prompt
stringlengths 2
14.7k
| completion
stringlengths 1
99.7k
|
---|---|
-- / Values / --
|
local CurrentLayer = Button.Parent.CurrentLayer
|
--For Omega Rainbow Katana thumbnail to display a lot of particles.
|
for i, v in pairs(Handle:GetChildren()) do
if v:IsA("ParticleEmitter") then
v.Rate = 20
end
end
Tool.Grip = Grips.Up
Tool.Enabled = true
function IsTeamMate(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function Blow(Hit)
if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then
return
end
local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")
if not RightArm then
return
end
local RightGrip = RightArm:FindFirstChild("RightGrip")
if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
return
end
local character = Hit.Parent
if character == Character then
return
end
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid or humanoid.Health == 0 then
return
end
local player = Players:GetPlayerFromCharacter(character)
if player and (player == Player or IsTeamMate(Player, player)) then
return
end
UntagHumanoid(humanoid)
TagHumanoid(humanoid, Player)
humanoid:TakeDamage(Damage)
end
function Attack()
Damage = DamageValues.SlashDamage
Sounds.Slash:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Slash"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Slash")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
end
function Lunge()
Damage = DamageValues.LungeDamage
Sounds.Lunge:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Lunge"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Lunge")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
--[[
if CheckIfAlive() then
local Force = Instance.new("BodyVelocity")
Force.velocity = Vector3.new(0, 10, 0)
Force.maxForce = Vector3.new(0, 4000, 0)
Debris:AddItem(Force, 0.4)
Force.Parent = Torso
end
]]
wait(0.2)
Tool.Grip = Grips.Out
wait(0.2)
Tool.Grip = Grips.Up
Damage = DamageValues.SlashDamage
end
Tool.Enabled = true
LastAttack = 0
function Activated()
if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then
return
end
Tool.Enabled = false
local Tick = RunService.Stepped:wait()
if (Tick - LastAttack < 0.2) then
Lunge()
else
Attack()
end
LastAttack = Tick
--wait(0.2)
Damage = DamageValues.BaseDamage
local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){
Name = "R15Slash",
AnimationId = BaseUrl .. Animations.R15Slash,
Parent = Tool
})
local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){
Name = "R15Lunge",
AnimationId = BaseUrl .. Animations.R15Lunge,
Parent = Tool
})
Tool.Enabled = true
end
function CheckIfAlive()
return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)
end
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChildOfClass("Humanoid")
Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart")
if not CheckIfAlive() then
return
end
ToolEquipped = true
Sounds.Unsheath:Play()
end
function Unequipped()
Tool.Grip = Grips.Up
ToolEquipped = false
end
Tool.Activated:Connect(Activated)
Tool.Equipped:Connect(Equipped)
Tool.Unequipped:Connect(Unequipped)
Connection = Handle.Touched:Connect(Blow)
|
-- send nil to client to mark repair cancelled
|
local repairTarget
local repairingValue
local apparentHolder
local requestStop = false
script.RepairChannel.OnServerEvent:Connect(function(plr, engine, valObj)
local holder = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
print(holder, plr)
if holder == plr then
apparentHolder = plr
if engine ~= nil then
repairingValue = valObj
repairTarget = repairingValue.Parent.Parent.Parent.Engine
script.Internal:Fire()
else
requestStop = true
end
end
end)
while true do
requestStop = false
script.Internal.Event:Wait()
while wait(.5) do
local engine = repairingValue.Parent.Parent.Parent.Engine
local dist = (script.Parent.Handle.Position - engine.Position).Magnitude
local vel = engine.Velocity.Magnitude
if requestStop or dist > 50 or vel > 3 or script.Parent.Parent:FindFirstChildOfClass("Humanoid") == nil or repairingValue.Value >= 100 then
script.RepairChannel:FireClient(apparentHolder)
repairingValue = nil
break
else
repairingValue.Value = math.min(repairingValue.Value + 1, 100)
end
end
end
|
--[[Engine (Avxnturador)]]
|
-- Everything below can be illustrated and tuned with the graph below.
-- https://www.desmos.com/calculator/oishj9m1tq
-- This includes everything, from the engines, to boost, to electric.
-- To import engines prior to AC6C V1.3, consult the README.
-- Naturally Aspirated Engine
Tune.Engine = false
Tune.Horsepower = 220
Tune.IdleRPM = 750
Tune.PeakRPM = 6800
Tune.Redline = 8000
Tune.EqPoint = 5252
Tune.PeakSharpness = 10
Tune.CurveMult = 0.4
-- Electric Engine
Tune.Electric = true
Tune.E_Redline = 12700
Tune.E_Trans1 = 4000
Tune.E_Trans2 = 7000
-- Horsepower
Tune.E_Horsepower = 600
Tune.EH_FrontMult = 0.15
Tune.EH_EndMult = 2.9
Tune.EH_EndPercent = 7
-- Torque
Tune.E_Torque = 286
Tune.ET_EndMult = 1.505
Tune.ET_EndPercent = 27.5
-- Turbocharger
Tune.Turbochargers = 1 -- Number of turbochargers in the engine
-- Set to 0 for no turbochargers
Tune.T_Boost = 7
Tune.T_Efficiency = 8.5
Tune.T_Size = 80 -- Turbo Size; Bigger size = more turbo lag
-- Supercharger
Tune.Superchargers = 1 -- Number of superchargers in the engine
-- Set to 0 for no superchargers
Tune.S_Boost = 7
Tune.S_Efficiency = 8.5
Tune.S_Sensitivity = 0.05 -- Supercharger responsiveness/sensitivity, applied per tick (recommended values between 0.05 to 0.1)
--Misc
Tune.ThrotAccel = .05 -- Throttle acceleration, applied per tick (recommended values between 0.05 to 0.1)
Tune.ThrotDecel = .2 -- Throttle deceleration, applied per tick (recommended values between 0.1 to 0.3)
Tune.BrakeAccel = .2 -- Brake acceleration, applied per tick
Tune.BrakeDecel = .5 -- Brake deceleration, applied per tick
Tune.RevAccel = 250 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.Flywheel = 500 -- Flywheel weight (higher = faster response, lower = more stable RPM)
Tune.InclineComp = 1 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
|
--[[Susupension]]
|
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS
--Front Suspension
Tune.FSusStiffness = 25000 -- Spring Force
Tune.FSusDamping = 400 -- Spring Dampening
Tune.FAntiRoll = 400 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 1.9 -- Resting Suspension length (in studs)
Tune.FPreCompress = .1 -- Pre-compression adds resting length force
Tune.FExtensionLim = .4 -- Max Extension Travel (in studs)
Tune.FCompressLim = .2 -- Max Compression Travel (in studs)
Tune.FSusAngle = 75 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusStiffness = 20000 -- Spring Force
Tune.RSusDamping = 400 -- Spring Dampening
Tune.RAntiRoll = 400 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2.1 -- Resting Suspension length (in studs)
Tune.RPreCompress = .1 -- Pre-compression adds resting length force
Tune.RExtensionLim = .4 -- Max Extension Travel (in studs)
Tune.RCompressLim = .2 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics (PGS ONLY)
Tune.SusVisible = true -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Red" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 8 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
--[[ Public API ]]
|
--
function KeyboardMovement:Enable()
if not UserInputService.KeyboardEnabled then
return
end
local forwardValue = 0
local backwardValue = 0
local leftValue = 0
local rightValue = 0
local updateMovement = function(inputState)
if inputState == Enum.UserInputState.Cancel then
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0, 0, 0)
else
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(leftValue + rightValue,0,forwardValue + backwardValue)
MasterControl:AddToPlayerMovement(currentMoveVector)
end
end
local moveForwardFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
forwardValue = -1
elseif inputState == Enum.UserInputState.End then
forwardValue = 0
end
updateMovement(inputState)
end
local moveBackwardFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
backwardValue = 1
elseif inputState == Enum.UserInputState.End then
backwardValue = 0
end
updateMovement(inputState)
end
local moveLeftFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
leftValue = -1
elseif inputState == Enum.UserInputState.End then
leftValue = 0
end
updateMovement(inputState)
end
local moveRightFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
rightValue = 1
elseif inputState == Enum.UserInputState.End then
rightValue = 0
end
updateMovement(inputState)
end
local jumpFunc = function(actionName, inputState, inputObject)
MasterControl:SetIsJumping(inputState == Enum.UserInputState.Begin)
end
-- TODO: remove up and down arrows, these seem unnecessary
ContextActionService:BindActionToInputTypes("forwardMovement", moveForwardFunc, false, Enum.PlayerActions.CharacterForward)
ContextActionService:BindActionToInputTypes("backwardMovement", moveBackwardFunc, false, Enum.PlayerActions.CharacterBackward)
ContextActionService:BindActionToInputTypes("leftMovement", moveLeftFunc, false, Enum.PlayerActions.CharacterLeft)
ContextActionService:BindActionToInputTypes("rightMovement", moveRightFunc, false, Enum.PlayerActions.CharacterRight)
ContextActionService:BindActionToInputTypes("jumpAction", jumpFunc, false, Enum.PlayerActions.CharacterJump)
-- TODO: make sure we check key state before binding to check if key is already down
local function onFocusReleased()
local humanoid = getHumanoid()
if humanoid then
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0, 0, 0)
forwardValue, backwardValue, leftValue, rightValue = 0, 0, 0, 0
MasterControl:SetIsJumping(false)
end
end
local function onTextFocusGained(textboxFocused)
MasterControl:SetIsJumping(false)
end
SeatJumpCn = UserInputService.InputBegan:connect(function(inputObject, isProcessed)
if inputObject.KeyCode == Enum.KeyCode.Backspace and not isProcessed then
local humanoid = getHumanoid()
if humanoid and (humanoid.Sit or humanoid.PlatformStand) then
MasterControl:DoJump()
end
end
end)
TextFocusReleasedCn = UserInputService.TextBoxFocusReleased:connect(onFocusReleased)
TextFocusGainedCn = UserInputService.TextBoxFocused:connect(onTextFocusGained)
-- TODO: remove pcall when API is live
WindowFocusReleasedCn = UserInputService.WindowFocused:connect(onFocusReleased)
end
function KeyboardMovement:Disable()
ContextActionService:UnbindAction("forwardMovement")
ContextActionService:UnbindAction("backwardMovement")
ContextActionService:UnbindAction("leftMovement")
ContextActionService:UnbindAction("rightMovement")
ContextActionService:UnbindAction("jumpAction")
if SeatJumpCn then
SeatJumpCn:disconnect()
SeatJumpCn = nil
end
if TextFocusReleasedCn then
TextFocusReleasedCn:disconnect()
TextFocusReleasedCn = nil
end
if TextFocusGainedCn then
TextFocusGainedCn:disconnect()
TextFocusGainedCn = nil
end
if WindowFocusReleasedCn then
WindowFocusReleasedCn:disconnect()
WindowFocusReleasedCn = nil
end
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
MasterControl:SetIsJumping(false)
end
return KeyboardMovement
|
--returns a table of vector3s that represent the corners of any given part
|
function RoomPackager:CornersOfPart(part)
local cframe = part.CFrame
local halfSizeX = part.Size.X / 2
local halfSizeY = part.Size.Y / 2
local halfSizeZ = part.Size.Z / 2
local corners = {
RightTopBack = cframe:pointToWorldSpace(Vector3.new(halfSizeX, halfSizeY, halfSizeZ)),
RightBottomBack = cframe:pointToWorldSpace(Vector3.new(halfSizeX, -halfSizeY, halfSizeZ)),
RightTopFront = cframe:pointToWorldSpace(Vector3.new(halfSizeX, halfSizeY, -halfSizeZ)),
RightBottomFront = cframe:pointToWorldSpace(Vector3.new(halfSizeX, -halfSizeY, -halfSizeZ)),
LeftTopBack = cframe:pointToWorldSpace(Vector3.new(-halfSizeX, halfSizeY, halfSizeZ)),
LeftBottomBack = cframe:pointToWorldSpace(Vector3.new(-halfSizeX, -halfSizeY, halfSizeZ)),
LeftTopFront = cframe:pointToWorldSpace(Vector3.new(-halfSizeX, halfSizeY, -halfSizeZ)),
LeftBottomFront = cframe:pointToWorldSpace(Vector3.new(-halfSizeX, -halfSizeY, -halfSizeZ)),
}
return corners
end
|
-- Gets a part from the cache, or creates one if no more are available.
|
function PartCacheStatic:GetPart(): BasePart
assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("GetPart", "PartCache.new"))
if #self.Open == 0 then
--warn("No parts available in the cache! Creating [" .. self.ExpansionSize .. "] new part instance(s) - this amount can be edited by changing the ExpansionSize property of the PartCache instance... (This cache now contains a grand total of " .. tostring(#self.Open + #self.InUse + self.ExpansionSize) .. " parts.)")
for i = 1, self.ExpansionSize, 1 do
table.insert(self.Open, MakeFromTemplate(self.Template, self.CurrentCacheParent))
end
end
local part = self.Open[#self.Open]
self.Open[#self.Open] = nil
table.insert(self.InUse, part)
return part
end
|
--[[
Attempts to get the default value of a given property on a Roblox instance.
This is used by the reconciler in cases where a prop was previously set on a
primitive component, but is no longer present in a component's new props.
Eventually, Roblox might provide a nicer API to query the default property
of an object without constructing an instance of it.
]]
|
local Symbol = require(script.Parent.Symbol)
local Nil = Symbol.named("Nil")
local _cachedPropertyValues = {}
local function getDefaultInstanceProperty(className, propertyName)
local classCache = _cachedPropertyValues[className]
if classCache then
local propValue = classCache[propertyName]
-- We have to use a marker here, because Lua doesn't distinguish
-- between 'nil' and 'not in a table'
if propValue == Nil then
return true, nil
end
if propValue ~= nil then
return true, propValue
end
else
classCache = {}
_cachedPropertyValues[className] = classCache
end
local created = Instance.new(className)
local ok, defaultValue = pcall(function()
return created[propertyName]
end)
created:Destroy()
if ok then
if defaultValue == nil then
classCache[propertyName] = Nil
else
classCache[propertyName] = defaultValue
end
end
return ok, defaultValue
end
return getDefaultInstanceProperty
|
--[[ The Module ]]
|
--
local TransparencyController = {}
TransparencyController.__index = TransparencyController
function TransparencyController.new()
local self = setmetatable({}, TransparencyController)
self.lastUpdate = tick()
self.transparencyDirty = false
self.enabled = false
self.lastTransparency = nil
self.descendantAddedConn, self.descendantRemovingConn = nil, nil
self.toolDescendantAddedConns = {}
self.toolDescendantRemovingConns = {}
self.cachedParts = {}
return self
end
function TransparencyController:HasToolAncestor(object)
if object.Parent == nil then return false end
return object.Parent:IsA('Tool') or self:HasToolAncestor(object.Parent)
end
function TransparencyController:IsValidPartToModify(part)
if part:IsA('BasePart') or part:IsA('Decal') then
return not self:HasToolAncestor(part)
end
return false
end
function TransparencyController:CachePartsRecursive(object)
if object then
if self:IsValidPartToModify(object) then
self.cachedParts[object] = true
self.transparencyDirty = true
end
for _, child in pairs(object:GetChildren()) do
self:CachePartsRecursive(child)
end
end
end
function TransparencyController:TeardownTransparency()
for child, _ in pairs(self.cachedParts) do
child.LocalTransparencyModifier = 0
end
self.cachedParts = {}
self.transparencyDirty = true
self.lastTransparency = nil
if self.descendantAddedConn then
self.descendantAddedConn:disconnect()
self.descendantAddedConn = nil
end
if self.descendantRemovingConn then
self.descendantRemovingConn:disconnect()
self.descendantRemovingConn = nil
end
for object, conn in pairs(self.toolDescendantAddedConns) do
conn:Disconnect()
self.toolDescendantAddedConns[object] = nil
end
for object, conn in pairs(self.toolDescendantRemovingConns) do
conn:Disconnect()
self.toolDescendantRemovingConns[object] = nil
end
end
function TransparencyController:SetupTransparency(character)
self:TeardownTransparency()
if self.descendantAddedConn then self.descendantAddedConn:disconnect() end
self.descendantAddedConn = character.DescendantAdded:Connect(function(object)
-- This is a part we want to invisify
if self:IsValidPartToModify(object) then
self.cachedParts[object] = true
self.transparencyDirty = true
-- There is now a tool under the character
elseif object:IsA('Tool') then
if self.toolDescendantAddedConns[object] then self.toolDescendantAddedConns[object]:Disconnect() end
self.toolDescendantAddedConns[object] = object.DescendantAdded:Connect(function(toolChild)
self.cachedParts[toolChild] = nil
if toolChild:IsA('BasePart') or toolChild:IsA('Decal') then
-- Reset the transparency
toolChild.LocalTransparencyModifier = 0
end
end)
if self.toolDescendantRemovingConns[object] then self.toolDescendantRemovingConns[object]:disconnect() end
self.toolDescendantRemovingConns[object] = object.DescendantRemoving:Connect(function(formerToolChild)
wait() -- wait for new parent
if character and formerToolChild and formerToolChild:IsDescendantOf(character) then
if self:IsValidPartToModify(formerToolChild) then
self.cachedParts[formerToolChild] = true
self.transparencyDirty = true
end
end
end)
end
end)
if self.descendantRemovingConn then self.descendantRemovingConn:disconnect() end
self.descendantRemovingConn = character.DescendantRemoving:connect(function(object)
if self.cachedParts[object] then
self.cachedParts[object] = nil
-- Reset the transparency
object.LocalTransparencyModifier = 0
end
end)
self:CachePartsRecursive(character)
end
function TransparencyController:Enable(enable)
if self.enabled ~= enable then
self.enabled = enable
self:Update()
end
end
function TransparencyController:SetSubject(subject)
local character = nil
if subject and subject:IsA("Humanoid") then
character = subject.Parent
end
if subject and subject:IsA("VehicleSeat") and subject.Occupant then
character = subject.Occupant.Parent
end
if character then
self:SetupTransparency(character)
else
self:TeardownTransparency()
end
end
function TransparencyController:Update()
local instant = false
local now = tick()
local currentCamera = workspace.CurrentCamera
if currentCamera then
local transparency = 0
if not self.enabled then
instant = true
else
local distance = (currentCamera.Focus.p - currentCamera.CoordinateFrame.p).magnitude
transparency = (distance<2) and (1.0-(distance-0.5)/1.5) or 0 --(7 - distance) / 5
if transparency < 0.5 then
transparency = 0
end
if self.lastTransparency then
local deltaTransparency = transparency - self.lastTransparency
-- Don't tween transparency if it is instant or your character was fully invisible last frame
if not instant and transparency < 1 and self.lastTransparency < 0.95 then
local maxDelta = MAX_TWEEN_RATE * (now - self.lastUpdate)
deltaTransparency = math.clamp(deltaTransparency, -maxDelta, maxDelta)
end
transparency = self.lastTransparency + deltaTransparency
else
self.transparencyDirty = true
end
transparency = math.clamp(Util.Round(transparency, 2), 0, 1)
end
if self.transparencyDirty or self.lastTransparency ~= transparency then
for child, _ in pairs(self.cachedParts) do
child.LocalTransparencyModifier = _G.COFF and 1 or transparency
end
self.transparencyDirty = false
self.lastTransparency = transparency
end
end
self.lastUpdate = now
end
return TransparencyController
|
--W8 = script.Parent.WaterSwirl8.ParticleEmitter
--Clicks = script.Parent.Sensor.Beep
|
script.Parent.Pushed.Disabled = true
|
-----------------
--| Variables |--
-----------------
|
local DebrisService = game:GetService('Debris')
local PlayersService = game:GetService('Players')
local Rocket = script.Parent
local CreatorTag = Rocket:WaitForChild('creator', 60)
local SwooshSound = Rocket:WaitForChild('Swoosh', 60)
|
-- NOTE: This will fire for ControlMode when the settings menu is closed. If ControlMode is
-- MouseLockSwitch on settings close, it will change the mode to Classic, then to ShiftLockSwitch.
