userId = (Player and Player.UserId) }, Enum.HttpContentType.ApplicationJson, true ) ); -- Return creation ID on success if Response.success then return Response.id; else error('Export failed due to server-side error', 2); end; end; ['IsHttpServiceEnabled'] = function () -- Returns whether HttpService is enabled -- Offload action to server-side if API is running locally if RunService:IsClient() then return SyncAPI.ServerEndpoint:InvokeServer('IsHttpServiceEnabled') end -- Return cached status if available if IsHttpServiceEnabled ~= nil then return IsHttpServiceEnabled end -- Perform test HTTP request local DidSucceed, Result = pcall(function () return HttpService:GetAsync('https://google.com') end) -- Determine whether HttpService is enabled based on whether request succeeded if DidSucceed then IsHttpServiceEnabled = true elseif (not DidSucceed) and Result:match('Http requests are not enabled') then IsHttpServiceEnabled = false end return IsHttpServiceEnabled or false end; ['ExtractMeshFromAsset'] = function (AssetId) -- Returns the first found mesh in the given asset -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('ExtractMeshFromAsset', AssetId); end; -- Ensure valid asset ID is given assert(type(AssetId) == 'number', 'Invalid asset ID'); -- Return parsed response from API return HttpService:JSONDecode( HttpService:GetAsync('http://f3xteam.com/bt/getFirstMeshData/' .. AssetId) ); end; ['ExtractImageFromDecal'] = function (DecalAssetId) -- Returns the first image found in the given decal asset -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('ExtractImageFromDecal', DecalAssetId); end; -- Return direct response from the API return HttpService:GetAsync('http://f3xteam.com/bt/getDecalImageID/' .. DecalAssetId); end; ['SetMouseLockEnabled'] = function (Enabled) -- Sets whether mouse lock is enabled for the current player -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('SetMouseLockEnabled', Enabled); end; -- Set whether mouse lock is enabled Player.DevEnableMouseLock = Enabled; end; ['SetLocked'] = function (Items, Locked) -- Locks or unlocks the specified parts -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Locked) == 'table' or type(Locked) == 'boolean', 'Invalid lock state') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Set each item to a different lock state if type(Locked) == 'table' then for Key, Item in pairs(Items) do local Locked = Locked[Key] Item.Locked = Locked end -- Set to single lock state elseif type(Locked) == 'boolean' then for _, Item in pairs(Items) do Item.Locked = Locked end end end } function CanModifyItems(Items) -- Returns whether the items can be modified -- Check each item for _, Item in pairs(Items) do -- Catch items that cannot be reached local ItemAllowed = Security.IsItemAllowed(Item, Player) local LastParentKnown = LastParents[Item] if not (ItemAllowed or LastParentKnown) then return false end -- Catch locked parts if Options.DisallowLocked and (Item:IsA 'BasePart') and Item.Locked then return false end end -- Return true if all items modifiable return true end function GetPartsFromSelection(Selection) local Parts = {} -- Get parts from selection for _, Item in pairs(Selection) do if Item:IsA 'BasePart' then Parts[#Parts + 1] = Item -- Get parts within other items else for _, Descendant in pairs(Item:GetDescendants()) do if Descendant:IsA 'BasePart' then Parts[#Parts + 1] = Descendant end end end end -- Return parts return Parts end
--[[Engine]]
--Torque Curve Tune.Horsepower = 689 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 120 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- [[ Update ]]--
function OrbitalCamera:Update(dt: number): (CFrame, CFrame) local now = tick() local timeDelta = (now - self.lastUpdate) local userPanningTheCamera = CameraInput.getRotation() ~= Vector2.new() 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 -- 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 flaggedRotateInput = CameraInput.getRotation() local cameraFocusP = newCameraFocus.p if VREnabled and not self:IsInFirstPerson() then local cameraHeight = self:GetCameraHeight() local vecToSubject: Vector3 = (subjectPosition - camera.CFrame.p) local distToSubject: number = vecToSubject.magnitude -- Only move the camera if it exceeded a maximum distance to the subject in VR if distToSubject > self.currentSubjectDistance or flaggedRotateInput.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(flaggedRotateInput.x, 0)) * desiredDist local newPos = cameraFocusP - vecToSubject local desiredLookDir = camera.CFrame.lookVector if flaggedRotateInput.x ~= 0 then desiredLookDir = vecToSubject end local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z) newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0) end else -- rotateInput is a Vector2 of mouse movement deltas since last update self.curAzimuthRad = self.curAzimuthRad - flaggedRotateInput.x if self.useAzimuthLimits then self.curAzimuthRad = math.clamp(self.curAzimuthRad, self.minAzimuthAbsoluteRad, self.maxAzimuthAbsoluteRad) else self.curAzimuthRad = (self.curAzimuthRad ~= 0) and (math.sign(self.curAzimuthRad) * (math.abs(self.curAzimuthRad) % TAU)) or 0 end self.curElevationRad = math.clamp(self.curElevationRad + flaggedRotateInput.y, self.minElevationRad, self.maxElevationRad) local cameraPosVector = self.currentSubjectDistance * ( CFrame.fromEulerAnglesYXZ( -self.curElevationRad, self.curAzimuthRad, 0 ) * UNIT_Z ) local camPos = subjectPosition + cameraPosVector newCameraCFrame = CFrame.new(camPos, subjectPosition) 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
-- Experimental Scope support.
