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local HitboxObject = {} local Hitbox = {} Hitbox.__index = Hitbox function Hitbox:__tostring() return string.format("Hitbox for instance %s [%s]", self.object.Name, self.object.ClassName) end function HitboxObject:new() return setmetatable({}, Hitbox) end function Hitbox:config(object, ignoreList) self.active = false self.deleted = false self.partMode = false self.debugMode = false self.points = {} self.targetsHit = {} self.endTime = 0 self.OnHit = Signal:Create() self.OnUpdate = Signal:Create() self.raycastParams = RaycastParams.new() self.raycastParams.FilterType = Enum.RaycastFilterType.Blacklist self.raycastParams.FilterDescendantsInstances = ignoreList or {} self.object = object CollectionService:AddTag(self.object, "RaycastModuleManaged") end function Hitbox:SetPoints(object, vectorPoints, groupName) if object and (object:IsA("BasePart") or object:IsA("MeshPart") or object:IsA("Attachment")) then for _, vectors in ipairs(vectorPoints) do if typeof(vectors) == "Vector3" then local Point = { IsAttachment = object:IsA("Attachment"), RelativePart = object, Attachment = vectors, LastPosition = nil, group = groupName, solver = CastVectorPoint } table.insert(self.points, Point) end end end end function Hitbox:RemovePoints(object, vectorPoints) if object then if object:IsA("BasePart") or object:IsA("MeshPart") then --- for some reason it doesn't recognize meshparts unless I add it in for i = 1, #self.points do local Point = self.points[i] for _, vectors in ipairs(vectorPoints) do if typeof(Point.Attachment) == "Vector3" and Point.Attachment == vectors and Point.RelativePart == object then self.points[i] = nil end end end end end end function Hitbox:LinkAttachments(primaryAttachment, secondaryAttachment) if primaryAttachment:IsA("Attachment") and secondaryAttachment:IsA("Attachment") then local group = primaryAttachment:FindFirstChild("Group") local Point = { RelativePart = nil, Attachment = primaryAttachment, Attachment0 = secondaryAttachment, LastPosition = nil, group = group and group.Value, solver = CastLinkAttach } table.insert(self.points, Point) end end function Hitbox:UnlinkAttachments(primaryAttachment) for i, Point in ipairs(self.points) do if Point.Attachment and Point.Attachment == primaryAttachment then table.remove(self.points, i) break end end end function Hitbox:seekAttachments(attachmentName, canWarn) if #self.points <= 0 then table.insert(self.raycastParams.FilterDescendantsInstances, workspace.Terrain) end for _, attachment in ipairs(self.object:GetDescendants()) do if attachment:IsA("Attachment") and attachment.Name == attachmentName then local group = attachment:FindFirstChild("Group") local Point = { Attachment = attachment, RelativePart = nil, LastPosition = nil, group = group and group.Value, solver = CastAttachment } table.insert(self.points, Point) end end if canWarn then if #self.points <= 0 then warn(string.format("\n[[RAYCAST WARNING]]\nNo attachments with the name '%s' were found in %s. No raycasts will be drawn. Can be ignored if you are using SetPoints.", attachmentName, self.object.Name) ) else print(string.format("\n[[RAYCAST MESSAGE]]\n\nCreated Hitbox for %s - Attachments found: %s", self.object.Name, #self.points) ) end end end function Hitbox:Destroy() if self.deleted then return end if self.OnHit then self.OnHit:Delete() end if self.OnUpdate then self.OnUpdate:Delete() end self.points = nil self.active = false self.deleted = true end function Hitbox:HitStart(seconds) self.active = true if seconds then assert(type(seconds) == "number", "Argument #1 must be a number!") local minSeconds = 1 / 60 --- Seconds cannot be under 1/60th if seconds <= minSeconds or seconds == math.huge then seconds = minSeconds end self.endTime = clock() + seconds end end function Hitbox:HitStop() if self.deleted then return end self.active = false self.endTime = 0 table.clear(self.targetsHit) end function Hitbox:PartMode(bool) self.partMode = bool end function Hitbox:DebugMode(bool) self.debugMode = bool end return HitboxObject
--[=[ An object that can be cleaned up @type MaidTask function | thread | Destructable | RBXScriptConnection @within MaidTaskUtils ]=]
local MaidTaskUtils = {}
-- SolarCrane
local MAX_TWEEN_RATE = 2.8 -- per second local function clamp(low, high, num) if low <= high then return math.min(high, math.max(low, num)) end return num end local function Round(num, places) places = places or 0 local decimalPivot = 10^places return math.floor(num * decimalPivot + 0.5) / decimalPivot end local function CreateTransparencyController() local module = {} local LastUpdate = tick() local TransparencyDirty = false local Enabled = false local LastTransparency = nil local DescendantAddedConn, DescendantRemovingConn = nil, nil local ToolDescendantAddedConns = {} local ToolDescendantRemovingConns = {} local CachedParts = {} local function HasToolAncestor(object) if object.Parent == nil then return false end return object.Parent:IsA('Tool') or HasToolAncestor(object.Parent) end local function IsValidPartToModify(part) if part:IsA('BasePart') or part:IsA('Decal') then return not HasToolAncestor(part) end return false end local function CachePartsRecursive(object) if object then if IsValidPartToModify(object) then CachedParts[object] = true TransparencyDirty = true end for _, child in pairs(object:GetChildren()) do CachePartsRecursive(child) end end end local function TeardownTransparency() for child, _ in pairs(CachedParts) do child.LocalTransparencyModifier = 0 end CachedParts = {} TransparencyDirty = true LastTransparency = nil if DescendantAddedConn then DescendantAddedConn:disconnect() DescendantAddedConn = nil end if DescendantRemovingConn then DescendantRemovingConn:disconnect() DescendantRemovingConn = nil end for object, conn in pairs(ToolDescendantAddedConns) do conn:disconnect() ToolDescendantAddedConns[object] = nil end for object, conn in pairs(ToolDescendantRemovingConns) do conn:disconnect() ToolDescendantRemovingConns[object] = nil end end local function SetupTransparency(character) TeardownTransparency() if DescendantAddedConn then DescendantAddedConn:disconnect() end DescendantAddedConn = character.DescendantAdded:connect(function(object) local Pet = (object.Name == "Pet" and object) or character:FindFirstChild("Pet"); if Pet and object:IsDescendantOf(Pet) then return; end -- This is a part we want to invisify if IsValidPartToModify(object) then CachedParts[object] = true TransparencyDirty = true -- There is now a tool under the character elseif object:IsA('Tool') then if ToolDescendantAddedConns[object] then ToolDescendantAddedConns[object]:disconnect() end ToolDescendantAddedConns[object] = object.DescendantAdded:connect(function(toolChild) CachedParts[toolChild] = nil if toolChild:IsA('BasePart') or toolChild:IsA('Decal') then -- Reset the transparency toolChild.LocalTransparencyModifier = 0 end end) if ToolDescendantRemovingConns[object] then ToolDescendantRemovingConns[object]:disconnect() end ToolDescendantRemovingConns[object] = object.DescendantRemoving:connect(function(formerToolChild) wait() -- wait for new parent if character and formerToolChild and formerToolChild:IsDescendantOf(character) then if IsValidPartToModify(formerToolChild) then CachedParts[formerToolChild] = true TransparencyDirty = true end end end) end end) if DescendantRemovingConn then DescendantRemovingConn:disconnect() end DescendantRemovingConn = character.DescendantRemoving:connect(function(object) if CachedParts[object] then CachedParts[object] = nil -- Reset the transparency object.LocalTransparencyModifier = 0 end end) CachePartsRecursive(character) end function module:SetEnabled(newState) if Enabled ~= newState then Enabled = newState self:Update() end end function module:SetSubject(subject) local character = subject and subject:IsA('Humanoid') and subject.Parent if character then SetupTransparency(character) else TeardownTransparency() end end function module:Update() local instant = false local now = tick() local currentCamera = workspace.CurrentCamera if currentCamera then local transparency = 0 if not Enabled then instant = true else local distance = (currentCamera.Focus.p - currentCamera.CoordinateFrame.p).magnitude transparency = (7 - distance) / 5 if transparency < 0.5 then transparency = 0 end if LastTransparency then local deltaTransparency = transparency - LastTransparency -- Don't tween transparency if it is instant or your character was fully invisible last frame if not instant and transparency < 1 and LastTransparency < 0.95 then local maxDelta = MAX_TWEEN_RATE * (now - LastUpdate) deltaTransparency = clamp(-maxDelta, maxDelta, deltaTransparency) end transparency = LastTransparency + deltaTransparency else TransparencyDirty = true end transparency = clamp(0, 1, Round(transparency, 2)) end if TransparencyDirty or LastTransparency ~= transparency then for child, _ in pairs(CachedParts) do child.LocalTransparencyModifier = transparency end TransparencyDirty = false LastTransparency = transparency end end LastUpdate = now end return module end return CreateTransparencyController
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__TweenService__2 = game:GetService("TweenService"); v1.module_events = require(script.Parent.Parent.Module_Events); local u1 = game:GetService("ReplicatedStorage").Misc.Eyes:GetChildren(); function v1.tease(p1, p2, p3, p4, p5) local u2 = p4; spawn(function() if not u2 then u2 = math.random(1, 500); end; u2 = Random.new(u2); local v3 = {}; local v4 = {}; for v5, v6 in pairs(p2:GetDescendants()) do if v6:IsA("BasePart") then if v6.Name == "Wall" or v6.Name == "Wall_Strip" then table.insert(v3, v6); end; if v6.Name == "Carpet" then table.insert(v4, v6); end; end; end; if #v4 <= 0 then for v7, v8 in pairs(p2:GetDescendants()) do if v8:IsA("BasePart") and v8.Name == "Floor" then table.insert(v4, v8); end; end; end; local v9 = RaycastParams.new(); v9.CollisionGroup = "CheckWallStuff"; local v10 = RaycastParams.new(); v10.CollisionGroup = "CheckWallStuff"; v1.module_events.flickerLights(p2, math.clamp(p3 / 5, 0.4, 1)); local v11 = p3; for v12 = 1, 100 do local v13 = workspace:Raycast(v4[u2:NextInteger(1, #v4)].Position + Vector3.new(u2:NextInteger(-5, 5), u2:NextInteger(5, 11), u2:NextInteger(-5, 5)), CFrame.Angles(0, math.rad(u2:NextInteger(0, 360)), 0).LookVector * 150, v9); local v14 = Vector3.new(4, 2, 0); if v13 then local l__Position__15 = v13.Position; local l__Instance__16 = v13.Instance; local l__Normal__17 = v13.Normal; if l__Position__15 and l__Instance__16 and l__Instance__16.Anchored == true and (l__Instance__16.Name == "Wall" or l__Instance__16.Name == "WallAlt") then for v18 = 1, 4 do if v18 <= 2 then local v19 = 1; else v19 = -1; end; if v18 == 2 or v18 == 4 then local v20 = 1; else v20 = -1; end; local v21 = workspace:Raycast((CFrame.new(l__Position__15 + l__Normal__17, l__Position__15) * CFrame.new(v14.X / 2 * v19, v14.Y / 2 * v20, 0)).p, l__Normal__17 * -1.1, v10); if not v21 then local v22 = false; break; end; local l__Instance__23 = v21.Instance; local l__Normal__24 = v21.Normal; if not v21.Position then v22 = false; break; end; if not l__Instance__23 then v22 = false; break; end; if l__Instance__23.Anchored ~= true then v22 = false; break; end; if l__Instance__23.Name ~= "Wall" and l__Instance__23.Name ~= "WallAlt" then v22 = false; break; end; end; else v22 = false; end; if v22 == true then local v25 = u1[u2:NextInteger(1, #u1)]:Clone(); v25:SetPrimaryPartCFrame(CFrame.new(l__Position__15, l__Position__15 + l__Normal__17) * CFrame.Angles(0, 0, math.rad(u2:NextInteger(-20, 20)))); v25.Parent = p2; v25.PrimaryPart.PlaySound:Play(); v25.PrimaryPart.Splat.Pitch = u2:NextInteger(80, 120) / 100; v25.PrimaryPart.Splat:Play(); spawn(function() pcall(function() task.delay(3, function() for v26, v27 in pairs(v25:GetDescendants()) do if v27:IsA("BasePart") then v27.CanCollide = false; v27.CanQuery = false; v27.CanTouch = false; v27.CollisionGroupId = 1; end; end; end); end); if UserSettings().GameSettings.SavedQualityLevel.Value >= 5 then pcall(function() for v28 = 1, math.random(1, 3) do wait(math.random(5, 50) / 10); v25.Eye.Transparency = 1; v25.Eye.Decal.Transparency = 1; v25.PrimaryPart.ParticleEmitter:Emit(2); v25.PrimaryPart.Blink.Pitch = u2:NextInteger(80, 120) / 120; v25.PrimaryPart.Blink:Play(); wait(0.1); v25.Eye.Transparency = 0; v25.Eye.Decal.Transparency = 0; end; end); end; end); v11 = v11 - 1; end; end; task.wait(0.016666666666666666); if v11 <= 0 then break; end; end; end); if p5 == true then spawn(function() for v29, v30 in pairs(p2:GetDescendants()) do if UserSettings().GameSettings.SavedQualityLevel.Value >= 5 and v30:IsA("BasePart") and (v30.Name == "Wall" or v30.Name == "Wall_Strip" or v30.Name == "WallAlt" or v30.Name == "Floor" or v30.Name == "Carpet" or v30.Name == "Ceiling") then local v31 = { Enum.NormalId.Front, Enum.NormalId.Back, Enum.NormalId.Right, Enum.NormalId.Left, Enum.NormalId.Top, Enum.NormalId.Bottom }; if v30.Name == "Wall" or v30.Name == "Wall_Strip" or v30.Name == "WallAlt" then v31 = { Enum.NormalId.Front, Enum.NormalId.Back, Enum.NormalId.Right, Enum.NormalId.Left }; end; if v30.Name == "Floor" or v30.Name == "Carpet" then v31 = { Enum.NormalId.Top }; end; if v30.Name == "Ceiling" then v31 = { Enum.NormalId.Bottom }; end; for v32, v33 in pairs(v31) do local v34 = game:GetService("ReplicatedStorage").Misc.EyesTexture:Clone(); v34.Face = v33; v34.Parent = v30; task.spawn(function() local v35 = tick(); for v36 = 1, 100 do v34.OffsetStudsU = math.random(-50, 50); v34.OffsetStudsV = math.random(-50, 50); task.wait(math.random(20, 100) / 100); if v35 + 12 <= tick() then break; end; end; end); game.Debris:AddItem(v34, 12); end; end; end; end); end; end; return v1;
---
if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.MouseButton1Click:connect(function() if car.Misc.Popups.Parts.L.L.L.Enabled == false and car.Body.Lights.H.L.L.Enabled == false then script.Parent.BackgroundColor3 = Color3.new(0,255/255,0) script.Parent.TextStrokeColor3 = Color3.new(0,255/255,0) car.Misc.Popups.Parts.L.L.L.Enabled = true car.Body.Lights.R.L.L.Enabled = true car.Body.Lights.H.L.L.Enabled = false for index, child in pairs(car.Body.Lights.L:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Body.Lights.R:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Body.Lights.H:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end elseif car.Misc.Popups.Parts.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == false then script.Parent.BackgroundColor3 = Color3.new(0,0,255/255) script.Parent.TextStrokeColor3 = Color3.new(0,0,255/255) car.Misc.Popups.Parts.L.L.L.Enabled = false car.Body.Lights.R.L.L.Enabled = true car.Body.Lights.H.L.L.Enabled = true for index, child in pairs(car.Body.Lights.L:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end for index, child in pairs(car.Body.Lights.R:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Body.Lights.H:GetChildren()) do child.Material = Enum.Material.Neon end elseif car.Misc.Popups.Parts.L.L.L.Enabled == false and car.Body.Lights.H.L.L.Enabled == true then script.Parent.BackgroundColor3 = Color3.new(0,0,0) script.Parent.TextStrokeColor3 = Color3.new(0,0,0) car.Misc.Popups.Parts.L.L.L.Enabled = false car.Body.Lights.R.L.L.Enabled = false car.Body.Lights.H.L.L.Enabled = false for index, child in pairs(car.Body.Lights.L:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end for index, child in pairs(car.Body.Lights.R:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end for index, child in pairs(car.Body.Lights.H:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end end end) script.Parent.Parent.Parent.Values.Brake.Changed:connect(function() if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 and script.Parent.Parent.Parent.IsOn.Value then for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end car.Body.Lights.B.L.L.Enabled = false else for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.Neon end car.Body.Lights.B.L.L.Enabled = true end end) script.Parent.Parent.Parent.Values.Brake.Changed:connect(function() if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 then for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end car.Body.Lights.B.L.L.Enabled = false else for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.Neon end car.Body.Lights.B.L.L.Enabled = true end end) script.Parent.Parent.Parent.Values.Gear.Changed:connect(function() if script.Parent.Parent.Parent.Values.Gear.Value == -1 then for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.Neon car.DriveSeat.Reverse:Play() end else for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.SmoothPlastic car.DriveSeat.Reverse:Stop() end end end) while wait() do if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300 car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150) else car.DriveSeat.Reverse.Pitch = 1.3 car.DriveSeat.Reverse.Volume = .2 end end
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; local v2 = require(script.Parent); local v3 = require(script:FindFirstAncestor("MainUI").Modules.WindShake); local v4 = require(l__LocalPlayer__1:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls(); local v5 = game["Run Service"]; local l__UserInputService__6 = game:GetService("UserInputService"); local l__TweenService__7 = game:GetService("TweenService"); local v8 = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("Module_Events")); v3:Init(); v2.gd:WaitForChild("ChaseInSession").Changed:Connect(function(p1) end); local function v9() local v10 = workspace.CurrentRooms:FindFirstChild(v2.gd.LatestRoom.Value); if v10 and v10:GetAttribute("RequiresKey") == true then end; if v10:WaitForChild("Door", 1) then local l__Door__11 = v10:FindFirstChild("Door"); local v12 = 12; if v2.chase then v12 = 24; end; if l__Door__11 then local l__Value__1 = v2.gd.LatestRoom.Value; task.spawn(function() for v13 = 1, 10000 do wait(0.1); if l__Value__1 < tonumber(l__LocalPlayer__1:GetAttribute("CurrentRoom")) then return; end; if (l__LocalPlayer__1.Character.PrimaryPart.Position - l__Door__11.PrimaryPart.Position).Magnitude < v12 then local v14 = RaycastParams.new(); v14.CollisionGroup = "Player"; v14.FilterDescendantsInstances = { l__Door__11, l__LocalPlayer__1.Character }; local v15 = workspace:Raycast(l__LocalPlayer__1.Character.PrimaryPart.Position, CFrame.new(l__LocalPlayer__1.Character.PrimaryPart.Position, l__Door__11.PrimaryPart.Position).LookVector * (l__LocalPlayer__1.Character.PrimaryPart.Position - l__Door__11.PrimaryPart.Position).Magnitude, v14); if not v15 then l__Door__11.ClientOpen:FireServer(); return; end; if not v15.Position then l__Door__11.ClientOpen:FireServer(); return; end; end; end; end); end; end; if v10:FindFirstChild("Shopkeeper") then require(script.Shopkeeper).run(v10); end; local v16, v17, v18 = ipairs(v10:GetDescendants()); while true do v16(v17, v18); if not v16 then break; end; v18 = v16; if v17:IsA("BasePart") and v17:GetAttribute("WindShake") == true then print("sup"); v3:AddObjectShake(v17); elseif v17.Name == "GuidingLightStuff" or v17.Name == "HelpLight" or v17.Name == "HelpParticle" then if v17:IsA("SpotLight") then if UserSettings().GameSettings.SavedQualityLevel.Value <= 4 then v17.Color = Color3.fromRGB(39, 190, 255); v17.Brightness = 8; v17.Range = 32; v17.Angle = 40; end; elseif v17:IsA("ParticleEmitter") and UserSettings().GameSettings.SavedQualityLevel.Value <= 5 then v17.Rate = 50; end; end; end; if v10:GetAttribute("Header") ~= nil and v10:GetAttribute("Header") ~= "" and v10:GetAttribute("Header") ~= " " then print("doing header"); v2.titlelocation(v10:GetAttribute("Header")); end; if v10:FindFirstChild("FigureSetup", true) then local l__FigureRagdoll__19 = v10:FindFirstChild("FigureSetup", true).FigureRagdoll; local l__Parent__20 = l__FigureRagdoll__19.Parent; local v21 = 0; local l__Click__22 = l__FigureRagdoll__19.Head.Click; local l__Growl__23 = l__FigureRagdoll__19.Head.Growl; local v24 = {}; for v25, v26 in pairs(l__FigureRagdoll__19:GetDescendants()) do if v26:IsA("Light") and v26.Name == "BlisterLight" then v26.Enabled = true; v26.Brightness = 0; table.insert(v24, { Light = v26, Distance = l__FigureRagdoll__19.Head.Position - v26.Parent.WorldPosition }); end; end; local v27 = TweenInfo.new(0.1, Enum.EasingStyle.Linear); for v28 = 1, 100000000 do wait(0.1); if not l__FigureRagdoll__19 then break; end; if l__FigureRagdoll__19.Parent ~= l__Parent__20 then break; end; local v29 = (l__Click__22.PlaybackLoudness + l__Growl__23.PlaybackLoudness) / 60; if v29 ~= v21 then for v30, v31 in v24, nil do delay(v31.Distance / 2, function() l__TweenService__7:Create(v31.Light, v27, { Brightness = v29 }):Play(); end); end; end; v21 = v29; end; end; if v10:FindFirstChild("FigureAnimatedWelded", true) then local l__FigureAnimatedWelded__32 = v10:FindFirstChild("FigureAnimatedWelded", true); local l__Parent__33 = l__FigureAnimatedWelded__32.Parent; local v34 = 0; local l__Click__35 = l__FigureAnimatedWelded__32.Parent.Head.Click; local l__Growl__36 = l__FigureAnimatedWelded__32.Parent.Head.Growl; local v37 = {}; for v38, v39 in pairs(l__FigureAnimatedWelded__32:GetDescendants()) do if v39:IsA("Light") and v39.Name == "BlisterLight" then v39.Enabled = true; v39.Brightness = 0; table.insert(v37, { Light = v39, Distance = l__FigureAnimatedWelded__32.Parent.Head.Position - v39.Parent.WorldPosition }); end; end; local v40 = TweenInfo.new(0.1, Enum.EasingStyle.Linear); for v41 = 1, 100000000 do wait(0.1); if not l__FigureAnimatedWelded__32 then break; end; if l__FigureAnimatedWelded__32.Parent ~= l__Parent__33 then break; end; local v42 = (l__Click__35.PlaybackLoudness + l__Growl__36.PlaybackLoudness) / 90 - 0.15; if v42 ~= v34 then for v43, v44 in v37, nil do delay(v44.Distance / 4, function() l__TweenService__7:Create(v44.Light, v40, { Brightness = v42 }):Play(); end); end; end; v34 = v42; end; end; end; v2.gd:WaitForChild("FinishedLoadingRoom").Changed:Connect(v9); v2.gd:WaitForChild("Preload").Changed:Connect(v9); workspace:WaitForChild("Ambience_Dark").Played:Connect(function() end); l__LocalPlayer__1:GetAttributeChangedSignal("CurrentRoom"):Connect(function() local v45 = workspace.CurrentRooms:FindFirstChild(l__LocalPlayer__1:GetAttribute("CurrentRoom")); if v45 then local v46 = Color3.fromRGB(67, 51, 56); local v47 = v45:GetAttribute("Ambient"); if v47 and type(v47) == "userdata" then v46 = v47; end; l__TweenService__7:Create(game.Lighting, TweenInfo.new(0.4, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), { Ambient = v46 }):Play(); end; end); local l__Shopkeeper__48 = workspace:FindFirstChild("Shopkeeper", true); if l__Shopkeeper__48 then require(script.Shopkeeper).run(l__Shopkeeper__48.Parent); end;