-- This is a silly hack, but needed to raise an event when the settings menu closes.
|
GameSettings.Changed:connect(function(property)
if property == 'ControlMode' then
if GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch then
enableShiftLock()
else
disableShiftLock()
end
elseif property == 'ComputerMovementMode' then
if GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove then
disableShiftLock()
else
enableShiftLock()
end
end
end)
LocalPlayer.Changed:connect(function(property)
if property == 'DevEnableMouseLock' then
if LocalPlayer.DevEnableMouseLock then
enableShiftLock()
else
disableShiftLock()
end
elseif property == 'DevComputerMovementMode' then
if LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.ClickToMove or
LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable then
--
disableShiftLock()
else
enableShiftLock()
end
end
end)
LocalPlayer.CharacterAdded:connect(function(character)
-- we need to recreate guis on character load
if not UserInputService.TouchEnabled then
initialize()
end
end)
|
----[UPDATE RGB SLIDERS]----
|
local function UpdateRGBSliders(z)
for i = 1,#RGBSliders[z] do
RGBSliders[z][i].Position = UDim2.new(0, PreviewColor[z].BackgroundColor3[rgb[i]] * RGBSliderHitboxes[z][i].AbsoluteSize.X, RGBSliders[z][i].Position.Y.Scale, 0)
RGBInputs[z][i].Text = math.floor(PreviewColor[z].BackgroundColor3[rgb[i]] * 255)
end
end
|
--Made by Stickmasterluke
|
sp = script.Parent
speedboost = 4 --100% speed bonus
speedforsmoke = math.huge --smoke apears when character running >= 10 studs/second.
local tooltag = script:WaitForChild("ToolTag",2)
if tooltag~=nil then
local tool=tooltag.Value
local h=sp:FindFirstChild("Humanoid")
if h~=nil then
h.WalkSpeed=16+16*speedboost
local hrp = sp:FindFirstChild("HumanoidRootPart")
if hrp ~= nil then
smokepart=Instance.new("Part")
smokepart.FormFactor="Custom"
smokepart.Size=Vector3.new(0,0,0)
smokepart.TopSurface="Smooth"
smokepart.BottomSurface="Smooth"
smokepart.CanCollide=false
smokepart.Transparency=1
local weld=Instance.new("Weld")
weld.Name="SmokePartWeld"
weld.Part0 = hrp
weld.Part1=smokepart
weld.C0=CFrame.new(0,-3.5,0)*CFrame.Angles(math.pi/4,0,0)
weld.Parent=smokepart
smokepart.Parent=sp
smoke=Instance.new("Smoke")
smoke.Enabled = hrp.Velocity.magnitude>speedforsmoke
smoke.RiseVelocity=2
smoke.Opacity=.25
smoke.Size=.5
smoke.Parent=smokepart
h.Running:connect(function(speed)
if smoke and smoke~=nil then
smoke.Enabled=speed>speedforsmoke
end
end)
end
end
while tool~=nil and tool.Parent==sp and h~=nil do
sp.ChildRemoved:wait()
end
local h=sp:FindFirstChild("Humanoid")
if h~=nil then
h.WalkSpeed=16
end
end
if smokepart~=nil then
smokepart:Destroy()
end
script:Destroy()
|
--MainScriptValues
|
local Color = Color3.fromRGB(0, 255, 0)
local Screen1 = script.Parent.Digit1Panel.Screen
local AddButton1 = script.Parent.Digit1Panel.AddButton
local SubtractButton1 = script.Parent.Digit1Panel.SubtractButton
local Screen2 = script.Parent.Digit2Panel.Screen
local AddButton2 = script.Parent.Digit2Panel.AddButton
local SubtractButton2 = script.Parent.Digit2Panel.SubtractButton
local Screen3 = script.Parent.Digit3Panel.Screen
local AddButton3 = script.Parent.Digit3Panel.AddButton
local SubtractButton3 = script.Parent.Digit3Panel.SubtractButton
local Size = Vector3.new(0.175, 1, 1)
local Material = "Metal"
|
-- GROUPS
|
Groups = {
[0] = {
[254] = "Admin";chin1091
[1] = "VIP";
};
};
-- FRIENDS
Friends = "NonAdmin";
-- VIP SERVER OWNER
VipServerOwner = "NonAdmin";
-- FREE ADMIN
FreeAdmin = "NonAdmin";
--------------| BANLAND |--------------
Banned = {"",0};
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me').
SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'
QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)
Theme = "Blue"; -- The default UI theme.
NoticeSoundId = 2865227271; -- The SoundId for notices.
NoticeVolume = 0.1; -- The Volume for notices.
NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices.
ErrorSoundId = 2865228021; -- The SoundId for error notifications.
ErrorVolume = 0.1; -- The Volume for error notifications.
ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications.
AlertSoundId = 3140355872; -- The SoundId for alerts.
AlertVolume = 0.5; -- The Volume for alerts.
AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts.
WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.
CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.
SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.
LoopCommands = 3; -- The minimum rank required to use LoopCommands.
MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.
ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};
{"Red", Color3.fromRGB(150, 0, 0), };
{"Orange", Color3.fromRGB(150, 75, 0), };
{"Brown", Color3.fromRGB(120, 80, 30), };
{"Yellow", Color3.fromRGB(130, 120, 0), };
{"Green", Color3.fromRGB(0, 120, 0), };
{"Blue", Color3.fromRGB(0, 100, 150), };
{"Purple", Color3.fromRGB(100, 0, 150), };
{"Pink", Color3.fromRGB(150, 0, 100), };
{"Black", Color3.fromRGB(60, 60, 60), };
};
Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value};
{"r", "Red", Color3.fromRGB(255, 0, 0) };
{"o", "Orange", Color3.fromRGB(250, 100, 0) };
{"y", "Yellow", Color3.fromRGB(255, 255, 0) };
{"g", "Green" , Color3.fromRGB(0, 255, 0) };
{"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) };
{"b", "Blue", Color3.fromRGB(0, 255, 255) };
{"db", "DarkBlue", Color3.fromRGB(0, 50, 255) };
{"p", "Purple", Color3.fromRGB(150, 0, 255) };
{"pk", "Pink", Color3.fromRGB(255, 85, 185) };
{"bk", "Black", Color3.fromRGB(0, 0, 0) };
{"w", "White", Color3.fromRGB(255, 255, 255) };
};
ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow.
[5] = "Yellow";
};
Cmdbar = 1; -- The minimum rank required to use the Cmdbar.
Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2.
ViewBanland = 3; -- The minimum rank required to view the banland.
OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page.
RankRequiredToViewPage = { -- || The pages on the main menu ||
["Commands"] = 0;
["Admin"] = 0;
["Settings"] = 0;
};
RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin ||
["Owner"] = 0;
["HeadAdmin"] = 0;
["Admin"] = 0;
["Mod"] = 0;
["VIP"] = 0;
};
RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||
["Owner"] = 0;
["SpecificUsers"] = 5;
["Gamepasses"] = 0;
["Assets"] = 0;
["Groups"] = 0;
["Friends"] = 0;
["FreeAdmin"] = 0;
["VipServerOwner"] = 0;
};
RankRequiredToViewIcon = 0;
WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.
WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.
WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!"
DisableAllNotices = false; -- Set to true to disable all HD Admin notices.
ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.
IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit'
CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.
["fly"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["fly2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["speed"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["jumpPower"] = {
Limit = 10000;
IgnoreLimit = 3;
};
};
VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers.
GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command.
IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist.
PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.
SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.
CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]
--NoticeName = NoticeDetails;
};
--------------| MODIFY COMMANDS |--------------
SetCommandRankByName = {
--["jump"] = "VIP";
};
SetCommandRankByTag = {
--["abusive"] = "Admin";
};
};
|
-- / world / --
|
local world = workspace.World
local assets = world.Assets
local papers = assets.Papers
local audios = world.Audios
|
--Tune
|
local WheelieButton = "T"
local DeadZone = 380
|
----------------------------------------------------------------------------------------------------
--------------------=[ OUTROS ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,FastReload = true --- Automatically operates the bolt on reload if needed
,SlideLock = true
,MoveBolt = false
,BoltLock = false
,CanBreachDoor = false
,CanBreak = false --- Weapon can jam?
,JamChance = 1000 --- This old piece of brick doesn't work fine >;c
,IncludeChamberedBullet = true --- Include the chambered bullet on next reload
,Chambered = false --- Start with the gun chambered?
,LauncherReady = false --- Start with the GL ready?
,CanCheckMag = true --- You can check the magazine
,ArcadeMode = false --- You can see the bullets left in magazine
,RainbowMode = false --- Operation: Party Time xD
,ModoTreino = false --- Surrender enemies instead of killing them
,GunSize = 4.5
,GunFOVReduction = 5
,BoltExtend = Vector3.new(0, 0, 0.4)
,SlideExtend = Vector3.new(0, -0.03, 0.4)
|
--[=[
Observes for the key
@param key TKey
@param retrieveInitialValue callback -- Optional
@return Observable<TEmit>
]=]
|
function ObservableSubscriptionTable:Observe(key, retrieveInitialValue)
assert(key ~= nil, "Bad key")
return Observable.new(function(sub)
if not self._subMap[key] then
self._subMap[key] = { sub }
else
table.insert(self._subMap[key], sub)
end
if retrieveInitialValue then
retrieveInitialValue(sub)
end
return function()
if not self._subMap[key] then
return
end
local current = self._subMap[key]
local index = table.find(current, sub)
if not index then
return
end
table.remove(current, index)
if #current == 0 then
self._subMap[key] = nil
end
-- Complete the subscription
if sub:IsPending() then
task.spawn(function()
sub:Complete()
end)
end
end
end)
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 213 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 8000 -- Use sliders to manipulate values
Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 6100
Tune.PeakSharpness = 3.8
Tune.CurveMult = 0.07
--Incline Compensation
Tune.InclineComp = 1.5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 900 -- RPM acceleration when clutch is off
Tune.RevDecay = 450 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 0 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
|
------------------------------------------------------------------------
--
-- * used in (lparser) luaY:assignment(), luaY:localfunc(), luaY:funcstat()
------------------------------------------------------------------------
|
function luaK:storevar(fs, var, ex)
local k = var.k
if k == "VLOCAL" then
self:freeexp(fs, ex)
self:exp2reg(fs, ex, var.info)
return
elseif k == "VUPVAL" then
local e = self:exp2anyreg(fs, ex)
self:codeABC(fs, "OP_SETUPVAL", e, var.info, 0)
elseif k == "VGLOBAL" then
local e = self:exp2anyreg(fs, ex)
self:codeABx(fs, "OP_SETGLOBAL", e, var.info)
elseif k == "VINDEXED" then
local e = self:exp2RK(fs, ex)
self:codeABC(fs, "OP_SETTABLE", var.info, var.aux, e)
else
assert(0) -- invalid var kind to store
end
self:freeexp(fs, ex)
end
|
--Rescripted by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Speed = 300
Duration = 50
NozzleOffset = Vector3.new(0, 0.4, -1.1)
Sounds = {
Fire = Handle:WaitForChild("Fire"),
Reload = Handle:WaitForChild("Reload"),
HitFade = Handle:WaitForChild("HitFade")
}
PointLight = Handle:WaitForChild("PointLight")
ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Tool
ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Tool
ServerControl.OnServerInvoke = (function(player, Mode, Value, arg)
if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then
return
end
if Mode == "Click" and Value then
Activated(arg)
end
end)
function InvokeClient(Mode, Value)
pcall(function()
ClientControl:InvokeClient(Player, Mode, Value)
end)
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function FindCharacterAncestor(Parent)
if Parent and Parent ~= game:GetService("Workspace") then
local humanoid = Parent:FindFirstChild("Humanoid")
if humanoid then
return Parent, humanoid
else
return FindCharacterAncestor(Parent.Parent)
end
end
return nil
end
function GetTransparentsRecursive(Parent, PartsTable)
local PartsTable = (PartsTable or {})
for i, v in pairs(Parent:GetChildren()) do
local TransparencyExists = false
pcall(function()
local Transparency = v["Transparency"]
if Transparency then
TransparencyExists = true
end
end)
if TransparencyExists then
table.insert(PartsTable, v)
end
GetTransparentsRecursive(v, PartsTable)
end
return PartsTable
end
function SelectionBoxify(Object)
local SelectionBox = Instance.new("SelectionBox")
SelectionBox.Adornee = Object
SelectionBox.Color = BrickColor.new("Really red")
SelectionBox.Parent = Object
return SelectionBox
end
local function Light(Object)
local Light = PointLight:Clone()
Light.Range = (Light.Range + 2)
Light.Parent = Object
end
function FadeOutObjects(Objects, FadeIncrement)
repeat
local LastObject = nil
for i, v in pairs(Objects) do
v.Transparency = (v.Transparency + FadeIncrement)
LastObject = v
end
wait()
until LastObject.Transparency >= 1 or not LastObject
end
function Dematerialize(character, humanoid, FirstPart)
if not character or not humanoid then
return
end
humanoid.WalkSpeed = 0
local Parts = {}
for i, v in pairs(character:GetChildren()) do
if v:IsA("BasePart") then
v.Anchored = true
table.insert(Parts, v)
elseif v:IsA("LocalScript") or v:IsA("Script") then
v:Destroy()
end
end
local SelectionBoxes = {}
local FirstSelectionBox = SelectionBoxify(FirstPart)
Light(FirstPart)
wait(0.05)
for i, v in pairs(Parts) do
if v ~= FirstPart then
table.insert(SelectionBoxes, SelectionBoxify(v))
Light(v)
end
end
local ObjectsWithTransparency = GetTransparentsRecursive(character)
FadeOutObjects(ObjectsWithTransparency, 0.1)
wait(0.5)
character:BreakJoints()
humanoid.Health = 0
Debris:AddItem(character, 2)
local FadeIncrement = 0.05
Delay(0.2, function()
FadeOutObjects({FirstSelectionBox}, FadeIncrement)
if character and character.Parent then
character:Destroy()
end
end)
FadeOutObjects(SelectionBoxes, FadeIncrement)
end
function Touched(Projectile, Hit)
if not Hit or not Hit.Parent then
return
end
local character, humanoid = FindCharacterAncestor(Hit)
if character and humanoid and character ~= Character then
local ForceFieldExists = false
for i, v in pairs(character:GetChildren()) do
if v:IsA("ForceField") then
ForceFieldExists = true
end
end
if not ForceFieldExists then
if Projectile then
local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name)
local torso = humanoid.Torso
if HitFadeSound and torso then
HitFadeSound.Parent = torso
HitFadeSound:Play()
end
end
Dematerialize(character, humanoid, Hit)
end
if Projectile and Projectile.Parent then
Projectile:Destroy()
end
end
end
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
if not Player or not Humanoid or Humanoid.Health == 0 then
return
end
end
function Activated(target)
if Tool.Enabled and Humanoid.Health > 0 then
Tool.Enabled = false
InvokeClient("PlaySound", Sounds.Fire)
local HandleCFrame = Handle.CFrame
local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset)
local ShotCFrame = CFrame.new(FiringPoint, target)
local LaserShotClone = BaseShot:Clone()
LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2))
local BodyVelocity = Instance.new("BodyVelocity")
BodyVelocity.velocity = ShotCFrame.lookVector * Speed
BodyVelocity.Parent = LaserShotClone
LaserShotClone.Touched:connect(function(Hit)
if not Hit or not Hit.Parent then
return
end
Touched(LaserShotClone, Hit)
end)
Debris:AddItem(LaserShotClone, Duration)
LaserShotClone.Parent = game:GetService("Workspace")
wait(0.01) -- FireSound length
InvokeClient("PlaySound", Sounds.Reload)
wait(0.01) -- ReloadSound length
Tool.Enabled = true
end
end
function Unequipped()
end
BaseShot = Instance.new("Part")
BaseShot.Name = "Effect"
BaseShot.BrickColor = BrickColor.new("Really red")
BaseShot.Material = Enum.Material.Plastic
BaseShot.Shape = Enum.PartType.Block
BaseShot.TopSurface = Enum.SurfaceType.Smooth
BaseShot.BottomSurface = Enum.SurfaceType.Smooth
BaseShot.FormFactor = Enum.FormFactor.Custom
BaseShot.Size = Vector3.new(0.2, 0.2, 3)
BaseShot.CanCollide = false
BaseShot.Locked = true
SelectionBoxify(BaseShot)
Light(BaseShot)
BaseShotSound = Sounds.HitFade:Clone()
BaseShotSound.Parent = BaseShot
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
------------------------------------------------------------------------
-- general function to write an instruction into the instruction buffer,
-- sets debug information too
-- * used in luaK:codeABC(), luaK:codeABx()
-- * called directly by (lparser) luaY:whilestat()
------------------------------------------------------------------------
|
function luaK:code(fs, i, line)
local f = fs.f
self:dischargejpc(fs) -- 'pc' will change
-- put new instruction in code array
luaY:growvector(fs.L, f.code, fs.pc, f.sizecode, nil,
luaY.MAX_INT, "code size overflow")
f.code[fs.pc] = i
-- save corresponding line information
luaY:growvector(fs.L, f.lineinfo, fs.pc, f.sizelineinfo, nil,
luaY.MAX_INT, "code size overflow")
f.lineinfo[fs.pc] = line
local pc = fs.pc
fs.pc = fs.pc + 1
return pc
end
|
--wait1 = math.random(0.5,2)
--wait2 = math.random(1,2) -- the purpose of these two math variables is to make a higher chance of waiting longer
--local WaitTimeB = wait1 * wait2
| |
--[=[
@return Keyboard
Constructs a new keyboard input capturer.