exports.enableScopeAPI = false
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, 0, -0.1) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--!strict --[=[ @function reduce @within Array @param array {T} -- The array to reduce. @param reducer (accumulator: U, value: T, index: number, array: {T}) -> U -- The reducer to use. @param initialReduction? U = {T}[1] -- The initial accumulator value. @return U -- The final accumulator value. Reduces the array using the given reducer and initial accumulator value. If no `initialReduction` value is given, the first item in the array is used. ```lua local array = { 1, 2, 3 } local value = Reduce(array, function(accumulator, item, index) return accumulator - item end) -- -4 local value = Reduce(array, function(accumulator, item, index) table.insert(accumulator, item) return accumulator end, {}) -- { 1, 2, 3 } ``` ]=]
local function reduce<T, U>( array: { T }, reducer: (accumulator: U, value: T, index: number, array: { T }) -> U, initReduction: U? ): U local result = initReduction local start = 1 if not result then result = array[1] start = 2 end for index = start, #array do result = reducer(result, array[index], index, array) end return result end return reduce
-----------------------------------------------
function findAllFlagStands(root) local c = root:children() for i=1,#c do if (c[i].className == "Model" or c[i].className == "Part") then findAllFlagStands(c[i]) end if (c[i].className == "FlagStand") then table.insert(stands, c[i]) end end end function hookUpListeners() for i=1,#stands do stands[i].FlagCaptured:connect(onCaptureScored) end end function onPlayerEntered(newPlayer) if CTF_mode == true then local stats = Instance.new("IntValue") stats.Name = "leaderstats" local captures = Instance.new("IntValue") captures.Name = "Captures" captures.Value = 0 captures.Parent = stats -- VERY UGLY HACK -- Will this leak threads? -- Is the problem even what I think it is (player arrived before character)? while true do if newPlayer.Character ~= nil then break end wait(5) end stats.Parent = newPlayer else local stats = Instance.new("IntValue") stats.Name = "leaderstats" local deaths = Instance.new("IntValue") deaths.Name = "Wipeouts" deaths.Value = 0 deaths.Parent = stats -- VERY UGLY HACK -- Will this leak threads? -- Is the problem even what I think it is (player arrived before character)? while true do if newPlayer.Character ~= nil then break end wait(5) end local humanoid = newPlayer.Character.Humanoid humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end ) -- start to listen for new humanoid newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end ) stats.Parent = newPlayer end end function onCaptureScored(player) local ls = player:findFirstChild("leaderstats") if ls == nil then return end local caps = ls:findFirstChild("Captures") if caps == nil then return end caps.Value = caps.Value + 1 end findAllFlagStands(game.Workspace) hookUpListeners() if (#stands > 0) then CTF_mode = true end game.Players.ChildAdded:connect(onPlayerEntered)
--NOTE: We create the rocket once and then clone it when the player fires
local Rocket = Instance.new('Part') do -- Set up the rocket part Rocket.Name = 'Rocket' Rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size Rocket.Size = ROCKET_PART_SIZE Rocket.CanCollide = false -- Add the mesh local mesh = Instance.new('SpecialMesh', Rocket) mesh.MeshId = MISSILE_MESH_ID mesh.Scale = MISSILE_MESH_SCALE -- Add fire local fire = Instance.new('Fire', Rocket) fire.Heat = 100 fire.Size = 200 -- Add smoke if ROCKET_TRAIL == true then local trail = script.TrailEffect.TrailEffect:Clone() trail.Enabled = true trail.Parent = Rocket end -- Add a force to counteract gravity local bodyForce = Instance.new('BodyForce', Rocket) bodyForce.Name = 'Antigravity' bodyForce.Force = Vector3.new(0, Rocket:GetMass() * GRAVITY_ACCELERATION, 0) -- Clone the sounds and set Boom to PlayOnRemove local swooshSoundClone = SwooshSound:Clone() swooshSoundClone.Parent = Rocket local boomSoundClone = BoomSound:Clone() boomSoundClone.PlayOnRemove = true boomSoundClone.Parent = Rocket -- Attach creator tags to the rocket early on local creatorTag = Instance.new('ObjectValue', Rocket) creatorTag.Value = MyPlayer creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats local iconTag = Instance.new('StringValue', creatorTag) iconTag.Value = Tool.TextureId iconTag.Name = 'icon' -- Finally, clone the rocket script and enable it local rocketScriptClone = RocketScript:Clone() rocketScriptClone.Parent = Rocket rocketScriptClone.Disabled = false end
-- This function merges the Packages folder from a DevModule into a shared -- location. Until we have an improved package implementation, we need to -- manually dedupe our libraries to cut down on bloat
local function dedupePackages(packages: Folder) local packageStorage = getPackageStorage() for _, package in ipairs(packages:GetChildren()) do if package ~= script then local version = getPackageVersion(package) local existingVersion for _, otherPackage in ipairs(packageStorage:GetChildren()) do if otherPackage.Name:match(("^%s_"):format(package.Name)) then if version == getPackageVersion(otherPackage) then existingVersion = otherPackage break end end end if not existingVersion then local clone = package:Clone() clone.Parent = packageStorage clone.Name = ("%s_%s"):format(clone.Name, version) existingVersion = clone end -- Link the package with the existing version (which was either -- there previously, or is the one we just generated) local packageRef = script.PackageRef:Clone() packageRef.Name = package.Name packageRef.Package.Value = existingVersion packageRef.Parent = package.Parent package:Destroy() log("link", ('%s <-> %s'):format(package.Name, existingVersion:GetFullName())) end end end
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectComputerMovementModule() if not (UserInputService.KeyboardEnabled or UserInputService.GamepadEnabled) then return nil, false end local computerModule = nil local DevMovementMode = Players.LocalPlayer.DevComputerMovementMode if DevMovementMode == Enum.DevComputerMovementMode.UserChoice then computerModule = computerInputTypeToModuleMap[lastInputType] if UserGameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove and computerModule == Keyboard then -- User has ClickToMove set in Settings, prefer ClickToMove controller for keyboard and mouse lastInputTypes computerModule = ClickToMove end else -- Developer has selected a mode that must be used. computerModule = movementEnumToModuleMap[DevMovementMode] -- computerModule is expected to be nil here only when developer has selected Scriptable if (not computerModule) and DevMovementMode ~= Enum.DevComputerMovementMode.Scriptable then warn("No character control module is associated with DevComputerMovementMode ", DevMovementMode) end end if computerModule then return computerModule, true elseif DevMovementMode == Enum.DevComputerMovementMode.Scriptable then -- Special case where nil is returned and we actually want to set self.activeController to nil for Scriptable return nil, true else -- This case is for when computerModule is nil because of an error and no suitable control module could -- be found. return nil, false end end
-- GlobalUpdates object:
local GlobalUpdates = { --[[ _updates_latest = {}, -- [table] {update_index, {{update_id, version_id, update_locked, update_data}, ...}} _pending_update_lock = {update_id, ...} / nil, -- [table / nil] _pending_update_clear = {update_id, ...} / nil, -- [table / nil] _new_active_update_listeners = [ScriptSignal] / nil, -- [table / nil] _new_locked_update_listeners = [ScriptSignal] / nil, -- [table / nil] _profile = Profile / nil, -- [Profile / nil] _update_handler_mode = true / nil, -- [bool / nil] --]] } GlobalUpdates.__index = GlobalUpdates
--[[Made by BINARYTESTLAB. This script is decoded using BINARYTESTLAB V5.67. Originally script made by UttermostExedra]]
--[[** ensures Roblox Ray type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.Ray = primitive("Ray")
-------------------------
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 Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. 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 Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) 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 Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) 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 Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) 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 Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) 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 Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) 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 Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) 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 Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) 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 Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) 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 Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) 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 Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) 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 Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) 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 Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors:FindFirstChild(script.Parent.Name) then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors:FindFirstChild(script.Parent.Name).Position clicker = true end function DoorOpen() while Shaft11.MetalDoor.Transparency < 1.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency + .1 wait(0.000001) end Shaft11.MetalDoor.CanCollide = false end
--GreenEgg--
EggEvent.Hitbox.Touched:Connect(function(hit) if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired2 then if game.ReplicatedStorage.ItemSwitching.Value == true then hit.Parent:Destroy() end EggEvent.SoundPart.Insert:Play() EggEvent.GreenEgg.Transparency = 0 EggEvent.LocksLeft.Value = EggEvent.LocksLeft.Value - 1 script.Disabled = true EggEvent.Hitbox.GreenEggHint:Destroy() end end) EggEvent.Hitbox.ClickDetector.MouseClick:Connect(function(plr) if plr.Backpack:FindFirstChild(ToolRequired2) then if game.ReplicatedStorage.ItemSwitching.Value == true then plr.Backpack:FindFirstChild(ToolRequired2):Destroy() end EggEvent.SoundPart.Insert:Play() EggEvent.GreenEgg.Transparency = 0 EggEvent.LocksLeft.Value = EggEvent.LocksLeft.Value - 1 script.Disabled = true EggEvent.Hitbox.GreenEggHint:Destroy() end end)
-- Functions
local function sendItemToStorage(toolToTransfer) -- Send item to the weapon storage local iContainer = mFrame.Parent local folder_prefabs = game.ReplicatedStorage.Prefabs local prefab_itemSlot = folder_prefabs.ItemSlot local itemSlot = prefab_itemSlot:Clone() itemSlot.Parent = iContainer itemSlot.equip.Text = toolToTransfer.Name itemSlot.ItemName.Value = toolToTransfer.Name toolToTransfer:Destroy() end local function equipItem() -- Dequip current item in player for i, obj in pairs(char:GetChildren()) do if obj:IsA("Tool") then sendItemToStorage(obj) end end for i, obj in pairs(plr.Backpack:GetChildren()) do if obj:IsA("Tool") then sendItemToStorage(obj) end end -- Equip item local itemRegistry = game.ReplicatedStorage.ItemRegistry local itemToEquip = itemRegistry:FindFirstChild(value_item.Value) local itemClone = itemToEquip:Clone() itemClone.Parent = plr.Backpack mFrame:Destroy() end
-- скрипт для установки фильтра
me = script.Parent button = me.Parent.Name filter = me.Parent.Parent.Parent.Parent.Filters local function onButtonActivated() if filter.Value == button then filter.Value="" -- очистить если уже выбрано else filter.Value=button -- установить фильтр end
--[=[ @param obj any Throws an error if `obj` is not an Option. ]=]
function Option.Assert(obj) assert(Option.Is(obj), "Result was not of type Option") end
--!strict
local T = require(script.Parent.Parent.Types) local toSet = require(script.Parent.toSet) local toArray = require(script.Parent.Parent.Set.toArray) local setDifferenceSymmetric = require(script.Parent.Parent.Set.differenceSymmetric)
--[[ Begins a Promise chain, turning synchronous errors into rejections. ]]
function Promise.try(...) return Promise._try(debug.traceback(nil, 2), ...) end Promise.Try = Promise.try
--// Damage Settings
BaseDamage = 235; -- Torso Damage LimbDamage = 164; -- Arms and Legs ArmorDamage = 164; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 702; -- If you set this to 100, there's a chance the player won't die because of the heal script
--Destroy the holster if player drops this tool --workspace.ChildAdded:Connect(function(item) -- if item==Tool then -- if Holster then -- Holster:Destroy() -- print("Destroying holster!!!") -- end -- end --end)
-- constants
local PLAYER = Players.LocalPlayer return function(character) local rootPart = character.UpperTorso local emitter = script.TicketEmitter:Clone() emitter.Parent = rootPart emitter:Emit(40) Debris:AddItem(emitter, 4) end
--[=[ Returns a Service object which is a reflection of the remote objects within the Client table of the given service. Throws an error if the service is not found. If a service's Client table contains RemoteSignals and/or RemoteProperties, these values are reflected as [ClientRemoteSignals](https://sleitnick.github.io/RbxUtil/api/ClientRemoteSignal) and [ClientRemoteProperties](https://sleitnick.github.io/RbxUtil/api/ClientRemoteProperty). ```lua -- Server-side service creation: local MyService = Knit.CreateService { Name = "MyService", Client = { MySignal = Knit.CreateSignal(), MyProperty = Knit.CreateProperty("Hello"), }, } function MyService:AddOne(player, number) return number + 1 end ------------------------------------------------- -- Client-side service reflection: local MyService = Knit.GetService("MyService") -- Call a method: local num = MyService:AddOne(5) --> 6 -- Fire a signal to the server: MyService.MySignal:Fire("Hello") -- Listen for signals from the server: MyService.MySignal:Connect(function(message) print(message) end) -- Observe the initial value and changes to properties: MyService.MyProperty:Observe(function(value) print(value) end) ``` :::caution Services are only exposed to the client if the service has remote-based content in the Client table. If not, the service will not be visible to the client. `KnitClient.GetService` will only work on services that expose remote-based content on their Client tables. ::: ]=]