-- If in-game, enable ctrl hotkeys for sibling selection & selection clearing
if Mode == 'Tool' then AssignHotkey({ 'LeftControl', 'LeftBracket' }, Support.Call(Targeting.SelectSiblings, false, false)); AssignHotkey({ 'RightControl', 'LeftBracket' }, Support.Call(Targeting.SelectSiblings, false, false)); AssignHotkey({ 'LeftControl', 'R' }, Support.Call(Selection.Clear, true)); AssignHotkey({ 'RightControl', 'R' }, Support.Call(Selection.Clear, true)); end; function GroupSelection(GroupType) -- Groups the selected items -- Create history record local HistoryRecord = { Items = Support.CloneTable(Selection.Items), CurrentParents = Support.GetListMembers(Selection.Items, 'Parent') } function HistoryRecord:Unapply() SyncAPI:Invoke('SetParent', self.Items, self.CurrentParents) SyncAPI:Invoke('Remove', { self.NewParent }) Selection.Replace(self.Items) end function HistoryRecord:Apply() SyncAPI:Invoke('UndoRemove', { self.NewParent }) SyncAPI:Invoke('SetParent', self.Items, self.NewParent) Selection.Replace({ self.NewParent }) end -- Perform group creation HistoryRecord.NewParent = SyncAPI:Invoke('CreateGroup', GroupType, GetHighestParent(HistoryRecord.Items), HistoryRecord.Items ) -- Register history record History.Add(HistoryRecord) -- Select new group Selection.Replace({ HistoryRecord.NewParent }) end function UngroupSelection() -- Ungroups the selected groups -- Create history record local HistoryRecord = { Selection = Selection.Items } function HistoryRecord:Unapply() SyncAPI:Invoke('UndoRemove', self.Groups) -- Reparent children for GroupId, Items in ipairs(self.GroupChildren) do coroutine.resume(coroutine.create(function () SyncAPI:Invoke('SetParent', Items, self.Groups[GroupId]) end)) end -- Reselect groups Selection.Replace(self.Selection) end function HistoryRecord:Apply() -- Get groups from selection self.Groups = {} for _, Item in ipairs(self.Selection) do if Item:IsA 'Model' or Item:IsA 'Folder' then self.Groups[#self.Groups + 1] = Item end end -- Perform ungrouping self.GroupParents = Support.GetListMembers(self.Groups, 'Parent') self.GroupChildren = SyncAPI:Invoke('Ungroup', self.Groups) -- Get unpacked children local UnpackedChildren = Support.CloneTable(self.Selection) for GroupId, Children in pairs(self.GroupChildren) do for _, Child in ipairs(Children) do UnpackedChildren[#UnpackedChildren + 1] = Child end end -- Select unpacked items Selection.Replace(UnpackedChildren) end -- Perform action HistoryRecord:Apply() -- Register history record History.Add(HistoryRecord) end
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Alder",Paint) end)
--[=[ @within Plasma @function arrow @tag widgets @param from Vector3 | CFrame | BasePart @param to Vector3 | BasePart | nil @param color Color3? -- Optional color. Random if not specified. - `arrow(from: Vector3, to: Vector3)` -> Creates an arrow between `from` and `to` - `arrow(point: Vector3)` -> Creates an arrow pointing at `point` - `arrow(cframe: CFrame)` -> Creates an arrow with its point at the CFrame position facing the CFrame LookVector - `arrow(part: BasePart)` -> Arrow represents the Part's CFrame - `arrow(fromPart: BasePart, toPart: BasePart)` -> Arrow between the two parts ![Arrows](https://i.eryn.io/2150/arrows.png) ```lua Plasma.arrow(Vector3.new(0, 0, 0)) Plasma.arrow(Vector3.new(5, 5, 5), Vector3.new(10, 10, 10)) ``` ]=]
local function arrow(name, container, scale, color, zindex) local body = Instance.new("CylinderHandleAdornment") body.Name = name .. "Body" body.Color3 = color body.Radius = 0.15 body.Adornee = workspace.Terrain body.Transparency = 0 body.Radius = 0.15 * scale body.Transparency = 0 body.AlwaysOnTop = true body.ZIndex = zindex body.Parent = container local point = Instance.new("ConeHandleAdornment") scale = scale == 1 and 1 or 1.4 point.Name = name .. "Point" point.Color3 = color point.Radius = 0.5 * scale point.Transparency = 0 point.Adornee = workspace.Terrain point.Height = 2 * scale point.AlwaysOnTop = true point.ZIndex = zindex point.Parent = container end local function update(body, point, from, to, scale) body.Height = (from - to).magnitude - 2 body.CFrame = CFrame.lookAt(((from + to) / 2) - ((to - from).unit * 1), to) point.CFrame = CFrame.lookAt((CFrame.lookAt(to, from) * CFrame.new(0, 0, -2 - ((scale - 1) / 2))).p, to) end local Runtime = require(script.Parent.Parent.Runtime) return Runtime.widget(function(from, to, color) local fallbackColor = Runtime.useState(BrickColor.random().Color) color = color or fallbackColor if typeof(from) == "Instance" then if from:IsA("BasePart") then from = from.CFrame elseif from:IsA("Attachment") then from = from.WorldCFrame end if to ~= nil then from = from.p end end if typeof(to) == "Instance" then if to:IsA("BasePart") then to = to.Position elseif to:IsA("Attachment") then to = to.WorldPosition end end if typeof(from) == "CFrame" and to == nil then local look = from.lookVector to = from.p from = to + (look * -10) end if to == nil then to = from from = to + Vector3.new(0, 10, 0) end assert(typeof(from) == "Vector3" and typeof(to) == "Vector3", "Passed parameters are of invalid types") local refs = Runtime.useInstance(function(ref) local container = Instance.new("Folder") container.Name = "Arrow" ref.folder = container arrow("front", container, 1, color, 1) arrow("back", container, 2, Color3.new(0, 0, 0), -1) return container end) local folder = refs.folder update(folder.frontBody, folder.frontPoint, from, to, 1) update(folder.backBody, folder.backPoint, from, to, 1.4) folder.frontBody.Color3 = color folder.frontPoint.Color3 = color end)
--[[ * * Signals allow events to be dispatched to any number of listeners. ]]
local Signal do Signal = setmetatable({}, { __tostring = function() return "Signal" end, }) Signal.__index = Signal function Signal.new(...) local self = setmetatable({}, Signal) return self:constructor(...) or self end function Signal:constructor() self.waitingThreads = {} self._handlerListHead = nil end function Signal:Connect(callback) local connection = Connection.new(self, callback) if self._handlerListHead ~= nil then connection._next = self._handlerListHead end self._handlerListHead = connection return connection end function Signal:Once(callback) local done = false local c c = self:Connect(function(...) local args = { ... } if done then return nil end done = true c:Disconnect() callback(unpack(args)) end) return c end function Signal:Fire(...) local args = { ... } local item = self._handlerListHead while item do if item.Connected then task.spawn(item._fn, unpack(args)) end item = item._next end end function Signal:FireDeferred(...) local args = { ... } local item = self._handlerListHead while item do if item.Connected then task.defer(item._fn, unpack(args)) end item = item._next end end function Signal:Wait() local running = coroutine.running() self.waitingThreads[running] = true self:Once(function(...) local args = { ... } self.waitingThreads[running] = nil task.spawn(running, unpack(args)) end) return coroutine.yield() end function Signal:DisconnectAll() local item = self._handlerListHead while item do item.Connected = false item = item._next end self._handlerListHead = nil local _waitingThreads = self.waitingThreads local _arg0 = function(thread) return task.cancel(thread) end for _v in _waitingThreads do _arg0(_v, _v, _waitingThreads) end table.clear(self.waitingThreads) end function Signal:Destroy() self:DisconnectAll() end end return { Connection = Connection, Signal = Signal, }
-- BASIC VARIABLES --
local Player = game.Players.LocalPlayer local Char local HumRP local Humanoid local Tool = script.Parent
--bp.Position = shelly.PrimaryPart.Position
if not shellyGood then bp.Parent,bg.Parent= nil,nil return end bp.Parent = nil wait(math.random(3,8)) end while true do if shellyGood then MoveShelly() else wait(1) end end
------------------------------------------------------------------------ -- -- * used only in luaK:prefix() ------------------------------------------------------------------------
function luaK:codenot(fs, e) self:dischargevars(fs, e) local k = e.k if k == "VNIL" or k == "VFALSE" then e.k = "VTRUE" elseif k == "VK" or k == "VKNUM" or k == "VTRUE" then e.k = "VFALSE" elseif k == "VJMP" then self:invertjump(fs, e) elseif k == "VRELOCABLE" or k == "VNONRELOC" then self:discharge2anyreg(fs, e) self:freeexp(fs, e) e.info = self:codeABC(fs, "OP_NOT", 0, e.info, 0) e.k = "VRELOCABLE" else assert(0) -- cannot happen end -- interchange true and false lists e.f, e.t = e.t, e.f self:removevalues(fs, e.f) self:removevalues(fs, e.t) end
--REVERSE
if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 0 then _CGear = -1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = 1 end end end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSActive = true end --Update Forces local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end if tqABS < 1 then _ABSActive = true end --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- Services
local playerService = game:GetService("Players") playerService.PlayerAdded:Connect(function (plr) plr.CharacterAdded:wait() plr.CameraMode = Enum.CameraMode.LockFirstPerson end)
-- Initialization
game.StarterGui.ResetPlayerGuiOnSpawn = false ScreenGui.Parent = Player:WaitForChild("PlayerGui")
--------------- -- Constants -- ---------------
local POP_RESTORE_RATE = 0.3 local CAST_SCREEN_SCALES = { -- (Relative) Vector2.new(1, 1) / 2, -- Center Vector2.new(0, 0), -- Top left Vector2.new(1, 0), -- Top right Vector2.new(1, 1), -- Bottom right Vector2.new(0, 1), -- Bottom left } local NEAR_CLIP_PLANE_OFFSET = 0.5 --NOTE: Not configurable
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["Roact"]["Roact"]) return Package
--Main
return require(ReplicatedStorage.Systems.EntitySystem.EntityClient.EntityComponent)
--[[Driver Handling]]
--Driver Sit car.Body.CarName.Value.VehicleSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then --Distribute Client Interface local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent) car.Body.CarName.Value.VehicleSeat:SetNetworkOwner(p) local g=script.Parent["A-Chassis Interface"]:Clone() g.Parent=p.PlayerGui end end) --Driver Leave car.Body.CarName.Value.VehicleSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then --Remove Flip Force if car.Body.CarName.Value.VehicleSeat:FindFirstChild("Flip")~=nil then car.Body.CarName.Value.VehicleSeat.Flip.MaxTorque = Vector3.new() end --Remove Wheel Force for i,v in pairs(car.Wheels:GetChildren()) do if v:FindFirstChild("#AV")~=nil then if v["#AV"]:IsA("BodyAngularVelocity") then if v["#AV"].AngularVelocity.Magnitude>0 then v["#AV"].AngularVelocity = Vector3.new() v["#AV"].MaxTorque = Vector3.new() end else if v["#AV"].AngularVelocity>0 then v["#AV"].AngularVelocity = 0 v["#AV"].MotorMaxTorque = 0 end end end end end end)
--------------------- TEMPLATE BLADE WEAPON --------------------------- -- Waits for the child of the specified parent
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local SLASH_DAMAGE = 100 local DOWNSTAB_DAMAGE = 100 local THROWING_DAMAGE = 100 local HOLD_TO_THROW_TIME = 0.38 local Damage = 100 local MyHumanoid = nil local MyTorso = nil local MyCharacter = nil local MyPlayer = nil local Tool = script.Parent local kn = WaitForChild(Tool, 'kn') local BlowConnection local Button1DownConnection local Button1UpConnection local PlayStabPunch local PlayDownStab local PlayThrow local PlayThrowCharge local IconUrl = Tool.TextureId -- URL to the weapon knife icon asset local DebrisService = Game:GetService('Debris') local PlayersService = Game:GetService('Players') local SlashSound local HitPlayers = {} local LeftButtonDownTime = nil local Attacking = false function Blow(hit) if Attacking then BlowDamage(hit, Damage) end end function BlowDamage(hit, damage) local humanoid = hit.Parent:FindFirstChild('Humanoid') local player = PlayersService:GetPlayerFromCharacter(hit.Parent) if humanoid ~= nil and MyHumanoid ~= nil and humanoid ~= MyHumanoid then if not MyPlayer.Neutral then -- Ignore teammates hit if player and player ~= MyPlayer and player.TeamColor == MyPlayer.TeamColor then return end end -- final check, make sure weapon is in-hand local rightArm = MyCharacter:FindFirstChild('Right Arm') if (rightArm ~= nil) then -- Check if the weld exists between the hand and the weapon local joint = rightArm:FindFirstChild('RightGrip') if (joint ~= nil and (joint.Part0 == kn or joint.Part1 == kn)) then -- Make sure you only hit them once per swing if player and not HitPlayers[player] then TagHumanoid(humanoid, MyPlayer) print("Sending " .. damage) humanoid:TakeDamage(damage) kn.Hit.Volume = 1 HitPlayers[player] = true end end end end end function TagHumanoid(humanoid, player) -- Add more tags here to customize what tags are available. while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new('ObjectValue') creatorTag.Value = player creatorTag.Name = 'creator' creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new('StringValue') weaponIconTag.Value = IconUrl weaponIconTag.Name = 'icon' weaponIconTag.Parent = creatorTag DebrisService:AddItem(weaponIconTag, 1.5) end function HardAttack() Damage = SLASH_DAMAGE SlashSound:play() if PlayStabPunch then PlayStabPunch.Value = true wait(1.0) PlayStabPunch.Value = false end end function NormalAttack() Damage = DOWNSTAB_DAMAGE KnifeDown() SlashSound:play() if PlayDownStab then PlayDownStab.Value = true wait(1.0) PlayDownStab.Value = false end KnifeUp() end function ThrowAttack() KnifeOut() if PlayThrow then PlayThrow.Value = true wait(0.3) if not kn then return end local throwingkn = kn:Clone() DebrisService:AddItem(throwingkn, 5) throwingkn.Parent = Workspace if MyCharacter and MyHumanoid then throwingkn.Velocity = (MyHumanoid.TargetPoint - throwingkn.CFrame.p).unit * 100 -- set the orientation to the direction it is being thrown in throwingkn.CFrame = CFrame.new(throwingkn.CFrame.p, throwingkn.CFrame.p + throwingkn.Velocity) * CFrame.Angles(0, 0, math.rad(-90)) local floatingForce = Instance.new('BodyForce', throwingkn) floatingForce.force = Vector3.new(0, 196.2 * throwingkn:GetMass() * 0.98, 0) local spin = Instance.new('BodyAngularVelocity', throwingkn) spin.angularvelocity = throwingkn.CFrame:vectorToWorldSpace(Vector3.new(0, -400, 0)) end kn.Transparency = 1 -- Wait so that the knife has left the thrower's general area wait(0.08) if throwingkn then local touchedConn = throwingkn.Touched:connect(function(hit) print("hit throw") BlowDamage(hit, THROWING_DAMAGE) end) end -- must check if it still exists since we waited if throwingkn then throwingkn.CanCollide = true end wait(0.6) if kn and PlayThrow then kn.Transparency = 0 PlayThrow.Value = false end end KnifeUp() end function KnifeUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function KnifeDown() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,-1) end function KnifeOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function OnLeftButtonDown() LeftButtonDownTime = time() if PlayThrowCharge then PlayThrowCharge.Value = true end end function OnLeftButtonUp() if not Tool.Enabled then return end -- Reset the list of hit players every time we start a new attack HitPlayers = {} if PlayThrowCharge then PlayThrowCharge.Value = false end if Tool.Enabled and MyHumanoid and MyHumanoid.Health > 0 then Tool.Enabled = false local currTime = time() if LeftButtonDownTime and currTime - LeftButtonDownTime > HOLD_TO_THROW_TIME and currTime - LeftButtonDownTime < 1.15 then ThrowAttack() else Attacking = true if math.random(1, 2) == 1 then HardAttack() else NormalAttack() end Attacking = false end Tool.Enabled = true end end function OnEquipped(mouse) PlayStabPunch = WaitForChild(Tool, 'PlayStabPunch') PlayDownStab = WaitForChild(Tool, 'PlayDownStab') PlayThrow = WaitForChild(Tool, 'PlayThrow') PlayThrowCharge = WaitForChild(Tool, 'PlayThrowCharge') SlashSound = WaitForChild(kn, 'Equip') kn.Splat.Volume = 0 SlashSound:play() BlowConnection = kn.Touched:connect(Blow) MyCharacter = Tool.Parent MyTorso = MyCharacter:FindFirstChild('Torso') MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyPlayer = PlayersService.LocalPlayer if mouse then Button1DownConnection = mouse.Button1Down:connect(OnLeftButtonDown) Button1UpConnection = mouse.Button1Up:connect(OnLeftButtonUp) end KnifeUp() end function OnUnequipped() -- Unequip logic here if BlowConnection then BlowConnection:disconnect() BlowConnection = nil end if Button1DownConnection then Button1DownConnection:disconnect() Button1DownConnection = nil end if Button1UpConnection then Button1UpConnection:disconnect() Button1UpConnection = nil end MyHumanoid = nil end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)
-- Initialize the tool
local PaintTool = { Name = 'Paint Tool'; Color = BrickColor.new 'Really red'; -- Default options BrickColor = nil; }; function PaintTool:Equip() -- Enables the tool's equipped functionality -- Set up maid for cleanup self.Maid = Maid.new() -- Start up our interface ShowUI(); self:BindShortcutKeys() self:EnableClickPainting() end; function PaintTool:Unequip() -- Disables the tool's equipped functionality -- Hide UI HideUI() -- Clean up resources self.Maid = self.Maid:Destroy() end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if PaintTool.UI then -- Reveal the UI PaintTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI PaintTool.UI = Core.Tool.Interfaces.BTPaintToolGUI:Clone(); PaintTool.UI.Parent = Core.UI; PaintTool.UI.Visible = true; -- Track palette buttons PaletteButtons = {}; -- Enable the palette for _, Column in pairs(PaintTool.UI.Palette:GetChildren()) do for _, Button in pairs(Column:GetChildren()) do if Button.ClassName == 'TextButton' then -- Recolor the selection when the button is clicked Button.MouseButton1Click:Connect(function () SetColor(BrickColor.new(Button.Name).Color); end); -- Register the button PaletteButtons[Button.Name] = Button; end; end; end; -- Paint selection when current color indicator is clicked PaintTool.UI.Controls.LastColorButton.MouseButton1Click:Connect(PaintParts); -- Enable color picker button PaintTool.UI.Controls.ColorPickerButton.MouseButton1Click:Connect(function () Core.Cheer(Core.Tool.Interfaces.BTHSVColorPicker, Core.UI).Start( Support.IdentifyCommonProperty(Selection.Parts, 'Color') or Color3.new(1, 1, 1), SetColor, Core.Targeting.CancelSelecting, PreviewColor ); end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not PaintTool.UI then return; end; -- Hide the UI PaintTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not PaintTool.UI then return; end; ----------------------------------------- -- Update the color information indicator ----------------------------------------- -- Clear old color indicators for Color, Button in pairs(PaletteButtons) do Button.Text = ''; end; -- Indicate the variety of colors in the selection for _, Part in pairs(Selection.Parts) do if PaletteButtons[Part.BrickColor.Name] and Part.Color == Part.BrickColor.Color then PaletteButtons[Part.BrickColor.Name].Text = '+'; end; end; -- Update the color picker button's background local CommonColor = Support.IdentifyCommonProperty(Selection.Parts, 'Color'); PaintTool.UI.Controls.ColorPickerButton.ImageColor3 = CommonColor or PaintTool.BrickColor or Color3.new(1, 0, 0); end; function SetColor(Color) -- Changes the color option to `Color` -- Set the color option PaintTool.BrickColor = Color; -- Use BrickColor name if color matches one local EquivalentBrickColor = BrickColor.new(Color); local RGBText = ('(%d, %d, %d)'):format(Color.r * 255, Color.g * 255, Color.b * 255); local ColorText = (EquivalentBrickColor.Color == Color) and EquivalentBrickColor.Name or RGBText; -- Shortcuts to color indicators local ColorLabel = PaintTool.UI.Controls.LastColorButton.ColorName; local ColorSquare = ColorLabel.ColorSquare; -- Update the indicators ColorLabel.Visible = true; ColorLabel.Text = ColorText; ColorSquare.BackgroundColor3 = Color; ColorSquare.Position = UDim2.new(1, -ColorLabel.TextBounds.X - 18, 0.2, 1); -- Paint currently selected parts PaintParts(); end; function PaintParts() -- Recolors the selection with the selected color -- Make sure painting is possible if (not PaintTool.BrickColor) or (#Selection.Parts == 0) then return end -- Create history record local Record = PaintHistoryRecord.new() Record.TargetColor = PaintTool.BrickColor -- Perform action Record:Apply(true) -- Register history record Core.History.Add(Record) end function PreviewColor(Color) -- Previews the given color on the selection -- Reset colors to initial state if previewing is over if not Color and InitialState then for Part, State in pairs(InitialState) do -- Reset part color Part.Color = State.Color; -- Update union coloring options if Part.ClassName == 'UnionOperation' then Part.UsePartColor = State.UsePartColor; end; end; -- Clear initial state InitialState = nil; -- Skip rest of function return; -- Ensure valid color is given elseif not Color then return; -- Save initial state if first time previewing elseif not InitialState then InitialState = {}; for _, Part in pairs(Selection.Parts) do InitialState[Part] = { Color = Part.Color, UsePartColor = (Part.ClassName == 'UnionOperation') and Part.UsePartColor or nil }; end; end; -- Apply preview color for _, Part in pairs(Selection.Parts) do Part.Color = Color; -- Enable union coloring if Part.ClassName == 'UnionOperation' then Part.UsePartColor = true; end; end; end; function PaintTool:BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped self.Maid.Hotkeys = Support.AddUserInputListener('Began', 'Keyboard', false, function (Input) -- Paint selection if Enter is pressed if (Input.KeyCode.Name == 'Return') or (Input.KeyCode.Name == 'KeypadEnter') then return PaintParts() end -- Check if the R key was pressed, and it wasn't the selection clearing hotkey if (Input.KeyCode.Name == 'R') and (not Selection.Multiselecting) then -- Set the current color to that of the current mouse target (if any) if Core.Mouse.Target then SetColor(Core.Mouse.Target.Color); end; end; end) end; function PaintTool:EnableClickPainting() -- Allows the player to paint parts by clicking on them -- Watch out for clicks on selected parts self.Maid.ClickPainting = Selection.FocusChanged:Connect(function (Focus) local Target, ScopeTarget = Core.Targeting:UpdateTarget() if Selection.IsSelected(ScopeTarget) then -- Paint the selected parts PaintParts(); end; end); end;
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {14,18} --- Vertical Recoil ,HRecoil = {9,12} --- Horizontal Recoil ,AimRecover = .65 ---- Between 0 & 1 ,RecoilPunch = .15 ,VPunchBase = 2.55 --- Vertical Punch ,HPunchBase = 1.6 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = .5 ,MaxRecoilPower = 3 ,RecoilPowerStepAmount = .25 ,MinSpread = 0.95 --- Min bullet spread value | Studs ,MaxSpread = 47 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = .75 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 1.5 --- Max sway value based on player stamina | Studs