```lua
local keyboard = Keyboard.new()
```
]=]
|
function Keyboard.new()
local self = setmetatable({}, Keyboard)
self._trove = Trove.new()
self.KeyDown = self._trove:Construct(Signal)
self.KeyUp = self._trove:Construct(Signal)
self:_setup()
return self
end
|
-- {Id = "slash.xml", Weight = 10},
|
},
ToolLunge = {
{Id = "http://www.roblox.com/asset/?id=129967478", Weight = 10},
},
Wave = {
{Id = "http://www.roblox.com/asset/?id=128777973", Weight = 10},
},
Point = {
{Id = "http://www.roblox.com/asset/?id=128853357", Weight = 10},
},
Dance = {
{Id = "http://www.roblox.com/asset/?id=130018893", Weight = 10},
{Id = "http://www.roblox.com/asset/?id=132546839", Weight = 10},
{Id = "http://www.roblox.com/asset/?id=132546884", Weight = 10},
},
Dance2 = {
{Id = "http://www.roblox.com/asset/?id=160934142", Weight = 10},
{Id = "http://www.roblox.com/asset/?id=160934298", Weight = 10},
{Id = "http://www.roblox.com/asset/?id=160934376", Weight = 10},
},
Dance3 = {
{Id = "http://www.roblox.com/asset/?id=160934458", Weight = 10},
{Id = "http://www.roblox.com/asset/?id=160934530", Weight = 10},
{Id = "http://www.roblox.com/asset/?id=160934593", Weight = 10},
},
Laugh = {
{Id = "http://www.roblox.com/asset/?id=129423131", Weight = 10},
},
Cheer = {
{Id = "http://www.roblox.com/asset/?id=129423030", Weight = 10},
},
}
|
-- Container for temporary connections (disconnected automatically)
|
local Connections = {};
function NewPartTool.Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
ShowUI();
EnableClickCreation();
-- Set our current type
SetType(NewPartTool.Type);
end;
function NewPartTool.Unequip()
-- Disables the tool's equipped functionality
-- Clear unnecessary resources
HideUI();
ClearConnections();
ContextActionService:UnbindAction('BT: Create part')
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:Disconnect();
Connections[ConnectionKey] = nil;
end;
end;
function ShowUI()
-- Creates and reveals the UI
-- Reveal UI if already created
if UI then
-- Reveal the UI
UI.Visible = true;
-- Skip UI creation
return;
end;
-- Create the UI
UI = Core.Tool.Interfaces.BTNewPartToolGUI:Clone();
UI.Parent = Core.UI;
UI.Visible = true;
-- Creatable part types
Types = { 'Normal', 'Truss', 'Wedge', 'Corner', 'Cylinder', 'Ball', 'Seat', 'Vehicle Seat', 'Spawn' };
-- Create the type selection dropdown
TypeDropdown = Core.Cheer(UI.TypeOption.Dropdown).Start(Types, '', function (Type)
SetType(Type);
end);
end;
function HideUI()
-- Hides the tool UI
-- Make sure there's a UI
if not UI then
return;
end;
-- Hide the UI
UI.Visible = false;
end;
function SetType(Type)
-- Update the tool option
NewPartTool.Type = Type;
-- Update the UI
TypeDropdown.SetOption(Type);
end;
function EnableClickCreation()
-- Allows the user to click anywhere and create a new part
local function CreateAtTarget(Action, State, Input)
-- Drag new parts
if State.Name == 'Begin' then
DragNewParts = true
Core.Targeting.CancelSelecting()
-- Create new part
CreatePart(NewPartTool.Type)
-- Disable dragging on release
elseif State.Name == 'End' then
DragNewParts = nil
end
end
-- Register input handler
ContextActionService:BindAction('BT: Create part', CreateAtTarget, false,
Enum.UserInputType.MouseButton1,
Enum.UserInputType.Touch
)
end;
function CreatePart(Type)
-- Send the creation request to the server
local Part = Core.SyncAPI:Invoke('CreatePart', Type, CFrame.new(Core.Mouse.Hit.p), Core.Targeting.Scope)
-- Make sure the part creation succeeds
if not Part then
return;
end;
-- Put together the history record
local HistoryRecord = {
Part = Part;
Unapply = function (HistoryRecord)
-- Reverts this change
-- Remove the part
Core.SyncAPI:Invoke('Remove', { HistoryRecord.Part });
end;
Apply = function (HistoryRecord)
-- Reapplies this change
-- Restore the part
Core.SyncAPI:Invoke('UndoRemove', { HistoryRecord.Part });
end;
};
-- Register the history record
Core.History.Add(HistoryRecord);
-- Select the part
Selection.Replace({ Part });
-- Switch to the move tool
local MoveTool = require(Core.Tool.Tools.Move);
Core.EquipTool(MoveTool);
-- Enable dragging to allow easy positioning of the created part
if DragNewParts then
MoveTool.FreeDragging:SetUpDragging(Part)
end;
end;
|
--[=[
@type PerServiceMiddleware {[string]: Middleware}
@within KnitClient
]=]
|
type PerServiceMiddleware = { [string]: Middleware }
|
--- Recalculate the window height
|
function Window:UpdateWindowHeight()
local windowHeight = LINE_HEIGHT
for _, child in pairs(Gui:GetChildren()) do
if child:IsA("GuiObject") then
windowHeight = windowHeight + child.Size.Y.Offset
end
end
Gui.CanvasSize = UDim2.new(Gui.CanvasSize.X.Scale, Gui.CanvasSize.X.Offset, 0, windowHeight)
Gui.Size =
UDim2.new(
Gui.Size.X.Scale,
Gui.Size.X.Offset,
0,
windowHeight > WINDOW_MAX_HEIGHT and WINDOW_MAX_HEIGHT or windowHeight
)
Gui.CanvasPosition = Vector2.new(0, math.clamp(windowHeight - 300, 0, math.huge))
end
|
-- For those who prefer distinct functions
|
function ControlModule:Disable()
self.controlsEnabled = false
self:UpdateActiveControlModuleEnabled()
end
|
-- Services
|
local Players = game:GetService("Players")
local ContentProvider = game:GetService("ContentProvider")
|
--[[function util.NewSky(sky,clearchildren)
local ccbool = clearchildren or true
local skyc = sky:GetChildren() or game:GetService("ReplicatedStorage").storage.lighting.general:GetChildren()
if ccbool == true then game:GetService("Lighting"):ClearAllChildren() end
for i,v in pairs(skyc) do
v:Clone().Parent = game:GetService("Lighting")
end
end]]
|
--
return util
|
--Collision
|
character.Head.CollisionGroupId = 1
character.UpperTorso.CollisionGroupId = 1
character.LowerTorso.CollisionGroupId = 1
character.HumanoidRootPart.CanCollide = false
character.HumanoidRootPart.CollisionGroupId = 5
character.RightUpperArm.CollisionGroupId = 1
character.LeftUpperArm.CollisionGroupId = 1
character.RightUpperLeg.CollisionGroupId = 1
character.LeftUpperLeg.CollisionGroupId = 1
character.RightLowerArm.CollisionGroupId = 0
character.LeftLowerArm.CollisionGroupId = 0
character.RightLowerLeg.CollisionGroupId = 0
character.LeftLowerLeg.CollisionGroupId = 0
character.RightHand.CollisionGroupId = 1
character.LeftHand.CollisionGroupId = 1
character.RightFoot.CollisionGroupId = 1
character.LeftFoot.CollisionGroupId = 1
end
end)
|
--[[Driving Aids]]
|
--
Tune.ABS = false -- Avoids brakes locking up, reducing risk of lowside
Tune.ABSThreshold = 30 -- Slip speed allowed before ABS starts working (in SPS)
Tune.TCS = false -- Avoids wheelspin, reducing risk of highsides
Tune.TCSThreshold = 30 -- Slip speed allowed before TCS starts working (in SPS)
Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS)
Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
Tune.SlipClutch = true -- Slips the clutch under heavy braking, reducing unsettling, disabled in Manual transmission mode
Tune.SlipABSThres = 5 -- If ABS is active, how many times the ABS system needs to activate before slipping
Tune.SlipTimeThres = 0.5 -- If ABS is inactive, how much time needs to pass after the brakes lock to activate slipping
|
--[=[
Extracts the locale from the name
@param name string -- The name to parse
@return string -- The locale
]=]
|
function JsonToLocalizationTable.localeFromName(name)
if name:sub(-5) == ".json" then
return name:sub(1, #name-5)
else
return name
end
end
function JsonToLocalizationTable.getOrCreateLocalizationTable()
local localizationTable = LocalizationService:FindFirstChild(LOCALIZATION_TABLE_NAME)
if not localizationTable then
localizationTable = Instance.new("LocalizationTable")
localizationTable.Name = LOCALIZATION_TABLE_NAME
if RunService:IsRunning() then
localizationTable.Parent = LocalizationService
end
end
return localizationTable
end
|
--[[
Hello! Thank you for using my model! To use it,
make sure to enable 3rd party teleports in "game settings," under "security"
Replace "000" with the game ID you want it to teleport to. Have fun!
]]
|
game.Players.PlayerAdded:Connect(function(plr)
script.Parent.Touched:Connect(function()
game:GetService("TeleportService"):Teleport(000, plr) --Change "000" to the game ID you want it to teleport to
end)
end)
|
--// Renders
|
game:GetService('RunService').Heartbeat:connect(function()
if L_18_ then
L_11_.Rotation = L_11_.Rotation + 5000
L_12_.Rotation = L_11_.Rotation + 5000
if L_10_ then
L_13_.Rotation = L_13_.Rotation + 5000
L_14_.Rotation = L_13_.Rotation + 5000
end
local L_81_, L_82_, L_83_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_3_:WaitForChild('Engine').CFrame.p, (L_3_:WaitForChild('Engine').CFrame.upVector).unit * -20), L_21_)
if L_81_ then
local L_84_ = Vector3.new(0, 1, 0):Cross(L_83_)
local L_85_ = math.asin(L_84_.magnitude)
if not L_15_ then
L_15_ = Instance.new('Part', workspace)
table.insert(L_21_, L_15_)
--newPart.Position = position
L_15_.Anchored = true
L_15_.CanCollide = false
L_15_.Transparency = 1
L_15_.CFrame = CFrame.new(L_82_) * CFrame.fromAxisAngle(L_84_.magnitude == 0 and Vector3.new(1) or L_84_.unit, L_85_)
elseif L_15_ then
--newPart.Position = position
L_15_.Anchored = true
L_15_.CanCollide = false
L_15_.Transparency = 1
L_15_.CFrame = CFrame.new(L_82_) * CFrame.fromAxisAngle(L_84_.magnitude == 0 and Vector3.new(1) or L_84_.unit, L_85_)
end
if not L_16_ and not L_17_ then
L_16_ = L_19_:WaitForChild('Debris'):clone()
L_16_.Parent = L_15_
L_16_.Enabled = true
L_17_ = L_19_:WaitForChild('DustUp'):clone()
L_17_.Parent = L_15_
L_17_.Enabled = true
end
if L_17_ then
L_17_.Color = ColorSequence.new(L_81_.BrickColor.Color)
end
end
if not L_81_ then
if L_15_ then
L_16_.Enabled = false
L_17_.Enabled = false
end
elseif L_81_ then
if L_15_ then
L_16_.Enabled = true
L_17_.Enabled = true
end
end
end
end)
|
--Protected Turn 2B--: Standard GYR with a protected turn for two signal directions on one road and one on intersecting road
|
--Uses delayed (lagging) arrows
--Each turn interval takes up an entire sequence
--TurnSignal1 & Signal1 goes first, then goes red, then TurnSignal1a & Signal1a goes from red to green.
--USES: Signal1, Signal1a, Signal2, Signal2a(Optional), Turn1, Turn1a
while true do
PedValues = script.Parent.Parent.PedValues
SignalValues = script.Parent.Parent.SignalValues
TurnValues = script.Parent.Parent.TurnValues
|
---
|
if script.Parent.Parent.Parent.IsOn.Value then
script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.MouseButton1Click:connect(function()
if car.Body.Lights.L.L.L.Enabled == false and car.Body.Lights.H.L.L.Enabled == false then
script.Parent.BackgroundColor3 = Color3.new(0,255/255,0)
script.Parent.TextStrokeColor3 = Color3.new(0,255/255,0)
car.Body.Lights.L.L.L.Enabled = true
car.Body.Lights.R.L.L.Enabled = true
car.Body.Lights.H.L.L.Enabled = false
car.Body.Lights.PLATE.L.GUI.Enabled = true
for index, child in pairs(car.Body.Lights.L:GetChildren()) do
child.Material = Enum.Material.Neon
end
for index, child in pairs(car.Body.Lights.R:GetChildren()) do
child.Material = Enum.Material.Neon
end
for index, child in pairs(car.Body.Lights.H:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
elseif car.Body.Lights.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == false then
script.Parent.BackgroundColor3 = Color3.new(0,0,255/255)
script.Parent.TextStrokeColor3 = Color3.new(0,0,255/255)
car.Body.Lights.L.L.L.Enabled = true
car.Body.Lights.R.L.L.Enabled = true
car.Body.Lights.H.L.L.Enabled = true
car.Body.Lights.PLATE.L.GUI.Enabled = true
for index, child in pairs(car.Body.Lights.L:GetChildren()) do
child.Material = Enum.Material.Neon
end
for index, child in pairs(car.Body.Lights.R:GetChildren()) do
child.Material = Enum.Material.Neon
end
for index, child in pairs(car.Body.Lights.H:GetChildren()) do
child.Material = Enum.Material.Neon
end
elseif car.Body.Lights.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == true then
script.Parent.BackgroundColor3 = Color3.new(0,0,0)
script.Parent.TextStrokeColor3 = Color3.new(0,0,0)
car.Body.Lights.L.L.L.Enabled = false
car.Body.Lights.R.L.L.Enabled = false
car.Body.Lights.H.L.L.Enabled = false
car.Body.Lights.PLATE.L.GUI.Enabled = false
for index, child in pairs(car.Body.Lights.L:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
for index, child in pairs(car.Body.Lights.R:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
for index, child in pairs(car.Body.Lights.H:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
end
end)
script.Parent.Parent.Parent.Values.Brake.Changed:connect(function()
if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 then
for index, child in pairs(car.Body.Lights.B:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
car.Body.Lights.B.L.L.Enabled = false
car.Body.a1.Enabled = false
car.Body.a2.Enabled = false
car.Body.a3.Enabled = false
car.Body.a4.Enabled = false
car.Body.a5.Enabled = false
car.Body.a6.Enabled = false
car.Body.a7.Enabled = false
car.Body.a8.Enabled = false
car.Body.a9.Enabled = false
car.Body.a10.Enabled = false
car.Body.a11.Enabled = false
car.Body.a12.Enabled = false
car.Body.a13.Enabled = false
car.Body.a14.Enabled = false
car.Body.a15.Enabled = false
car.Body.a16.Enabled = false
car.Body.a17.Enabled = false
car.Body.a18.Enabled = false
car.Body.a19.Enabled = false
car.Body.a20.Enabled = false
car.Body.a21.Enabled = false
car.Body.a22.Enabled = false
car.Body.a23.Enabled = false
car.Body.a24.Enabled = false
car.Body.a25.Enabled = false
car.Body.a26.Enabled = false
car.Body.a27.Enabled = false
car.Body.a28.Enabled = false
car.Body.a29.Enabled = false
car.Body.a30.Enabled = false
car.Body.a31.Enabled = false
car.Body.a32.Enabled = false
else
for index, child in pairs(car.Body.Lights.B:GetChildren()) do
child.Material = Enum.Material.Neon
end
car.Body.Lights.B.L.L.Enabled = true
car.Body.a1.Enabled = true
car.Body.a2.Enabled = true
car.Body.a3.Enabled = true
car.Body.a4.Enabled = true
car.Body.a5.Enabled = true
car.Body.a6.Enabled = true
car.Body.a7.Enabled = true
car.Body.a8.Enabled = true
car.Body.a9.Enabled = true
car.Body.a10.Enabled = true
car.Body.a11.Enabled = true
car.Body.a12.Enabled = true
car.Body.a13.Enabled = true
car.Body.a14.Enabled = true
car.Body.a15.Enabled = true
car.Body.a16.Enabled = true
car.Body.a17.Enabled = true
car.Body.a18.Enabled = true
car.Body.a19.Enabled = true
car.Body.a20.Enabled = true
car.Body.a21.Enabled = true
car.Body.a22.Enabled = true
car.Body.a23.Enabled = true
car.Body.a24.Enabled = true
car.Body.a25.Enabled = true
car.Body.a26.Enabled = true
car.Body.a27.Enabled = true
car.Body.a28.Enabled = true
car.Body.a29.Enabled = true
car.Body.a30.Enabled = true
car.Body.a31.Enabled = true
car.Body.a32.Enabled = true
end
end)
script.Parent.Parent.Parent.Values.Gear.Changed:connect(function()
if script.Parent.Parent.Parent.Values.Gear.Value == -1 then
for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
child.Material = Enum.Material.Neon
car.DriveSeat.Reverse:Play()
end
else
for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
car.DriveSeat.Reverse:Stop()
end
end
end)
while wait() do
if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then
car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300
car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150)
else
car.DriveSeat.Reverse.Pitch = 1.3
car.DriveSeat.Reverse.Volume = .2
end
end
|
--[[
Handles the SellingPlant stage during the First Time User Experience,
which waits for the player to sell their wagon contents at the market
--]]
|
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local FarmManagerServer = require(ServerStorage.Source.Farm.FarmManagerServer)
local Market = require(ServerStorage.Source.Market)
local FtueStage = require(ReplicatedStorage.Source.SharedConstants.FtueStage)
local SellingPlantFtueStage = {}
function SellingPlantFtueStage.handleAsync(player: Player): FtueStage.EnumType?