function KnitClient.GetService(serviceName: string): Service local service = services[serviceName] if service then return service end assert(started, "Cannot call GetService until Knit has been started") assert(type(serviceName) == "string", "ServiceName must be a string; got " .. type(serviceName)) return BuildService(serviceName) end
--RedEgg--
Event.Hitbox.Touched:Connect(function(hit) if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired1 then if game.ReplicatedStorage.ItemSwitching.Value == true then hit.Parent:Destroy() end Event.RedGear.Transparency = 0 Event.Glass.Insert:Play() Event.LocksLeft.Value = Event.LocksLeft.Value - 1 script.Disabled = true end end) Event.Hitbox.ClickDetector.MouseClick:Connect(function(plr) if plr.Backpack:FindFirstChild(ToolRequired1) then if game.ReplicatedStorage.ItemSwitching.Value == true then plr.Backpack:FindFirstChild(ToolRequired1):Destroy() end Event.RedGear.Transparency = 0 Event.Glass.Insert:Play() Event.LocksLeft.Value = Event.LocksLeft.Value - 1 script.Disabled = true end end)
-- when a player clicks on the vending machine, ask if they want to buy bloxy cola
script.Parent.ClickDetector.MouseClick:connect(function(player) game:GetService("InsertService"):LoadAsset(10472779):WaitForChild("BloxyCola").Parent = player.Backpack end)
-- Start the server-side sync module --[[SyncModule = require(SyncAPI:WaitForChild 'SyncModule'); -- Provide functionality to the server API endpoint instance ServerEndpoint.OnServerInvoke = function (Client, ...) return SyncModule.PerformAction(Client, ...); end;--]]
--[[ A show of two tracks begins on every hour. When there is not a show going on, the PreShowVenue will be active. ]]
local replicatedStorage = game:GetService("ReplicatedStorage") local EventSequencer = require(replicatedStorage:WaitForChild("EventSequencer")) local scenesFolder = replicatedStorage:WaitForChild("SequencerScenes") local PSV_SCENE = scenesFolder:WaitForChild("PreShowVenue") local SHOW_SCENES = { scenesFolder:WaitForChild("Track1"), scenesFolder:WaitForChild("Track2"), } local year = 2022 local month = 6 local day = 1 local hour = 0 local minute = 0 local second = 0 local millisecond = 0
--[[Engine]]
--Torque Curve Tune.Horsepower = 840 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 950 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7500 -- Use sliders to manipulate values Tune.Redline = 9400 Tune.EqPoint = 9400 Tune.PeakSharpness = 9.4 Tune.CurveMult = 0.13 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--//Server Animations
RightHighReady = CFrame.new(-1, -1, -1.4) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0)); LeftHighReady = CFrame.new(.85,-0.35,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15)); RightLowReady = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0)); LeftLowReady = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25)); RightPatrol = CFrame.new(-1, -.35, -1.5) * CFrame.Angles(math.rad(-80), math.rad(-80), math.rad(0)); LeftPatrol = CFrame.new(1,1.25,-.75) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25)); RightAim = CFrame.new(-.575, 0.1, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)); LeftAim = CFrame.new(1.4,0.25,-1.45) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-25)); RightSprint = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0)); LeftSprint = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25)); ShootPos = CFrame.new(0,0,.25); } return module
-- constants
local PLAYER_DATA = ReplicatedStorage.PlayerData local TIER_SKIP_ID = 0 local CURRENCY_IDS = { [0] = 100; [0] = 250; [0] = 500; [0] = 1000; [0] = 5000; [0] = 10000; }
--!strict
local INDENT = " " local inspect = require(script.Parent.Parent.util).inspect return function() local console = {} local indentDepth = 0 local function indent() return string.rep(INDENT, indentDepth) end function console.log(content, ...) local message if typeof(content) == "string" then message = string.format(content, ...) else message = inspect(content) end print(indent() .. message) end function console.debug(content, ...) local message if typeof(content) == "string" then message = string.format(content, ...) else message = inspect(content) end print(indent() .. message) end function console.info(content, ...) local message if typeof(content) == "string" then message = string.format(content, ...) else message = inspect(content) end print(indent() .. message) end function console.warn(content, ...) local message if typeof(content) == "string" then message = string.format(content, ...) else message = inspect(content) end warn(indent() .. message) end function console.error(content, ...) -- JS' `console.error` doesn't interrupt execution like Lua's `error`, -- which is more similar to throwing an exception in JS. local message if typeof(content) == "string" then message = string.format(content, ...) else message = inspect(content) end warn(indent() .. message) end function console.group(content, ...) local message if typeof(content) == "string" then message = string.format(content, ...) else message = inspect(content) end print(indent() .. message) indentDepth = indentDepth + 1 end function console.groupCollapsed(content, ...) -- There's no smart console, so this is equivalent to `console.group` local message if typeof(content) == "string" then message = string.format(content, ...) else message = inspect(content) end print(indent() .. message) indentDepth = indentDepth + 1 end function console.groupEnd() if indentDepth > 0 then indentDepth = indentDepth - 1 end end return console end
-- Detect mode
Mode = Plugin and 'Plugin' or 'Tool';
--> VARIABLES
local Player = nil local Touched = false
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function openInfoGui() InfoFrame.Visible = true if not (blurEffect) then blurEffect = Instance.new("BlurEffect") blurEffect.Size = 12 blurEffect.Parent = game.Lighting end end -- openInfoGui() local function exitInfoGui() if blurEffect then blurEffect:Destroy() blurEffect = false end InfoFrame.Visible = false end -- exitInfoGui local function moveModelForViewport(model) -- Performed only to reset model orientation, position does not matter model:MoveTo(MODEL_POSITION) -- Set position so that all models have the same orientation and position model.PrimaryPart = model:FindFirstChild("Body") if model.PrimaryPart then model:SetPrimaryPartCFrame(MODEL_CFRAME) end end -- moveModelForViewport() local function highlightViewport(viewport) for _, child in ipairs(Container:GetChildren()) do if child:IsA("ViewportFrame") then if child == viewport then child.BorderColor3 = Color3.new(15/255, 128/255, 255/255) else child.BorderColor3 = Color3.new(1, 1, 1) end end end end local function unselectButtons() local viewports = Container:GetChildren() for _, viewport in ipairs(viewports) do if viewport:IsA("ViewportFrame") then local button = viewport:FindFirstChild("Button") if button ~= nil then button.Image = "rbxassetid://4079511969" end end end end -- unselectButton() local function clearSelected() highlightViewport(nil) Selected:FindFirstChild("Garage").Value = nil local selectedModels = Selected:GetChildren() for _, child in ipairs(selectedModels) do if child:IsA("Model") then child:Destroy() end end SelectedName.Text = "" end -- clearSelected() local function exit() if InfoFrame.Visible == true then return end SelectionFrame.Visible = false unselectButtons() highlightViewport(nil) clearSelected() SelectedMode.Value = "" end -- exit() local function exitSpeeder() ContextActionService:UnbindAction("ExitSpeeder") RemoveActivePlayer:FireServer() local raceStatus = RaceManager:GetRaceStatus() if not TopBar.Enabled or (raceStatus ~= RaceManager.Status.WaitingForPlayers and raceStatus ~= RaceManager.Status.WaitingForRaceToStart) then PlayerConverter:SpeederToPlayer() end end -- exit() local function makeSelection() -- Get selection local selection = Selected:FindFirstChild("Garage").Value if not selection then return end -- Act according to selected game mode if SelectedMode.Value == "FreeFlight" then PlayerConverter:PlayerToSpeeder(selection) elseif SelectedMode.Value == "Racing" then -- Add player to ActivePlayer of PlayerManager for the RaceModules AddActivePlayer:FireServer(selection) -- Show racing GUIs local PlayerGui = player.PlayerGui local TopBar = PlayerGui:FindFirstChild("TopBar") TopBar.Enabled = true end -- Keybinding to exit ContextActionService:BindAction("ExitSpeeder", exitSpeeder, false, KEY1) -- Close window exit() end -- makeSelection() local function populateList(folder) local count = 0 for index, item in ipairs(folder:GetChildren()) do if item:IsA("Model") then count = count + 1 -- List is populated with ViewportFrames displaying the folder's models local viewport = Instance.new("ViewportFrame") viewport.Name = tostring(count) viewport.Parent = Container viewport.LayoutOrder = 5 viewport.ZIndex = 2 viewport.BackgroundTransparency = 1 viewport.ClipsDescendants = true -- Create camera for ViewportFrame local camera = Instance.new("Camera") camera.Parent = viewport camera.FieldOfView = 30 viewport.CurrentCamera = camera -- Point to (server-side) model local newGarageModel = Instance.new("ObjectValue") newGarageModel.Parent = viewport newGarageModel.Name = "Garage" newGarageModel.Value = item -- Clone model and part it to the ViewportFrame local newItem = item:clone() newItem.Parent = viewport -- Move model so that all model viewports are from the same angle moveModelForViewport(newItem) local primary = newItem.PrimaryPart local primarySize = primary.Size -- Adjust camera to look at the model local cameraPosition = primary.Position + Vector3.new(0, primarySize.Y + 10, -primarySize.Z*1.8) camera.CFrame = CFrame.new(cameraPosition, newItem.PrimaryPart.Position) -- Overlay viewport with a button local button = Instance.new("ImageButton") button.Name = "Button" button.Parent = viewport button.Size = UDim2.new(1,0,1,0) button.BackgroundTransparency = 1 button.Image = "rbxassetid://4079511969" button.HoverImage = "rbxassetid://4079512099" button.PressedImage = "rbxassetid://4079512099" button.Activated:Connect(function() local selection = Selected:FindFirstChild(SelectedName.Text) local garageModel = Selected:FindFirstChild("Garage") clearSelected() unselectButtons() button.Image = "rbxassetid://4079512099" garageModel.Value = newGarageModel.Value local selectedItem = newItem:clone() selectedItem.Parent = Selected SelectedName.Text = string.upper(selectedItem.Name) local primary = selectedItem.PrimaryPart local primarySize = primary.Size local cameraPosition = newItem.PrimaryPart.Position + Vector3.new(0, primarySize.Y + 15, -primarySize.Z*1.8) SelectedCamera.CFrame = CFrame.new(cameraPosition, newItem.PrimaryPart.Position) end) end -- Scale ScrollingFrame to fit list Container.CanvasSize = UDim2.new(1*math.ceil(count/6), 0, 0, 0) UIGridLayout.CellSize = UDim2.new((1/3)/math.ceil(count/6), -4, 0.5, -2) end end -- populateList()
-- Expanding the blood part size function
local expandBlood = function(part) local randomIncrement = math.random(5, 10) / 10 local tween = tweenPartSize(part, 5, Enum.EasingDirection.Out, Vector3.new(part.Size.X + randomIncrement, 0.1, part.Size.Z + randomIncrement)) spawn(function() tween.Completed:Wait() tween:Destroy() end) end
-- Função para mover o NPC para uma posição aleatória
function moveToRandomPosition() local x = math.random(-100, 100) local y = 0 local z = math.random(-100, 100) local position = Vector3.new(x, y, z) humanoid:MoveTo(position) end
-- [[ Dummiez's Data Store Score Board ]] -- This script updates the Data store with the values from the remote function.
wait(1) local score = game:GetService("DataStoreService"):GetOrderedDataStore(script.DataStore.Value) function script.UploadScore.OnServerInvoke(player) print("working") local inv = player:FindFirstChild(script.Original.Value) local storedValue = inv:FindFirstChild(script.Score.Value).Value ~= 0 and math.floor(math.log(inv:FindFirstChild(script.Score.Value).Value) / math.log(1.0000001)) or 0 score:SetAsync(player.Name,storedValue) --score:SetAsync(player.Name, inv:FindFirstChild(script.Score.Value).Value) print("worked") end
-- local hit, position = workspace:FindPartOnRayWithIgnoreList(ray, ignoreList)
local hit, position = workspace:FindPartOnRay(ray, parts.Parent); if hit then -- Leaderboard Supported if hit.Parent:IsA("Model") then local player = game.Players:GetPlayerFromCharacter(hit.Parent); local DriverKOs = script.Parent.Parent.Parent.leaderstats:findFirstChild("KOs") local humanoid = hit.Parent:findFirstChild("Humanoid"); print("XD") if player and humanoid then if player.TeamColor ~= parts.Parent.Tank.Value then --Not a teammate if humanoid.Health >0 then humanoid:takeDamage(MGDamage); if humanoid.Health <=0 then DriverKOs.Value = DriverKOs.Value + 1 end end end end end end local distance = (position - machineGun.Position).magnitude; local rayPart = rayPart:clone(); rayPart.Size = Vector3.new(.2, distance, .2); rayPart.CFrame = CFrame.new(position, machineGun.Position) * CFrame.new(0, 0, -distance/2) * CFrame.Angles(math.rad(90),0,0); rayPart.Parent = workspace; game.Debris:AddItem(rayPart, .03) game.Debris:AddItem(PL, .03) local MGFlash = parts.Parent.Gun.Coax.GUI:clone() MGFlash.Flash.Rotation = math.random(0,360) MGFlash.Parent = parts.Parent.Gun.Coax MGFlash.Enabled = true game.Debris:AddItem(MGFlash,.01) wait(); wait(); return true; end
--------END RIGHT DOOR --------
game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackleft1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackleft1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackleft1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackleft1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackleft1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackleft1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackright1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackright1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackright1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.audiencebackright1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.post1.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.post2.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l34.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l14.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l15.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l24.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l25.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.sidesquares.l35.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) end wait(0.25) until game.Workspace.DoorFlashing.Value == false end end end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Map storing Player -> Blocked user Ids.