--[[ _______ ___________ ___________ ____________ _ ______ / __/ _ \/ _/ ___/ / / _/ ___/ // /_ __/ __/ | | / /_ / / _// ___// // /__/ /___/ // (_ / _ / / / _\ \ | |/ //_ < /___/_/ /___/\___/____/___/\___/_//_/ /_/ /___/ |___/____/ https://discord.gg/Vk7uGNnX9M join the discord for any questions or support relating to my plugins ]]
-- local F = {} local TweenService = game:GetService("TweenService") local DriveSeat = script.Parent.Parent:WaitForChild("DriveSeat") local car = DriveSeat.Parent local event = script.Parent local leaveseatevent = script.Parent.OnLeave local lights = car.Body.Lights local misc = car.Misc local PHeadlights = misc:FindFirstChild("Popups") local trunk = misc:FindFirstChild("TK") local isSetupCompleted = false local doors = {} local mirrorL local mirrorR local intlights local doorFunction for i, v in pairs(misc:GetDescendants()) do if v.Name == "FL" or v.Name == "FR" or v.Name == "RL" or v.Name == "RR" then table.insert(doors, v) end end local rl_loc local l_tweeninfo local ind_tweeninfo F.Setup = function(lowbeamc, highbeamc, runninglightc, frontindc, rearindc, foglightc, popupe, platelighte, platelightc, trunklighte, mirrorinde, run_loc, ft, ind_fr, intlightse, intlightsc, doorFunctione) if not isSetupCompleted then l_tweeninfo = TweenInfo.new(ft, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) ind_tweeninfo = TweenInfo.new(ind_fr / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) event.IndicatorsAfterLeave.Disabled = true intlights = intlightse doorFunction = doorFunctione if trunklighte and trunk ~= nil then for i, v in pairs(trunk.Brake:GetChildren()) do if v.Name == "L" and v.Parent.Name == "Brake" and #v:GetChildren() < 1 then local spot = Instance.new("SpotLight", v) spot.Name = "L" spot.Brightness = 0 spot.Range = 38 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(255, 0, 0) spot.Shadows = true spot.Angle = 180 elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon v.Color = Color3.fromRGB(248, 87, 73) v.Transparency = 1 end end for i, v in pairs(trunk.Rear:GetChildren()) do if v.Name == "L" and v.Parent.Name == "Rear" and #v:GetChildren() < 1 then local spot = Instance.new("SpotLight", v) spot.Name = "L" spot.Brightness = 0 spot.Range = 25 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(255, 0, 0) spot.Shadows = true spot.Angle = 180 elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon v.Color = Color3.fromRGB(248, 87, 73) v.Transparency = 1 end end for i, v in pairs(trunk.Reverse:GetChildren()) do if v.Name == "L" and v.Parent.Name == "Reverse" and #v:GetChildren() < 1 then local spot = Instance.new("SpotLight", v) spot.Name = "L" spot.Brightness = 0 spot.Range = 20 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(255, 255, 255) spot.Shadows = true spot.Angle = 180 elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon v.Color = Color3.fromRGB(255, 255, 255) v.Transparency = 1 end end end for i, v in pairs(lights.Brake:GetChildren()) do if v.Name == "L" and v.Parent.Name == "Brake" and #v:GetChildren() < 1 then local spot = Instance.new("SpotLight", v) spot.Name = "L" spot.Brightness = 0 spot.Range = 38 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(255, 0, 0) spot.Shadows = true spot.Angle = 180 elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon v.Color = Color3.fromRGB(248, 87, 73) v.Transparency = 1 end end for i, v in pairs(lights.Rear:GetChildren()) do if v.Name == "L" and v.Parent.Name == "Rear" and #v:GetChildren() < 1 then local spot = Instance.new("SpotLight", v) spot.Name = "L" spot.Brightness = 0 spot.Range = 25 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(255, 0, 0) spot.Shadows = true spot.Angle = 180 elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon v.Color = Color3.fromRGB(248, 87, 73) v.Transparency = 1 end end for i, v in pairs(lights.Reverse:GetChildren()) do if v.Name == "L" and v.Parent.Name == "Reverse" and #v:GetChildren() < 1 then local spot = Instance.new("SpotLight", v) spot.Name = "L" spot.Brightness = 0 spot.Range = 20 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(255, 255, 255) spot.Shadows = true spot.Angle = 180 elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon v.Color = Color3.fromRGB(255, 255, 255) v.Transparency = 1 end end for i, v in pairs(lights.LeftInd:GetDescendants()) do if v.Name == "L" and v.Parent.Parent.Name == "LeftInd" and #v:GetChildren() < 1 then local sfc = Instance.new("SurfaceLight", v) sfc.Name = "L" sfc.Brightness = 0 sfc.Range = 16 sfc.Face = Enum.NormalId.Front sfc.Angle = 180 if v.Parent.Name == "Front" or v.Parent.Name == "Side" then if frontindc == "Light Orange" then sfc.Color = Color3.fromRGB(255, 130, 80) elseif frontindc == "Yellow" then sfc.Color = Color3.fromRGB(181, 154, 45) elseif frontindc == "Red" then sfc.Color = Color3.fromRGB(241, 57, 60) elseif frontindc == "Dark Orange" then sfc.Color = Color3.fromRGB(198, 107, 54) else sfc.Color = frontindc end elseif v.Parent.Name == "Rear" then if rearindc == "Light Orange" then sfc.Color = Color3.fromRGB(255, 130, 80) elseif rearindc == "Yellow" then sfc.Color = Color3.fromRGB(181, 154, 45) elseif rearindc == "Red" then sfc.Color = Color3.fromRGB(241, 57, 60) elseif rearindc == "Dark Orange" then sfc.Color = Color3.fromRGB(198, 107, 54) else sfc.Color = rearindc end end elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon if v.Parent.Name == "Front" or v.Parent.Name == "Side" then if frontindc == "Light Orange" then v.Color = Color3.fromRGB(255, 130, 80) elseif frontindc == "Yellow" then v.Color = Color3.fromRGB(181, 154, 45) elseif frontindc == "Red" then v.Color = Color3.fromRGB(241, 57, 60) elseif frontindc == "Dark Orange" then v.Color = Color3.fromRGB(198, 107, 54) else v.Color = frontindc end elseif v.Parent.Name == "Rear" then if rearindc == "Light Orange" then v.Color = Color3.fromRGB(255, 130, 80) elseif rearindc == "Yellow" then v.Color = Color3.fromRGB(181, 154, 45) elseif rearindc == "Red" then v.Color = Color3.fromRGB(241, 57, 60) elseif rearindc == "Dark Orange" then v.Color = Color3.fromRGB(198, 107, 54) else v.Color = rearindc end end v.Transparency = 1 elseif string.sub(v.Name, 1, 2) == "SI" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon if v.Parent.Name == "Front" or v.Parent.Name == "Side" then if frontindc == "Light Orange" then v.Color = Color3.fromRGB(255, 130, 80) elseif frontindc == "Yellow" then v.Color = Color3.fromRGB(181, 154, 45) elseif frontindc == "Red" then v.Color = Color3.fromRGB(241, 57, 60) elseif frontindc == "Dark Orange" then v.Color = Color3.fromRGB(198, 107, 54) else v.Color = frontindc end elseif v.Parent.Name == "Rear" then if rearindc == "Light Orange" then v.Color = Color3.fromRGB(255, 130, 80) elseif rearindc == "Yellow" then v.Color = Color3.fromRGB(181, 154, 45) elseif rearindc == "Red" then v.Color = Color3.fromRGB(241, 57, 60) elseif rearindc == "Dark Orange" then v.Color = Color3.fromRGB(198, 107, 54) else v.Color = rearindc end end v.Transparency = 1 end end for i, v in pairs(lights.RightInd:GetDescendants()) do if v.Name == "L" and v.Parent.Parent.Name == "RightInd" and #v:GetChildren() < 1 then local sfc = Instance.new("SurfaceLight", v) sfc.Name = "L" sfc.Brightness = 0 sfc.Range = 16 sfc.Face = Enum.NormalId.Front sfc.Angle = 180 if v.Parent.Name == "Front" or v.Parent.Name == "Side" then if frontindc == "Light Orange" then sfc.Color = Color3.fromRGB(255, 130, 80) elseif frontindc == "Yellow" then sfc.Color = Color3.fromRGB(181, 154, 45) elseif frontindc == "Red" then sfc.Color = Color3.fromRGB(241, 57, 60) elseif frontindc == "Dark Orange" then sfc.Color = Color3.fromRGB(198, 107, 54) else sfc.Color = frontindc end elseif v.Parent.Name == "Rear" then if rearindc == "Light Orange" then sfc.Color = Color3.fromRGB(255, 130, 80) elseif rearindc == "Yellow" then sfc.Color = Color3.fromRGB(181, 154, 45) elseif rearindc == "Red" then sfc.Color = Color3.fromRGB(241, 57, 60) elseif rearindc == "Dark Orange" then sfc.Color = Color3.fromRGB(198, 107, 54) else sfc.Color = rearindc end end elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon if v.Parent.Name == "Front" or v.Parent.Name == "Side" then if frontindc == "Light Orange" then v.Color = Color3.fromRGB(255, 130, 80) elseif frontindc == "Yellow" then v.Color = Color3.fromRGB(181, 154, 45) elseif frontindc == "Red" then v.Color = Color3.fromRGB(241, 57, 60) elseif frontindc == "Dark Orange" then v.Color = Color3.fromRGB(198, 107, 54) else v.Color = frontindc end elseif v.Parent.Name == "Rear" then if rearindc == "Light Orange" then v.Color = Color3.fromRGB(255, 130, 80) elseif rearindc == "Yellow" then v.Color = Color3.fromRGB(181, 154, 45) elseif rearindc == "Red" then v.Color = Color3.fromRGB(241, 57, 60) elseif rearindc == "Dark Orange" then v.Color = Color3.fromRGB(198, 107, 54) else v.Color = rearindc end end v.Transparency = 1 elseif string.sub(v.Name, 1, 2) == "SI" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon if v.Parent.Name == "Front" or v.Parent.Name == "Side" then if frontindc == "Light Orange" then v.Color = Color3.fromRGB(255, 130, 80) elseif frontindc == "Yellow" then v.Color = Color3.fromRGB(181, 154, 45) elseif frontindc == "Red" then v.Color = Color3.fromRGB(241, 57, 60) elseif frontindc == "Dark Orange" then v.Color = Color3.fromRGB(198, 107, 54) else v.Color = frontindc end elseif v.Parent.Name == "Rear" then if rearindc == "Light Orange" then v.Color = Color3.fromRGB(255, 130, 80) elseif rearindc == "Yellow" then v.Color = Color3.fromRGB(181, 154, 45) elseif rearindc == "Red" then v.Color = Color3.fromRGB(241, 57, 60) elseif rearindc == "Dark Orange" then v.Color = Color3.fromRGB(198, 107, 54) else v.Color = rearindc end end v.Transparency = 1 end end if platelighte then for i, v in pairs(lights.Plate:GetDescendants()) do if v.Name == "L" and v.Parent.Name == "Plate" and #v:GetChildren() < 1 then local sfc = Instance.new("SurfaceLight", v) sfc.Name = "L" sfc.Angle = 135 sfc.Brightness = 0 sfc.Range = 1 sfc.Face = Enum.NormalId.Bottom sfc.Shadows = true if lowbeamc == "Pure White" then sfc.Color = Color3.fromRGB(255, 255, 255) elseif lowbeamc == "OEM White" then sfc.Color = Color3.fromRGB(255, 237, 199) elseif lowbeamc == "Xenon" then sfc.Color = Color3.fromRGB(205, 227, 255) elseif lowbeamc == "Brilliant Blue" then sfc.Color = Color3.fromRGB(74, 137, 255) elseif lowbeamc == "Light Green" then sfc.Color = Color3.fromRGB(175, 196, 196) elseif lowbeamc == "Golden Yellow" then sfc.Color = Color3.fromRGB(255, 239, 193) elseif lowbeamc == "Bubu's Purple" then sfc.Color = Color3.fromRGB(197, 197, 255) elseif lowbeamc == "Yellow" then sfc.Color = Color3.fromRGB(181, 178, 87) else sfc.Color = lowbeamc end sfc.Shadows = true elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon if lowbeamc == "Pure White" then v.Color = Color3.fromRGB(255, 255, 255) elseif lowbeamc == "OEM White" then v.Color = Color3.fromRGB(255, 180, 161) elseif lowbeamc == "Xenon" then v.Color = Color3.fromRGB(226, 231, 255) elseif lowbeamc == "Brilliant Blue" then v.Color = Color3.fromRGB(97, 126, 255) elseif lowbeamc == "Light Green" then v.Color = Color3.fromRGB(165, 195, 196) elseif lowbeamc == "Golden Yellow" then v.Color = Color3.fromRGB(255, 169, 140) elseif lowbeamc == "Bubu's Purple" then v.Color = Color3.fromRGB(150, 146, 255) elseif lowbeamc == "Yellow" then v.Color = Color3.fromRGB(181, 178, 87) else v.Color = lowbeamc end v.Transparency = 1 end end end if run_loc == "Low Beam / Indicators" then rl_loc = 1 elseif run_loc == "Low Beam" then rl_loc = 2 elseif run_loc == "Custom DRL" then rl_loc = 3 for i, v in pairs(lights.Headlights.Running:GetDescendants()) do if v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon if runninglightc == "Pure White" then v.Color = Color3.fromRGB(255, 255, 255) elseif runninglightc == "OEM White" then v.Color = Color3.fromRGB(255, 180, 161) elseif runninglightc == "Xenon" then v.Color = Color3.fromRGB(226, 231, 255) elseif runninglightc == "Brilliant Blue" then v.Color = Color3.fromRGB(97, 126, 255) elseif runninglightc == "Light Green" then v.Color = Color3.fromRGB(165, 195, 196) elseif runninglightc == "Golden Yellow" then v.Color = Color3.fromRGB(255, 169, 140) elseif runninglightc == "Bubu's Purple" then v.Color = Color3.fromRGB(150, 146, 255) elseif runninglightc == "Yellow" then v.Color = Color3.fromRGB(181, 178, 87) else v.Color = runninglightc end v.Transparency = 1 end end end for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v.Name == "L" and v.Parent.Name == "Low" and #v:GetChildren() < 1 then local spot = Instance.new("SpotLight", v) spot.Angle = 180 spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front if lowbeamc == "Pure White" then spot.Color = Color3.fromRGB(255, 255, 255) elseif lowbeamc == "OEM White" then spot.Color = Color3.fromRGB(255, 237, 199) elseif lowbeamc == "Xenon" then spot.Color = Color3.fromRGB(205, 227, 255) elseif lowbeamc == "Brilliant Blue" then spot.Color = Color3.fromRGB(74, 137, 255) elseif lowbeamc == "Light Green" then spot.Color = Color3.fromRGB(175, 196, 196) elseif lowbeamc == "Golden Yellow" then spot.Color = Color3.fromRGB(255, 239, 193) elseif lowbeamc == "Bubu's Purple" then spot.Color = Color3.fromRGB(197, 197, 255) elseif lowbeamc == "Yellow" then spot.Color = Color3.fromRGB(181, 178, 87) else spot.Color = lowbeamc end spot.Shadows = true elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon if lowbeamc == "Pure White" then v.Color = Color3.fromRGB(255, 255, 255) elseif lowbeamc == "OEM White" then v.Color = Color3.fromRGB(255, 180, 161) elseif lowbeamc == "Xenon" then v.Color = Color3.fromRGB(226, 231, 255) elseif lowbeamc == "Brilliant Blue" then v.Color = Color3.fromRGB(97, 126, 255) elseif lowbeamc == "Light Green" then v.Color = Color3.fromRGB(165, 195, 196) elseif lowbeamc == "Golden Yellow" then v.Color = Color3.fromRGB(255, 169, 140) elseif lowbeamc == "Bubu's Purple" then v.Color = Color3.fromRGB(150, 146, 255) elseif lowbeamc == "Yellow" then v.Color = Color3.fromRGB(181, 178, 87) else v.Color = lowbeamc end v.Transparency = 1 end end for i, v in pairs(lights.Headlights.High:GetChildren()) do if v.Name == "L" and v.Parent.Name == "High" and #v:GetChildren() < 1 then local spot = Instance.new("SpotLight", v) spot.Name = "L" spot.Angle = 180 spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front if highbeamc == "Pure White" then spot.Color = Color3.fromRGB(255, 255, 255) elseif highbeamc == "OEM White" then spot.Color = Color3.fromRGB(255, 237, 199) elseif highbeamc == "Xenon" then spot.Color = Color3.fromRGB(205, 227, 255) elseif highbeamc == "Brilliant Blue" then spot.Color = Color3.fromRGB(74, 137, 255) elseif highbeamc == "Light Green" then spot.Color = Color3.fromRGB(175, 196, 196) elseif highbeamc == "Golden Yellow" then spot.Color = Color3.fromRGB(255, 239, 193) elseif highbeamc == "Bubu's Purple" then spot.Color = Color3.fromRGB(197, 197, 255) elseif highbeamc == "Yellow" then spot.Color = Color3.fromRGB(181, 178, 87) else spot.Color = highbeamc end spot.Shadows = true elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon if highbeamc == "Pure White" then v.Color = Color3.fromRGB(255, 255, 255) elseif highbeamc == "OEM White" then v.Color = Color3.fromRGB(255, 180, 161) elseif highbeamc == "Xenon" then v.Color = Color3.fromRGB(226, 231, 255) elseif highbeamc == "Brilliant Blue" then v.Color = Color3.fromRGB(97, 126, 255) elseif highbeamc == "Light Green" then v.Color = Color3.fromRGB(165, 195, 196) elseif highbeamc == "Golden Yellow" then v.Color = Color3.fromRGB(255, 169, 140) elseif highbeamc == "Bubu's Purple" then v.Color = Color3.fromRGB(150, 146, 255) elseif highbeamc == "Yellow" then v.Color = Color3.fromRGB(181, 178, 87) else v.Color = highbeamc end v.Transparency = 1 end end if popupe and PHeadlights ~= nil then for i, v in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if v.Name == "L" and #v:GetChildren() < 1 then local spot = Instance.new("SpotLight", v) spot.Name = "L" spot.Angle = 180 spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front if lowbeamc == "Pure White" then spot.Color = Color3.fromRGB(255, 255, 255) elseif lowbeamc == "OEM White" then spot.Color = Color3.fromRGB(255, 237, 199) elseif lowbeamc == "Xenon" then spot.Color = Color3.fromRGB(205, 227, 255) elseif lowbeamc == "Brilliant Blue" then spot.Color = Color3.fromRGB(74, 137, 255) elseif lowbeamc == "Light Green" then spot.Color = Color3.fromRGB(175, 196, 196) elseif lowbeamc == "Golden Yellow" then spot.Color = Color3.fromRGB(255, 239, 193) elseif lowbeamc == "Bubu's Purple" then spot.Color = Color3.fromRGB(197, 197, 255) elseif lowbeamc == "Yellow" then spot.Color = Color3.fromRGB(181, 178, 87) else spot.Color = lowbeamc end spot.Shadows = true elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon if lowbeamc == "Pure White" then v.Color = Color3.fromRGB(255, 255, 255) elseif lowbeamc == "OEM White" then v.Color = Color3.fromRGB(255, 180, 161) elseif lowbeamc == "Xenon" then v.Color = Color3.fromRGB(226, 231, 255) elseif lowbeamc == "Brilliant Blue" then v.Color = Color3.fromRGB(97, 126, 255) elseif lowbeamc == "Light Green" then v.Color = Color3.fromRGB(165, 195, 196) elseif lowbeamc == "Golden Yellow" then v.Color = Color3.fromRGB(255, 169, 140) elseif lowbeamc == "Bubu's Purple" then v.Color = Color3.fromRGB(150, 146, 255) elseif lowbeamc == "Yellow" then v.Color = Color3.fromRGB(181, 178, 87) else v.Color = lowbeamc end v.Transparency = 1 end end end for i, v in pairs(lights.Fog:GetChildren()) do if v.Name == "L" and v.Parent.Name == "Fog" and #v:GetChildren() < 1 then local spot = Instance.new("SpotLight", v) spot.Name = "L" spot.Angle = 180 spot.Brightness = 0 spot.Range = 48 spot.Face = Enum.NormalId.Front if foglightc == "Pure White" then spot.Color = Color3.fromRGB(255, 255, 255) elseif foglightc == "OEM White" then spot.Color = Color3.fromRGB(255, 237, 199) elseif foglightc == "Xenon" then spot.Color = Color3.fromRGB(205, 227, 255) elseif foglightc == "Brilliant Blue" then spot.Color = Color3.fromRGB(74, 137, 255) elseif foglightc == "Light Green" then spot.Color = Color3.fromRGB(175, 196, 196) elseif foglightc == "Golden Yellow" then spot.Color = Color3.fromRGB(255, 239, 193) elseif foglightc == "Bubu's Purple" then spot.Color = Color3.fromRGB(197, 197, 255) elseif foglightc == "Yellow" then spot.Color = Color3.fromRGB(181, 178, 87) else spot.Color = foglightc end spot.Shadows = true elseif v.Name == "LN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon if foglightc == "Pure White" then v.Color = Color3.fromRGB(255, 255, 255) elseif foglightc == "OEM White" then v.Color = Color3.fromRGB(255, 180, 161) elseif foglightc == "Xenon" then v.Color = Color3.fromRGB(226, 231, 255) elseif foglightc == "Brilliant Blue" then v.Color = Color3.fromRGB(97, 126, 255) elseif foglightc == "Light Green" then v.Color = Color3.fromRGB(165, 195, 196) elseif foglightc == "Golden Yellow" then v.Color = Color3.fromRGB(255, 169, 140) elseif foglightc == "Bubu's Purple" then v.Color = Color3.fromRGB(150, 146, 255) elseif foglightc == "Yellow" then v.Color = Color3.fromRGB(181, 178, 87) else v.Color = foglightc end v.Transparency = 1 end end if intlightse then for i, v in pairs(lights.Interior:GetChildren()) do if v.Name == "FrontL" then local spot = Instance.new("SpotLight", v) spot.Name = "L" print(spot.Parent.Name) spot.Angle = 135 spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Bottom if intlightsc == "Pure White" then spot.Color = Color3.fromRGB(255, 255, 255) elseif intlightsc == "OEM White" then spot.Color = Color3.fromRGB(255, 237, 199) elseif intlightsc == "Xenon" then spot.Color = Color3.fromRGB(205, 227, 255) elseif intlightsc == "Brilliant Blue" then spot.Color = Color3.fromRGB(74, 137, 255) elseif intlightsc == "Light Green" then spot.Color = Color3.fromRGB(175, 196, 196) elseif intlightsc == "Golden Yellow" then spot.Color = Color3.fromRGB(255, 239, 193) elseif intlightsc == "Bubu's Purple" then spot.Color = Color3.fromRGB(197, 197, 255) elseif intlightsc == "Yellow" then spot.Color = Color3.fromRGB(181, 178, 87) else spot.Color = intlightsc end spot.Shadows = true elseif v.Name == "CenterL" then local point = Instance.new("PointLight", v) point.Name = "L" point.Brightness = 0 point.Range = 0 if intlightsc == "Pure White" then point.Color = Color3.fromRGB(255, 255, 255) elseif intlightsc == "OEM White" then point.Color = Color3.fromRGB(255, 237, 199) elseif intlightsc == "Xenon" then point.Color = Color3.fromRGB(205, 227, 255) elseif intlightsc == "Brilliant Blue" then point.Color = Color3.fromRGB(74, 137, 255) elseif intlightsc == "Light Green" then point.Color = Color3.fromRGB(175, 196, 196) elseif intlightsc == "Golden Yellow" then point.Color = Color3.fromRGB(255, 239, 193) elseif intlightsc == "Bubu's Purple" then point.Color = Color3.fromRGB(197, 197, 255) elseif intlightsc == "Yellow" then point.Color = Color3.fromRGB(181, 178, 87) else point.Color = intlightsc end point.Shadows = true elseif v.Name == "CLN" or v.Name == "FLN" then if v:IsA("MeshPart") then v.TextureID = "" end v.Material = Enum.Material.Neon if highbeamc == "Pure White" then v.Color = Color3.fromRGB(255, 255, 255) elseif highbeamc == "OEM White" then v.Color = Color3.fromRGB(255, 180, 161) elseif highbeamc == "Xenon" then v.Color = Color3.fromRGB(226, 231, 255) elseif highbeamc == "Brilliant Blue" then v.Color = Color3.fromRGB(97, 126, 255) elseif highbeamc == "Light Green" then v.Color = Color3.fromRGB(165, 195, 196) elseif highbeamc == "Golden Yellow" then v.Color = Color3.fromRGB(255, 169, 140) elseif highbeamc == "Bubu's Purple" then v.Color = Color3.fromRGB(150, 146, 255) elseif highbeamc == "Yellow" then v.Color = Color3.fromRGB(181, 178, 87) else v.Color = highbeamc end v.Transparency = 1 end end end print("EpicLights Version 3 // Setup completed!") isSetupCompleted = true end intLights() end F.SignalLeft = function(b, tp, t, seq, iseg) if tp == 0.71 then if t == "Halogen" then for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, ind_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" and v.Parent.Name == "Rear" then TweenService:Create(v, ind_tweeninfo, {Transparency = 1}):Play() elseif v.Name == "LN" and v.Parent.Name == "Front" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end elseif t == "LED" then for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" and v.Parent.Name == "Rear" then v.Transparency = 1 elseif v.Name == "LN" and v.Parent.Name == "Front" then v.Transparency = tp end end end else if t == "Halogen" then if not seq then