local farm = FarmManagerServer.getFarmForPlayer(player)
farm:openDoor()
repeat
local playerWhoSold = Market.plantsSold:Wait()
until playerWhoSold == player
return FtueStage.PurchasingSeed
end
return SellingPlantFtueStage
|
--Motors--
|
local lHip = myTorso["Left Hip"]
local lHipOrg = lHip.C0
local rHip = myTorso["Right Hip"]
local rHipOrg = rHip.C0
local rootJoint = myRoot.RootJoint
local rootJointOrg = rootJoint.C0
|
--{{ Refresh Points }}--
|
button.MouseButton1Click:Connect(function()
playerStats.Value = 0
print("Reset")
end)
|
--BasedWeld2.0
|
local JS = game:GetService("JointsService")
function MakeWeld(x,y,type,s)
if type==nil then type="Weld" end
local W=Instance.new(type,JS)
W.Part0=x W.Part1=y
W.C0=x.CFrame:inverse()*x.CFrame
W.C1=y.CFrame:inverse()*x.CFrame
W.Parent=x
if type=="Motor" and s~=nil then
W.MaxVelocity=s
end
return W
end
function ModelWeld(a,b)
if a:IsA("BasePart") then
MakeWeld(b,a,"Weld")
elseif a:IsA("Model") then
for i,v in pairs(a:GetChildren()) do
ModelWeld(v,b)
end
end
end
function UnAnchor(a)
if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end
end
|
--end
--if TurnValues.TurnSignal1a.Value == 2 then
|
TurnValues.TurnSignal1a.Value = 3
|
--------------------------------------------------------------------------------------
--------------------[ VARIABLES ]-----------------------------------------------------
--------------------------------------------------------------------------------------
|
local Selected = false
local Idleing = false
local Walking = false
local Running = false
local Aimed = false
local Aiming = false
local Reloading = false
local BreakReload = false
local Knifing = false
local MB1_Down = false
local CanFire = true
local KnifeReady = true
local CanRun = true
local RunTween = false
local Run_Key_Pressed = false
local ChargingStamina = false
local AimingIn = false
local AimingOut = false
local Stamina = S.SprintTime * 60
local CurrentSteadyTime = S.ScopeSteadyTime * 60
local CameraSteady = false
local TakingBreath = false
local Grip = nil
local Aimed_GripCF = nil
local Gui_Clone = nil
local CurrentSpread = S.Spread.Hipfire
local CurrentRecoil = S.Recoil.Hipfire
local AmmoInClip = 0
local Stance = 0
local StanceSway = 1
local CameraSway = 1
local HeadRot = 0
local ArmTilt = 0
local Parts = {}
local Connections = {}
local PrevNeckCF = {
C0 = nil;
C1 = nil;
}
local Keys = {}
|
--sheetMusic.SoundId = MusicID.Value
|
tunes = {
"rbxassetid://1835519330",
}
seat.ChildAdded:Connect(function(obj)
if obj.Name == "SeatWeld" then
local player = game.Players:GetPlayerFromCharacter(obj.Part1.Parent)
if player then
local hum = player.Character:FindFirstChild("Humanoid")
occupant = obj.Part1.Parent
if hum.RigType == Enum.HumanoidRigType.R6 then
animation = hum:LoadAnimation(r6Anim)
else
animation = hum:LoadAnimation(r15Anim)
end
animation:Play()
end
end
end)
seat.ChildRemoved:Connect(function(obj)
if obj.Name == "SeatWeld" then
local player = game.Players:GetPlayerFromCharacter(obj.Part1.Parent)
if player then
animation:Stop()
occupant = nil
sheetMusic.Sound:Stop()
end
end
end)
while wait(0.1) do
if occupant ~= nil then
repeat
tune = tunes[math.random(1, #tunes)]
until tune ~= oldTune
oldTune = tune
sheetMusic.Sound.SoundId = tune
sheetMusic.Sound:Play()
repeat
wait()
until not sheetMusic.Sound.Playing
end
end
|
-- Public Functions
|
function TeamManager:ClearTeamScores()
for _, team in ipairs(Teams:GetTeams()) do
TeamScores[team] = 0
DisplayManager:UpdateScore(team, 0)
end
end
function TeamManager:HasTeamWon()
for _, team in ipairs(Teams:GetTeams()) do
if TeamScores[team] >= Configurations.CAPS_TO_WIN then
return team
end
end
return false
end
function TeamManager:GetWinningTeam()
local highestScore = 0
local winningTeam = nil
for _, team in ipairs(Teams:GetTeams()) do
if TeamScores[team] > highestScore then
highestScore = TeamScores[team]
winningTeam = team
end
end
return winningTeam
end
function TeamManager:AreTeamsTied()
local teams = Teams:GetTeams()
local highestScore = 0
local tied = false
for _, team in ipairs(teams) do
if TeamScores[team] == highestScore then
tied = true
elseif TeamScores[team] > highestScore then
tied = false
highestScore = TeamScores[team]
end
end
return tied
end
function TeamManager:AssignPlayerToTeam(player)
local smallestTeam
local lowestCount = math.huge
for team, playerList in pairs(TeamPlayers) do
if #playerList < lowestCount then
smallestTeam = team
lowestCount = #playerList
end
end
table.insert(TeamPlayers[smallestTeam], player)
player.Neutral = false
player.TeamColor = smallestTeam.TeamColor
end
function TeamManager:RemovePlayer(player)
local team = GetTeamFromColor(player.TeamColor)
local teamTable = TeamPlayers[team]
for i = 1, #teamTable do
if teamTable[i] == player then
table.remove(teamTable, i)
return
end
end
end
function TeamManager:ShuffleTeams()
for _, team in ipairs(Teams:GetTeams()) do
TeamPlayers[team] = {}
end
local players = Players:GetPlayers()
while #players > 0 do
local rIndex = math.random(1, #players)
local player = table.remove(players, rIndex)
TeamManager:AssignPlayerToTeam(player)
end
end
function TeamManager:AddTeamScore(teamColor, score)
local team = GetTeamFromColor(teamColor)
TeamScores[team] = TeamScores[team] + score
DisplayManager:UpdateScore(team, TeamScores[team])
end
return TeamManager
|
-- Escuchamos cuando un jugador se une al juego
|
Players.PlayerAdded:Connect(function(player)
showTextOnScreen(player)
end)
|
--------------------------------------------------------------------
|
Stage4.FlyPart.Alarm:Play()
wait(4)
Stage1.Hole.Smoke.Enabled = true
Stage4.FlyPart.Alarm:Stop()
Stage4.FlyPart.Countdown:Play()
wait(10)
Stage3.MainBody.Anchored = false
Stage1.Hole.Flame.Enabled = true
Stage1.Hole.Sound:Play()
if Configuration.UnattachStages.Value == true then
wait(30)
Stage1.Hole.Smoke.Enabled = false
Stage1.Hole.Sound:Stop()
Stage1.Hole.Flame.Enabled = false
wait(0.5)
Stage1.Attach.Decoupler:Play()
Stage1.Attach.Attach:Destroy()
wait(0.5)
Stage2.Hole.Sound:Play()
Stage2.Hole.Flame.Enabled = true
wait(60)
Stage2.Hole.Sound:Stop()
Stage2.Hole.Flame.Enabled = false
wait(0.5)
Stage2.Attach.Decoupler:Play()
Stage2.Attach.Attach:Destroy()
wait(0.5)
Stage3.Hole.Sound:Play()
Stage3.Hole.Flame.Enabled = true
wait(60)
Stage3.Hole.Sound:Stop()
Stage3.Hole.Flame.Enabled = false
wait(0.5)
Stage3.Attach.Decoupler:Play()
Stage3.Attach.Attach:Destroy()
wait(0.5)
Stage4.Hole.Sound:Play()
Stage4.Hole.Flame.Enabled = true
if Configuration.FlyForever.Value == false then
wait(120)
Stage1.Hole.Sound:Stop()
Stage3.Hole.Flame.Enabled = false
Stage3.FlyPart.BodyVelocity:Destroy()
Stage3.FlyPart.BodyGyro:Destroy()
|
--------RIGHT DOOR 9--------
|
game.Workspace.doorright.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l11.BrickColor = BrickColor.new(135)
|
-- Protected
|
function BaseState:_OffTick(currentTime,dt)
self.offStateTime = self.offStateTime + dt
self:OffTick(currentTime,dt,self.offStateTime)
end
return BaseState
|
-- main program
|
local nextTime = 0
local runService = game:service("RunService");
while Figure.Parent~=nil do
time = runService.Stepped:wait()
if time > nextTime then
move(time)
nextTime = time + .1
end
end
|
-- Variaveis
|
local portao = script.Parent.Parent.Portao
local botao = script.Parent
local cf1 = script.Parent.Parent.Cf1
local aberto = false
local som = script.Parent.Somzinho
local doorpos = portao.CFrame
|
-- This is responsible for positioning the topbar icons
|
local requestedTopbarUpdate = false
function IconController.updateTopbar()
local function getIncrement(otherIcon, alignment)
--local container = otherIcon.instances.iconContainer
--local sizeX = container.Size.X.Offset
local iconSize = otherIcon:get("iconSize", otherIcon:getIconState()) or UDim2.new(0, 32, 0, 32)
local sizeX = iconSize.X.Offset
local alignmentGap = IconController[alignment.."Gap"]
local iconWidthAndGap = (sizeX + alignmentGap)
local increment = iconWidthAndGap
local preOffset = 0
if otherIcon._parentIcon == nil then
local extendLeft, extendRight, additionalRight = IconController.getMenuOffset(otherIcon)
preOffset += extendLeft
increment += extendRight + additionalRight
end
return increment, preOffset
end
if topbarUpdating then -- This prevents the topbar updating and shifting icons more than it needs to
requestedTopbarUpdate = true
return false
end
coroutine.wrap(function()
topbarUpdating = true
runService.Heartbeat:Wait()
topbarUpdating = false
for alignment, alignmentInfo in pairs(alignmentDetails) do
alignmentInfo.records = {}
end
for otherIcon, _ in pairs(topbarIcons) do
if IconController.canShowIconOnTopbar(otherIcon) then
local alignment = otherIcon:get("alignment")
table.insert(alignmentDetails[alignment].records, otherIcon)
end
end
local viewportSize = workspace.CurrentCamera.ViewportSize
for alignment, alignmentInfo in pairs(alignmentDetails) do
local records = alignmentInfo.records
if #records > 1 then
if alignmentInfo.reverseSort then
table.sort(records, function(a,b) return a:get("order") > b:get("order") end)
else
table.sort(records, function(a,b) return a:get("order") < b:get("order") end)
end
end
local totalIconX = 0
for i, otherIcon in pairs(records) do
local increment = getIncrement(otherIcon, alignment)
totalIconX = totalIconX + increment
end
local offsetX = alignmentInfo.getStartOffset(totalIconX, alignment)
local preOffsetX = offsetX
local containerX = TopbarPlusGui.TopbarContainer.AbsoluteSize.X
for i, otherIcon in pairs(records) do
local increment, preOffset = getIncrement(otherIcon, alignment)
local newAbsoluteX = alignmentInfo.startScale*containerX + preOffsetX+preOffset
preOffsetX = preOffsetX + increment
end
for i, otherIcon in pairs(records) do
local container = otherIcon.instances.iconContainer
local increment, preOffset = getIncrement(otherIcon, alignment)
local topPadding = otherIcon.topPadding
local newPositon = UDim2.new(alignmentInfo.startScale, offsetX+preOffset, topPadding.Scale, topPadding.Offset)
local isAnOverflowIcon = string.match(otherIcon.name, "_overflowIcon-")
local repositionInfo = otherIcon:get("repositionInfo")
if repositionInfo then
tweenService:Create(container, repositionInfo, {Position = newPositon}):Play()
else
container.Position = newPositon
end
offsetX = offsetX + increment
otherIcon.targetPosition = UDim2.new(0, (newPositon.X.Scale*viewportSize.X) + newPositon.X.Offset, 0, (newPositon.Y.Scale*viewportSize.Y) + newPositon.Y.Offset)
end
end
-- OVERFLOW HANDLER
--------
local START_LEEWAY = 10 -- The additional offset where the end icon will be converted to ... without an apparant change in position
local function getBoundaryX(iconToCheck, side, gap)
local additionalGap = gap or 0
local currentSize = iconToCheck:get("iconSize", iconToCheck:getIconState())
local sizeX = currentSize.X.Offset
local extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)
local boundaryXOffset = (side == "left" and (-additionalGap-extendLeft)) or (side == "right" and sizeX+additionalGap+extendRight)
local boundaryX = iconToCheck.targetPosition.X.Offset + boundaryXOffset
return boundaryX
end
local function getSizeX(iconToCheck, usePrevious)
local currentSize, previousSize = iconToCheck:get("iconSize", iconToCheck:getIconState(), "beforeDropdown")
local newSize = (usePrevious and previousSize) or currentSize
local extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)
local sizeX = newSize.X.Offset + extendLeft + extendRight
return sizeX
end
for alignment, alignmentInfo in pairs(alignmentDetails) do
local overflowIcon = alignmentInfo.overflowIcon
if overflowIcon then
local alignmentGap = IconController[alignment.."Gap"]
local oppositeAlignment = (alignment == "left" and "right") or "left"
local oppositeAlignmentInfo = alignmentDetails[oppositeAlignment]
local oppositeOverflowIcon = IconController.getIcon("_overflowIcon-"..oppositeAlignment)
-- This determines whether any icons (from opposite or mid alignment) are overlapping with this alignment
local overflowBoundaryX = getBoundaryX(overflowIcon, alignment)
if overflowIcon.enabled then
overflowBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment, alignmentGap)
end
local function doesExceed(givenBoundaryX)
local exceeds = (alignment == "left" and givenBoundaryX < overflowBoundaryX) or (alignment == "right" and givenBoundaryX > overflowBoundaryX)
return exceeds
end
local alignmentOffset = oppositeAlignmentInfo.getOffset()
if not overflowIcon.enabled then
alignmentOffset += START_LEEWAY
end
local alignmentBorderX = (alignment == "left" and viewportSize.X - alignmentOffset) or (alignment == "right" and alignmentOffset)
local closestBoundaryX = alignmentBorderX
local exceededCriticalBoundary = doesExceed(closestBoundaryX)
local function checkBoundaryExceeded(recordToCheck)
local totalIcons = #recordToCheck
for i = 1, totalIcons do
local endIcon = recordToCheck[totalIcons+1 - i]
if IconController.canShowIconOnTopbar(endIcon) then
local isAnOverflowIcon = string.match(endIcon.name, "_overflowIcon-")
if isAnOverflowIcon and totalIcons ~= 1 then --!!!