local BlockedUserIdsMap = {} PlayersService.PlayerAdded:connect(function(newPlayer) for player, blockedUsers in pairs(BlockedUserIdsMap) do local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, #blockedUsers do local blockedUserId = blockedUsers[i] if blockedUserId == newPlayer.UserId then speaker:AddMutedSpeaker(newPlayer.Name) end end end end end) PlayersService.PlayerRemoving:connect(function(removingPlayer) BlockedUserIdsMap[removingPlayer] = nil end) EventFolder.SetBlockedUserIdsRequest.OnServerEvent:connect(function(player, blockedUserIdsList) BlockedUserIdsMap[player] = blockedUserIdsList local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, #blockedUserIdsList do local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i]) if blockedPlayer then speaker:AddMutedSpeaker(blockedPlayer.Name) end end end end) EventFolder.GetInitDataRequest.OnServerInvoke = (function(playerObj) local speaker = ChatService:GetSpeaker(playerObj.Name) if not (speaker and speaker:GetPlayer()) then CreatePlayerSpeakerObject(playerObj) speaker = ChatService:GetSpeaker(playerObj.Name) end local data = {} data.Channels = {} data.SpeakerExtraData = {} for i, channelName in pairs(speaker:GetChannelList()) do local channelObj = ChatService:GetChannel(channelName) if (channelObj) then local channelData = { channelName, channelObj:GetWelcomeMessageForSpeaker(speaker), channelObj:GetHistoryLogForSpeaker(speaker), channelObj.ChannelNameColor, } table.insert(data.Channels, channelData) end end for i, oSpeakerName in pairs(ChatService:GetSpeakerList()) do local oSpeaker = ChatService:GetSpeaker(oSpeakerName) data.SpeakerExtraData[oSpeakerName] = oSpeaker.ExtraData end return data end) local function DoJoinCommand(speakerName, channelName, fromChannelName) local speaker = ChatService:GetSpeaker(speakerName) local channel = ChatService:GetChannel(channelName) if (speaker) then if (channel) then if (channel.Joinable) then if (not speaker:IsInChannel(channel.Name)) then speaker:JoinChannel(channel.Name) else speaker:SetMainChannel(channel.Name) speaker:SendSystemMessage( string.gsub( ChatLocalization:Get( "GameChat_SwitchChannel_NowInChannel", string.format("You are now chatting in channel: '%s'", channel.Name) ), "{RBX_NAME}",channel.Name), channel.Name ) end else speaker:SendSystemMessage( string.gsub( ChatLocalization:Get( "GameChat_ChatServiceRunner_YouCannotJoinChannel", ("You cannot join channel '" .. channelName .. "'.") ), "{RBX_NAME}",channelName), fromChannelName ) end else speaker:SendSystemMessage( string.gsub( ChatLocalization:Get( "GameChat_ChatServiceRunner_ChannelDoesNotExist", ("Channel '" .. channelName .. "' does not exist.") ), "{RBX_NAME}",channelName), fromChannelName ) end end end local function DoLeaveCommand(speakerName, channelName, fromChannelName) local speaker = ChatService:GetSpeaker(speakerName) local channel = ChatService:GetChannel(channelName) if (speaker) then if (speaker:IsInChannel(channelName)) then if (channel.Leavable) then speaker:LeaveChannel(channel.Name) speaker:SendSystemMessage( string.gsub( ChatLocalization:Get( "GameChat_ChatService_YouHaveLeftChannel", string.format("You have left channel '%s'", channelName) ), "{RBX_NAME}",channel.Name), "System" ) else speaker:SendSystemMessage( string.gsub( ChatLocalization:Get( "GameChat_ChatServiceRunner_YouCannotLeaveChannel", ("You cannot leave channel '" .. channelName .. "'.") ), "{RBX_NAME}",channelName), fromChannelName ) end else speaker:SendSystemMessage( string.gsub( ChatLocalization:Get( "GameChat_ChatServiceRunner_YouAreNotInChannel", ("You are not in channel '" .. channelName .. "'.") ), "{RBX_NAME}",channelName), fromChannelName ) end end end ChatService:RegisterProcessCommandsFunction("default_commands", function(fromSpeaker, message, channel) if (string.sub(message, 1, 6):lower() == "/join ") then DoJoinCommand(fromSpeaker, string.sub(message, 7), channel) return true elseif (string.sub(message, 1, 3):lower() == "/j ") then DoJoinCommand(fromSpeaker, string.sub(message, 4), channel) return true elseif (string.sub(message, 1, 7):lower() == "/leave ") then DoLeaveCommand(fromSpeaker, string.sub(message, 8), channel) return true elseif (string.sub(message, 1, 3):lower() == "/l ") then DoLeaveCommand(fromSpeaker, string.sub(message, 4), channel) return true elseif (string.sub(message, 1, 3) == "/e " or string.sub(message, 1, 7) == "/emote ") then -- Just don't show these in the chatlog. The animation script listens on these. return true end return false end) if ChatSettings.GeneralChannelName and ChatSettings.GeneralChannelName ~= "" then local allChannel = ChatService:AddChannel(ChatSettings.GeneralChannelName) allChannel.Leavable = false allChannel.AutoJoin = true allChannel:RegisterGetWelcomeMessageFunction(function(speaker) if RunService:IsStudio() then return nil end local player = speaker:GetPlayer() if player then local success, canChat = pcall(function() return Chat:CanUserChatAsync(player.UserId) end) if success and not canChat then return "" end end end) end local systemChannel = ChatService:AddChannel("System") systemChannel.Leavable = false systemChannel.AutoJoin = true systemChannel.WelcomeMessage = ChatLocalization:Get("GameChat_ChatServiceRunner_SystemChannelWelcomeMessage","This channel is for system and game notifications.") systemChannel.SpeakerJoined:connect(function(speakerName) systemChannel:MuteSpeaker(speakerName) end) local function TryRunModule(module) if module:IsA("ModuleScript") then local ret = require(module) if (type(ret) == "function") then ret(ChatService) end end end local modules = game:GetService("Chat"):WaitForChild("ChatModules") modules.ChildAdded:connect(function(child) local success, returnval = pcall(TryRunModule, child) if not success and returnval then print("Error running module " ..child.Name.. ": " ..returnval) end end) for i, module in pairs(modules:GetChildren()) do local success, returnval = pcall(TryRunModule, module) if not success and returnval then print("Error running module " ..module.Name.. ": " ..returnval) end end local Players = game:GetService("Players") Players.PlayerRemoving:connect(function(playerObj) if (ChatService:GetSpeaker(playerObj.Name)) then ChatService:RemoveSpeaker(playerObj.Name) end end)
---- Initialization ----
Wave.Enable(true) Wave.SetSetting("Debug", true)