for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, ind_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end else for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("BasePart") or v:IsA("MeshPart") then if tp < 1 then if v.Name == "SI"..tostring(iseg) then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end else if string.sub(v.Name, 1, 2) == "SI" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end end end end elseif t == "LED" then if not seq then for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end else for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("BasePart") or v:IsA("MeshPart") then if tp < 1 then if v.Name == "SI"..tostring(iseg) then v.Transparency = tp end else v.Transparency = tp end end end end end end end F.SignalRight = function(b, tp, t, seq, iseg) if tp == 0.71 then if t == "Halogen" then for i, v in pairs(lights.RightInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, ind_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" and v.Parent.Name == "Rear" then TweenService:Create(v, ind_tweeninfo, {Transparency = 1}):Play() elseif v.Name == "LN" and v.Parent.Name == "Front" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end elseif t == "LED" then for i, v in pairs(lights.RightInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" and v.Parent.Name == "Rear" then v.Transparency = 1 elseif v.Name == "LN" and v.Parent.Name == "Front" then v.Transparency = tp end end end else if t == "Halogen" then if not seq then for i, v in pairs(lights.RightInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, ind_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end else for i, v in pairs(lights.RightInd:GetDescendants()) do if v:IsA("BasePart") or v:IsA("MeshPart") then if tp < 1 then if v.Name == "SI"..tostring(iseg) then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end else if string.sub(v.Name, 1, 2) == "SI" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end end end end elseif t == "LED" then if not seq then for i, v in pairs(lights.RightInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end else for i, v in pairs(lights.RightInd:GetDescendants()) do if tp < 1 then if v.Name == "SI"..tostring(iseg) then v.Transparency = tp end else v.Transparency = tp end end end end end end F.Hazards = function(b, tp, t, seq, iseg) if tp == 0.71 then if t == "Halogen" then for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, ind_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" and v.Parent.Name == "Rear" then TweenService:Create(v, ind_tweeninfo, {Transparency = 1}):Play() elseif v.Name == "LN" and v.Parent.Name == "Front" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end for i, v in pairs(lights.RightInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, ind_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" and v.Parent.Name == "Rear" then TweenService:Create(v, ind_tweeninfo, {Transparency = 1}):Play() elseif v.Name == "LN" and v.Parent.Name == "Front" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end elseif t == "LED" then for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" and v.Parent.Name == "Rear" then v.Transparency = 1 elseif v.Name == "LN" and v.Parent.Name == "Front" then v.Transparency = tp end end for i, v in pairs(lights.RightInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" and v.Parent.Name == "Rear" then v.Transparency = 1 elseif v.Name == "LN" and v.Parent.Name == "Front" then v.Transparency = tp end end end else if t == "Halogen" then if not seq then for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, ind_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end for i, v in pairs(lights.RightInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, ind_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end else for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("BasePart") or v:IsA("MeshPart") then if tp < 1 then if v.Name == "SI"..tostring(iseg) then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end else if string.sub(v.Name, 1, 2) == "SI" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end end end for i, v in pairs(lights.RightInd:GetDescendants()) do if v:IsA("BasePart") or v:IsA("MeshPart") then if tp < 1 then if v.Name == "SI"..tostring(iseg) then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end else if string.sub(v.Name, 1, 2) == "SI" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end end end end elseif t == "LED" then if not seq then for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end for i, v in pairs(lights.RightInd:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end else for i, v in pairs(lights.LeftInd:GetDescendants()) do if v:IsA("BasePart") or v:IsA("MeshPart") then if tp < 1 then if v.Name == "SI"..tostring(iseg) then v.Transparency = tp end else v.Transparency = tp end end end for i, v in pairs(lights.RightInd:GetDescendants()) do if v:IsA("BasePart") or v:IsA("MeshPart") then if tp < 1 then if v.Name == "SI"..tostring(iseg) then v.Transparency = tp end else v.Transparency = tp end end end end end end end F.Headlights = function(b, tp, r, rl_a, pe, t, ls) if not pe then if t == "Halogen" then if rl_a and ls == 0 then if rl_loc == 1 then for i, v in pairs(lights.LeftInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end for i, v in pairs(lights.RightInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end for i, v in pairs(lights.Headlights.High:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end elseif rl_loc == 2 then for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end for i, v in pairs(lights.Headlights.High:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end end for i, v in pairs(lights.Headlights:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then if v.Parent.Name == "High" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() elseif v.Parent.Name == "Low" and rl_loc ~= 2 and rl_loc ~= 1 then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end end elseif not rl_a and ls == 0 then if rl_loc == 1 then for i, v in pairs(lights.LeftInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end for i, v in pairs(lights.RightInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end elseif rl_loc == 2 then for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end end for i, v in pairs(lights.Headlights:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then if v.Parent.Name == "High" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() elseif v.Parent.Name == "Low" and rl_loc ~= 2 and rl_loc ~= 1 then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end end elseif ls == 1 then if rl_loc == 1 then for i, v in pairs(lights.LeftInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end for i, v in pairs(lights.RightInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end end for i, v in pairs(lights.Headlights.Low:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end for i, v in pairs(lights.Headlights.High:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end elseif ls == 2 then for i, v in pairs(lights.Headlights.Low:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end for i, v in pairs(lights.Headlights.High:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end end elseif t == "LED" then if rl_a and ls == 0 then if rl_loc == 1 then for i, v in pairs(lights.LeftInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 0.71 end end for i, v in pairs(lights.RightInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 0.71 end end for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 0.71 end end for i, v in pairs(lights.Headlights.High:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end elseif rl_loc == 2 then for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 0.71 end end for i, v in pairs(lights.Headlights.High:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end end for i, v in pairs(lights.Headlights:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then if v.Parent.Name == "High" then v.Transparency = tp elseif v.Parent.Name == "Low" and rl_loc ~= 2 and rl_loc ~= 1 then v.Transparency = tp end end end elseif not rl_a and ls == 0 then if rl_loc == 1 then for i, v in pairs(lights.LeftInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end for i, v in pairs(lights.RightInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end elseif rl_loc == 2 then for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end end for i, v in pairs(lights.Headlights:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then if v.Parent.Name == "High" then v.Transparency = tp elseif v.Parent.Name == "Low" and rl_loc ~= 2 and rl_loc ~= 1 then v.Transparency = tp end end end elseif ls == 1 then if rl_loc == 1 then for i, v in pairs(lights.LeftInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 0.71 end end for i, v in pairs(lights.RightInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 0.71 end end end for i, v in pairs(lights.Headlights.Low:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = tp end end for i, v in pairs(lights.Headlights.High:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end elseif ls == 2 then for i, v in pairs(lights.Headlights.Low:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = tp end end for i, v in pairs(lights.Headlights.High:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = tp end end end elseif not rl_a and ls == 0 then if rl_loc == 1 then for i, v in pairs(lights.LeftInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end for i, v in pairs(lights.RightInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end elseif rl_loc == 2 then for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end end for i, v in pairs(lights.Headlights:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then if v.Parent.Name == "High" then v.Transparency = tp elseif v.Parent.Name == "Low" and rl_loc ~= 2 and rl_loc ~= 1 then v.Transparency = tp end end end if ls == 1 then for i, v in pairs(lights.Headlights.Low:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = tp end end for i, v in pairs(lights.Headlights.High:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = 0 v.Range = 0 elseif v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end end end else if rl_a and ls == 0 then if rl_loc == 1 then for i, v in pairs(lights.LeftInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end for i, v in pairs(lights.RightInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end for i, v in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end elseif rl_loc == 2 then for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end for i, v in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end else for i, v in pairs(lights.Headlights.Running:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end for i, v in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end end for i, v in pairs(lights.Headlights:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then if v.Parent.Name == "High" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() elseif v.Parent.Name == "Low" and rl_loc ~= 2 and rl_loc ~= 1 then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end end for i, v in pairs(PHeadlights.Parts.Headlights:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r end end elseif not rl_a and ls == 0 then if rl_loc == 1 then for i, v in pairs(lights.LeftInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end for i, v in pairs(lights.RightInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end for i, v in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end elseif rl_loc == 2 then for i, v in pairs(lights.Headlights.Low:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end for i, v in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end else for i, v in pairs(lights.Headlights.Running:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end for i, v in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end end for i, v in pairs(lights.Headlights:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then if v.Parent.Name == "High" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() elseif v.Parent.Name == "Low" and rl_loc ~= 2 and rl_loc ~= 1 then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end end for i, v in pairs(PHeadlights.Parts.Headlights:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r end end elseif ls == 1 then if rl_loc == 1 then for i, v in pairs(lights.LeftInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end for i, v in pairs(lights.RightInd.Front:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end elseif rl_loc == 3 then for i, v in pairs(lights.Headlights.Running:GetChildren()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.71}):Play() end end end for i, v in pairs(lights.Headlights.Low:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end for i, v in pairs(PHeadlights.Parts.Headlights:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end elseif ls == 2 then for i, v in pairs(lights.Headlights.Low:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end for i, v in pairs(lights.Headlights.High:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end for i, v in pairs(PHeadlights.Parts.Headlights:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() v.Range = r elseif v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end end end end F.CustomDRL = function(s, t) if t == "Halogen" then if s then for i, v in pairs(lights.Headlights.Running:GetDescendants()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.02}):Play() end end else for i, v in pairs(lights.Headlights.Running:GetDescendants()) do if v:IsA("MeshPart") and v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end end else if s then for i, v in pairs(lights.Headlights.Running:GetDescendants()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 0.02 end end else for i, v in pairs(lights.Headlights.Running:GetDescendants()) do if v:IsA("MeshPart") and v.Name == "LN" then v.Transparency = 1 end end end end end F.PlateLights = function(s, t) if s then if t == "Halogen" then for i, v in pairs(lights.Plate:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = 1}):Play() elseif v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0}):Play() end end elseif t == "LED" then for i, v in pairs(lights.Plate:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = 1 elseif v.Name == "LN" then v.Transparency = 0 end end end else if t == "Halogen" then for i, v in pairs(lights.Plate:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = 0}):Play() elseif v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end elseif t == "LED" then for i, v in pairs(lights.Plate:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = 0 elseif v.Name == "LN" then v.Transparency = 1 end end end end end F.Popups = function(state, enabled, hinge_angle) if enabled then local motor = PHeadlights.Hinge:WaitForChild("Motor") motor.MaxVelocity = 0.06 if state then motor.DesiredAngle = hinge_angle elseif not state then motor.DesiredAngle = 0 end end end F.FogLights = function(b, tp, t) if t == "Halogen" then for i, v in pairs(lights.Fog:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, ind_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, ind_tweeninfo, {Transparency = tp}):Play() end end elseif t == "LED" then for i, v in pairs(lights.Fog:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end end end F.BrakeLights = function(t, b, tp, te) if not te then if t == "Halogen" then for i, v in pairs(lights.Brake:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end elseif t == "LED" then for i, v in pairs(lights.Brake:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end end else if t == "Halogen" then for i, v in pairs(lights.Brake:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end for i, v in pairs(trunk.Brake:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end elseif t == "LED" then for i, v in pairs(lights.Brake:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end for i, v in pairs(trunk.Brake:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end end end end F.RearLights = function(t, b, tp, te) if not te then if t == "Halogen" then for i, v in pairs(lights.Rear:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end elseif t == "LED" then for i, v in pairs(lights.Rear:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end end else if t == "Halogen" then for i, v in pairs(lights.Rear:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end for i, v in pairs(trunk.Rear:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end elseif t == "LED" then for i, v in pairs(lights.Rear:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end for i, v in pairs(trunk.Rear:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end end end end F.DashboardIndicators = function(headlights, indicators, parklights) end F.Reverse = function(t, b, tp, te) if not te then if t == "Halogen" then for i, v in pairs(lights.Reverse:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end elseif t == "LED" then for i, v in pairs(lights.Reverse:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end end else if t == "Halogen" then for i, v in pairs(lights.Reverse:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end for i, v in pairs(trunk.Reverse:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then TweenService:Create(v, l_tweeninfo, {Brightness = b}):Play() elseif v.Name == "LN" then TweenService:Create(v, l_tweeninfo, {Transparency = tp}):Play() end end elseif t == "LED" then for i, v in pairs(lights.Reverse:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end for i, v in pairs(trunk.Reverse:GetDescendants()) do if v:IsA("Light") and v.Name == "L" then v.Brightness = b elseif v.Name == "LN" then v.Transparency = tp end end end end end function intLights() if intlights then local center_override = false local front_override = false local door_open = false local int_triggers = car.Body:FindFirstChild("InteriorTriggers") local event1 = int_triggers:FindFirstChild("OverrideTriggers") if #doors > 0 and doorFunction then for i, v in pairs(doors) do local event2 = v:FindFirstChild("EpicLightsDoor") event2.Event:Connect(function(s) door_open = s if s then for i, v in pairs(lights.Interior:GetDescendants()) do if v.Name == "L" and v:IsA("SpotLight") and not front_override then TweenService:Create(v, l_tweeninfo, {Brightness = 0.5, Range = 9}):Play() elseif v.Name == "L" and v:IsA("PointLight") and not center_override then TweenService:Create(v, l_tweeninfo, {Brightness = 0.5, Range = 9}):Play() elseif v.Name == "FLN" and not front_override then TweenService:Create(v, l_tweeninfo, {Transparency = 0.2}):Play() elseif v.Name == "CLN" and not center_override then TweenService:Create(v, l_tweeninfo, {Transparency = 0.2}):Play() end end else for i, v in pairs(lights.Interior:GetDescendants()) do if v.Name == "L" and v:IsA("SpotLight") and not front_override then TweenService:Create(v, l_tweeninfo, {Brightness = 0, Range = 0}):Play() elseif v.Name == "L" and v:IsA("PointLight") and not center_override then TweenService:Create(v, l_tweeninfo, {Brightness = 0, Range = 0}):Play() elseif v.Name == "FLN" and not front_override then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() elseif v.Name == "CLN" and not center_override then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end end end) end end event1.Event:Connect(function(s, t) if t == "Center" then center_override = s if not door_open then if s then for i, v in pairs(lights.Interior:GetDescendants()) do if v.Parent.Name == "CenterL" and v:IsA("PointLight") then TweenService:Create(v, l_tweeninfo, {Brightness = 0.5, Range = 9}):Play() elseif v.Name == "CLN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.2}):Play() end end else for i, v in pairs(lights.Interior:GetDescendants()) do if v.Parent.Name == "CenterL" and v:IsA("PointLight") then TweenService:Create(v, l_tweeninfo, {Brightness = 0, Range = 0}):Play() elseif v.Name == "CLN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end end end elseif t == "Front" then front_override = s if not door_open then if s then for i, v in pairs(lights.Interior:GetDescendants()) do if v.Parent.Name == "FrontL" and v:IsA("SpotLight") then TweenService:Create(v, l_tweeninfo, {Brightness = 0.5, Range = 9}):Play() elseif v.Name == "FLN" then TweenService:Create(v, l_tweeninfo, {Transparency = 0.2}):Play() end end else for i, v in pairs(lights.Interior:GetDescendants()) do if v.Parent.Name == "FrontL" and v:IsA("SpotLight") then TweenService:Create(v, l_tweeninfo, {Brightness = 0, Range = 0}):Play() elseif v.Name == "FLN" then TweenService:Create(v, l_tweeninfo, {Transparency = 1}):Play() end end end end end end) end end F.IndsOnLeave = function(left, right, hazard, sequential, segs, fr, type) event.IndicatorsAfterLeave.Disabled = false wait() leaveseatevent:Fire(left, right, hazard, sequential, segs, fr, type) end event.OnServerEvent:Connect(function(pl, Fnc, ...) F[Fnc](...) end) -- 1627 lines previously
--[=[ Forces the value to be nil on cleanup, cleans up the Maid Does not fire the event since 3.5.0 ]=]
function ValueObject:Destroy() rawset(self, "_value", nil) self._maid:DoCleaning() setmetatable(self, nil) end return ValueObject
--WRITE YOUR ABILITIES HERE--
hum.WalkSpeed = 40
-- if Character:IsA("Model") then -- Character:BreakJoints()
-- May return NaN or inf or -inf -- This is a way of finding the angle between the two vectors:
local function findAngleBetweenXZVectors(vec2, vec1) return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z) end local function CreateAttachCamera() local module = RootCameraCreator() local lastUpdate = tick() function module:Update() local now = tick() local camera = workspace.CurrentCamera local player = PlayersService.LocalPlayer if lastUpdate == nil or now - lastUpdate > 1 then module:ResetCameraLook() self.LastCameraTransform = nil end local subjectPosition = self:GetSubjectPosition() if subjectPosition and player and camera then local zoom = self:GetCameraZoom() if zoom <= 0 then zoom = 0.1 end if self.LastCameraTransform then local humanoid = self:GetHumanoid() if lastUpdate and humanoid and humanoid.Torso then local forwardVector = humanoid.Torso.CFrame.lookVector local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook()) if IsFinite(y) and math.abs(y) > 0.0001 then self.RotateInput = self.RotateInput + Vector2.new(y, 0) end end end local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput) self.RotateInput = Vector2.new() camera.Focus = CFrame.new(subjectPosition) camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * newLookVector), camera.Focus.p) self.LastCameraTransform = camera.CoordinateFrame end lastUpdate = now end return module end return CreateAttachCamera
-- Shift to sprint script for Stamina System V1. -- Delete if you don't want to use.