break
elseif isAnOverflowIcon and not endIcon.enabled then
continue
end
local additionalMyX = 0
if not overflowIcon.enabled then
additionalMyX = START_LEEWAY
end
local myBoundaryX = getBoundaryX(endIcon, alignment, additionalMyX)
local isNowClosest = (alignment == "left" and myBoundaryX < closestBoundaryX) or (alignment == "right" and myBoundaryX > closestBoundaryX)
if isNowClosest then
closestBoundaryX = myBoundaryX
if doesExceed(myBoundaryX) then
exceededCriticalBoundary = true
end
end
end
end
end
checkBoundaryExceeded(alignmentDetails[oppositeAlignment].records)
checkBoundaryExceeded(alignmentDetails.mid.records)
-- This determines which icons to give to the overflow if an overlap is present
if exceededCriticalBoundary then
local recordToCheck = alignmentInfo.records
local totalIcons = #recordToCheck
for i = 1, totalIcons do
local endIcon = (alignment == "left" and recordToCheck[totalIcons+1 - i]) or (alignment == "right" and recordToCheck[i])
if endIcon ~= overflowIcon and IconController.canShowIconOnTopbar(endIcon) then
local additionalGap = alignmentGap
local overflowIconSizeX = overflowIcon:get("iconSize", overflowIcon:getIconState()).X.Offset
if overflowIcon.enabled then
additionalGap += alignmentGap + overflowIconSizeX
end
local myBoundaryXPlusGap = getBoundaryX(endIcon, oppositeAlignment, additionalGap)
local exceeds = (alignment == "left" and myBoundaryXPlusGap >= closestBoundaryX) or (alignment == "right" and myBoundaryXPlusGap <= closestBoundaryX)
if exceeds then
if not overflowIcon.enabled then
local overflowContainer = overflowIcon.instances.iconContainer
local yPos = overflowContainer.Position.Y
local appearXAdditional = (alignment == "left" and -overflowContainer.Size.X.Offset) or 0
local appearX = getBoundaryX(endIcon, oppositeAlignment, appearXAdditional)
overflowContainer.Position = UDim2.new(0, appearX, yPos.Scale, yPos.Offset)
overflowIcon:setEnabled(true)
end
if #endIcon.dropdownIcons > 0 then
endIcon._overflowConvertedToMenu = true
local wasSelected = endIcon.isSelected
endIcon:deselect()
local iconsToConvert = {}
for _, dIcon in pairs(endIcon.dropdownIcons) do
table.insert(iconsToConvert, dIcon)
end
for _, dIcon in pairs(endIcon.dropdownIcons) do
dIcon:leave()
end
endIcon:setMenu(iconsToConvert)
if wasSelected and overflowIcon.isSelected then
endIcon:select()
end
end
endIcon:join(overflowIcon, "dropdown")
if #endIcon.menuIcons > 0 and endIcon.menuOpen then
endIcon:deselect()
endIcon:select()
overflowIcon:select()
end
end
break
end
end
else
-- This checks to see if the lowest/highest (depending on left/right) ordered overlapping icon is no longer overlapping, removes from the dropdown, and repeats if valid
local winningOrder, winningOverlappedIcon
local totalOverlappingIcons = #overflowIcon.dropdownIcons
if not (oppositeOverflowIcon and oppositeOverflowIcon.enabled and #alignmentInfo.records == 1 and #oppositeAlignmentInfo.records ~= 1) then
for _, overlappedIcon in pairs(overflowIcon.dropdownIcons) do
local iconOrder = overlappedIcon:get("order")
if winningOverlappedIcon == nil or (alignment == "left" and iconOrder < winningOrder) or (alignment == "right" and iconOrder > winningOrder) then
winningOrder = iconOrder
winningOverlappedIcon = overlappedIcon
end
end
end
if winningOverlappedIcon then
local sizeX = getSizeX(winningOverlappedIcon, true)
local myForesightBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment)
if totalOverlappingIcons == 1 then
myForesightBoundaryX = getBoundaryX(overflowIcon, alignment, alignmentGap-START_LEEWAY)
end
local availableGap = math.abs(closestBoundaryX - myForesightBoundaryX) - (alignmentGap*2)
local noLongerExeeds = (sizeX < availableGap)
if noLongerExeeds then
if #overflowIcon.dropdownIcons == 1 then
overflowIcon:setEnabled(false)
end
local overflowContainer = overflowIcon.instances.iconContainer
local yPos = overflowContainer.Position.Y
overflowContainer.Position = UDim2.new(0, myForesightBoundaryX, yPos.Scale, yPos.Offset)
winningOverlappedIcon:leave()
--
if winningOverlappedIcon._overflowConvertedToMenu then
winningOverlappedIcon._overflowConvertedToMenu = nil
local iconsToConvert = {}
for _, dIcon in pairs(winningOverlappedIcon.menuIcons) do
table.insert(iconsToConvert, dIcon)
end
for _, dIcon in pairs(winningOverlappedIcon.menuIcons) do
dIcon:leave()
end
winningOverlappedIcon:setDropdown(iconsToConvert)
end
--
end
end
end
end
end
--------
if requestedTopbarUpdate then
requestedTopbarUpdate = false
IconController.updateTopbar()
end
return true
end)()
end
function IconController.setTopbarEnabled(bool, forceBool)
if forceBool == nil then
forceBool = true
end
local indicator = TopbarPlusGui.Indicator
if forceBool and not bool then
forceTopbarDisabled = true
elseif forceBool and bool then
forceTopbarDisabled = false
end
if IconController.controllerModeEnabled then
if bool then
if TopbarPlusGui.TopbarContainer.Visible or forceTopbarDisabled or menuOpen or not checkTopbarEnabled() then return end
if forceBool then
indicator.Visible = checkTopbarEnabled()
else
if hapticService:IsVibrationSupported(Enum.UserInputType.Gamepad1) and hapticService:IsMotorSupported(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small) then
hapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,1)
delay(0.2,function()
pcall(function()
hapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,0)
end)
end)
end
TopbarPlusGui.TopbarContainer.Visible = true
TopbarPlusGui.TopbarContainer:TweenPosition(
UDim2.new(0,0,0,5 + STUPID_CONTROLLER_OFFSET),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true
)
local selectIcon
local targetOffset = 0
IconController:_updateSelectionGroup()
runService.Heartbeat:Wait()
local indicatorSizeTrip = 50 --indicator.AbsoluteSize.Y * 2
for otherIcon, _ in pairs(topbarIcons) do
if IconController.canShowIconOnTopbar(otherIcon) and (selectIcon == nil or otherIcon:get("order") > selectIcon:get("order")) then
selectIcon = otherIcon
end
local container = otherIcon.instances.iconContainer
local newTargetOffset = -27 + container.AbsoluteSize.Y + indicatorSizeTrip
if newTargetOffset > targetOffset then
targetOffset = newTargetOffset
end
end
if guiService:GetEmotesMenuOpen() then
guiService:SetEmotesMenuOpen(false)
end
if guiService:GetInspectMenuEnabled() then
guiService:CloseInspectMenu()
end
local newSelectedObject = IconController._previousSelectedObject or selectIcon.instances.iconButton
IconController._setControllerSelectedObject(newSelectedObject)
indicator.Image = "rbxassetid://5278151071"
indicator:TweenPosition(
UDim2.new(0.5,0,0,targetOffset + STUPID_CONTROLLER_OFFSET),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true
)
end
else
if forceBool then
indicator.Visible = false
else
indicator.Visible = checkTopbarEnabled()
end
if not TopbarPlusGui.TopbarContainer.Visible then return end
guiService.AutoSelectGuiEnabled = true
IconController:_updateSelectionGroup(true)
TopbarPlusGui.TopbarContainer:TweenPosition(
UDim2.new(0,0,0,-TopbarPlusGui.TopbarContainer.Size.Y.Offset + STUPID_CONTROLLER_OFFSET),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true,
function()
TopbarPlusGui.TopbarContainer.Visible = false
end
)
indicator.Image = "rbxassetid://5278151556"
indicator:TweenPosition(
UDim2.new(0.5,0,0,5),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true
)
end
else
local topbarContainer = TopbarPlusGui.TopbarContainer
if checkTopbarEnabled() then
topbarContainer.Visible = bool
else
topbarContainer.Visible = false
end
end
end
function IconController.setGap(value, alignment)
local newValue = tonumber(value) or 12
local newAlignment = tostring(alignment):lower()
if newAlignment == "left" or newAlignment == "mid" or newAlignment == "right" then
IconController[newAlignment.."Gap"] = newValue
return
end
IconController.leftGap = newValue
IconController.midGap = newValue
IconController.rightGap = newValue
IconController.updateTopbar()
end
local localPlayer = players.LocalPlayer
local iconsToClearOnSpawn = {}
localPlayer.CharacterAdded:Connect(function()
for _, icon in pairs(iconsToClearOnSpawn) do
icon:destroy()
end
iconsToClearOnSpawn = {}
end)
function IconController.clearIconOnSpawn(icon)
coroutine.wrap(function()
local char = localPlayer.Character or localPlayer.CharacterAdded:Wait()
table.insert(iconsToClearOnSpawn, icon)
end)()
end
|
--Zombie.Animation.Priority = Enum.AnimationPriority.Action
|
local Animator = script.Parent.Humanoid.Animator
local Walk = script.Parent.Humanoid.Walking
local d = Animator:LoadAnimation(Walk)
d.Looped = true
|
--[[Steering]]
|
Tune.SteerInner = 50 -- Inner wheel steering angle (in degrees) 21
Tune.SteerOuter = 50 -- Outer wheel steering angle (in degrees) 19
Tune.SteerSpeed = .08 -- Steering increment per tick (in degrees) .12
Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) .1
Tune.SteerDecay = 120 -- Speed of gradient cutoff (in SPS) 320
Tune.MinSteer = 1 -- Minimum steering at max steer decay (in percent) 1
Tune.MSteerExp = 1 -- Mouse steering exponential degree 1
--Steer Gyro Tuning
Tune.SteerD = 1000 -- Steering Dampening
Tune.SteerMaxTorque = 50000 -- Steering Force
Tune.SteerP = 20000 -- Steering Aggressiveness
|
-------------------
---[[Variables]]---
-------------------
|
local ButtonsPanel = script.Parent.Parent.ButtonsPanel
local MarketplaceService = game:GetService("MarketplaceService")
local Player = game.Players.LocalPlayer
local Char = Player.Character
local FlipCD = false
|
-- Variables (best not to touch these!)
|
local button = script.Parent .Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local sound = script.Parent.Parent.Start
local st = script.Parent.Parent.Stall
st.Parent = car.DriveSeat
sound.Parent = car.DriveSeat -- What brick the start sound is playing from.
button.MouseButton1Click:connect(function() -- Event when the button is clicked
if script.Parent.Parent.Parent.Text == "Engine: Off" then -- If the text says it's off then..
sound:Play() -- Startup sound plays..
wait(1.1) -- I don't know what to put for this
script.Parent.Parent.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car.
button.Text = "Engine: On" -- You don't really need this, but I would keep it.
else -- If it's on then when you click the button,
st:play()
script.Parent.Parent.Parent.Parent.IsOn.Value = false -- The car is turned off.
button.Text = "Engine: Off"
end -- Don't touch this.
end) -- And don't touch this either.
|
--//New UI
|
local loadingScreen = script.ScreenGui
loadingScreen.Parent = game.Players.LocalPlayer.PlayerGui
|
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --
|
while wait() do
if Lift:WaitForChild("Mode").Value == "auto" then
if Lift.Car.Sensor:FindFirstChild("Overloaded") == true then
SetDisplayDOT(1,"OL")
else
if Lift:WaitForChild("MotorMode").Value ~= "idle" then
if Lift:WaitForChild("Direction").Value == 1 then
for S=0,7 do
if Lift:WaitForChild("MotorMode").Value == "idle" then break end
SetDisplayDOT(1,"U"..S)
wait(0.5)
end
elseif Lift:WaitForChild("Direction").Value == -1 then
for S=0,7 do
if Lift:WaitForChild("MotorMode").Value == "idle" then break end
SetDisplayDOT(1,"D"..S)
wait(0.5)
end
else
SetDisplayDOT(1,"NIL")
end
else
if Lift:WaitForChild("Direction").Value == 1 then
SetDisplayDOT(1,"U".."0")
elseif Lift:WaitForChild("Direction").Value == -1 then
SetDisplayDOT(1,"D".."0")
else
SetDisplayDOT(1,"NIL")
end
end
end
elseif Lift:WaitForChild("Mode").Value == "fire" then
SetDisplayDOT(1,"FR")
elseif Lift:WaitForChild("Mode").Value == "manual" then
SetDisplayDOT(1,"PR")
elseif Lift:WaitForChild("Mode").Value == "priority" then
SetDisplayDOT(1,"PR")
end
end
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Classes.Super.PureKnight.ManaBlade.Value == true and plrData.Classes.Super.PureKnight.SwordSpinAttack.Value ~= true
end
|
-- end of editable values
|
local Settings = {
customSettings.Thickness,
customSettings.MaxLength,
customSettings.MinLength,
customSettings.Damping,
customSettings.FreeLength,
customSettings.LimitsEnabled,
customSettings.MaxForce,
customSettings.Stiffness,
}
do
|
-------------------------
|
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "a" then
a = true
elseif key == "d" then
d = true
elseif key == "w" then
w = true
rwd.Throttle = 1
rwd.Torque = tq
lwd.Throttle = 1
lwd.Torque = ftq
rrwd.Throttle = 1
rrwd.Torque = ftq
rwd.MaxSpeed = 300
lwd.MaxSpeed = 300
rrwd.MaxSpeed = 300
carSeat.Throttle = 1
carSeat.Torque = 0
elseif key == "s" then
s = true
carSeat.Throttle = 0
carSeat.Torque = 0
rwd.Throttle = -1
rwd.Torque = brk
lwd.Throttle = -1
lwd.Torque = brk
rrwd.Throttle = -1
rrwd.Torque = brk
rwd.MaxSpeed = 25
lwd.MaxSpeed = 25
rrwd.MaxSpeed = 25
end
end)
mouse.KeyUp:connect(function (key)
key = string.lower(key)
if key == "a" then
print("a up")
if d == false then
m.DesiredAngle = 0
n.DesiredAngle = m.DesiredAngle
end
elseif key == "d" then
print("d up")
if a == false then
m.DesiredAngle = 0
n.DesiredAngle = m.DesiredAngle
end
end
a = false
d = false
end)
mouse.KeyUp:connect(function (key)
key = string.lower(key)
if key == "w" or key == "s" then
rwd.Throttle = 0
rwd.Torque = 0
lwd.Throttle = 0
lwd.Torque = 0
rrwd.Throttle = 0
rrwd.Torque = 0
carSeat.Throttle = 0
carSeat.Torque = cst
end
end)
limitButton.MouseButton1Click:connect(function()
|
--[[
DeltaRager
10-09-2021
The following document is an explaination of the system.
It will follow data formats as follows "mm-dd-yyyy".
This system was an idea that I, DeltaRager imagined and wanted to test
with the new MemoryStoreService
A script that replicates a player to another server
Replication includes position, orientation, animations etc..
This will be acheieved using MemoryStoreService and has not been tested yet
Player data will be cached into blocks that update at a yet to be set
frequency such that it does not exceed Size and Request Quota restrictions
PlayerBlock will be defined like the following:
PlayerBlock = {
CF = CFrame [Position, orientation],
HS = HumanoidState [Replicate humanoid state on dummy],
Anim = Animation [Current animation being played, not a priority]
}
Log #1 10-09-2021:
-> Started documenting
-> Defined the PlayerBlock structure that will cache all
relevant data related to replicating the player on
another server. The data will be sent/added to the queue
at a regular interval which will be set according to Quota
restrictions.