-- local PIPE = "|" -- local REPEATABLE_HEADING = ("(%s%s)*"):format(PIPE, HEADING) -- local HEADINGS_FORMAT = START_OF_LINE .. NEWLINE .. HEADING .. REPEATABLE_HEADING .. NEWLIN
local END_OF_LINE = "$" local HEADINGS_FORMAT = START_OF_LINE .. HEADING .. END_OF_LINE
-- Create and configure the fire
local function createFire() local fire = Instance.new("Fire") fire.Enabled = false fire.Size = 10 return fire end
--[[Weight and CG]]
Tune.Weight = 2780 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--[[Sword Part Class]]
-- local SwordPart = { Damage = 15, AttackTime = 1, CoolDown = 1, LastSwing = 0, LastHit = 0, Part= nil, Owner = nil,--player object that owns this sword OnHit = nil, OnHitHumanoid = nil, OnAttackReady = nil, OnAttack = nil, SwingSound = nil, HitSound = nil, SwingAnimation = nil, --animation track! ActiveConnections = {}, } do UTIL.MakeClass(SwordPart) function SwordPart.New(npart,nowner) local init= UTIL.DeepCopy(SwordPart) init.Part= npart init.Owner = nowner table.insert(init.ActiveConnections,init.Part.Touched:connect(function(hit) init:SwordTouch(hit) end)) init.OnHit = InternalEvent.New() init.OnHitHumanoid = InternalEvent.New() init.OnAttackReady = InternalEvent.New() init.OnAttack = InternalEvent.New() return init end function SwordPart:SwordTouch(hit) if tick()-self.LastSwing >self.AttackTime or tick()-self.LastHit<self.AttackTime then return end self.OnHit:Fire(hit) local character,humanoid = UTIL.FindCharacterAncestor(hit) if character and character ~= self.Owner.Character then humanoid:TakeDamage(self.Damage) self.OnHitHumanoid:Fire(humanoid,hit) self.LastHit = tick() if self.HitSound then self.HitSound:Play() end end end function SwordPart:DoSwing() if tick()-self.LastSwing<self.AttackTime+self.CoolDown then return end if self.SwingAnimation then self.SwingAnimation:Play() end if self.SwingSound then self.SwingSound:Play() end self.LastSwing = tick() self.OnAttack:Fire() end function SwordPart:Destroy() for _,i in pairs(self.ActiveConnections) do i:disconnect() end end end do local Handle = script.Parent local Tool = Handle.Parent local Player = game.Players.LocalPlayer local Character = UTIL.WaitForValidCharacter(Player) local SwingAni = UTIL.Instantiate"Animation" {AnimationId = "http://www.roblox.com/Asset?ID=89289879"} local HitSound = Handle:WaitForChild('Hit') local SwingSound = Handle:WaitForChild('Swing') local SwingAniTrack local Sword Tool.Equipped:connect(function(mouse) Sword = SwordPart.New(Handle,Player) Sword.Damage = 15 Sword.HitSound = HitSound Sword.SwingSound = SwingSound Character = UTIL.WaitForValidCharacter(Player) local Humanoid = Character:FindFirstChild('Humanoid') SwingAniTrack = Humanoid:LoadAnimation(SwingAni) Sword.SwingAnimation = SwingAniTrack Sword.OnHitHumanoid:Connect(function(humanoid,hit) local myTorso = Character:FindFirstChild('Torso') local torso = humanoid.Parent:FindFirstChild('Torso') if not torso or not myTorso then return end if hit.Name=='Right Arm' or hit.Name=='Left Arm' or hit.Name=='Right Leg' or hit.Name=='Left Leg' then hit:WeldJoints() WeldUtil.WeldBetween(hit, Handle) delay(1,function() hit:WeldJoints() end ) end end) mouse.Button1Down:connect(function() Sword:DoSwing() end) end) Tool.Unequipped:connect(function() Sword:Destroy() end) 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.CatAgility -- 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)
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/pretty-format/src/plugins/lib/escapeHTML.ts --[[* * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. ]]
local exports = {} local function escapeHTML(str: string): string return str:gsub("<", "&lt;"):gsub(">", "&gt;") end exports.default = escapeHTML return exports
-----1-----
script.Sound:Play() print("BOOM!!") game.Lighting.Brightness = 2 wait(2.2) game.Lighting.Brightness = 1 wait(0.3) game.Lighting.Brightness = 2 wait(2) game.Lighting.Brightness = 1 wait(10) end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Character.Stats.Lives.Value > 0 end
-- / Functions / --
local function CreateNoise(GridX, GridZ, Seed) local GridY = math.noise( (GridX * Configuration.Frequency.Value) / 10, (GridZ * Configuration.Frequency.Value) / 10, Seed ) * Random.new():NextNumber(19.5, 20) return (GridY) end local function CreateNewGrass(Size, Position, Parent) local ExistingBlock = Parent:FindFirstChild(Position.X..", "..Position.Z) if ExistingBlock then print("existing") else local Block = Instance.new("Part") Block.Parent = Parent -- / Properties / -- Block.Name = Position.X..", "..Position.Z Block.Anchored = true Block.Size = Size Block.Position = Position -- / Visuals / -- if Block.Position.Y <= -1 then Block.Color = Color3.fromRGB(255, 220, 114) Block.Material = Enum.Material.Sand elseif Block.Position.Y > -1 and Block.Position.Y <= 1.25 then Block.Color = Color3.fromRGB(100, 100, 100) Block.Material = Enum.Material.Rock else Block.Color = Color3.fromRGB(0, 85, 0) Block.Material = Enum.Material.Grass end end ---game.Workspace.Terrain:FillBlock(CFrame.new(Position), Size, Enum.Material.Grass) end local function CreateNewChunk(ChunkPositionX, ChunkPositionZ) if not Chunks:FindFirstChild(ChunkPositionX..", "..ChunkPositionZ) then print(ChunkPositionX..", "..ChunkPositionZ) local NewChunk = Instance.new("StringValue") NewChunk.Parent = Chunks NewChunk.Name = ChunkPositionX..", "..ChunkPositionZ local Water = game.Workspace.Terrain:FillBlock(CFrame.new(ChunkPositionX, -10, ChunkPositionZ), Vector3.new(Configuration.ChunkSize.Value, 16, Configuration.ChunkSize.Value), Enum.Material.Water) for iX = ChunkPositionX + (Configuration.ChunkSize.Value / 2), (ChunkPositionX - (Configuration.ChunkSize.Value / 2)) + 4, -Configuration.Grid.Value do for iZ = ChunkPositionZ + (Configuration.ChunkSize.Value / 2), (ChunkPositionZ - (Configuration.ChunkSize.Value / 2)) + 4, -Configuration.Grid.Value do local GridY = CreateNoise(iX, iZ) CreateNewGrass(Configuration.GrassSize.Value, Vector3.new(iX, GridY, iZ), NewChunk) end task.wait() end end end if not Chunks:FindFirstChild("0, 0") then CreateNewChunk(0, 0) end
---vars
local Template = script.Template local Plr = script.Parent.Parent.Parent local CarStorage = game.ReplicatedStorage.Vehicles local ScrollFrame = script.Parent.MainFrame.ScrollingFrame