local UserInputService = game:GetService("UserInputService") local StaminaModule = require(script.Parent.StaminaModule) local TweenService = game:GetService("TweenService") local player = game.Players.LocalPlayer local defaultSpeed = 16 local belowStaminaSpeed = 18 local sprintSpeed = 24 local staminaDeductRate = 1 local staminaDeductInterval = 0.1 local minimumStaminaToSprint = 15 local sprinting = false local regainDelay = 1 local belowStaminaDelay = 2 local function deductStamina() while sprinting and StaminaModule.StaminaValue.Value > 0 do local character = player.Character if character then local humanoid = character:WaitForChild("Humanoid") -- Only deduct stamina if the player is moving if humanoid.MoveDirection.Magnitude > 0 then StaminaModule.RemoveStamina(staminaDeductRate) StaminaModule.StaminaCanRegen = false else StaminaModule.StaminaCanRegen = true end end wait(staminaDeductInterval) end end local function tweenWalkSpeed(humanoid, speed, time) local info = TweenInfo.new(time) local tween = TweenService:Create(humanoid, info, {WalkSpeed = speed}) tween:Play() end UserInputService.InputBegan:Connect(function(input) if input.KeyCode == Enum.KeyCode.LeftShift then local character = player.Character if character then local humanoid = character:WaitForChild("Humanoid") if StaminaModule.StaminaValue.Value >= minimumStaminaToSprint then tweenWalkSpeed(humanoid, sprintSpeed, 1) sprinting = true StaminaModule.StaminaCanRegen = false deductStamina() end end end end) UserInputService.InputEnded:Connect(function(input) if input.KeyCode == Enum.KeyCode.LeftShift then local character = player.Character if character then local humanoid = character:WaitForChild("Humanoid") tweenWalkSpeed(humanoid, defaultSpeed, 1) sprinting = false wait(regainDelay) StaminaModule.StaminaCanRegen = true end end end) StaminaModule.StaminaValue:GetPropertyChangedSignal("Value"):Connect(function() local character = player.Character if character then local humanoid = character:WaitForChild("Humanoid") if StaminaModule.StaminaValue.Value < minimumStaminaToSprint and sprinting then tweenWalkSpeed(humanoid, belowStaminaSpeed, 2) end if StaminaModule.StaminaValue.Value <= 0 then tweenWalkSpeed(humanoid, defaultSpeed, 1) sprinting = false wait(belowStaminaDelay) StaminaModule.StaminaCanRegen = true end end end)
-- Colors
local FriendlyReticleColor = Color3.new(1, 0, 0) local EnemyReticleColor = Color3.new(1, 0, 0) local NeutralReticleColor = Color3.new(1, 0, 0) local Spread = MinSpread local AmmoInClip = ClipSize local Tool = script.Parent local Handle = WaitForChild(Tool, 'Handle') local WeaponGui = nil local LeftButtonDown local Reloading = false local IsShooting = false
--Function For Making Rays Which Kills Bricks
function ray(angle,radius, orig) ----------------SET POSITIONS local startPos = (orig * CFrame.new(0,0,3) ).p local secondPos = orig * CFrame.Angles(0, 0, math.rad(angle)) * CFrame.new(radius,0,-6) ----------------MAKE RAY local damageRay = Ray.new (startPos,(secondPos - startPos).p) local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(damageRay, ignoreList) --if hit then print("Hit: "..hit.Name) else print("Hit: nil") end ----------------DRAW RAY if makeRays then local distance = (position - startPos).magnitude makeRay(CFrame.new(startPos, secondPos.p) * CFrame.new(0, 0, -distance/2), Vector3.new(0.2, 0.2, distance)) end if not hit then return end if hit.Name == "FakeTrack" then ignoreList[#ignoreList+1] = hit ray(angle,radius, orig) return end if not hit.Parent then return end local human = hit.Parent:findFirstChild("Humanoid") local player = game.Players:findFirstChild(hit.Parent.Name) if human and player then if player.TeamColor ~= BrickColor.new("Earth green") then human:takeDamage(110) end end if hit.Parent.Name == "Parts" then return end if hit.Parent.Parent then --look if what we hit is a tank tank = hit.Parent.Parent:findFirstChild("Tank") if not tank and hit.Parent.Parent.Parent then tank = hit.Parent.Parent.Parent:findFirstChild("Tank") end end if not tank or tank == parts.Parent.Parent.Tank then return end ----------------IF ITS A DAMAGEABLE PART local damagable = hit.Parent:findFirstChild("Damage") if damagable then if damagable.Value == "Barrel" and not tank.Parent.GunDamaged.Value and math.random(1,8) == 1 then tank.Parent.GunDamaged.Value = true print("Damaged Barrel") elseif damagable.Value == "LTrack" and not tank.Parent.LTrack.Value and math.random(1,8) == 1 then tank.Parent.LTrack.Value = true print("Damaged Left Track") local list = hit.Parent:getChildren() local randSide = math.random(1,2) for i = 1, #list do if list[i].Name == ("trackDamage"..randSide) then list[i].Transparency = 1 end end elseif damagable.Value == "RTrack" and not tank.Parent.RTrack.Value and math.random(1,8) == 1 then tank.Parent.RTrack.Value = true print("Damaged Right Track") local list = hit.Parent:getChildren() local randSide = math.random(1,2) for i = 1, #list do if list[i].Name == ("trackDamage"..randSide) then list[i].Transparency = 1 end end end elseif hit.Name == "Fuel" then --if we hit their weak point tank.Value = BrickColor.new("Black") else local damage = hit:findFirstChild("Damage") --Check if There's a Damage Value Already in the Brick if not damage then damage = Instance.new("NumberValue") damage.Parent = hit damage.Name = "Damage" local volume = hit.Size.X*hit.Size.Y*hit.Size.Z damage.Value = volume*hit.Parent.ArmourValue.Value end damage.Value = damage.Value - dealingDamage if damage.Value <= 0 then if math.random(1,2) == 1 then hit:BreakJoints() else hit:remove() end end end end round = Instance.new("Part", user) round.Name = "RayPart" round.Material = "Neon" round.Transparency = 0.5 round.Anchored = true round.CanCollide = false round.TopSurface = Enum.SurfaceType.Smooth round.BottomSurface = Enum.SurfaceType.Smooth round.formFactor = Enum.FormFactor.Custom round.BrickColor = BrickColor.new("Bright blue") yOffset = -0.2
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; DebugLogger = {}; function DebugLogger.new(p1, p2) local v2 = p2 and typeof(p2) == "string"; assert(v2, "Invalid script name"); local v3 = { scriptName = p2 }; setmetatable(v3, p1); p1.__index = p1; return v3; end; function DebugLogger.Log(p3, p4, p5) pcall(function() local v4 = p3.scriptName .. " - " .. p4 .. " called with parameters "; for v5, v6 in pairs(p5) do v4 = v4 .. tostring(v5) .. " : " .. tostring(v6) .. ", "; end; print(v4); end); end; function DebugLogger.LogFunctionCall(p6, p7, p8) p6:Log(p7, p8); end; function DebugLogger.LogString(p9, p10) pcall(function() print(p9.scriptName .. " - " .. p10); end); end; v1.DebugLogger = DebugLogger; return v1;
--[[ REFERENCE: command_full_name: The name of a command (e.g. :cmds) [command_full_name] = { Player = 0; Server = 0; Cross = 0; } ]]
} settings.HttpWait = 60 -- How long things that use the HttpService will wait before updating again settings.Trello_Enabled = false -- Are the Trello features enabled? settings.Trello_Primary = "" -- Primary Trello board settings.Trello_Secondary = {} -- Secondary Trello boards (read-only) Format: {"BoardID";"BoardID2","etc"} settings.Trello_AppKey = "" -- Your Trello AppKey Link: https://trello.com/app-key settings.Trello_Token = "" -- Trello token (DON'T SHARE WITH ANYONE!) Link: https://trello.com/1/connect?name=Trello_API_Module&response_type=token&expires=never&scope=read,write&key=YOUR_APP_KEY_HERE settings.G_API = true -- If true allows other server scripts to access certain functions described in the API module through _G.Adonis settings.G_Access = false -- If enabled allows other scripts to access Adonis using _G.Adonis.Access; Scripts will still be able to do things like _G.Adonis.CheckAdmin(player) settings.G_Access_Key = "Example_Key" -- Key required to use the _G access API; Example_Key will not work for obvious reasons settings.G_Access_Perms = "Read" -- Access perms settings.Allowed_API_Calls = { Client = false; -- Allow access to the Client (not recommended) Settings = false; -- Allow access to settings (not recommended) DataStore = false; -- Allow access to the DataStore (not recommended) Core = false; -- Allow access to the script's core table (REALLY not recommended) Service = false; -- Allow access to the script's service metatable Remote = false; -- Communication table HTTP = false; -- HTTP related things like Trello functions Anti = false; -- Anti-Exploit table Logs = false; UI = false; -- Client UI table Admin = false; -- Admin related functions Functions = false; -- Functions table (contains functions used by the script that don't have a subcategory) Variables = true; -- Variables table API_Specific = true; -- API Specific functions } settings.FunCommands = true -- Are fun commands enabled? settings.PlayerCommands = true -- Are player-level utility commands enabled? settings.CommandFeedback = false -- Should players be notified when commands with non-obvious effects are run on them? settings.CrossServerCommands = true -- Are commands which affect more than one server enabled? settings.ChatCommands = true -- If false you will not be able to run commands via the chat; Instead you MUST use the console or you will be unable to run commands settings.CreatorPowers = true -- Gives me creator level admin; This is strictly used for debugging; I can't debug without full access to the script settings.CodeExecution = true -- Enables the use of code execution in Adonis; Scripting related (such as :s) and a few other commands require this settings.SilentCommandDenials = false -- If true, there will be no differences between the error messages shown when a user enters an invalid command and when they have insufficient permissions for the command settings.BanMessage = "Banned" -- Message shown to banned users upon kick settings.LockMessage = "Not Whitelisted" -- Message shown to people when they are kicked while the game is :slocked settings.SystemTitle = "System Message" -- Title to display in :sm and :bc settings.MaxLogs = 5000 -- Maximum logs to save before deleting the oldest settings.SaveCommandLogs = true -- If command logs are saved to the datastores settings.Notification = true -- Whether or not to show the "You're an admin" and "Updated" notifications settings.SongHint = true -- Display a hint with the current song name and ID when a song is played via :music settings.TopBarShift = false -- By default hints and notifs will appear from the top edge of the window, this is acheived by offsetting them by -35 into the transparent region where roblox buttons menu/chat/leaderstat buttons are. Set this to true if you don't want hints/notifs to appear in that region. settings.Messages = {} -- A list of notification messages to show HeadAdmins and above on join settings.AutoClean = false -- Will auto clean workspace of things like hats and tools settings.AutoCleanDelay = 60 -- Time between auto cleans settings.AutoBackup = false -- Run :backupmap automatically when the server starts. To restore the map, run :restoremap settings.Console = true -- Whether the command console is enabled settings.Console_AdminsOnly = false -- If true, only admins will be able to access the console settings.HelpSystem = true -- Allows players to call admins for help using !help settings.HelpButton = true -- Shows a little help button in the bottom right corner. settings.HelpButtonImage = "rbxassetid://357249130" -- Change this to change the help button's image settings.DonorCapes = true -- Donors get to show off their capes; Not disruptive :) settings.DonorCommands = true -- Show your support for the script and let donors use harmless commands like !sparkles settings.LocalCapes = false -- Makes Donor capes local so only the donors see their cape [All players can still disable capes locally] settings.Detection = true -- Attempts to detect certain known exploits settings.CheckClients = true -- Checks clients every minute or two to make sure they are still active settings.ExploitNotifications = true -- Notify all moderators and higher ups when a player is kicked or crashed from the AntiExploit settings.CharacterCheckLogs = false -- If the character checks appear in exploit logs and exploit notifications settings.AntiNoclip = false -- Attempts to detect noclipping and kills the player if found settings.AntiRootJointDeletion = false -- Attempts to detect paranoid and kills the player if found settings.AntiHumanoidDeletion = false -- (Very important) Prevents invalid humanoid deletion. Un-does the deletion and kills the player settings.AntiMultiTool = false -- Prevents multitooling and because of that many other exploits settings.AntiGod = false -- If a player does not respawn when they should have they get respawned settings.AntiSpeed = true -- (Client-Sided) Attempts to detect speed exploits settings.AntiBuildingTools = false -- (Client-Sided) Attempts to detect any HopperBin(s)/Building Tools added to the client settings.AntiClientIdle = false -- (Client-Sided) Kick the player if they are using an anti-idle exploit settings.ProtectHats = false -- Prevents hats from being un-welded from their characters through unnormal means
-- Detectors
local handler = DriveSeat.AirbagFilter local side = nil local sent = false local speedVar = nil function handle(x, y) if x == nil then print('Errored!') end if sent == false then if speedVar > 20 and DriveSeat.Parent.Electrics.Value == true then if y.CanCollide == true then handler:FireServer(x) print('fired to remote') script.Parent.epicFrame.Visible = true DriveSeat.FE_Lights:FireServer('blinkers', 'Hazards') wait(2) sent = false end end end end
-- Settings
local amientReverb : EnumItem = Enum.ReverbType.Alley local bubbleChatEnabled : boolean = false local gravity : number = 196.2 -- 35 is realistic local walkSpeed : number = 16 -- 17 is good for low gravity local jumpPower : number = 50 -- 16 is good for low gravity local respawnTime : number = 5 -- 1 is enough local clockTime : number = 0 local fogColor : Color3 = Color3.fromRGB(0, 0, 0) local fogEnd : number = 150 local fogStart : number = 0
--Fuction that plays when we click the button.
Button.MouseClick:Connect(function(player) local newcode = game.ReplicatedStorage:WaitForChild("CodeDoor"):InvokeClient(player) --we invoke the players client and wait until they return the code if newcode == Code.Value then print('correct') Light.Color = Color3.fromRGB(73, 181, 71) --Light (part) color changes Light.PointLight.Color = Color3.fromRGB(73, 181, 71) --PointLight color changes (optional, disabled by default) script.Parent.Parent.Lock.Disabled = false script.Parent.Button:Destroy() else --If the code is not correct, we just print "incorrect" print('incorrect') end end)
--Made by Stickmasterluke
sp=script.Parent db=true firerate=22 power=50 rate=1/30 debris=game:GetService("Debris") equipped=false check=true local event = script.Parent:WaitForChild("RemoteEvent") function onEquipped(mouse) equipped=true if mouse~=nil then mouse.Button1Down:connect(function() if db then event:FireServer(mouse.Hit,check) db=false wait(firerate) db=true end end) end end function onUnequipped() equipped=false sp.Handle.Transparency=1 end sp.Equipped:connect(onEquipped) sp.Unequipped:connect(onUnequipped)
--LIBS -- RANDOM ---- WeightedRandom(t, default) ----- Uses a simple weighted random technique to choose ----- a table value based on its weight. ----- Syntax for the table must be like this: ------ { Value = [value], Weight = [weight] } ----- The function will return the Value key of the ----- chosen table. ----- You may specify a default value if you are ----- completely insane. ---- TrueRandom(min, max) ----- Multiplies the min and max by 100, uses math.random ----- on those, and then divides the result by 100 ----- Mostly just did this to get finer granularity from ----- random numbers -- TABLES ---- IndexOf(t, obj) ----- Given a table t, returns the index of the specified ----- object obj, assuming the object is in the table. ----- By default, returns 0. ---- Contains(t, obj) ----- Returns a boolean representing whether or not the ----- specified object is in the table. -- VECTOR3 ---- Half(vector) ----- Just halves a vector with a "/ 2" ----- Don't know why I needed this. ---- Distance(vec1, vec2) ----- Returns the distance between two vectors.
--// Positioning
RightArmPos = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08); LeftArmPos = CFrame.new(1.06851184, 0.973718464, -1.99667926, 0.787567914, -0.220087856, -0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098); GunPos = CFrame.new(0.284460306, -0.318524063, 1.06423128, 1, 0, 0, 0, -2.98023224e-08, -0.99999994, 0, 0.99999994, -2.98023224e-08);
--[=[ Initializes a new promise with the given function in a spawn wrapper. @param func (resolve: (...) -> (), reject: (...) -> ()) -> ()? @return Promise<T> ]=]
function Promise.spawn(func) local self = Promise.new() task.spawn(func, self:_getResolveReject()) return self end
-- MODULES --
local bezierTween = require(Modules.BezierTweens) local Waypoints = bezierTween.Waypoints local partCacheMod = require(Modules.PartCache)
-- Main
game:GetService("RunService").Heartbeat:Connect(function() for f, g in pairs(game:GetService("Players"):GetChildren()) do Checker(g) end end
-- services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService") local Workspace = game:GetService("Workspace") local Players = game:GetService("Players")
-- BEHAVIOUR --Controller support
coroutine.wrap(function() -- Create PC 'Enter Controller Mode' Icon runService.Heartbeat:Wait() -- This is required to prevent an infinite recursion local Icon = require(iconModule) local controllerOptionIcon = Icon.new() :setProperty("internalIcon", true) :setName("_TopbarControllerOption") :setOrder(100) :setImage(11162828670) :setRight() :setEnabled(false) :setTip("Controller mode") :setProperty("deselectWhenOtherIconSelected", false) -- This decides what controller widgets and displays to show based upon their connected inputs -- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle -- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode userInputService:GetPropertyChangedSignal("MouseEnabled"):Connect(IconController._determineControllerDisplay) userInputService.GamepadConnected:Connect(IconController._determineControllerDisplay) userInputService.GamepadDisconnected:Connect(IconController._determineControllerDisplay) IconController._determineControllerDisplay() -- Enable/Disable Controller Mode when icon clicked local function iconClicked() local isSelected = controllerOptionIcon.isSelected local iconTip = (isSelected and "Normal mode") or "Controller mode" controllerOptionIcon:setTip(iconTip) IconController._enableControllerMode(isSelected) end controllerOptionIcon.selected:Connect(iconClicked) controllerOptionIcon.deselected:Connect(iconClicked) -- Hide/show topbar when indicator action selected in controller mode userInputService.InputBegan:Connect(function(input,gpe) if not IconController.controllerModeEnabled then return end if input.KeyCode == Enum.KeyCode.DPadDown then if not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then IconController.setTopbarEnabled(true,false) end elseif input.KeyCode == Enum.KeyCode.ButtonB and not IconController.disableButtonB then if IconController.activeButtonBCallbacks == 1 and TopbarPlusGui.Indicator.Image == "rbxassetid://5278151556" then IconController.activeButtonBCallbacks = 0 guiService.SelectedObject = nil end if IconController.activeButtonBCallbacks == 0 then IconController._previousSelectedObject = guiService.SelectedObject IconController._setControllerSelectedObject(nil) IconController.setTopbarEnabled(false,false) end end input:Destroy() end) -- Setup overflow icons for alignment, detail in pairs(alignmentDetails) do if alignment ~= "mid" then local overflowName = "_overflowIcon-"..alignment local overflowIcon = Icon.new() :setProperty("internalIcon", true) :setImage(6069276526) :setName(overflowName) :setEnabled(false) detail.overflowIcon = overflowIcon overflowIcon.accountForWhenDisabled = true if alignment == "left" then overflowIcon:setOrder(math.huge) overflowIcon:setLeft() overflowIcon:set("dropdownAlignment", "right") elseif alignment == "right" then overflowIcon:setOrder(-math.huge) overflowIcon:setRight() overflowIcon:set("dropdownAlignment", "left") end overflowIcon.lockedSettings = { ["iconImage"] = true, ["order"] = true, ["alignment"] = true, } end end -- This checks if voice chat is enabled task.defer(function() local success, enabledForUser while true do success, enabledForUser = pcall(function() return voiceChatService:IsVoiceEnabledForUserIdAsync(localPlayer.UserId) end) if success then break end task.wait(1) end local function checkVoiceChatManuallyEnabled() if IconController.voiceChatEnabled then if success and enabledForUser then voiceChatIsEnabledForUserAndWithinExperience = true IconController.updateTopbar() end end end checkVoiceChatManuallyEnabled() --------------- FEEL FREE TO DELETE THIS IS YOU DO NOT USE VOICE CHAT WITHIN YOUR EXPERIENCE --------------- localPlayer.PlayerGui:WaitForChild("TopbarPlus", 999) task.delay(10, function() checkVoiceChatManuallyEnabled() if IconController.voiceChatEnabled == nil and success and enabledForUser and isStudio then warn("⚠️TopbarPlus Action Required⚠️ If VoiceChat is enabled within your experience it's vital you set IconController.voiceChatEnabled to true ``require(game.ReplicatedStorage.Icon.IconController).voiceChatEnabled = true`` otherwise the BETA label will not be accounted for within your live servers. This warning will disappear after doing so. Feel free to delete this warning if you have not enabled VoiceChat within your experience.") end end) ------------------------------------------------------------------------------------------------------------ end) if not isStudio then local ownerId = game.CreatorId local groupService = game:GetService("GroupService") if game.CreatorType == Enum.CreatorType.Group then local success, ownerInfo = pcall(function() return groupService:GetGroupInfoAsync(game.CreatorId).Owner end) if success then ownerId = ownerInfo.Id end end local version = require(iconModule.VERSION) if localPlayer.UserId ~= ownerId then local marketplaceService = game:GetService("MarketplaceService") local success, placeInfo = pcall(function() return marketplaceService:GetProductInfo(game.PlaceId) end) if success and placeInfo then -- Required attrbute for using TopbarPlus -- This is not printed within stuido and to the game owner to prevent mixing with debug prints local gameName = placeInfo.Name print(("\n\n\n⚽ %s uses TopbarPlus %s\n🍍 TopbarPlus was developed by ForeverHD and the Nanoblox Team\n🚀 You can learn more and take a free copy by searching for 'TopbarPlus' on the DevForum\n\n"):format(gameName, version)) end end end end)()
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Spin string" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Constructs a new state. Should not be called directly. -- @param Table or Instance -- @param StateMachine -- @return BaseState
function BaseState.New(stateFolder,StateMachine) local self = {} setmetatable(self,BaseState) self.stateFolder = stateFolder self.StateMachine = StateMachine self.handles = {} self.stateTime = 0 self.offStateTime = 0 return self end
--PromptChained --* very similar to PromptShown, except there are no responses. --* that means there's a prompt following this prompt. the only --* responsibility of this function is to call the clalback in --* order to acknowledge that the chain should proceed. this --* allows you to use your own timing scheme for how the chain --* should proceed, with a continue button, arbitrary timing, etc. --* promptTable is in the following format: --* { --* Line = "The prompt string.", --* Data = [the data from the prompt node], --* }
function Interface.PromptChained(dialogueFolder, promptTable, callback) end return Interface
-- Setup animation objects
function scriptChildModified(child) print(animTable) local fileList = animNames[child.Name] if (fileList ~= nil) then configureAnimationSet(child.Name, fileList) end end script.ChildAdded:connect(scriptChildModified) script.ChildRemoved:connect(scriptChildModified)
-- Looking for how exactly to set up your background music? Open the Readme/Instructions script!