Log #2 10-10-2021:
-> Project setup with Rojo v.6
-> Create new scripts:
ModuleScripts:
1. PlayerBlock : The custom data defined for each player
2. ClonerService : Module used to for the cloning services
3. ClonerNetwork : Custom network module
4. Added maid module
-> Initialized "ClonerClient" and create event for KeyPress "R" [will be used to activate service]
-> Maid added for ease of de-referencing and garbage collection
]]
|
--
local RS = game:GetService("ReplicatedStorage")
local RepMods = RS.ReplicatorModules
local playerblock = require(RepMods.PlayerBlock)
local CS = require(RepMods.ClonerService)
local function playerjoin(player : Player)
local name = player.Name
local ID = player.UserId
local block = playerblock:new(name,ID)
block:Display()
player.CharacterAdded:Wait()
local function charadded(character : Model)
end
end
for _,Player in pairs(game.Players:GetChildren()) do
playerjoin(Player)
end
game.Players.PlayerAdded:Connect(playerjoin)
|
-- find player's head pos
|
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
--local head = vCharacter:findFirstChild("Head")
local head = locateHead()
if head == nil then return end
--computes a the intended direction of the projectile based on where the mouse was clicked in reference to the head
local dir = mouse_pos - head.Position
dir = computeDirection(dir)
local launch = head.Position + 3 * dir
local delta = mouse_pos - launch
local dy = delta.y
local new_delta = Vector3.new(delta.x, 0, delta.z)
delta = new_delta
local dx = delta.magnitude
local unit_delta = delta.unit
-- acceleration due to gravity in RBX units
local g = (-9.81 * 20)
local theta = computeLaunchAngle( dx, dy, g)
local vy = math.sin(theta)
local xz = math.cos(theta)
local vx = unit_delta.x * xz
local vz = unit_delta.z * xz
local missile = Pellet:clone()
missile.CanCollide = true
missile.RotVelocity = Vector3.new(math.random(), math.random(), math.random()) * 10
missile.Position = launch
missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY
missile.LightScript.Disabled = false
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = vPlayer
creator_tag.Name = "creator"
creator_tag.Parent = missile
missile.Parent = game.Workspace
end
function locateHead()
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
return vCharacter:findFirstChild("Head")
end
function computeLaunchAngle(dx,dy,grav)
-- arcane
-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
local g = math.abs(grav)
local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
if inRoot <= 0 then
return .25 * math.pi
end
local root = math.sqrt(inRoot)
local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)
local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
local answer1 = math.atan(inATan1)
local answer2 = math.atan(inATan2)
if answer1 < answer2 then return answer1 end
return answer2
end
function computeDirection(vec)
local lenSquared = vec.magnitude * vec.magnitude
local invSqrt = 1 / math.sqrt(lenSquared)
return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end
Tool.Enabled = true
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
local targetPos = humanoid.TargetPoint
fire(targetPos)
wait(.3)
Tool.Enabled = true
Tool.Handle.Transparency=0
Tool.Handle.Mesh.VertexColor = colors[math.random(1,#colors)]
end
script.Parent.Activated:connect(onActivated)
|
---[[ Fade Out and In Settings ]]
|
module.ChatWindowBackgroundFadeOutTime = .25 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 6 --Chat text will fade out after this many seconds.
module.ChatDefaultFadeDuration = .5
module.ChatShouldFadeInFromNewInformation = true
module.ChatAnimationFPS = 60.0
|
-------------------------
|
function DoorClose()
if Shaft00.MetalDoor.CanCollide == false then
Shaft00.MetalDoor.CanCollide = true
while Shaft00.MetalDoor.Transparency > 0.0 do
Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed.
end
if Shaft01.MetalDoor.CanCollide == false then
Shaft01.MetalDoor.CanCollide = true
while Shaft01.MetalDoor.Transparency > 0.0 do
Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1
wait(0.000001)
end
end
if Shaft02.MetalDoor.CanCollide == false then
Shaft02.MetalDoor.CanCollide = true
while Shaft02.MetalDoor.Transparency > 0.0 do
Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft03.MetalDoor.CanCollide == false then
Shaft03.MetalDoor.CanCollide = true
while Shaft03.MetalDoor.Transparency > 0.0 do
Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft04.MetalDoor.CanCollide == false then
Shaft04.MetalDoor.CanCollide = true
while Shaft04.MetalDoor.Transparency > 0.0 do
Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft05.MetalDoor.CanCollide == false then
Shaft05.MetalDoor.CanCollide = true
while Shaft05.MetalDoor.Transparency > 0.0 do
Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft06.MetalDoor.CanCollide == false then
Shaft06.MetalDoor.CanCollide = true
while Shaft06.MetalDoor.Transparency > 0.0 do
Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft07.MetalDoor.CanCollide == false then
Shaft07.MetalDoor.CanCollide = true
while Shaft07.MetalDoor.Transparency > 0.0 do
Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft08.MetalDoor.CanCollide == false then
Shaft08.MetalDoor.CanCollide = true
while Shaft08.MetalDoor.Transparency > 0.0 do
Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft09.MetalDoor.CanCollide == false then
Shaft09.MetalDoor.CanCollide = true
while Shaft09.MetalDoor.Transparency > 0.0 do
Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft10.MetalDoor.CanCollide == false then
Shaft10.MetalDoor.CanCollide = true
while Shaft10.MetalDoor.Transparency > 0.0 do
Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft11.MetalDoor.CanCollide == false then
Shaft11.MetalDoor.CanCollide = true
while Shaft11.MetalDoor.Transparency > 0.0 do
Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft12.MetalDoor.CanCollide == false then
Shaft12.MetalDoor.CanCollide = true
while Shaft12.MetalDoor.Transparency > 0.0 do
Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft13.MetalDoor.CanCollide == false then
Shaft13.MetalDoor.CanCollide = true
while Shaft13.MetalDoor.Transparency > 0.0 do
Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
end
function onClicked()
DoorClose()
end
script.Parent.MouseButton1Click:connect(onClicked)
script.Parent.MouseButton1Click:connect(function()
if clicker == true
then clicker = false
else
return
end
end)
script.Parent.MouseButton1Click:connect(function()
Car.Touched:connect(function(otherPart)
if otherPart == Elevator.Floors.F02
then StopE() DoorOpen()
end
end)end)
function StopE()
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
Car.BodyPosition.position = Elevator.Floors.F02.Position
clicker = true
end
function DoorOpen()
while Shaft01.MetalDoor.Transparency < 1.0 do
Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency + .1
wait(0.000001)
end
Shaft01.MetalDoor.CanCollide = false
end
|
-- Wait for the LocalPlayer
|
repeat
wait()
until Players.LocalPlayer
local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)
local CameraController = require(ReplicatedStorage.Source.Controllers.CameraController)
local UIController = require(ReplicatedStorage.Source.Controllers.UIController)
local ClientVehicleManager = require(ReplicatedStorage.Source.Managers.ClientVehicleManager)
local ClientPlayerStatusHandler = require(ReplicatedStorage.Source.Player.ClientPlayerStatusHandler)
local Preloader = require(ReplicatedStorage.Source.Preloader)
local UserInput = require(ReplicatedStorage.Source.UserInput)
local translateDataModel = require(ReplicatedStorage.Source.Common.translateDataModel)
|
--This is just some simple server script that moves the object around every frame
--The kinematics module handles the rest
|
game["Run Service"].Heartbeat:Connect(function(deltaTime)
part:PivotTo( CFrame.new(startPos + Vector3.new(math.sin(tick()) * orbit, math.cos(tick()) * orbit, 0)))
end)
|
-- Client exposed properties:
|
PointsService.Client.MostPoints = RemoteProperty.new(0)
|
-- Server for Client, this is so it works in FE
|
local update = script:WaitForChild('Update')
local Neck_Original = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
function Tween(t,g)
game.TweenService:Create(t,TweenInfo.new(1,Enum.EasingStyle.Sine,Enum.EasingDirection.Out),g):Play()
end
local SBMode = false
local sine = 0
update.OnServerEvent:connect(function(player, request, mouseposition)
pcall(function()
local Torso = player.Character:FindFirstChild('Torso')
local Arm = Torso:FindFirstChild('Right Shoulder')
local Arm2 = Torso:FindFirstChild('Left Shoulder')
if (request == 'Turn') then
local Offset_O = (Torso.Position.y - mouseposition.y)/100--100 (mouse offset to direction)
local Mag = (Torso.Position-mouseposition).magnitude/80 --80 (cone of y looking)
local Offset = Offset_O/Mag
local NeckWeld = Torso.Neck
--NeckWeld.C0 = Neck_Original * CFrame.fromEulerAnglesXYZ(Offset-math.rad(90), 0, 0)
sine = sine + .01
if Arm ~= nil then
Arm.C0 = Arm.C0:lerp(CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) * CFrame.fromEulerAnglesXYZ(0, 0, -Offset),0.3)
end
if Arm2 ~= nil then
if SBMode == false then
Arm2.C0 = Arm2.C0:lerp(CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, Offset),0.3)
else
end
end
elseif (request == 'Unequip') then
sine = 0
Arm.C0 = CFrame.new(1, 0.5, 0) * CFrame.Angles(0, math.pi/2, 0) -- reset right arm
Arm2.C0 = CFrame.new(-1, 0.5, 0) * CFrame.Angles(0, -math.pi/2, 0) -- reset left arm
Torso.Neck.C0 = Neck_Original
end
end)
end)
|
------------------------------------------------------------------------
-- the following priority table consists of pairs of left/right values
-- for binary operators (was a static const struct); grep for ORDER OPR
-- * the following struct is replaced:
-- static const struct {
-- lu_byte left; /* left priority for each binary operator */
-- lu_byte right; /* right priority */
-- } priority[] = { /* ORDER OPR */
------------------------------------------------------------------------
|
luaY.priority = {
{6, 6}, {6, 6}, {7, 7}, {7, 7}, {7, 7}, -- `+' `-' `/' `%'
{10, 9}, {5, 4}, -- power and concat (right associative)
{3, 3}, {3, 3}, -- equality
{3, 3}, {3, 3}, {3, 3}, {3, 3}, -- order
{2, 2}, {1, 1} -- logical (and/or)
}
luaY.UNARY_PRIORITY = 8 -- priority for unary operators
|
--[=[
Determines if the passed object is a Janitor. This checks the metatable directly.
@param Object any -- The object you are checking.
@return boolean -- `true` if `Object` is a Janitor.
]=]
|
function Janitor.Is(Object: any): boolean
return type(Object) == "table" and getmetatable(Object) == Janitor
end
type StringOrTrue = string | boolean
|
--============== READ ME ================--
-- PLACE THIS SCRIPT INTO StarterPlayerScripts
-- it will not work otherwise
| |
--Services
|
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
|
--- Active
|
script.Parent.OnServerEvent:Connect(function(Player)
local Projectile = game.ReplicatedStorage.Dragon.SkillZ.LightFX:Clone()
local BV = Instance.new("BodyVelocity",Projectile)
BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
BV.Velocity = Player.Character.HumanoidRootPart.CFrame.LookVector * 0
Projectile.Parent = workspace
Projectile.CanCollide = false
Projectile.Anchored = false
Projectile.CFrame = Player.Character.HumanoidRootPart.CFrame * CFrame.new(0,2,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
Projectile.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= Player.Name and hit.Parent:WaitForChild("Humanoid") ~= nil and hit.Parent:WaitForChild("Humanoid").Health ~= 0 and not hit.Parent:FindFirstChild("AlreadyHit") then
local Check = Instance.new("IntValue", hit.Parent)
Check.Name = "AlreadyHit"
game.Debris:AddItem(Check ,1)
local VCharacter = game.Workspace:FindFirstChild(Player.Name)
local vPlayer = game.Players:GetPlayerFromCharacter(VCharacter)
local Humanoid = hit.Parent:WaitForChild("Humanoid")
Humanoid:TakeDamage(10)
tagHumanoid(hit.Parent:FindFirstChild("Humanoid"),vPlayer)
wait(0.05)
untagHumanoid(hit.Parent:FindFirstChild("Humanoid"))
end
end)
wait(3)
BV:Destroy()
Projectile.Anchored = false
wait(2)
Projectile.CanCollide = false
wait(1)
for i = 1,5 do
wait(0.025)
Projectile.Transparency = Projectile.Transparency + 0.1
Projectile.Texture1.Transparency = Projectile.Texture1.Transparency + 0.1
Projectile.Texture2.Transparency = Projectile.Texture2.Transparency + 0.1
end
Projectile:Destroy()
end)
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 0
local slash_damage = 0
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/Asset/?ID=12135982"
SlashSound.Parent = sword
SlashSound.Volume = 0
function isTurbo(character)
return character:FindFirstChild("PaperHat") ~= nil
end
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
local d = damage
if (isTurbo(vCharacter) == true) then d = d * 2.5 end
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(d)
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 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
Tool.Enabled = true
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
attack()
wait(.4)
Tool.Enabled = true
end
function onEquipped()
SlashSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
--Rear Suspension
|
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- Spring Force
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RSusMaxExt = .3 -- Max Extension Travel (in studs)
Tune.RSusMaxComp = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
|
--script.Parent.Parent.Parent.MusicName.Text = Asset.Name
|
end
while wait(1) do
if script.Parent.Playing == false then
Music()
end
end
|
----- MAGIC NUMBERS ABOUT THE TOOL -----
-- How much damage a bullet does
|
local Damage = 0.5
|
-- When you are done editing this, save this place then go to it then say the word to regenerate the model.
| |
------------------------------------------------------------------------
--
-- * used in multiple locations
------------------------------------------------------------------------
|
function luaK:exp2RK(fs, e)
self:exp2val(fs, e)
local k = e.k
if k == "VKNUM" or k == "VTRUE" or k == "VFALSE" or k == "VNIL" then
if fs.nk <= luaP.MAXINDEXRK then -- constant fit in RK operand?
-- converted from a 2-deep ternary operator expression
if e.k == "VNIL" then
e.info = self:nilK(fs)
else
e.info = (e.k == "VKNUM") and self:numberK(fs, e.nval)
or self:boolK(fs, e.k == "VTRUE")
end
e.k = "VK"
return luaP:RKASK(e.info)
end
elseif k == "VK" then
if e.info <= luaP.MAXINDEXRK then -- constant fit in argC?