--------END RIGHT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(21) game.Workspace.doorright.l11.BrickColor = BrickColor.new(1) game.Workspace.doorright.l12.BrickColor = BrickColor.new(21) game.Workspace.doorright.l13.BrickColor = BrickColor.new(1) game.Workspace.doorright.l41.BrickColor = BrickColor.new(21) game.Workspace.doorright.l42.BrickColor = BrickColor.new(1) game.Workspace.doorright.l43.BrickColor = BrickColor.new(21) game.Workspace.doorright.l71.BrickColor = BrickColor.new(1) game.Workspace.doorright.l72.BrickColor = BrickColor.new(21) game.Workspace.doorright.l73.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(21) game.Workspace.doorright.l21.BrickColor = BrickColor.new(21) game.Workspace.doorright.l22.BrickColor = BrickColor.new(1) game.Workspace.doorright.l23.BrickColor = BrickColor.new(21) game.Workspace.doorright.l51.BrickColor = BrickColor.new(1) game.Workspace.doorright.l52.BrickColor = BrickColor.new(21) game.Workspace.doorright.l53.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1) game.Workspace.doorright.l31.BrickColor = BrickColor.new(1) game.Workspace.doorright.l32.BrickColor = BrickColor.new(21) game.Workspace.doorright.l33.BrickColor = BrickColor.new(1) game.Workspace.doorright.l61.BrickColor = BrickColor.new(21) game.Workspace.doorright.l62.BrickColor = BrickColor.new(1) game.Workspace.doorright.l63.BrickColor = BrickColor.new(21) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(21) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(21) end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- AI.Head:BreakJoints()
if Hit.Name ~= "Torso" and Hit.Name ~= "Head" then else Hit.Parent.Humanoid:TakeDamage(0) end -- kill Logic = 0 Hit = nil elseif Hit.Parent.Name == AIName then
-- тут надо бы проверить, нет ли параметра таймера?!
--Beta SpeedAI June 2012 -- Still has logic bugs - Look for updates.. -- Kill added. -- co-operate/other "AI"s -- Climb "Truss" Parts -- Offset Ray -- Swim - Does not work. Don't know why. -- Adjusted Jump Ray -- Ray Graphics On/Off - flip line 90 -- Delay next cycle, if Falling. -- Diagonal movement - I should add right-hand logic as well...
local number = 1 + math.random() local BRAINWave = .6 -- AND line 38: Wait() between cycles of main loop local hum = nil -- Will be a pointer to the Humanoid of our AI. wait(number) -- hold on a sec. and spread multiple instances.
-- carSeat.Parent.Body.Dash.Screen.G.Radio.Song.Text = "PRESET 2" -- carSeat.Parent.Body.Dash.Screen.G.Radio.Title.Text = ""
elseif carSeat.Stations.mood.Value == 2 then carSeat.Parent.Body.MP.Sound:Stop() carSeat.Stations.mood.Value = 3
-- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local function CallOnChildren(Instance, FunctionToCall) -- Calls a function on each of the children of a certain object, using recursion. FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNearestParent(Instance, ClassName) -- Returns the nearest parent of a certain class, or returns nil local Ancestor = Instance repeat Ancestor = Ancestor.Parent if Ancestor == nil then return nil end until Ancestor:IsA(ClassName) return Ancestor end local function GetBricks(StartInstance) local List = {} -- if StartInstance:IsA("BasePart") then -- List[#List+1] = StartInstance -- end CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") then List[#List+1] = Item; end end) return List end local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"} local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"} local function HasWheelJoint(Part) for _, SurfaceName in pairs(Surfaces) do for _, HingSurfaceName in pairs(HingSurfaces) do if Part[SurfaceName].Name == HingSurfaceName then return true end end end return false end local function ShouldBreakJoints(Part) --- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are -- definitely some edge cases. if NEVER_BREAK_JOINTS then return false end if HasWheelJoint(Part) then return false end local Connected = Part:GetConnectedParts() if #Connected == 1 then return false end for _, Item in pairs(Connected) do if HasWheelJoint(Item) then return false elseif not Item:IsDescendantOf(script.Parent) then return false end end return true end local function WeldTogether(Part0, Part1, JointType, WeldParent) --- Weld's 2 parts together -- @param Part0 The first part -- @param Part1 The second part (Dependent part most of the time). -- @param [JointType] The type of joint. Defaults to weld. -- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better). -- @return The weld created. JointType = JointType or "Weld" local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue") local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType) Modify(NewWeld, { Name = "qCFrameWeldThingy"; Part0 = Part0; Part1 = Part1; C0 = CFrame.new();--Part0.CFrame:inverse(); C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = Part1; }) if not RelativeValue then RelativeValue = Make("CFrameValue", { Parent = Part1; Name = "qRelativeCFrameWeldValue"; Archivable = true; Value = NewWeld.C1; }) end return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) -- @param Parts The Parts to weld. Should be anchored to prevent really horrible results. -- @param MainPart The part to weld the model to (can be in the model). -- @param [JointType] The type of joint. Defaults to weld. -- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. for _, Part in pairs(Parts) do if ShouldBreakJoints(Part) then Part:BreakJoints() end end for _, Part in pairs(Parts) do if Part ~= MainPart then WeldTogether(MainPart, Part, JointType, MainPart) end end if not DoNotUnanchor then for _, Part in pairs(Parts) do Part.Anchored = false end MainPart.Anchored = false end end local function PerfectionWeld() local Tool = GetNearestParent(script, "Tool") local Parts = GetBricks(script.Parent) local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1] if PrimaryPart then WeldParts(Parts, PrimaryPart, "Weld", false) else end return Tool end local Tool = PerfectionWeld() if Tool and script.ClassName == "Script" then --- Don't bother with local scripts script.Parent.AncestryChanged:connect(function() PerfectionWeld() end) end
-- A stack of sets where newly created dependencies should be stored.
local initialisedStack: {Set<PubTypes.Dependency>} = {} local initialisedStackSize = 0 return { dependencySet = dependencySet, initialisedStack = initialisedStack, initialisedStackSize = initialisedStackSize }