local settings = {}
--[[ The Enabler is a script that enables the Main script once it gets put into the Player's backpack. This script is needed because Roblox updates prevented the Tool from being enabled the first time the plane tool was selected. ]]
local Main = script.Parent.Main repeat wait() until game.Players.LocalPlayer Main.Disabled = false
--[[Weight and CG]]
Tune.Weight = 6500 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 4 , --[[Length]] 15 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--- Returns whether it should be possible to scope into the given item. -- @returns boolean
local function IsItemScopable(Item) return Item:IsA('Model') or Item:IsA('Folder') or Item:IsA('Tool') or Item:IsA('Accessory') or Item:IsA('Accoutrement') or (Item:IsA('BasePart') and Item:FindFirstChildWhichIsA('BasePart', true)) end
-- Table setup containing product IDs and functions for handling purchases
local developerProductFunctions = {}
--WRITE YOUR ABILITIES HERE--
hum.WalkSpeed = 25
-- UI elements
local intro = script.Parent:WaitForChild("Intro") intro.Visible = true local tokensLabel = script.Parent:WaitForChild("Tokens") -- the textlabel in our maingui local tokens = game.Players.LocalPlayer:WaitForChild("Tokens") -- value with our tokens in the player object wait(2) game.Workspace.Camera.CameraType = Enum.CameraType.Scriptable game.Workspace.Camera.CFrame = CFrame.new(game.Workspace.IntroTunnel.CameraOrigin.Position,game.Workspace.IntroTunnel.CameraFace.Position) local topStatus = script.Parent:WaitForChild("TopStatus") topStatus.Text = status.Value status:GetPropertyChangedSignal("Value"):Connect(function() topStatus.Text = status.Value end) tokensLabel.Text = tokens.Value tokens:GetPropertyChangedSignal("Value"):Connect(function() tokensLabel.Text = tokens.Value end) intro.Play.MouseButton1Click:Connect(function() if game.ReplicatedStorage.MapVoting.Value == true then script.Parent.MapVoting.Visible = true end intro.Visible = false topStatus.Visible = true game.ReplicatedStorage.MenuPlay:FireServer() game.Workspace.Camera.CameraType = Enum.CameraType.Custom end) game.ReplicatedStorage.KillFeed.OnClientEvent:Connect(function(text) script.Parent.KillFeed.Visible = true script.Parent.KillFeed.Text = text wait(2) script.Parent.KillFeed.Visible = false end) game.ReplicatedStorage.Announcement.OnClientEvent:Connect(function(text) script.Parent.Announcement.Text = text script.Parent.Announcement.Visible = true wait(5) script.Parent.Announcement.Visible = false end) intro.Store.MouseButton1Click:Connect(function() script.Parent:WaitForChild("Shop").Visible = true intro.Visible = false end) script.Parent:WaitForChild("ShopBtn").MouseButton1Click:Connect(function() script.Parent:WaitForChild("Shop").Visible = not script.Parent:WaitForChild("Shop").Visible end) script.Parent:WaitForChild("Shop"):WaitForChild("Close").MouseButton1Click:Connect(function() if game.Players.LocalPlayer:FindFirstChild("InMenu") then -- we know you are in the menu intro.Visible = true end script.Parent:WaitForChild("Shop").Visible = false end)
--face = "none",
}, toolbar = { {name = "Rock", lastSwing = 0,}, -- 1 {}, -- 2 {}, -- 3 {}, -- 4 {}, -- 5 {}, -- 6 }, -- end of toolbar customRecipes = {}, ownedCosmetics = {}, } -- end of default data table end, -- end of function } -- end of module return module
--!strict
local Find = require(script.Parent.find)
-- / Functions / --
RagdollModule.SetupRagdoll = function(Character) for _, Joint in pairs(Character:GetDescendants()) do if Joint:IsA("Motor6D") then local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") A0.Parent = Joint.Part0 A1.Parent = Joint.Part1 A0.CFrame = Joint.C0 A1.CFrame = Joint.C1 local BallSocketConstraint = Instance.new("BallSocketConstraint") BallSocketConstraint.Parent = Joint.Parent BallSocketConstraint.Enabled = false BallSocketConstraint.Attachment0 = A0 BallSocketConstraint.Attachment1 = A1 end end end RagdollModule.Ragdoll = function(Character) for _, CharacterObject in pairs(Character:GetDescendants()) do if CharacterObject:IsA("Motor6D") then local Joint = CharacterObject Joint:Destroy() elseif CharacterObject:IsA("BallSocketConstraint") then local BallSocketConstraint = CharacterObject BallSocketConstraint.Enabled = true elseif CharacterObject.Name == "Head" then if CharacterObject:IsA("BasePart") then local Head = CharacterObject local HRP = Character:WaitForChild("HumanoidRootPart") Head.CanCollide = true local HeadWeld = Instance.new("WeldConstraint") HeadWeld.Parent = Head HeadWeld.Part0 = Head HeadWeld.Part1 = HRP end end end end
-- orig.Leaderboard.SurfaceGui.scrLeader.Disabled=false -- оригинал
wait(1)
--Optimization--
local rad = math.rad local random = math.random local NewCFrame = CFrame.new local Angles = CFrame.Angles local NewVector = Vector3.new local CFLookAt = CFrame.lookAt local NewInstance = Instance.new local function IsHeadAccessory(Handle) if Handle:FindFirstChild("HatAttachment") or Handle:FindFirstChild("HairAttachment") or Handle:FindFirstChild("NeckAttachment") or Handle:FindFirstChild("FaceFrontAttachment") then return true else return false end end local function OnLengthChanged(Cast, LastPoint, Direction, Length, Velocity, Bullet) if Bullet then local BulletLength = Bullet.Size.Z/2 local Offset = NewCFrame(0,0,-(Length - BulletLength)) Bullet.CFrame = CFLookAt(LastPoint, LastPoint + Direction):ToWorldSpace(Offset) end end local function OnHit(Cast, Result, Velocity, Bullet) local HitCoroutine = coroutine.create(function() local Hit = Result.Instance local Damage = random(MinimumDamage,MaximumDamage) if Hit.Parent:IsA("Model") and not core.isAlly(Hit.Parent) then if Hit.Parent:FindFirstChild("Humanoid") then local Humanoid = Hit:FindFirstAncestorWhichIsA("Model"):FindFirstChild("Humanoid") if Hit.Name == "Head" then Humanoid:TakeDamage(Damage * headshotmultiplier) else Humanoid:TakeDamage(Damage) end local HitSound = NewInstance("Sound",Hit) HitSound.PlayOnRemove = true HitSound.SoundId = HitFleshSound HitSound:Destroy() else local newBulletHole = combat.getBulletHole() newBulletHole.CFrame = NewCFrame(Result.Position,Result.Position + Result.Normal) for i = 1, random(2,3) do local chunk = NewInstance("Part") chunk.Color = Result.Instance.Color chunk.Material = Result.Instance.Material local size = random(5)/20 chunk.Size = NewVector(size,size,size) chunk.CFrame = NewCFrame(Result.Position) chunk.Anchored = false chunk.Velocity = NewVector(random(-20,20),random(10,20),random(-20,20)) chunk.Parent = workspace.IgnoreFolder chunk:SetNetworkOwner(nil) debrisService:AddItem(chunk,1) end local soundattachment = NewInstance("Part",workspace.IgnoreFolder) soundattachment.Size = NewVector(0,0,0) soundattachment.CanCollide = false soundattachment.CFrame = NewCFrame(Result.Position) soundattachment.Anchored = true local HitSound = NewInstance("Sound",soundattachment) HitSound.SoundId = HitWallSounds[random(1,#HitWallSounds)] HitSound.Volume = 1 HitSound:Play() debrisService:AddItem(soundattachment,1.5) debrisService:AddItem(newBulletHole,5) end elseif Hit.Parent:IsA("Accessory") then local IsAHeadAccessory = IsHeadAccessory(Hit) if Hit.Parent.Parent:IsA("Model") and not core.isAlly(Hit.Parent.Parent) then local Model = Hit.Parent.Parent if Model:FindFirstChild("Humanoid") then if IsAHeadAccessory then Model.Humanoid:TakeDamage(Damage * headshotmultiplier) else Model.Humanoid:TakeDamage(Damage) end local HitSound = NewInstance("Sound",Hit) HitSound.PlayOnRemove = true HitSound.SoundId = HitFleshSound HitSound:Destroy() end end end end) coroutine.resume(HitCoroutine) debrisService:AddItem(Bullet,0.7) if Bullet:FindFirstChild("Whiz") then Bullet.Whiz:Stop() end end function combat.getBulletHole() local c = game.ServerStorage:WaitForChild("Hole"):Clone() c.Parent = workspace.IgnoreFolder return c end function combat.getBullet() local c = game.ServerStorage:WaitForChild("Bullet"):Clone() c.Parent = workspace.IgnoreFolder return c end function combat.getCase() local c = game.ServerStorage:WaitForChild("Case"):Clone() c.Parent = workspace.IgnoreFolder return c end function pushBullet(bullet) -- replaced all the code in this function local origin = barrel.WorldPosition local direction = (NewCFrame(origin,(barrel.WorldCFrame * NewCFrame(0,0,-5)).Position) * Angles(rad(random(-spread,spread)),rad(random(-spread,spread)),rad(random(-spread,spread)))).LookVector local NewVelocity = direction * bulletspeed NewCaster:Fire(origin, direction, NewVelocity, Behaviour) local MaxLength = 0 -- value starts at zero and works its way up to the maximum distance as the bullet travels (used to detect how far the cosmetic bullet travels before being destroyed if it reaches max distance) NewCaster.LengthChanged:Connect(function(Cast,LastPoint,NewDirection,Length,NewVelocity,Bullet) OnLengthChanged(Cast, LastPoint, NewDirection, Length, NewVelocity, Bullet) MaxLength += Length if MaxLength >= maxdistance and Bullet ~= nil then Bullet:Destroy() end end) NewCaster.RayHit:Connect(OnHit) end local flashIndex = 1 function combat.shoot(target) if status:get("weaponCool") and not status:get("reloading") then status:set("weaponCool",false) local shot if core.checkDist(target,myRoot) > 60 then shot = 1 else shot = burstamount end if not fullauto then for i = 1, shot do if myHuman.Health <= 0 or target.Parent.Humanoid.Health <= 0 then break end if core.checkDist(myRoot,target) < 7 then break end wait(firerate) status:set("mag",status:get("mag")-1) --flash:Emit(1) local FlashCoroutine = coroutine.create(function() barrel.MuzzleFlash:Emit(20) barrel.Dust:Emit(40) lightFlash.Enabled = true wait(0.1) lightFlash.Enabled = false end) coroutine.resume(FlashCoroutine) --bullet.CFrame = m4.CFrame * NewCFrame(0,0.2,-2.5) --z: 0.5 if shotgunpellets > 1 then for i = 1,shotgunpellets,1 do spawn(function() local bullet = combat.getBullet() pushBullet(bullet) bullet:Destroy() end) end else local bullet = combat.getBullet() pushBullet(bullet) bullet:Destroy() end local case = combat.getCase() case.CFrame = chamber.WorldCFrame case.Velocity = case.CFrame.RightVector * -20 * NewVector(1,-3,1) case:SetNetworkOwner(nil) core.spawn(function() wait(0.05) case.CanCollide = true wait(2) case:Destroy() end) fireSound:Play() --Kick local original = m4.HingeAttach1.Position m4.HingeAttach1.Position = original - NewVector(0,0,0.2) tweenService:Create(m4.HingeAttach1, TweenInfo.new(0.1),{Position = original}):Play() end else local Params = RaycastParams.new() Params.FilterType = Enum.RaycastFilterType.Blacklist Params.FilterDescendantsInstances = {marine} local Success,Error = pcall(function() -- gonna make sure if something strange happens the whole script wont freeze for i = 1, status:get("mag") do if myHuman.Health <= 0 or target.Parent.Humanoid.Health <= 0 then break end local cansee = false local eyesight = workspace:Raycast(myHead.Position,(target.Parent.Head.Position - myHead.Position).Unit * detectionrange,Params) pcall(function() if eyesight.Instance and eyesight.Instance:IsDescendantOf(target.Parent) then cansee = true end end) if not cansee then break end wait(firerate) status:set("mag",status:get("mag")-1) --flash:Emit(1) local FlashCoroutine = coroutine.create(function() barrel.MuzzleFlash:Emit(20) barrel.Dust:Emit(40) lightFlash.Enabled = true wait(0.1) lightFlash.Enabled = false end) coroutine.resume(FlashCoroutine) if shotgunpellets > 1 then for i = 1,shotgunpellets,1 do spawn(function() local bullet = combat.getBullet() pushBullet(bullet) bullet:Destroy() end) end else local bullet = combat.getBullet() pushBullet(bullet) bullet:Destroy() end local case = combat.getCase() case.CFrame = chamber.WorldCFrame case.Velocity = case.CFrame.RightVector * -20 * NewVector(1,-3,1) core.spawn(function() wait(0.05) case.CanCollide = true wait(2) case:Destroy() end) fireSound:Play() --Kick local original = m4.HingeAttach1.Position m4.HingeAttach1.Position = original - NewVector(0,0,0.2) tweenService:Create(m4.HingeAttach1, TweenInfo.new(0.1),{Position = original}):Play() end end) if not Success then warn(Error) end end if status:get("mag") <= 0 then wait(delaybeforereloading) actions.reload() end --New thread here before wait(mySettings.M4.Delay.Value) status:set("weaponCool",true) end end function combat.throwGrenade(target) if status:get("weaponCool") and status:get("grenadeCool") then status:set("weaponCool",false) status:set("grenadeCool",false) actions.yieldWeapons() local g = marine.Grenade:Clone() g.Boom.PlayOnRemove = true g.Parent = workspace g.CanCollide = true g.CFrame = marine["Right Arm"].CFrame * NewCFrame(0,-1.3,0) * Angles(0,0,rad(90)) g:SetNetworkOwner(nil) debrisService:AddItem(g,5) marine.Grenade.Transparency = 1 local w = NewInstance("WeldConstraint",g) w.Part0 = marine["Right Arm"] w.Part1 = g throwAnimation:Play() marine.Grenade.Pin:Play() --Rotate and throw myHuman.AutoRotate = false for i=1,4 do wait(0.1) myRoot.CFrame = CFLookAt(NewVector(myRoot.Position.X,myRoot.Position.Y,myRoot.Position.Z),NewVector(target.Position.X,myRoot.Position.Y,target.Position.Z)) end myHuman.AutoRotate = true if myHuman.Health <= 0 then return end throwAnimation:Stop() w.Part1 = nil local targetPos = target.Position + (target.Velocity) troubleshoot.mark(targetPos) local dist = core.checkDist(myRoot,target) local aimCFrame = CFLookAt(myRoot.Position,targetPos) --g.Velocity = (aimCFrame.LookVector + NewVector(0,1.1,0)) * NewVector(dist,dist*1.5,dist) g.Velocity = (myRoot.CFrame.LookVector + NewVector(0,1,0)) * NewVector(dist,dist*1.5,dist) --Wait until grenade is thrown before it can be primed touched = g.Touched:Connect(function(obj) if not obj:IsDescendantOf(marine) then touched:Disconnect() g.HitWall:Play() wait(0.5) local x = NewInstance("Explosion",workspace) x.Position = g.Position x.BlastRadius = 16 x.BlastPressure = 0 x.Hit:Connect(function(obj,dist) local human = obj.Parent:FindFirstChild("Humanoid") if human then core.applyDamage(human,20-dist) end end) g:Destroy() debrisService:AddItem(x,2) end end) local attach0 = g.Attach0 local attach1 = g.Attach1 local t = NewInstance("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) core.spawn(function() wait(1) status:set("weaponCool",true) wait(5) status:set("grenadeCool",true) marine.Grenade.Transparency = 0 end) end end local knife = marine.Knife function combat.stab() local canStab = false for i,v in pairs(status:get("currentTarget").Parent:GetChildren()) do if v:IsA("BasePart") and core.checkDist(v,myRoot) < 7 then canStab = true end end if canStab then myHuman:MoveTo(status:get("currentTarget").Position) knife.Stab:Play() knife.Attack:Play() if random(2) == 1 then stabAnimation:Play(0.1,1,2) else stabPunchAnimation:Play() end local human = status:get("currentTarget").Parent.Humanoid core.applyDamage(human,random(MinimumDamage,MaximumDamage)) if human.Health <= 0 then targeting.findTarget() end --stabAnimation.Stopped:Wait() wait(0.5) else wait(0.2) end end function combat.checkCluster(target) --Check for nearby allies for i,v in ipairs(status:get("activeAllies")) do if core.checkDist(target,v) < 30 then return false end end --Check if enemies are paired close together for i,v in ipairs(status:get("potentialTargets")) do if v ~= target then if core.checkDist(target,v) < 15 then return true end end end return false end return combat
----- Service Table -----
local ProfileService = { ServiceLocked = false, -- Set to true once the server is shutting down IssueSignal = Madwork.NewScriptSignal(), -- (error_message, profile_store_name, profile_key) -- Fired when a DataStore API call throws an error CorruptionSignal = Madwork.NewScriptSignal(), -- (profile_store_name, profile_key) -- Fired when DataStore key returns a value that has -- all or some of it's profile components set to invalid data types. E.g., accidentally setting Profile.Data to a noon table value CriticalState = false, -- Set to true while DataStore service is throwing too many errors CriticalStateSignal = Madwork.NewScriptSignal(), -- (is_critical_state) -- Fired when CriticalState is set to true -- (You may alert players with this, or set up analytics) ServiceIssueCount = 0, _active_profile_stores = { --[[ { _profile_store_name = "", -- [string] -- DataStore name _profile_template = {} / nil, -- [table / nil] _global_data_store = global_data_store, -- [GlobalDataStore] -- Object returned by DataStoreService:GetDataStore(_profile_store_name) _loaded_profiles = { [profile_key] = { Data = {}, -- [table] -- Loaded once after ProfileStore:LoadProfileAsync() finishes MetaData = {}, -- [table] -- Updated with every auto-save GlobalUpdates = {, -- [GlobalUpdates] _updates_latest = {}, -- [table] {update_index, {{update_id, version_id, update_locked, update_data}, ...}} _pending_update_lock = {update_id, ...} / nil, -- [table / nil] _pending_update_clear = {update_id, ...} / nil, -- [table / nil] _new_active_update_listeners = {listener, ...} / nil, -- [table / nil] _new_locked_update_listeners = {listener, ...} / nil, -- [table / nil] _profile = Profile / nil, -- [Profile / nil] _update_handler_mode = true / nil, -- [bool / nil] } _profile_store = ProfileStore, -- [ProfileStore] _profile_key = "", -- [string] _release_listeners = {listener, ...} / nil, -- [table / nil] _view_mode = true / nil, -- [bool / nil] _load_timestamp = os.clock(), _is_user_mock = false, -- ProfileStore.Mock }, ... }, _profile_load_jobs = {[profile_key] = {load_id, loaded_data}, ...}, _mock_loaded_profiles = {[profile_key] = Profile, ...}, _mock_profile_load_jobs = {[profile_key] = {load_id, loaded_data}, ...}, _is_pending = false, -- Waiting for live access check }, ... --]] }, _auto_save_list = { -- loaded profile table which will be circularly auto-saved --[[ Profile, ... --]] }, _issue_queue = {}, -- [table] {issue_time, ...} _critical_state_start = 0, -- [number] 0 = no critical state / os.clock() = critical state start -- Debug: _mock_data_store = {}, _user_mock_data_store = {}, _use_mock_data_store = false, }
--[[ If a Repair Kit touches the system, increase the health - if it's a monster, decrease its health. ]]
local function onTouched(self, otherPart) if otherPart.Anchored then return end if CollectionService:HasTag(otherPart, Constants.Tag.Tool.RepairKit) then if self._health ~= self._maxHealth then otherPart:Destroy() self:incrementHealth(DEFAULT_TOOLKIT_HEALING_AMOUNT) end elseif CollectionService:HasTag(otherPart, Constants.Tag.Monster) and not self._monsterDebounce then self._monsterDebounce = true self:incrementHealth(-MONSTER_DAMAGE) delay( MONSTER_DEBOUNCE_TIME, function() self._monsterDebounce = false end ) end end local BaseSystem = ClassUtils.makeClass(script.Name)
-- Services
local RbxUtility = LoadLibrary("RbxUtility") local Create = RbxUtility.Create
---- ----
if hit.Parent:findFirstChild("Humanoid") ~= nil then local target1 = "RightLowerArm" local target2 = "RightLowerArm2" if hit.Parent:findFirstChild(target2) == nil then local g = script.Parent.Parent[target2]:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "UnionOperation" or C[i].className =="Part" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent[target1] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end end
-- Styles
local function CreateColor3(r, g, b) return Color3.new(r/255,g/255,b/255) end local Styles = { Font = Enum.Font.Arial; Margin = 5; Black = CreateColor3(0,0,0); White = CreateColor3(255,255,255); } local Row = { Font = Styles.Font; FontSize = Enum.FontSize.Size14; TextXAlignment = Enum.TextXAlignment.Left; TextColor = Styles.Black; TextColorOver = Styles.White; TextLockedColor = CreateColor3(120,120,120); Height = 24; BorderColor = CreateColor3(216,216,216); BackgroundColor = Styles.White; BackgroundColorAlternate = CreateColor3(246,246,246); BackgroundColorMouseover = CreateColor3(211,224,244); TitleMarginLeft = 15; } local DropDown = { Font = Styles.Font; FontSize = Enum.FontSize.Size14; TextColor = CreateColor3(0,0,0); TextColorOver = Styles.White; TextXAlignment = Enum.TextXAlignment.Left; Height = 16; BackColor = Styles.White; BackColorOver = CreateColor3(86,125,188); BorderColor = CreateColor3(216,216,216); BorderSizePixel = 2; ArrowColor = CreateColor3(160,160,160); ArrowColorOver = Styles.Black; } local BrickColors = { BoxSize = 13; BorderSizePixel = 1; BorderColor = CreateColor3(160,160,160); FrameColor = CreateColor3(160,160,160); Size = 20; Padding = 4; ColorsPerRow = 8; OuterBorder = 1; OuterBorderColor = Styles.Black; } wait(1) local Gui = script.Parent.Parent local PropertiesFrame = Gui:WaitForChild("PropertiesFrame") local ExplorerFrame = Gui:WaitForChild("ExplorerPanel") local bindGetSelection = ExplorerFrame.GetSelection local bindSelectionChanged = ExplorerFrame.SelectionChanged local bindGetApi = PropertiesFrame.GetApi local bindGetAwait = PropertiesFrame.GetAwaiting local bindSetAwait = PropertiesFrame.SetAwaiting local ContentUrl = ContentProvider.BaseUrl .. "asset/?id=" local SettingsRemote = Gui:WaitForChild("SettingsPanel"):WaitForChild("GetSetting") local propertiesSearch = PropertiesFrame.Header.TextBox local AwaitingObjectValue = false local AwaitingObjectObj local AwaitingObjectProp function searchingProperties() if propertiesSearch.Text ~= "" and propertiesSearch.Text ~= "Search Properties" then return true end return false end local function GetSelection() local selection = bindGetSelection:Invoke() if #selection == 0 then return nil else return selection end end
-- Set up an on-screen thumbstick control:
local function ThumbstickSetup(frame, callback) local stick = frame:WaitForChild("Stick") local btn = frame:WaitForChild("Button") local btnDown = false -- Calculate relative position of thumbstick when dragged to screen position "pos": local function TouchDragged(pos) local x = (pos.X - frame.AbsolutePosition.X) local y = (pos.Y - frame.AbsolutePosition.Y) x = (x < 0 and 0 or x > frame.AbsoluteSize.X and frame.AbsoluteSize.X or x) y = (y < 0 and 0 or y > frame.AbsoluteSize.Y and frame.AbsoluteSize.Y or y) local ratioX = ((x / frame.AbsoluteSize.X) - 0.5) * 2 local ratioY = -((y / frame.AbsoluteSize.Y) - 0.5) * 2 stick.Position = UDim2.new(0, x, 0, y) callback(ratioX, ratioY) end local function StartTouch(pos) btnDown = true TouchDragged(pos) btn.Size = UDim2.new(10, 0, 10, 0) end local function StopTouch(pos) btnDown = false stick:TweenPosition(UDim2.new(0.5, 0, 0.5, 0), "Out", "Quint", 0.15, true) btn.Size = UDim2.new(1, 0, 1, 0) callback(0, 0) end btn.InputChanged:Connect(function(input) if (btnDown and input.UserInputType == Enum.UserInputType.Touch) then TouchDragged(input.Position) end end) btn.MouseButton1Down:Connect(function(x, y) StartTouch(Vector3.new(x, y, 0)) end) btn.InputEnded:Connect(function(input) if input.UserInputType == Enum.UserInputType.Touch then StopTouch(input.Position) end end) end -- ThumbstickSetup()