return luaP:RKASK(e.info)
end
else
-- default
end
-- not a constant in the right range: put it in a register
return self:exp2anyreg(fs, e)
end
|
--strategy that you walk around the opponent while running away
| |
--Tune--
|
local StockHP = 500 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve)
local TurboCount = 2 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos)
local TurboSize = 65 --bigger the turbo, the more lag it has
local WasteGatePressure = 12 --Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo)
local CompressionRatio = 9/1 --Compression of your car (look up the compression of the engine you are running)
local AntiLag = true --if true basically keeps the turbo spooled up so less lag
local BOV_Loudness = 1 --volume of the BOV (not exact volume so you kinda have to experiment with it)
local TurboLoudness = 1 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)
|
--Made by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
ContentProvider = game:GetService("ContentProvider")
UserInputService = game:GetService("UserInputService")
InputCheck = Instance.new("ScreenGui")
InputCheck.Name = "InputCheck"
InputFrame = Instance.new("Frame")
InputFrame.BackgroundTransparency = 1
InputFrame.Size = UDim2.new(1, 0, 1, 0)
InputFrame.Parent = InputCheck
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create
Animations = {}
ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")
Rate = (1 / 60)
ToolEquipped = false
function SetAnimation(mode, value)
if not ToolEquipped or not CheckIfAlive() then
return
end
local function StopAnimation(Animation)
for i, v in pairs(Animations) do
if v.Animation == Animation then
v.AnimationTrack:Stop(value.EndFadeTime)
if v.TrackStopped then
v.TrackStopped:disconnect()
end
table.remove(Animations, i)
end
end
end
if mode == "PlayAnimation" then
for i, v in pairs(Animations) do
if v.Animation == value.Animation then
if value.Speed then
v.AnimationTrack:AdjustSpeed(value.Speed)
return
elseif value.Weight or value.FadeTime then
v.AnimationTrack:AdjustWeight(value.Weight, value.FadeTime)
return
else
StopAnimation(value.Animation, false)
end
end
end
local AnimationMonitor = Create("Model"){}
local TrackEnded = Create("StringValue"){Name = "Ended"}
local AnimationTrack = Humanoid:LoadAnimation(value.Animation)
local TrackStopped
if not value.Manual then
TrackStopped = AnimationTrack.Stopped:connect(function()
if TrackStopped then
TrackStopped:disconnect()
end
StopAnimation(value.Animation, true)
TrackEnded.Parent = AnimationMonitor
end)
end
table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack, TrackStopped = TrackStopped})
AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)
if TrackStopped then
AnimationMonitor:WaitForChild(TrackEnded.Name)
end
return TrackEnded.Name
elseif mode == "StopAnimation" and value then
StopAnimation(value.Animation)
end
end
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false)
end
function Equipped(Mouse)
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
ToolEquipped = true
if not CheckIfAlive() then
return
end
Spawn(function()
PlayerMouse = Player:GetMouse()
Mouse.Button1Down:connect(function()
InvokeServer("Button1Click", {Down = true})
end)
Mouse.Button1Up:connect(function()
InvokeServer("Button1Click", {Down = false})
end)
Mouse.KeyDown:connect(function(Key)
InvokeServer("KeyPress", {Key = Key, Down = true})
end)
Mouse.KeyUp:connect(function(Key)
InvokeServer("KeyPress", {Key = Key, Down = false})
end)
local PlayerGui = Player:FindFirstChild("PlayerGui")
if PlayerGui then
InputCheckClone = InputCheck:Clone()
if UserInputService.TouchEnabled then
InputCheckClone = InputCheck:Clone()
InputCheckClone.InputButton.InputBegan:connect(function()
InvokeServer("Button1Click", {Down = true})
end)
InputCheckClone.InputButton.InputEnded:connect(function()
InvokeServer("Button1Click", {Down = false})
end)
InputCheckClone.Parent = PlayerGui
end
end
for i, v in pairs(Tool:GetChildren()) do
if v:IsA("Animation") then
ContentProvider:Preload(v.AnimationId)
end
end
end)
end
function Unequipped()
if InputCheckClone then
Debris:AddItem(InputCheckClone, 0)
end
for i, v in pairs(Animations) do
if v and v.AnimationTrack then
v.AnimationTrack:Stop()
end
end
Animations = {}
ToolEquipped = false
end
function InvokeServer(mode, value)
local ServerReturn = nil
pcall(function()
ServerReturn = ServerControl:InvokeServer(mode, value)
end)
return ServerReturn
end
function OnClientInvoke(mode, value)
if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
SetAnimation("PlayAnimation", value)
elseif mode == "StopAnimation" and value then
SetAnimation("StopAnimation", value)
elseif mode == "PlaySound" and value then
value:Play()
elseif mode == "StopSound" and value then
value:Stop()
elseif mode == "MousePosition" then
return ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil)
end
end
ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--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)
return ClassInformationTable:GetClassFolder(player,"Warlock").FastCasting.Value and ClassInformationTable:GetClassFolder(player,"Warlock").PocketStep.Value ~= true
end
|
-- Create class
|
local ArcHandles = {}
ArcHandles.__index = ArcHandles
|
--Main
|
return require(ReplicatedStorage.Systems.EntitySystem.EntityClient.Render.EntityRenderController)
|
--mesh.Scale = Vector3.new(0.1,1,0.1)
|
local RetractionSpeed = 80
local StartDistance = 100
local PlayerBodyVelocity = Instance.new("BodyVelocity")
PlayerBodyVelocity.maxForce = Vector3.new(1e+0010, 1e+0010, 1e+0010)
local ObjectBodyVelocity = Instance.new("BodyVelocity")
ObjectBodyVelocity.maxForce = Vector3.new(14000,14000,14000) --force necessary to forcefully grab a player
local bodyPos = Instance.new("BodyPosition")
bodyPos.D = 1e+003
bodyPos.P = 3e+003
bodyPos.maxForce = Vector3.new(1e+006, 1e+006, 1e+006)
local bodyGyro = Instance.new("BodyGyro")
bodyGyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
function BreakRope()
if human then
human.Sit = false
end
rope.Parent = nil
if PlayerBodyVelocity then PlayerBodyVelocity.Parent = nil end
if ObjectBodyVelocity then ObjectBodyVelocity.Parent = nil end
bodyGyro.Parent = nil
if bolt ~= nil then
bolt.Parent = nil
end
if holdweld ~= nil then
holdweld.Parent = nil
end
holdweld = nil
bolt = nil
--Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=89987774"
--Tool.GripPos = defaultPos
wait(.45)
if bolt == nil then
bodyGyro.Parent = nil --keep the gyro a little longer so retracted object doesnt ragdoll player
end
script.Parent.Bolt.Transparency = 0
end
function adjustRope()
if bolt and torso then
if (torso.Position - bolt.Position).magnitude > maxDistance then BreakRope() end
end
if rope.Parent == nil or bolt == nil then return end
local pos1 = Tool.Bolt.Position + Tool.Bolt.CFrame.lookVector*.3
local pos2 = bolt.Position
rope.Size = Vector3.new(0, 1, 0)
rope.Mesh.Scale = Vector3.new(0.1, (pos1-pos2).magnitude, 0.1)
rope.CFrame = CFrame.new((pos1 + pos2)/2, pos2) * CFrame.fromEulerAnglesXYZ(-math.pi/2,0,0)
end
function updateVelocities()
if bolt and torso and ObjectBodyVelocity then
local grappleVector = (torso.Position - bolt.Position)
if grappleVector.magnitude > maxDistance then
BreakRope()
return
end
if bolt.Velocity.magnitude < 3 and -1* torso.Velocity:Dot(grappleVector.unit) < 5 and grappleVector.magnitude < .75 * StartDistance then
print("hop up")
PlayerBodyVelocity.velocity = PlayerBodyVelocity.velocity + Vector3.new(0,20,0)
wait(.25)
BreakRope()
return
end
if grappleVector.magnitude < 3.5 then
print("grapple end")
wait(.20)
BreakRope()
return
else
ObjectBodyVelocity.velocity = grappleVector.unit * RetractionSpeed
local boltRetraction = math.max(grappleVector.unit:Dot(bolt.Velocity),0) --no negative speed
local playerSpeed = math.max(0, RetractionSpeed - 5 - boltRetraction)
if playerSpeed == 0 then
PlayerBodyVelocity.Parent = nil
else
PlayerBodyVelocity.Parent = torso
PlayerBodyVelocity.velocity = grappleVector.unit * playerSpeed * -1
end
end
else
BreakRope()
end
end
function onBoltHit(hit)
if bolt == nil or hit == nil or hit.Parent == nil or hit == rope or bolt.Name ~= "Bolt" or hit.Parent == Tool or hit.Parent == Tool.Parent or hit.Parent.Parent == Tool.Parent or hit.Parent.Name == "Attached Bolt" then
return
end
local grappleVector = (torso.Position - bolt.Position)
StartDistance = grappleVector.magnitude
if StartDistance > maxDistance then
bolt.Parent = nil
bolt = nil
return
end
bolt.Name = "Attached Bolt"
local boltFrame = CFrame.new(hit.Position)
local C0 = hit.CFrame:inverse() * boltFrame
local C1 = bolt.CFrame:inverse() * boltFrame
local weld = Instance.new("Weld")
weld.Part0 = hit
weld.Part1 = bolt
weld.C0 = C0
weld.C1 = C1
weld.Parent = bolt
local hum = hit.Parent:FindFirstChild("Humanoid")
if hum then hum.Sit = true end
if bolt:FindFirstChild("HitSound") then bolt.HitSound:play() end
local backupbolt = bolt
ObjectBodyVelocity = Instance.new("BodyVelocity")
ObjectBodyVelocity.maxForce = Vector3.new(5000,5000,5000)
ObjectBodyVelocity.velocity = grappleVector.unit * RetractionSpeed
ObjectBodyVelocity.Parent = bolt
wait(0.4)
if bolt == nil or bolt ~= backupbolt then return end
bolt.ConnectSound:play()
Tool.Handle.ConnectSound:play()
script.Parent.Bolt.Transparency = 1
targetPos = bolt.Position
backupPos = bolt.Position
--bodyPos.position = targetPos
--bodyPos.Parent = torso
PlayerBodyVelocity.Parent = torso
PlayerBodyVelocity.velocity = Vector3.new(0,0,0)
bodyGyro.cframe = torso.CFrame
bodyGyro.Parent = torso
while bolt ~= nil do
--bodyPos.position = bolt.Position
updateVelocities()
wait(1/30)
end
end
enabled = true
local canReset = true
function onButton1Down(mouse)
if bolt and canReset then
BreakRope()
end
if not enabled then
return
end
if bolt ~= nil and not canFireWhileGrappling then return end
if bolt ~= nil then
if boltconnect ~= nil then
print("Disconnecting")
boltconnect:disconnect()
end
bolt:remove()
targetPos = Vector3.new(0,0,0)
end
Tool.Handle.FireSound:play()
enabled = false
mouse.Icon = "rbxasset://textures\\GunWaitCursor.png"
--bolt = game:GetService("InsertService"):LoadAsset(33393977)
script.Parent.Bolt.Transparency = 1
bolt = Tool.Bolt:Clone()
bolt.Name = "Bolt"
bolt.Size = Vector3.new(1,.4,1)
bolt.Locked = false
--bolt.Mesh.MeshId = "http://www.roblox.com/asset/?id=89989174"
--local instances = bolt:GetChildren()
--if #instances == 0 then
-- bolt:Remove()
-- return
--end
--bolt = bolt:FindFirstChild("Bolt")
--local boltMesh = bolt:FindFirstChild("Mesh")
bolt.CFrame = CFrame.new(Tool.Bolt.Position + (mouse.Hit.p - Tool.Bolt.Position).unit * 5,mouse.Hit.p) --* CFrame.fromEulerAnglesXYZ(0,math.pi,0)
bolt.Transparency = 0
bolt.CanCollide = false
bolt.Velocity = bolt.CFrame.lookVector * 80
if bolt:findFirstChild("BodyPosition") ~= nil then
bolt.BodyPosition:remove()
end
local force = Instance.new("BodyForce")
force.force = Vector3.new(0,bolt:GetMass() * 196.1,0)
force.Parent = bolt
bolt.Parent = workspace
boltconnect = bolt.AncestryChanged:connect(function() onKeyDown("q") end)
bolt.Touched:connect(onBoltHit)
rope.Parent = Tool
bolt.Parent = game.Workspace
--Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=89988787"
--Tool.GripPos = adjustedPos
canReset = false
wait(.5)
canReset = true
wait(1)
mouse.Icon = "rbxasset://textures\\GunCursor.png"
enabled = true
end
function onKeyDown(key)
key = key:lower()
if key == "q" then
BreakRope()
end
end
function getHumanoid(obj)
for i,child in pairs(obj:getChildren()) do
if child.className == "Humanoid" then
return child
end
end
end
function onEquippedLocal(mouse)
if mouse == nil then
print("Mouse not found")
return
end
torso = Tool.Parent:findFirstChild("Torso")
human = Tool.Parent:FindFirstChild("Humanoid")--getHumanoid(Tool.Parent)
if torso == nil or human == nil then return end
human.Jumping:connect(function() onKeyDown("q") end)
mouse.Icon = "rbxasset://textures\\GunCursor.png"
mouse.Button1Down:connect(function() onButton1Down(mouse) end)
mouse.KeyDown:connect(onKeyDown)
end
Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(function() onKeyDown("q") end)
while true do
adjustRope()
wait(1/60)
end
|
--[[
GameGUI.Settings.Queue.MouseButton1Click:connect(function()
BonusRoundFrame.Visible = not BonusRoundFrame.Visible;
end)]]
|
local BuyingIndex;
for _,Frame in pairs(BonusRoundFrame.BuyMode:GetChildren()) do
Frame.Buy.MouseButton1Click:connect(function()
game.ReplicatedStorage.BuyMode:FireServer(Frame.Name,BuyingIndex);
end)
end
game.ReplicatedStorage.BuyMode.OnClientEvent:connect(function(Index,GameMode)
local ModeFrame = BonusRoundFrame.Title.Container.ModeContainer["Mode"..Index];
ModeFrame.Icon.Image = Icons[GameMode] or "";
ModeFrame.ModeName.Text = "";
ModeFrame.QMark.Visible = false;
local Overhead = BonusRoundFrame.Title.Container.OverheadContainer["Mode"..Index];
Overhead.Buy.Visible = false;
Overhead.Purchased.Visible = true;
end)
local function UpdateQueue(BonusRoundQueue,CurrentMode,RandomM,StartVoting)
BonusRoundFrame.Title.Container.ModeContainer:ClearAllChildren();
BonusRoundFrame.Title.Container.OverheadContainer:ClearAllChildren();
for Index,GameModeName in pairs(BonusRoundQueue) do
local ModeFrame = script.GameMode:Clone();
ModeFrame.QMark.Visible = (GameModeName=="Locked"or GameModeName=="Random");
ModeFrame.ModeName.Text = (GameModeName=="Locked"or GameModeName=="Random") and "Random" or "";
ModeFrame.Locked.Visible = (GameModeName=="Locked");
ModeFrame.Icon.Image = Icons[GameModeName] or "";
if Index==1 then
ModeFrame.BackgroundColor3 = Color3.new(40/255,40/255,40/255);
ModeFrame.BorderColor3 = Color3.new(25/255,25/255,25/255);
ModeFrame.ModeName.TextColor3 = Color3.new(59/255,59/255,59/255);
ModeFrame.QMark.TextColor3 = Color3.new(59/255,59/255,59/255);
ModeFrame.Icon.Image = BWIcons[GameModeName]or"";
end
ModeFrame.Position = UDim2.new(0,(Index-1)*(76+7),0,4);
ModeFrame.Name = "Mode"..Index;
ModeFrame.Parent = BonusRoundFrame.Title.Container.ModeContainer;
local OverheadFrame = script.Overhead:Clone();
local NextUp = (Index==2);
local Buy = (GameModeName=="Random");
local Purchased = (GameModeName~="Random"and GameModeName~="Locked");
local Buyable = (Buy and not NextUp);
OverheadFrame.Name = "Mode"..Index;
OverheadFrame.Buy.Visible = Buyable;
if Buyable then
OverheadFrame.Buy.MouseButton1Click:connect(function()
if BuyingIndex ~= Index then
BonusRoundFrame.BuyMode.Visible = true;
BonusRoundFrame.Loading.Visible = false;
BonusRoundFrame.Voting.Visible = false;
BonusRoundFrame.Nothing.Visible = false;
BuyingIndex = Index;
for _,OV in pairs(BonusRoundFrame.Title.Container.OverheadContainer:GetChildren()) do
OV.Buy.Style = (OV==OverheadFrame and Enum.ButtonStyle.RobloxRoundButton) or Enum.ButtonStyle.RobloxRoundDefaultButton;
end
else
BuyingIndex = nil;
OverheadFrame.Buy.Style = Enum.ButtonStyle.RobloxRoundDefaultButton;
BonusRoundFrame.BuyMode.Visible = false;
BonusRoundFrame.Loading.Visible = Stage=="Loading";
BonusRoundFrame.Voting.Visible = Stage=="Voting";
BonusRoundFrame.Nothing.Visible = Stage=="Nothing";
end;
-- game.ReplicatedStorage.BuyMode:FireServer(Index);
end)
end
OverheadFrame.Locked.Visible = (GameModeName=="Locked" and not NextUp);
OverheadFrame.Next.Visible = NextUp;
OverheadFrame.Purchased.Visible = Purchased and not NextUp;
OverheadFrame.Position = UDim2.new(0,(Index-1)*(76+7),0,-2);
OverheadFrame.Parent = BonusRoundFrame.Title.Container.OverheadContainer;
end
if StartVoting then
BonusRoundFrame.Nothing.Visible = false;
if RandomM then
RandomModes = RandomM;
BonusRoundFrame.Voting.Visible = true;
Stage = "Voting";
else
RandomModes = {};
BonusRoundFrame.Voting.Visible = false;
BonusRoundFrame.Loading.Visible = true;
Stage = "Loading";
BonusRoundFrame.Loading[CurrentMode].Visible = true;
end;
UpdateVotes();
end;
end
game.ReplicatedStorage.VoteBonusRound.OnClientEvent:connect(function(BonusRoundQueue,CurrentMode,RandomM)
UpdateQueue(BonusRoundQueue,CurrentMode,RandomM,true);
BonusRoundFrame.Visible = true;
end)
local BonusRoundQueue = game.ReplicatedStorage.GetQueue:InvokeServer();
UpdateQueue(BonusRoundQueue);
|
-- Position --
|
local openState = UDim2.new(0.005, 0,0, 0)
local closeState = UDim2.new(0.005, 0,0.996, 0)
|
-- Returns whether the inputted status passes the TextFilter, otherwise also returns an error
|
function UpdateProfileRemoteFunction.OnServerInvoke(playerFiring, playerSelected, statusText)
local filteredStatus = filterText(statusText, playerSelected.UserId, playerFiring.UserId)
if filteredStatus == statusText then
playerFiring:SetAttribute("status", filteredStatus)
end
return { success = filteredStatus == statusText }
end
|
--[[
local frame = game.StarterGui.HDAdminGUIs.MainFrame
for a,b in pairs(frame:GetDescendants()) do
if b:IsA("GuiObject") then
b.ZIndex = b.ZIndex + 10
end
end
game:GetService("StarterGui"):SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false)
game:GetService("StarterGui"):SetCore("TopbarEnabled", false)
--]]
|
return module
|
--- All the (>level 2) services, all at EOS to same memory and typing strokes :D
|
Services.AssetService = game:GetService("AssetService")
Services.BadgeService = game:GetService("BadgeService")
Services.CollectionService = game:GetService("CollectionService")
Services.ContextActionService = game:GetService("ContextActionService")
Services.ControllerService = game:GetService("ControllerService")
Services.DataStoreService = require(game:GetService("ReplicatedStorage").DataStoreService)
Services.FriendService = game:GetService("FriendService")
Services.GamepadService = game:GetService("GamepadService")
Services.GamePassService = game:GetService("GamePassService")
Services.GroupService = game:GetService("GroupService")
Services.GuiService = game:GetService("GuiService")
Services.HapticService = game:GetService("HapticService")
Services.HttpService = game:GetService("HttpService")
Services.InsertService = game:GetService("InsertService")
Services.JointsService = game:GetService("JointsService")
Services.KeyboardService = game:GetService("KeyboardService")
Services.LocalizationService = game:GetService("LocalizationService")
Services.LoginService = game:GetService("LoginService")
Services.LogService = game:GetService("LogService")
Services.MarketplaceService = game:GetService("MarketplaceService")
Services.MouseService = game:GetService("MouseService")
Services.MessagingService = game:GetService("MessagingService")
Services.NotificationService = game:GetService("NotificationService")
Services.PathfindingService = game:GetService("PathfindingService")
Services.PhysicsService = game:GetService("PhysicsService")
Services.PointsService = game:GetService("PointsService")
Services.RunService = game:GetService("RunService")
Services.SoundService = game:GetService("SoundService")
Services.TeleportService = game:GetService("TeleportService")
Services.TextService = game:GetService("TextService")
Services.TweenService = game:GetService("TweenService")
Services.TouchInputService = game:GetService("TouchInputService")
Services.UserInputService = game:GetService("UserInputService")
Services.VRService = game:GetService("VRService")
|
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
|
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local HUB2 = script.Parent.HUB2
local limitButton = HUB.Name
local FE = game.Workspace.FilteringEnabled
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local handler = carSeat:WaitForChild('Filter')
local winfob = HUB.Parent.Music
local pal = false
local palpal = HUB.Parent.Palette
local red = 0
local green = 0
local blue = 1
local debounce = false
script.Parent.Infotainment.Main.User.Text = "Hello, "..(player.Name)
local scr = false
|
--(FL.RotVelocity.Magnitude+FR.RotVelocity.Magnitude+RL.RotVelocity.Magnitude+RR.RotVelocity.Magnitude+(speed/1.33034))/5
|
while wait() do
speed = carSeat.Velocity.Magnitude
power = 0
average = 10*(1-(carSeat.Storage.BrakeBias.Value/100))
track = carSeat.Velocity.Unit*carSeat.CFrame.lookVector
slipDetection = track.X+track.Z
Right = (carSeat.Parent.Parent.Wheels.RR.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FR.Wheel.Velocity.Magnitude)/2
Left = (carSeat.Parent.Parent.Wheels.RL.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FL.Wheel.Velocity.Magnitude)/2
if Right > Left then
left = true
else
left = false
end
if script.OVERRIDE.Value == false then
if carSeat.Storage.ASC.Value == true then
if speed > 45 then
if carSeat.Steer ~= 0 then
if slipDetection < 0.995 and left == false then
script.Toggle.Value = true
carSeat.Storage.TC.Value = true
else
script.Toggle.Value = false
carSeat.Storage.TC.Value = false
end
elseif carSeat.Steer == 0 then
if slipDetection < 0.99984 and left == false then
--carSeat.Storage.TC.Value = true
--script.Toggle.Value = true
else
script.Toggle.Value = false
carSeat.Storage.TC.Value = false
end
else
script.Toggle.Value = false
end
else script.Toggle.Value = false
end
|
-------------------------------------------------------------------------
|
local function IsInBottomLeft(pt)
local joystickHeight = math_min(Utility.ViewSizeY() * 0.33, 250)
local joystickWidth = joystickHeight
return pt.X <= joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end
local function IsInBottomRight(pt)
local joystickHeight = math_min(Utility.ViewSizeY() * 0.33, 250)
local joystickWidth = joystickHeight
return pt.X >= Utility.ViewSizeX() - joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end
local function CheckAlive(character)
local humanoid = findPlayerHumanoid(Player)
return humanoid ~= nil and humanoid.Health > 0
end
local function GetEquippedTool(character)
if character ~= nil then
for _, child in pairs(character:GetChildren()) do
if child:IsA('Tool') then
return child
end
end
end
end
local ExistingPather = nil
local ExistingIndicator = nil
local PathCompleteListener = nil
local PathFailedListener = nil
local function CleanupPath()
DrivingTo = nil
if ExistingPather then
ExistingPather:Cancel()
end
if PathCompleteListener then
PathCompleteListener:disconnect()
PathCompleteListener = nil
end
if PathFailedListener then
PathFailedListener:disconnect()
PathFailedListener = nil
end
if ExistingIndicator then
local obj = ExistingIndicator
local tween = obj:TweenOut()
local tweenCompleteEvent = nil
tweenCompleteEvent = tween.Completed:connect(function()
tweenCompleteEvent:disconnect()
obj.Model:Destroy()
end)
ExistingIndicator = nil
end
end
local function getExtentsSize(Parts)
local maxX,maxY,maxZ = -math.huge,-math.huge,-math.huge
local minX,minY,minZ = math.huge,math.huge,math.huge
for i = 1, #Parts do
maxX,maxY,maxZ = math_max(maxX, Parts[i].Position.X), math_max(maxY, Parts[i].Position.Y), math_max(maxZ, Parts[i].Position.Z)
minX,minY,minZ = math_min(minX, Parts[i].Position.X), math_min(minY, Parts[i].Position.Y), math_min(minZ, Parts[i].Position.Z)
end
return Region3.new(Vector3_new(minX, minY, minZ), Vector3_new(maxX, maxY, maxZ))
end
local function inExtents(Extents, Position)
if Position.X < (Extents.CFrame.p.X - Extents.Size.X/2) or Position.X > (Extents.CFrame.p.X + Extents.Size.X/2) then
return false
end
if Position.Z < (Extents.CFrame.p.Z - Extents.Size.Z/2) or Position.Z > (Extents.CFrame.p.Z + Extents.Size.Z/2) then
return false
end
--ignoring Y for now
return true
end
local FailCount = 0
local function OnTap(tapPositions, goToPoint)
-- Good to remember if this is the latest tap event
local camera = workspace.CurrentCamera
local character = Player.Character
if not CheckAlive(character) then return end
-- This is a path tap position
if #tapPositions == 1 or goToPoint then
if camera then
local unitRay = camera:ScreenPointToRay(tapPositions[1].x, tapPositions[1].y)
local ray = Ray.new(unitRay.Origin, unitRay.Direction*1000)
-- inivisicam stuff
local initIgnore = getIgnoreList()
local invisicamParts = InvisicamModule and InvisicamModule:GetObscuredParts() or {}
local ignoreTab = {}
-- add to the ignore list
for i, v in pairs(invisicamParts) do
ignoreTab[#ignoreTab+1] = i
end
for i = 1, #initIgnore do
ignoreTab[#ignoreTab+1] = initIgnore[i]
end
--
local myHumanoid = findPlayerHumanoid(Player)
local hitPart, hitPt, hitNormal, hitMat = Utility.Raycast(ray, true, ignoreTab)
local hitChar, hitHumanoid = Utility.FindChacterAncestor(hitPart)
local torso = GetTorso()
local startPos = torso.CFrame.p
if goToPoint then
hitPt = goToPoint
hitChar = nil
end
if hitChar and hitHumanoid and hitHumanoid.Torso and (hitHumanoid.Torso.CFrame.p - torso.CFrame.p).magnitude < 7 then
CleanupPath()
if myHumanoid then
myHumanoid:MoveTo(hitPt)
end
-- Do shoot
local currentWeapon = GetEquippedTool(character)
if currentWeapon then
currentWeapon:Activate()
LastFired = tick()
end
elseif hitPt and character and not CurrentSeatPart then
local thisPather = Pather(character, hitPt, hitNormal)
if thisPather:IsValidPath() then
FailCount = 0
thisPather:Start()
if BindableEvent_OnFailStateChanged then
BindableEvent_OnFailStateChanged:Fire(false)
end
CleanupPath()
local destinationPopup = createNewPopup("DestinationPopup")
destinationPopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
local failurePopup = createNewPopup("FailurePopup")
local currentTween = destinationPopup:TweenIn()
ExistingPather = thisPather
ExistingIndicator = destinationPopup
PathCompleteListener = thisPather.Finished:connect(function()
if destinationPopup then
if ExistingIndicator == destinationPopup then
ExistingIndicator = nil
end
local tween = destinationPopup:TweenOut()
local tweenCompleteEvent = nil
tweenCompleteEvent = tween.Completed:connect(function()
tweenCompleteEvent:disconnect()
destinationPopup.Model:Destroy()
destinationPopup = nil
end)
end
if hitChar then
local humanoid = findPlayerHumanoid(Player)
local currentWeapon = GetEquippedTool(character)
if currentWeapon then
currentWeapon:Activate()
LastFired = tick()
end
if humanoid then
humanoid:MoveTo(hitPt)
end
end
end)
PathFailedListener = thisPather.PathFailed:connect(function()
if failurePopup then
failurePopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
local failTweenIn = failurePopup:TweenIn()
failTweenIn.Completed:wait()
local failTweenOut = failurePopup:TweenOut()
failTweenOut.Completed:wait()
failurePopup.Model:Destroy()
failurePopup = nil
end
end)
else
if hitPt then
-- Feedback here for when we don't have a good path
local foundDirectPath = false
if (hitPt-startPos).Magnitude < 25 and (startPos.y-hitPt.y > -3) then
-- move directly here
if myHumanoid then
if myHumanoid.Sit then
myHumanoid.Jump = true
end
local currentPosition
myHumanoid:MoveTo(hitPt)
foundDirectPath = true
end
end
spawn(function()
local directPopup = createNewPopup(foundDirectPath and "DirectWalkPopup" or "FailurePopup")
directPopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
local directTweenIn = directPopup:TweenIn()
directTweenIn.Completed:wait()
local directTweenOut = directPopup:TweenOut()
directTweenOut.Completed:wait()
directPopup.Model:Destroy()
directPopup = nil
end)
end
end
elseif hitPt and character and CurrentSeatPart then
local destinationPopup = createNewPopup("DestinationPopup")
ExistingIndicator = destinationPopup
destinationPopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
destinationPopup:TweenIn()
DrivingTo = hitPt
local ConnectedParts = CurrentSeatPart:GetConnectedParts(true)
while wait() do
if CurrentSeatPart and ExistingIndicator == destinationPopup then
local ExtentsSize = getExtentsSize(ConnectedParts)
if inExtents(ExtentsSize, hitPt) then
local popup = destinationPopup
spawn(function()
local tweenOut = popup:TweenOut()
tweenOut.Completed:wait()
popup.Model:Destroy()
end)
destinationPopup = nil
DrivingTo = nil
break
end
else
if CurrentSeatPart == nil and destinationPopup == ExistingIndicator then
DrivingTo = nil
OnTap(tapPositions, hitPt)
end
local popup = destinationPopup
spawn(function()
local tweenOut = popup:TweenOut()
tweenOut.Completed:wait()
popup.Model:Destroy()
end)
destinationPopup = nil
break
end
end
end
end
elseif #tapPositions >= 2 then
if camera then
-- Do shoot
local avgPoint = Utility.AveragePoints(tapPositions)
local unitRay = camera:ScreenPointToRay(avgPoint.x, avgPoint.y)
local currentWeapon = GetEquippedTool(character)
if currentWeapon then
currentWeapon:Activate()
LastFired = tick()
end
end
end
end
local function CreateClickToMoveModule()
local this = {}
local LastStateChange = 0
local LastState = Enum.HumanoidStateType.Running
local FingerTouches = {}
local NumUnsunkTouches = 0
-- PC simulation
local mouse1Down = tick()
local mouse1DownPos = Vector2_new()
local mouse2Down = tick()
local mouse2DownPos = Vector2_new()
local mouse2Up = tick()
local movementKeys = {
[Enum.KeyCode.W] = true;
[Enum.KeyCode.A] = true;
[Enum.KeyCode.S] = true;
[Enum.KeyCode.D] = true;
[Enum.KeyCode.Up] = true;
[Enum.KeyCode.Down] = true;
}
local TapConn = nil
local InputBeganConn = nil
local InputChangedConn = nil
local InputEndedConn = nil
local HumanoidDiedConn = nil
local CharacterChildAddedConn = nil
local OnCharacterAddedConn = nil
local CharacterChildRemovedConn = nil
local RenderSteppedConn = nil
local HumanoidSeatedConn = nil
local function disconnectEvent(event)
if event then
event:disconnect()
end
end
local function DisconnectEvents()
disconnectEvent(TapConn)
disconnectEvent(InputBeganConn)
disconnectEvent(InputChangedConn)
disconnectEvent(InputEndedConn)
disconnectEvent(HumanoidDiedConn)
disconnectEvent(CharacterChildAddedConn)
disconnectEvent(OnCharacterAddedConn)
disconnectEvent(RenderSteppedConn)
disconnectEvent(CharacterChildRemovedConn)
pcall(function() RunService:UnbindFromRenderStep("ClickToMoveRenderUpdate") end)
disconnectEvent(HumanoidSeatedConn)
end
local function IsFinite(num)
return num == num and num ~= 1/0 and num ~= -1/0
end
local function findAngleBetweenXZVectors(vec2, vec1)
return math_atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
end
local function OnTouchBegan(input, processed)
if FingerTouches[input] == nil and not processed then
NumUnsunkTouches = NumUnsunkTouches + 1
end
FingerTouches[input] = processed
end
local function OnTouchChanged(input, processed)
if FingerTouches[input] == nil then
FingerTouches[input] = processed
if not processed then
NumUnsunkTouches = NumUnsunkTouches + 1
end
end
end
local function OnTouchEnded(input, processed)
if FingerTouches[input] ~= nil and FingerTouches[input] == false then
NumUnsunkTouches = NumUnsunkTouches - 1
end
FingerTouches[input] = nil
end
local function OnCharacterAdded(character)
DisconnectEvents()
InputBeganConn = UIS.InputBegan:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchBegan(input, processed)
-- Give back controls when they tap both sticks
local wasInBottomLeft = IsInBottomLeft(input.Position)
local wasInBottomRight = IsInBottomRight(input.Position)
if wasInBottomRight or wasInBottomLeft then
for otherInput, _ in pairs(FingerTouches) do
if otherInput ~= input then
local otherInputInLeft = IsInBottomLeft(otherInput.Position)
local otherInputInRight = IsInBottomRight(otherInput.Position)
if otherInput.UserInputState ~= Enum.UserInputState.End and ((wasInBottomLeft and otherInputInRight) or (wasInBottomRight and otherInputInLeft)) then
if BindableEvent_OnFailStateChanged then
BindableEvent_OnFailStateChanged:Fire(true)
end
return
end
end
end
end
end
-- Cancel path when you use the keyboard controls.
if processed == false and input.UserInputType == Enum.UserInputType.Keyboard and movementKeys[input.KeyCode] then
CleanupPath()
end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
mouse1Down = tick()
mouse1DownPos = input.Position
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
mouse2Down = tick()
mouse2DownPos = input.Position
end
end)
InputChangedConn = UIS.InputChanged:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchChanged(input, processed)
end
end)
InputEndedConn = UIS.InputEnded:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchEnded(input, processed)
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
mouse2Up = tick()
local currPos = input.Position
if mouse2Up - mouse2Down < 0.25 and (currPos - mouse2DownPos).magnitude < 5 then
local positions = {currPos}
OnTap(positions)
end
end
end)
TapConn = UIS.TouchTap:connect(function(touchPositions, processed)
if not processed then
OnTap(touchPositions)
end
end)
local function computeThrottle(dist)
if dist > .2 then
return 0.5+(dist^2)/2
else
return 0
end
end
local lastSteer = 0
--kP = how much the steering corrects for the current error in driving angle
--kD = how much the steering corrects for how quickly the error in driving angle is changing
local kP = 1
local kD = 0.5
local function getThrottleAndSteer(object, point)
local throttle, steer = 0, 0
local oCF = object.CFrame
local relativePosition = oCF:pointToObjectSpace(point)
local relativeZDirection = -relativePosition.z
local relativeDistance = relativePosition.magnitude
-- throttle quadratically increases from 0-1 as distance from the selected point goes from 0-50, after 50, throttle is 1.
-- this allows shorter distance travel to have more fine-tuned control.
throttle = computeThrottle(math_min(1,relativeDistance/50))*math.sign(relativeZDirection)
local steerAngle = -math_atan2(-relativePosition.x, -relativePosition.z)
steer = steerAngle/(math_pi/4)
local steerDelta = steer - lastSteer
lastSteer = steer
local pdSteer = kP * steer + kD * steer
return throttle, pdSteer
end
local function Update()
if CurrentSeatPart then
if DrivingTo then
local throttle, steer = getThrottleAndSteer(CurrentSeatPart, DrivingTo)
CurrentSeatPart.ThrottleFloat = throttle
CurrentSeatPart.SteerFloat = steer
else
CurrentSeatPart.ThrottleFloat = 0
CurrentSeatPart.SteerFloat = 0
end
end
end
RunService:BindToRenderStep("ClickToMoveRenderUpdate",Enum.RenderPriority.Camera.Value - 1,Update)
local function onSeated(child, active, currentSeatPart)
if active then
if TouchJump and UIS.TouchEnabled then
TouchJump:Enable()
end
if currentSeatPart and currentSeatPart.ClassName == "VehicleSeat" then
CurrentSeatPart = currentSeatPart
end
else
CurrentSeatPart = nil
if TouchJump and UIS.TouchEnabled then
TouchJump:Disable()
end
end
end
local function OnCharacterChildAdded(child)
if UIS.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = true
end
end
if child:IsA('Humanoid') then
disconnectEvent(HumanoidDiedConn)
HumanoidDiedConn = child.Died:connect(function()
if ExistingIndicator then
DebrisService:AddItem(ExistingIndicator.Model, 1)
end
end)
HumanoidSeatedConn = child.Seated:connect(function(active, seat) onSeated(child, active, seat) end)
if child.SeatPart then
onSeated(child, true, child.SeatPart)
end
end
end
CharacterChildAddedConn = character.ChildAdded:connect(function(child)
OnCharacterChildAdded(child)
end)
CharacterChildRemovedConn = character.ChildRemoved:connect(function(child)
if UIS.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = false
end
end
end)
for _, child in pairs(character:GetChildren()) do
OnCharacterChildAdded(child)
end
end
local Running = false
function this:Stop()
if Running then
DisconnectEvents()
CleanupPath()
-- Restore tool activation on shutdown
if UIS.TouchEnabled then
local character = Player.Character
if character then
for _, child in pairs(character:GetChildren()) do
if child:IsA('Tool') then
child.ManualActivationOnly = false
end
end
end
end
DrivingTo = nil
Running = false
end
end
function this:Start()
if not Running then
if Player.Character then -- retro-listen
OnCharacterAdded(Player.Character)
end
OnCharacterAddedConn = Player.CharacterAdded:connect(OnCharacterAdded)
Running = true
end
end
function this:Enable()
self:Start()
end
function this:Disable()
self:Stop()
end
function this:GetName()
return DEBUG_NAME
end
return this
end
return CreateClickToMoveModule()
|
-- Maid class
|
local destructors = {
['function'] = function(item)
item()
end;
['RBXScriptConnection'] = function(item)
item:Disconnect()
end;
['Instance'] = function(item)
item:Destroy()
end;
}
local Maid = {}
Maid.__index = Maid
function Maid:Mark(item)
if destructors[typeof(item)] then
self.trash[#self.trash + 1] = item
else
error(('Maid does not support type "%s"'):format(typeof(item)), 2)
end
end
function Maid:Unmark(item)
if item then
local trash = self.trash
for i = 1, #trash do
if trash[i] == item then
table.remove(trash, i)
break
end
end
else
self.trash = {}
end
end
function Maid:Sweep()
local trash = self.trash
for i = 1, #trash do
local item = trash[i]
destructors[typeof(item)](item)
end
self.trash = {}
end
function Maid.new()
local self = setmetatable({}, Maid)
self.trash = {}
return self
end
return Maid.new()
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.