--[[ The Class ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local VRNavigation = setmetatable({}, BaseCharacterController) VRNavigation.__index = VRNavigation function VRNavigation.new(CONTROL_ACTION_PRIORITY) local self = setmetatable(BaseCharacterController.new(), VRNavigation) self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY self.navigationRequestedConn = nil self.heartbeatConn = nil self.currentDestination = nil self.currentPath = nil self.currentPoints = nil self.currentPointIdx = 0 self.expectedTimeToNextPoint = 0 self.timeReachedLastPoint = tick() self.moving = false self.isJumpBound = false self.moveLatch = false self.userCFrameEnabledConn = nil return self end function VRNavigation:SetLaserPointerMode(mode) pcall(function() StarterGui:SetCore("VRLaserPointerMode", mode) end) end function VRNavigation:GetLocalHumanoid() local character = LocalPlayer.Character if not character then return end for _, child in pairs(character:GetChildren()) do if child:IsA("Humanoid") then return child end end return nil end function VRNavigation:HasBothHandControllers() return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand) end function VRNavigation:HasAnyHandControllers() return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand) end function VRNavigation:IsMobileVR() return UserInputService.TouchEnabled end function VRNavigation:HasGamepad() return UserInputService.GamepadEnabled end function VRNavigation:ShouldUseNavigationLaser() --Places where we use the navigation laser: -- mobile VR with any number of hands tracked -- desktop VR with only one hand tracked -- desktop VR with no hands and no gamepad (i.e. with Oculus remote?) --using an Xbox controller with a desktop VR headset means no laser since the user has a thumbstick. --in the future, we should query thumbstick presence with a features API if self:IsMobileVR() then return true else if self:HasBothHandControllers() then return false end if not self:HasAnyHandControllers() then return not self:HasGamepad() end return true end end function VRNavigation:StartFollowingPath(newPath) currentPath = newPath currentPoints = currentPath:GetPointCoordinates() currentPointIdx = 1 moving = true timeReachedLastPoint = tick() local humanoid = self:GetLocalHumanoid() if humanoid and humanoid.Torso and #currentPoints >= 1 then local dist = (currentPoints[1] - humanoid.Torso.Position).magnitude expectedTimeToNextPoint = dist / humanoid.WalkSpeed end movementUpdateEvent:Fire("targetPoint", self.currentDestination) end function VRNavigation:GoToPoint(point) currentPath = true currentPoints = { point } currentPointIdx = 1 moving = true local humanoid = self:GetLocalHumanoid() local distance = (humanoid.Torso.Position - point).magnitude local estimatedTimeRemaining = distance / humanoid.WalkSpeed timeReachedLastPoint = tick() expectedTimeToNextPoint = estimatedTimeRemaining movementUpdateEvent:Fire("targetPoint", point) end function VRNavigation:StopFollowingPath() currentPath = nil currentPoints = nil currentPointIdx = 0 moving = false self.moveVector = ZERO_VECTOR3 end function VRNavigation:TryComputePath(startPos, destination) local numAttempts = 0 local newPath = nil while not newPath and numAttempts < 5 do newPath = PathfindingService:ComputeSmoothPathAsync(startPos, destination, MAX_PATHING_DISTANCE) numAttempts = numAttempts + 1 if newPath.Status == Enum.PathStatus.ClosestNoPath or newPath.Status == Enum.PathStatus.ClosestOutOfRange then newPath = nil break end if newPath and newPath.Status == Enum.PathStatus.FailStartNotEmpty then startPos = startPos + (destination - startPos).unit newPath = nil end if newPath and newPath.Status == Enum.PathStatus.FailFinishNotEmpty then destination = destination + Vector3.new(0, 1, 0) newPath = nil end end return newPath end function VRNavigation:OnNavigationRequest(destinationCFrame, inputUserCFrame ) local destinationPosition = destinationCFrame.p local lastDestination = self.currentDestination if not IsFiniteVector3(destinationPosition) then return end self.currentDestination = destinationPosition local humanoid = self:GetLocalHumanoid() if not humanoid or not humanoid.Torso then return end local currentPosition = humanoid.Torso.Position local distanceToDestination = (self.currentDestination - currentPosition).magnitude if distanceToDestination < NO_PATH_THRESHOLD then self:GoToPoint(self.currentDestination) return end if not lastDestination or (self.currentDestination - lastDestination).magnitude > RECALCULATE_PATH_THRESHOLD then local newPath = self:TryComputePath(currentPosition, self.currentDestination) if newPath then self:StartFollowingPath(newPath) if PathDisplay then PathDisplay.setCurrentPoints(self.currentPoints) PathDisplay.renderPath() end else self:StopFollowingPath() if PathDisplay then PathDisplay.clearRenderedPath() end end else if moving then self.currentPoints[#currentPoints] = self.currentDestination else self:GoToPoint(self.currentDestination) end end end function VRNavigation:OnJumpAction(actionName, inputState, inputObj) if inputState == Enum.UserInputState.Begin then self.isJumping = true end if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end function VRNavigation:BindJumpAction(active) if active then if not self.isJumpBound then self.isJumpBound = true if FFlagPlayerScriptsBindAtPriority then ContextActionService:BindActionAtPriority("VRJumpAction", (function() return self:OnJumpAction() end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA) else ContextActionService:BindAction("VRJumpAction", (function() self:OnJumpAction() end), false, Enum.KeyCode.ButtonA) end end else if self.isJumpBound then self.isJumpBound = false ContextActionService:UnbindAction("VRJumpAction") end end end function VRNavigation:ControlCharacterGamepad(actionName, inputState, inputObject) if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end if inputState == Enum.UserInputState.Cancel then self.moveVector = ZERO_VECTOR3 return end if inputState ~= Enum.UserInputState.End then self:StopFollowingPath() if PathDisplay then PathDisplay.clearRenderedPath() end if self:ShouldUseNavigationLaser() then self:BindJumpAction(true) self:SetLaserPointerMode("Hidden") end if inputObject.Position.magnitude > THUMBSTICK_DEADZONE then self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y) if self.moveVector.magnitude > 0 then self.moveVector = self.moveVector.unit * math.min(1, inputObject.Position.magnitude) end self.moveLatch = true end else self.moveVector = ZERO_VECTOR3 if self:ShouldUseNavigationLaser() then self:BindJumpAction(false) self:SetLaserPointerMode("Navigation") end if self.moveLatch then self.moveLatch = false movementUpdateEvent:Fire("offtrack") end end if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end function VRNavigation:OnHeartbeat(dt) local newMoveVector = self.moveVector local humanoid = self:GetLocalHumanoid() if not humanoid or not humanoid.Torso then return end if self.moving and self.currentPoints then local currentPosition = humanoid.Torso.Position local goalPosition = currentPoints[1] local vectorToGoal = (goalPosition - currentPosition) * XZ_VECTOR3 local moveDist = vectorToGoal.magnitude local moveDir = vectorToGoal / moveDist if moveDist < POINT_REACHED_THRESHOLD then local estimatedTimeRemaining = 0 local prevPoint = currentPoints[1] for i, point in pairs(currentPoints) do if i ~= 1 then local dist = (point - prevPoint).magnitude prevPoint = point estimatedTimeRemaining = estimatedTimeRemaining + (dist / humanoid.WalkSpeed) end end table.remove(currentPoints, 1) currentPointIdx = currentPointIdx + 1 if #currentPoints == 0 then self:StopFollowingPath() if PathDisplay then PathDisplay.clearRenderedPath() end return else if PathDisplay then PathDisplay.setCurrentPoints(currentPoints) PathDisplay.renderPath() end local newGoal = currentPoints[1] local distanceToGoal = (newGoal - currentPosition).magnitude expectedTimeToNextPoint = distanceToGoal / humanoid.WalkSpeed timeReachedLastPoint = tick() end else local ignoreTable = { game.Players.LocalPlayer.Character, workspace.CurrentCamera } local obstructRay = Ray.new(currentPosition - Vector3.new(0, 1, 0), moveDir * 3) local obstructPart, obstructPoint, obstructNormal = workspace:FindPartOnRayWithIgnoreList(obstructRay, ignoreTable) if obstructPart then local heightOffset = Vector3.new(0, 100, 0) local jumpCheckRay = Ray.new(obstructPoint + moveDir * 0.5 + heightOffset, -heightOffset) local jumpCheckPart, jumpCheckPoint, jumpCheckNormal = workspace:FindPartOnRayWithIgnoreList(jumpCheckRay, ignoreTable) local heightDifference = jumpCheckPoint.Y - currentPosition.Y if heightDifference < 6 and heightDifference > -2 then humanoid.Jump = true end end local timeSinceLastPoint = tick() - timeReachedLastPoint if timeSinceLastPoint > expectedTimeToNextPoint + OFFTRACK_TIME_THRESHOLD then self:StopFollowingPath() if PathDisplay then PathDisplay.clearRenderedPath() end movementUpdateEvent:Fire("offtrack") end newMoveVector = self.moveVector:Lerp(moveDir, dt * 10) end end if IsFiniteVector3(newMoveVector) then self.moveVector = newMoveVector end end function VRNavigation:OnUserCFrameEnabled() if self:ShouldUseNavigationLaser() then self:BindJumpAction(false) self:SetLaserPointerMode("Navigation") else self:BindJumpAction(true) self:SetLaserPointerMode("Hidden") end end function VRNavigation:Enable(enable) self.moveVector = ZERO_VECTOR3 self.isJumping = false if enable then self.navigationRequestedConn = VRService.NavigationRequested:Connect(function(destinationCFrame, inputUserCFrame) self:OnNavigationRequest(destinationCFrame, inputUserCFrame) end) self.heartbeatConn = RunService.Heartbeat:Connect(function(dt) self:OnHeartbeat(dt) end) if FFlagPlayerScriptsBindAtPriority then ContextActionService:BindAction("MoveThumbstick", (function(actionName, inputState, inputObject) return self:ControlCharacterGamepad(actionName, inputState, inputObject) end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1) else ContextActionService:BindAction("MoveThumbstick", (function(actionName, inputState, inputObject) self:ControlCharacterGamepad(actionName, inputState, inputObject) end), false, Enum.KeyCode.Thumbstick1) end ContextActionService:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2) self.userCFrameEnabledConn = VRService.UserCFrameEnabled:Connect(function() self:OnUserCFrameEnabled() end) self:OnUserCFrameEnabled() VRService:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick) VRService:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY) self.enabled = true else -- Disable self:StopFollowingPath() ContextActionService:UnbindAction("MoveThumbstick") ContextActionService:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2) self:BindJumpAction(false) self:SetLaserPointerMode("Disabled") if self.navigationRequestedConn then self.navigationRequestedConn:Disconnect() self.navigationRequestedConn = nil end if self.heartbeatConn then self.heartbeatConn:Disconnect() self.heartbeatConn = nil end if self.userCFrameEnabledConn then self.userCFrameEnabledConn:Disconnect() self.userCFrameEnabledConn = nil end self.enabled = false end end return VRNavigation
-- CONNECTIONS
local iconCreationCount = 0 IconController.iconAdded:Connect(function(icon) topbarIcons[icon] = true if IconController.gameTheme then icon:setTheme(IconController.gameTheme) end icon.updated:Connect(function() IconController.updateTopbar() end) -- When this icon is selected, deselect other icons if necessary icon.selected:Connect(function() local allIcons = IconController.getIcons() for _, otherIcon in pairs(allIcons) do if icon.deselectWhenOtherIconSelected and otherIcon ~= icon and otherIcon.deselectWhenOtherIconSelected and otherIcon:getToggleState() == "selected" then otherIcon:deselect(icon) end end end) -- Order by creation if no order specified iconCreationCount = iconCreationCount + 1 icon:setOrder(iconCreationCount) -- Apply controller view if enabled if IconController.controllerModeEnabled then IconController._enableControllerModeForIcon(icon, true) end IconController:_updateSelectionGroup() IconController.updateTopbar() end) IconController.iconRemoved:Connect(function(icon) topbarIcons[icon] = nil icon:setEnabled(false) icon:deselect() icon.updated:Fire() IconController:_updateSelectionGroup() end)
-- Get references to the DockShelf and the AppManager frame
local gui = script.Parent.Parent.Parent.Parent.AppManager.Settings local openGui = gui.Main local TweenService = game:GetService("TweenService")
--[[ This module script contains all the main animations. I put it into this script so it'll be easier to edit. Both arms are welded to a single brick called "animBase". This makes it easier to edit movement animations because you only have to edit the cframe of one brick instead of 2 arms. The idling, walking, and running animations have a Pos and a Rot component. The Pos component is the position of the weld and the Rot component is the rotation of the weld. They're vector3 values so the script can multiply each value by an alpha and add them together to make the smooth transitions possible The table directly below lets you know how each component of the Vector affects the movement of the weld so it's easier to edit This module also contains the reload animation which I moved here for easier editing. The animation function has a parameter S that contains all the functions and variables that are necessary to make the animation run HOW TO EDIT THE RELOAD ANIMATION: -Make sure each block of the animation is made into a separate function, it needs to be like this so if the reload animation needs to be stopped midway, the arms don't glitch out -Each animation piece should only have one wait command at the end of the function -Multiply every duration value, including the wait time values by the animSpeed. That way if you change the reload time, you won't have to change each individual time value for all the animation components --]]
local Animations = { Reload = function(S) --This is the main reload animation. The parameter S contains all the variables and functions that are necessary for this animation --[[ FUNCTION LIST_ S.tweenJoint(Joint, newC0, newC1, Alpha, Duration) --This function tweens a joint to a given C0 and C1. The Alpha parameter is function that returns a number between 0 and 1 given an argument of a number between 0 and 90. The Duration is how fast the joint tweens. NOTE, you can put nil as an argument for the newC0 or newC1 parameter and the function won't tween that specific property of the weld. This is useful if you only want to mess with the C0 or C1 property of a weld. S.makeMagInvisible() --This function makes the mag invisible so it looks like the mag was removed S.makeMagVisible() --This function makes the mag visible again at whatever the previous transparency of the mag parts were S.isMagVisible() --This function returns a true or false value based on whether or not the mag is visible. This can be used to tell if the animation was stopped midway and where to restart the animation S.isMagEmpty() --This function returns a true or false value based on whether or not the mag is empty, meaning the ammo is 0. This can be used to decide if a chambering animation should play after the reload animation S.setNewMag() --This function sets the newMag variable in the clientMain to true which basically lets the script know that a new mag was put into the gun. This is used so that if the reload animation is broken after the new mag was put in but before the chambering animation then the script will simply play the chambering animation instead of putting in another mag S.isNewMag() --This function returns a true or false value based on whether or not the mag that is currently attached to the gun is a new mag. In order for it to be a new mag, it needs to have full ammo. Once you fire, the mag becomes an old mag S.createMag(Key) --This functions clones the Mag and puts it in a table with a Key parameter so you can access the mag in a separate function and it returns a Model containing the Mag and a table that contains the original mag bricks and the corresponding clone. NOTE, the mag bricks will be made non can collide S.getMag(Key) --This function gets a Mag from the mag table given a Key argument and it returns the model that the mag is contained in and the brick that all the other mag parts are welded to S.attachGripToHead() --This function detaches the grip from the right arm and attaches it to the Head. This is so you can make reload animations that require using the right arm to manipulate the gun in any way. The C0 of the grip is changed so the gun stays in the position that it was in before you detached the grip from the right arm. S.attachGripToArm() --This function detaches the grip from the Head and attaches it to the Arm. The C0 of the grip is changed so the gun stays in the position that it was in before you detached the grip from the head S.Sine(X) --This function is an Alpha function for the tweenJoint function. Given a number between 0 and 90, the function will return the sine of that number, which is a number between 0 and 1, which is used to tween a Joint with a Sine movement S.Linear(X) --This function is an Alpha function for the tweenJoint function. Given a number between 0 and 90, the function will return the number / 90, which is a number between 0 and 1, which is used to a tween a Joint with a Linear movement VARIABLE LIST_ S.Handle --This variable is the Handle of gun S.LArm --This variable is the left arm S.RArm --This variable is the right arm S.LWeld --This variable is the left arm weld which is attached to the animBase S.RWeld --This variable is the right arm weld which is attached to the animBase S.LC0 --This variable is the cframe of the left arm joint with respect to the torso S.RC0 --This variable is the cframe of the right arm joint with respect to the torso S.Grip --This variable is the Grip weld which is attached to right arm S.gunIgnore --This variable is the gun ignore model which contains the fake arms and bullets and other stuff S.Cam --This variable is the player camera S.CF --This variable is the shortened form of CFrame.new which you can use instead of CFrame.new S.CFANG --This variable is the shortened form of CFrame.Angles which you can use instead of CFrame.Angles S.V3 --This variable is the shortened form of Vector3.new which you can use instead of Vector3.new S.RAD --This variable is the shortened form of math.rad which you can use instead of math.rad S.reloadTimeLoaded --This variable is the reload time for when the gun is loaded which you can use to modify how fast the reload animation runs S.reloadTimeEmpty --This variable is the reload time for when the gun is empty which you can use to modify how fast the reload animation runs --]] local W1 = nil local W2 = nil local animSpeed = S.isMagEmpty() and S.reloadTimeEmpty / 1.3 or S.reloadTimeLoaded / 0.9 return { function() if (not S.isNewMag()) then if S.isMagVisible() then local Mag1, magTable1 = S.createMag("Mag1") Mag1.Parent = S.gunIgnore W1 = Instance.new("Weld") W1.Part0 = magTable1[1].magClone W1.Part1 = S.Handle W1.C0 = magTable1[1].Original.CFrame:toObjectSpace(S.Handle.CFrame) W1.Parent = magTable1[1].magClone S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(90), 0, S.RAD(-60)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.RWeld, nil, S.CF(0.3, 0.2, -0.51) * S.CFANG(S.RAD(-12), 0, S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(0, S.RAD(20), S.RAD(10)), S.Sine, 0.1 * animSpeed) wait(0.2 * animSpeed) end end end; function() if (not S.isNewMag()) then if S.isMagVisible() then S.makeMagInvisible() W1:Destroy() local Mag1, magTable1 = S.getMag("Mag1") magTable1[1].magClone.Velocity = S.Handle.Velocity + S.Handle.CFrame:vectorToWorldSpace(S.V3(0, -1, 0)) * 20 S.tweenJoint(S.Grip, nil, S.CFANG(0, S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) else S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) end S.tweenJoint(S.LWeld, nil, S.CF(0, 0.5, 0) * S.CFANG(S.RAD(95), 0, S.RAD(-25)), S.Sine, 0.2 * animSpeed) wait(0.25 * animSpeed) end end; function() if (not S.isNewMag()) then local Mag1, magTable1 = S.getMag("Mag1") if Mag1 then Mag1:Destroy() end local Mag2, magTable2 = S.createMag("Mag2") Mag2.Parent = S.gunIgnore local LArmCF = S.LWeld.Part0.CFrame * S.LWeld.C0 * (S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60))):inverse() local RArmCF = S.RWeld.Part0.CFrame * S.RWeld.C0 * (S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25))):inverse() local handleOffsetCF = S.RArm.CFrame:toObjectSpace(S.RArm.CFrame * S.Grip.C0 * (S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10))):inverse()) local originalMagOffsetCF = S.Handle.CFrame:toObjectSpace(magTable2[1].Original.CFrame) local newMagC0 = LArmCF:toObjectSpace(RArmCF * handleOffsetCF * originalMagOffsetCF) W2 = Instance.new("Weld") W2.Part0 = S.LArm W2.Part1 = magTable2[1].magClone W2.C0 = newMagC0 W2.Parent = magTable2[1].magClone S.tweenJoint(S.LWeld, nil, S.CF(0.55, 0.6, -2.4) * S.CFANG(S.RAD(-20), S.RAD(20), S.RAD(-60)), S.Sine, 0.2 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-12), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.15 * animSpeed) S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60)), S.Sine, 0.15 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) script.Parent.Handle.MagIn:Play() wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then if S.isMagVisible() then S.makeMagInvisible() W1:Destroy() local Mag1, magTable1 = S.getMag("Mag1") magTable1[1].magClone.Velocity = S.Handle.Velocity + S.Handle.CFrame:vectorToWorldSpace(S.V3(0, -1, 0)) * 20 S.tweenJoint(S.Grip, nil, S.CFANG(0, S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) else S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) end S.tweenJoint(S.LWeld, nil, S.CF(0, 0.5, 0) * S.CFANG(S.RAD(95), 0, S.RAD(-25)), S.Sine, 0.2 * animSpeed) wait(0.25 * animSpeed) end end; function() if (not S.isNewMag()) then local Mag1, magTable1 = S.getMag("Mag1") if Mag1 then Mag1:Destroy() end local Mag2, magTable2 = S.createMag("Mag2") Mag2.Parent = S.gunIgnore local LArmCF = S.LWeld.Part0.CFrame * S.LWeld.C0 * (S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60))):inverse() local RArmCF = S.RWeld.Part0.CFrame * S.RWeld.C0 * (S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25))):inverse() local handleOffsetCF = S.RArm.CFrame:toObjectSpace(S.RArm.CFrame * S.Grip.C0 * (S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10))):inverse()) local originalMagOffsetCF = S.Handle.CFrame:toObjectSpace(magTable2[1].Original.CFrame) local newMagC0 = LArmCF:toObjectSpace(RArmCF * handleOffsetCF * originalMagOffsetCF) W2 = Instance.new("Weld") W2.Part0 = S.LArm W2.Part1 = magTable2[1].magClone W2.C0 = newMagC0 W2.Parent = magTable2[1].magClone S.tweenJoint(S.LWeld, nil, S.CF(0.55, 0.6, -2.4) * S.CFANG(S.RAD(-20), S.RAD(20), S.RAD(-60)), S.Sine, 0.2 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-12), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.15 * animSpeed) S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60)), S.Sine, 0.15 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) script.Parent.Handle.MagIn:Play() wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then if S.isMagVisible() then S.makeMagInvisible() W1:Destroy() local Mag1, magTable1 = S.getMag("Mag1") magTable1[1].magClone.Velocity = S.Handle.Velocity + S.Handle.CFrame:vectorToWorldSpace(S.V3(0, -1, 0)) * 20 S.tweenJoint(S.Grip, nil, S.CFANG(0, S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) else S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) end S.tweenJoint(S.LWeld, nil, S.CF(0, 0.5, 0) * S.CFANG(S.RAD(95), 0, S.RAD(-25)), S.Sine, 0.2 * animSpeed) wait(0.25 * animSpeed) end end; function() if (not S.isNewMag()) then local Mag1, magTable1 = S.getMag("Mag1") if Mag1 then Mag1:Destroy() end local Mag2, magTable2 = S.createMag("Mag2") Mag2.Parent = S.gunIgnore local LArmCF = S.LWeld.Part0.CFrame * S.LWeld.C0 * (S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60))):inverse() local RArmCF = S.RWeld.Part0.CFrame * S.RWeld.C0 * (S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25))):inverse() local handleOffsetCF = S.RArm.CFrame:toObjectSpace(S.RArm.CFrame * S.Grip.C0 * (S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10))):inverse()) local originalMagOffsetCF = S.Handle.CFrame:toObjectSpace(magTable2[1].Original.CFrame) local newMagC0 = LArmCF:toObjectSpace(RArmCF * handleOffsetCF * originalMagOffsetCF) W2 = Instance.new("Weld") W2.Part0 = S.LArm W2.Part1 = magTable2[1].magClone W2.C0 = newMagC0 W2.Parent = magTable2[1].magClone S.tweenJoint(S.LWeld, nil, S.CF(0.55, 0.6, -2.4) * S.CFANG(S.RAD(-20), S.RAD(20), S.RAD(-60)), S.Sine, 0.2 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-12), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.15 * animSpeed) S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60)), S.Sine, 0.15 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) script.Parent.Handle.MagIn:Play() wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then if S.isMagVisible() then S.makeMagInvisible() W1:Destroy() local Mag1, magTable1 = S.getMag("Mag1") magTable1[1].magClone.Velocity = S.Handle.Velocity + S.Handle.CFrame:vectorToWorldSpace(S.V3(0, -1, 0)) * 20 S.tweenJoint(S.Grip, nil, S.CFANG(0, S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) else S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) end S.tweenJoint(S.LWeld, nil, S.CF(0, 0.5, 0) * S.CFANG(S.RAD(95), 0, S.RAD(-25)), S.Sine, 0.2 * animSpeed) wait(0.25 * animSpeed) end end; function() if (not S.isNewMag()) then local Mag1, magTable1 = S.getMag("Mag1") if Mag1 then Mag1:Destroy() end local Mag2, magTable2 = S.createMag("Mag2") Mag2.Parent = S.gunIgnore local LArmCF = S.LWeld.Part0.CFrame * S.LWeld.C0 * (S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60))):inverse() local RArmCF = S.RWeld.Part0.CFrame * S.RWeld.C0 * (S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25))):inverse() local handleOffsetCF = S.RArm.CFrame:toObjectSpace(S.RArm.CFrame * S.Grip.C0 * (S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10))):inverse()) local originalMagOffsetCF = S.Handle.CFrame:toObjectSpace(magTable2[1].Original.CFrame) local newMagC0 = LArmCF:toObjectSpace(RArmCF * handleOffsetCF * originalMagOffsetCF) W2 = Instance.new("Weld") W2.Part0 = S.LArm W2.Part1 = magTable2[1].magClone W2.C0 = newMagC0 W2.Parent = magTable2[1].magClone S.tweenJoint(S.LWeld, nil, S.CF(0.55, 0.6, -2.4) * S.CFANG(S.RAD(-20), S.RAD(20), S.RAD(-60)), S.Sine, 0.2 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-12), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.15 * animSpeed) S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60)), S.Sine, 0.15 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) script.Parent.Handle.MagIn:Play() wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then if S.isMagVisible() then S.makeMagInvisible() W1:Destroy() local Mag1, magTable1 = S.getMag("Mag1") magTable1[1].magClone.Velocity = S.Handle.Velocity + S.Handle.CFrame:vectorToWorldSpace(S.V3(0, -1, 0)) * 20 S.tweenJoint(S.Grip, nil, S.CFANG(0, S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) else S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) end S.tweenJoint(S.LWeld, nil, S.CF(0, 0.5, 0) * S.CFANG(S.RAD(95), 0, S.RAD(-25)), S.Sine, 0.2 * animSpeed) wait(0.25 * animSpeed) end end; function() if (not S.isNewMag()) then local Mag1, magTable1 = S.getMag("Mag1") if Mag1 then Mag1:Destroy() end local Mag2, magTable2 = S.createMag("Mag2") Mag2.Parent = S.gunIgnore local LArmCF = S.LWeld.Part0.CFrame * S.LWeld.C0 * (S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60))):inverse() local RArmCF = S.RWeld.Part0.CFrame * S.RWeld.C0 * (S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25))):inverse() local handleOffsetCF = S.RArm.CFrame:toObjectSpace(S.RArm.CFrame * S.Grip.C0 * (S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10))):inverse()) local originalMagOffsetCF = S.Handle.CFrame:toObjectSpace(magTable2[1].Original.CFrame) local newMagC0 = LArmCF:toObjectSpace(RArmCF * handleOffsetCF * originalMagOffsetCF) W2 = Instance.new("Weld") W2.Part0 = S.LArm W2.Part1 = magTable2[1].magClone W2.C0 = newMagC0 W2.Parent = magTable2[1].magClone S.tweenJoint(S.LWeld, nil, S.CF(0.55, 0.6, -2.4) * S.CFANG(S.RAD(-20), S.RAD(20), S.RAD(-60)), S.Sine, 0.2 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-12), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.15 * animSpeed) S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60)), S.Sine, 0.15 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) script.Parent.Handle.MagIn:Play() wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then if S.isMagVisible() then S.makeMagInvisible() W1:Destroy() local Mag1, magTable1 = S.getMag("Mag1") magTable1[1].magClone.Velocity = S.Handle.Velocity + S.Handle.CFrame:vectorToWorldSpace(S.V3(0, -1, 0)) * 20 S.tweenJoint(S.Grip, nil, S.CFANG(0, S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) else S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) end S.tweenJoint(S.LWeld, nil, S.CF(0, 0.5, 0) * S.CFANG(S.RAD(95), 0, S.RAD(-25)), S.Sine, 0.2 * animSpeed) wait(0.25 * animSpeed) end end; function() if (not S.isNewMag()) then local Mag1, magTable1 = S.getMag("Mag1") if Mag1 then Mag1:Destroy() end local Mag2, magTable2 = S.createMag("Mag2") Mag2.Parent = S.gunIgnore local LArmCF = S.LWeld.Part0.CFrame * S.LWeld.C0 * (S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60))):inverse() local RArmCF = S.RWeld.Part0.CFrame * S.RWeld.C0 * (S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25))):inverse() local handleOffsetCF = S.RArm.CFrame:toObjectSpace(S.RArm.CFrame * S.Grip.C0 * (S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10))):inverse()) local originalMagOffsetCF = S.Handle.CFrame:toObjectSpace(magTable2[1].Original.CFrame) local newMagC0 = LArmCF:toObjectSpace(RArmCF * handleOffsetCF * originalMagOffsetCF) W2 = Instance.new("Weld") W2.Part0 = S.LArm W2.Part1 = magTable2[1].magClone W2.C0 = newMagC0 W2.Parent = magTable2[1].magClone S.tweenJoint(S.LWeld, nil, S.CF(0.55, 0.6, -2.4) * S.CFANG(S.RAD(-20), S.RAD(20), S.RAD(-60)), S.Sine, 0.2 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-12), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.15 * animSpeed) S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60)), S.Sine, 0.15 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) script.Parent.Handle.MagIn:Play() wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then if S.isMagVisible() then S.makeMagInvisible() W1:Destroy() local Mag1, magTable1 = S.getMag("Mag1") magTable1[1].magClone.Velocity = S.Handle.Velocity + S.Handle.CFrame:vectorToWorldSpace(S.V3(0, -1, 0)) * 20 S.tweenJoint(S.Grip, nil, S.CFANG(0, S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) else S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) end S.tweenJoint(S.LWeld, nil, S.CF(0, 0.5, 0) * S.CFANG(S.RAD(95), 0, S.RAD(-25)), S.Sine, 0.2 * animSpeed) wait(0.25 * animSpeed) end end; function() if (not S.isNewMag()) then local Mag1, magTable1 = S.getMag("Mag1") if Mag1 then Mag1:Destroy() end local Mag2, magTable2 = S.createMag("Mag2") Mag2.Parent = S.gunIgnore local LArmCF = S.LWeld.Part0.CFrame * S.LWeld.C0 * (S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60))):inverse() local RArmCF = S.RWeld.Part0.CFrame * S.RWeld.C0 * (S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25))):inverse() local handleOffsetCF = S.RArm.CFrame:toObjectSpace(S.RArm.CFrame * S.Grip.C0 * (S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10))):inverse()) local originalMagOffsetCF = S.Handle.CFrame:toObjectSpace(magTable2[1].Original.CFrame) local newMagC0 = LArmCF:toObjectSpace(RArmCF * handleOffsetCF * originalMagOffsetCF) W2 = Instance.new("Weld") W2.Part0 = S.LArm W2.Part1 = magTable2[1].magClone W2.C0 = newMagC0 W2.Parent = magTable2[1].magClone S.tweenJoint(S.LWeld, nil, S.CF(0.55, 0.6, -2.4) * S.CFANG(S.RAD(-20), S.RAD(20), S.RAD(-60)), S.Sine, 0.2 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-12), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.15 * animSpeed) S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60)), S.Sine, 0.15 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) script.Parent.Handle.MagIn:Play() wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then if S.isMagVisible() then S.makeMagInvisible() W1:Destroy() local Mag1, magTable1 = S.getMag("Mag1") magTable1[1].magClone.Velocity = S.Handle.Velocity + S.Handle.CFrame:vectorToWorldSpace(S.V3(0, -1, 0)) * 20 S.tweenJoint(S.Grip, nil, S.CFANG(0, S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) else S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) end S.tweenJoint(S.LWeld, nil, S.CF(0, 0.5, 0) * S.CFANG(S.RAD(95), 0, S.RAD(-25)), S.Sine, 0.2 * animSpeed) wait(0.25 * animSpeed) end end; function() if (not S.isNewMag()) then local Mag1, magTable1 = S.getMag("Mag1") if Mag1 then Mag1:Destroy() end local Mag2, magTable2 = S.createMag("Mag2") Mag2.Parent = S.gunIgnore local LArmCF = S.LWeld.Part0.CFrame * S.LWeld.C0 * (S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60))):inverse() local RArmCF = S.RWeld.Part0.CFrame * S.RWeld.C0 * (S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25))):inverse() local handleOffsetCF = S.RArm.CFrame:toObjectSpace(S.RArm.CFrame * S.Grip.C0 * (S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10))):inverse()) local originalMagOffsetCF = S.Handle.CFrame:toObjectSpace(magTable2[1].Original.CFrame) local newMagC0 = LArmCF:toObjectSpace(RArmCF * handleOffsetCF * originalMagOffsetCF) W2 = Instance.new("Weld") W2.Part0 = S.LArm W2.Part1 = magTable2[1].magClone W2.C0 = newMagC0 W2.Parent = magTable2[1].magClone S.tweenJoint(S.LWeld, nil, S.CF(0.55, 0.6, -2.4) * S.CFANG(S.RAD(-20), S.RAD(20), S.RAD(-60)), S.Sine, 0.2 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-12), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.15 * animSpeed) S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60)), S.Sine, 0.15 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) script.Parent.Handle.MagIn:Play() wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then local Mag1, _ = S.getMag("Mag1") local Mag2, _ = S.getMag("Mag2") S.makeMagVisible() S.setNewMag() if Mag1 then Mag1:Destroy() end Mag2:Destroy() end end; function() if S.isMagEmpty() then if S.isNewMag() then S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.15 * animSpeed) S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60)), S.Sine, 0.15 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) end S.tweenJoint(S.LWeld, nil, S.CF(0.2, 1.9, -0.45) * S.CFANG(S.RAD(-23), 0.1, S.RAD(-40)), S.Sine, 0.1 * animSpeed) wait(0.4 * animSpeed) end end; function() if S.isMagEmpty() then S.tweenJoint(S.LWeld, nil, S.CF(-0.2, 1.7, -0.45) * S.CFANG(S.RAD(-23), 0.1, S.RAD(-40)), S.Sine, 0.1 * animSpeed) script.Parent.Handle.Prime:Play() wait(0.3 * animSpeed) end end; function() if S.isMagEmpty() then S.tweenJoint(S.LWeld, nil, S.CF(0.2, 1.9, -0.45) * S.CFANG(S.RAD(-23), 0.1, S.RAD(-40)), S.Sine, 0.1 * animSpeed) wait(0.3 * animSpeed) end end; } end; Cocking = function(S) end; Crawling = function(X, moveDirection, moveSpeed) --This is the animation for when you're crawling --[[ The moveDirection gives you the angle at which your character is moving with respect to the way you're facing. So if you're moving to the right and you're facing forward then the moveDirection will give you an angle of -90. If you're moving backward and you're facing forward then the moveDirection will give you an angle of 180. I use this angle to adjust the crawling animation so that you're arms move in the direction that you're moving so it looks more realistic rather than the arms constantly moving forward The moveVelocity gives you how fast you're moving in the X-Z plane. It doesn't take your Y-velocity into account so if you're falling your moveVelocity will still be how fast you're moving horizontally. You can use this to adjust how fast the crawling animation runs so if you're moving really slow the animation will play slower --]] return { leftArm = CFrame.Angles( --This is what the cframe of the right arm will be when you're crawling 0, math.rad(90), math.rad(-10) ) * CFrame.new( math.sin(moveDirection) * (math.sin(X * 6) / 4) - 0.2, math.cos(moveDirection) * (math.sin(X * 6) / 2) - 0.1, math.max(math.cos(X * 6) / 4, 0) - 0.1 ) * CFrame.Angles( -math.max(math.cos(X * 6) / 4, 0), 0, 0 ); leftLeg = CFrame.new( --This is what the cframe of the left leg will be when you're crawling math.sin(moveDirection) * (-math.sin(X * 6) / 4) - 0.2, math.cos(moveDirection) * (math.sin(X * 6) / 2) + 0.3, math.max(math.cos(X * 6) / 4, 0) - 0.1 ):inverse() * CFrame.Angles( 0, 0, -math.rad(15) - math.cos(moveDirection) * (math.rad(15) * math.sin(X * 6)) ); rightArm = CFrame.Angles( --This is what the cframe of the left arm will be when you're crawling 0, math.rad(-5), math.rad(10) ) * CFrame.new( math.sin(moveDirection) * (-math.sin(X * 6) / 4) + 0.2, math.cos(moveDirection) * (-math.sin(X * 6) / 5) - 0.2, math.max(math.cos((X + math.rad(30)) * 6) / 10, 0) - 0.1 ) * CFrame.Angles( -math.max(math.cos((X + math.rad(30)) * 6) / 10, 0), 0, 0 ); rightLeg = CFrame.new( --This is what the cframe of the right leg will be when you're crawling math.sin(moveDirection) * (math.sin(X * 6) / 4) + 0.2, math.cos(moveDirection) * (-math.sin(X * 6) / 2) + 0.3, math.max(math.cos((X + math.rad(30)) * 6) / 4, 0) - 0.1 ):inverse() * CFrame.Angles( 0, 0, math.rad(15) - math.cos(moveDirection) * (math.rad(15) * math.sin(X * 6)) ); Grip = CFrame.Angles( --This is what the cframe of the grip will be when you're crawling math.max(math.cos((X + math.rad(30)) * 6) / 7, 0), math.rad(5), 0 ); Camera = 1.5 * math.rad(math.cos((X + math.rad(30)) * 6)) + math.rad(0.5); --This is what the roll of the camera will be when you're crawling } end; Idling = { --This table holds the Idling animations unAimed = function(X) --This is the animation when the gun is not aimed return { Pos = Vector3.new( math.sin(X / 2) / 70, --Side to Side motion math.sin(X * 5 / 4) / 70, --Up and Down motion math.sin(X * 3 / 4) / 70 --Forward and backward motion ); Rot = Vector3.new( 0, --Pitch rotation 0, --Yaw rotation 0 --Roll rotation ); } end; Aimed = function(X) --This is the animation when the gun is aimed return { Pos = Vector3.new( math.sin(X * 3 / 8) / 120, math.sin(X * 15 / 16) / 120, 0 ); Rot = Vector3.new( 0, 0, 0 ); } end; }; Walking = { --This table holds the Walking animations unAimed = function(X) --This is the animation when the gun is not aimed return { Pos = Vector3.new( 4 * math.sin(X * 4.5) / 50, 1.5 * math.sin(X * 9) / 50, 0 ); Rot = Vector3.new( 0, 0, math.rad(math.sin(X * 4.5)) * 2 ); } end; Aimed = function(X) --This is the animation when the gun is aimed return { Pos = Vector3.new( 2 * math.sin(X * 3) / 150, 0.75 * math.sin(X * 6) / 150, 0 ); Rot = Vector3.new( 0, 0, math.rad(math.sin(X * 3)) / 3 ); } end; }; Running = function(X) --This is the animation when the player is running return { Pos = Vector3.new( 4 * math.sin(X * 4.5 * 1.5) / 30, 1.5 * math.sin(X * 9 * 1.5) / 40 + 0.2, 0 ); Rot = Vector3.new( 0, -math.rad(math.sin(X * 4.5 * 1.5)) * 5 + math.rad(3), math.rad(math.sin(X * 4.5 * 1.5)) * 5 ); } end; } return Animations
-- Casts and recasts until it hits either: nothing, or something not transparent or collidable
local function PiercingCast(fromPoint, toPoint, ignoreList) --NOTE: Modifies ignoreList! repeat local hitPart, hitPoint = CastRay(fromPoint, toPoint, ignoreList) if hitPart and (hitPart.Transparency > 0.95 or hitPart.CanCollide == false) then table.insert(ignoreList, hitPart) else return hitPart, hitPoint end until false end local function ScreenToWorld(screenPoint, screenSize, pushDepth) local cameraFOV, cameraCFrame = Camera.FieldOfView, Camera.CoordinateFrame local imagePlaneDepth = screenSize.y / (2 * math.tan(math.rad(cameraFOV) / 2)) local direction = Vector3.new(screenPoint.x - (screenSize.x / 2), (screenSize.y / 2) - screenPoint.y, -imagePlaneDepth) local worldDirection = (cameraCFrame:vectorToWorldSpace(direction)).Unit local theta = math.acos(math.min(1, worldDirection:Dot(cameraCFrame.lookVector))) local fixedPushDepth = pushDepth / math.sin((math.pi / 2) - theta) return cameraCFrame.p + worldDirection * fixedPushDepth end local function OnCameraChanged(property) if property == 'CameraSubject' then local newSubject = Camera.CameraSubject if newSubject and newSubject:IsA('VehicleSeat') then VehicleParts = newSubject:GetConnectedParts(true) else VehicleParts = {} end end end local function OnCharacterAdded(player, character) PlayerCharacters[player] = character end local function OnPlayersChildAdded(child) if child:IsA('Player') then child.CharacterAdded:connect(function(character) OnCharacterAdded(child, character) end) if child.Character then OnCharacterAdded(child, child.Character) end end end local function OnPlayersChildRemoved(child) if child:IsA('Player') then PlayerCharacters[child] = nil end end local function OnWorkspaceChanged(property) if property == 'CurrentCamera' then local newCamera = workspace.CurrentCamera if newCamera then Camera = newCamera if CameraChangeConn then CameraChangeConn:disconnect() end CameraChangeConn = Camera.Changed:connect(OnCameraChanged) end end end
-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/preRunMessage.ts
--easter egg
mouse.KeyDown:connect(function(key) if key=="u" and script.Blown.Value == false then Heat = Heat+100 end end) if not FE then radiator.Oil.Enabled = false radiator.Antifreeze.Enabled = false radiator.Liquid.Volume = 0 radiator.Fan:Play() radiator.Fan.Pitch = 1+FanSpeed radiator.Steam:Play() radiator.Liquid:Play() script.Blown.Value = false while wait(.2) do if Heat > FanTemp and Fan == true then FanCool = -FanSpeed radiator.Fan.Volume = FanVolume elseif Heat < FanTempAlpha then FanCool = 0 radiator.Fan.Volume = 0 end Load = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency Heat = math.max(RunningTemp,(Heat+Load)+FanCool) if Heat >= BlowupTemp then Heat = BlowupTemp radiator.Break:Play() radiator.Liquid.Volume = .5 radiator.Oil.Enabled = true radiator.Antifreeze.Enabled = true script.Parent.Parent.IsOn.Value = false script.Blown.Value = true car.Body.ExhaustH.Fire.Fire.Enabled = true car.Body.ExhaustH.Fire.FireLight.Enabled = true car.Body.ExhaustH.Fire.Smoke.Enabled = true elseif Heat >= BlowupTemp-20 then radiator.Smoke.Transparency = NumberSequence.new((BlowupTemp-Heat)/10,1) radiator.Smoke.Enabled = true radiator.Steam.Volume = math.abs(((BlowupTemp-Heat)-10)/10) else radiator.Smoke.Enabled = false radiator.Steam.Volume = 0 car.Body.ExhaustH.Fire.Fire.Enabled = false car.Body.ExhaustH.Fire.FireLight.Enabled = false car.Body.ExhaustH.Fire.Smoke.Enabled = false end script.Celsius.Value = Heat script.Parent.Temp.Text = math.floor(Heat).."°c" script.Parent.Temp.TextColor3 = Color3.fromRGB(255,255-((Heat-FanTemp)*10),255-((Heat-FanTemp)*10)) end else handler:FireServer("Initialize",FanSpeed) while wait(.2) do if Heat > FanTemp and Fan == true then FanCool = -FanSpeed handler:FireServer("FanVolume",FanVolume) else FanCool = 0 handler:FireServer("FanVolume",0) end Load = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency Heat = math.max(RunningTemp,(Heat+Load)+FanCool) if Heat >= BlowupTemp then Heat = BlowupTemp handler:FireServer("Blown") script.Parent.Parent.IsOn.Value = false script.Blown.Value = true elseif Heat >= BlowupTemp-10 then handler:FireServer("Smoke",true,BlowupTemp,Heat) else handler:FireServer("Smoke",false,BlowupTemp,Heat) end script.Celsius.Value = Heat script.Parent.Temp.Text = math.floor(Heat).."°c" end end
--- Add a task to clean up -- @usage -- Maid[key] = (function) Adds a task to perform -- Maid[key] = (event connection) Manages an event connection -- Maid[key] = (Maid) Maids can act as an event connection, allowing a Maid to have other maids to clean up. -- Maid[key] = (Object) Maids can cleanup objects with a `Destroy` method -- Maid[key] = nil Removes a named task. If the task is an event, it is disconnected. If it is an object, -- it is destroyed.
function Maid:__newindex(index, newTask) if Maid[index] ~= nil then error(("'%s' is reserved"):format(tostring(index)), 2) end local tasks = self._tasks local oldTask = tasks[index] tasks[index] = newTask if oldTask then if type(oldTask) == "function" then oldTask() elseif typeof(oldTask) == "RBXScriptConnection" then oldTask:Disconnect() elseif oldTask.Destroy then oldTask:Destroy() end end end
-- [[[[[[[[[[[[[[[[[ MAIN GAME LOOP ]]]]]]]]]]]]]]]]] --
while wait() do -- 1. Check for at least two players repeat local availablePlayers = {} -- creating an empty table to fill for i, v in pairs(game.Players:GetPlayers()) do if not v:FindFirstChild("InMenu") then table.insert(availablePlayers,v) end end Status.Value = "Need at least two players"..#availablePlayers.."/2" -- need to wait or else it will crash the game wait (2) until #availablePlayers >= 2 RoundModule.Intermission(5) print ("Intermission end .. Setup beginning") -- [[[[[[[[[[[[[[[[[ GAME START ]]]]]]]]]]]]]]]]] -- -- 2a. Choose a Map and import to the workspace local chosenChapter = RoundModule.SelectChapter() -- returns a map object of the chosen chapter local clonedChapter = chosenChapter:Clone() -- making a copy to not mess up the Chapters folder instance clonedChapter.Name = "Map" -- used in other scripts clonedChapter.Parent = game.Workspace -- put in view of the player so they can teleport to it print ("Map Chosen") -- 2b. Setup the doors -- wait a bit to load the doors wait (2) local DoorModule = require(script.DoorModule) if clonedChapter:FindFirstChild("Doors") then DoorModule.ActivateDoors(clonedChapter.Doors) -- sending in a folder else warn("Fatal Error, please have Doors folder in the Chapter Map Model -- Also the Door parts in the Doors folder") end print ("Doors Setup") -- 3. Choose Piggy from players NOT in the menu -- a player is in the menu if they did not click on 'Play' yet -- a player is in the menu if the player has a tag attached. the tag gets deleted/destroyed once the player clicks play local contestants = {} -- creating an empty table to fill for i, v in pairs(game.Players:GetPlayers()) do if not v:FindFirstChild("InMenu") then table.insert(contestants,v) end end local chosenPiggy = RoundModule.ChoosePiggy(contestants) -- remove chosen piggy from list of contestants for i, v in pairs(contestants) do if v == chosenPiggy then table.remove(contestants,i) else -- loop through all non-piggy players game.ReplicatedStorage.ToggleCrouch:FireClient(v, true) end end -- Dress up chosen contestant as Piggy! RoundModule.DressPiggy(chosenPiggy) -- avoids "torso" issue when the player is falling and the map loads afterwards print ("Piggy Chosen") -- 4. Teleport Piggy and players to their spawn spots RoundModule.TeleportPiggy(chosenPiggy) RoundModule.TeleportPlayers(contestants, clonedChapter.PlayerSpawns:GetChildren()) print ("Players teleported to map") -- 5. Tag players as "contestant" and as "piggy" RoundModule.InsertTag(contestants, "Contestant") RoundModule.InsertTag({chosenPiggy}, "Piggy") print ("Game Start") -- 6. Start the game! RoundModule.StartRound(1200, chosenPiggy, clonedChapter) -- [[[[[[[[[[[[[[[[[ GAME END ]]]]]]]]]]]]]]]]] -- -- 7. Game ended, time to clean up! contestants = {} for i, v in pairs(game.Players:GetPlayers()) do -- if an existing player is not in the menu, add them to the table if not v:FindFirstChild("InMenu") then table.insert(contestants,v) end end -- ERROR CHECK: check if the spawns folder is in the gamespace if game.Workspace.Lobby:FindFirstChild("Spawns") then RoundModule.TeleportPlayers(contestants, game.Workspace.Lobby.Spawns:GetChildren()) end -- destroy the map clonedChapter:Destroy() -- clean up piggy and players (remove tags and tools) RoundModule.RemoveTags() end
--[[* * inlined Object.is polyfill to avoid requiring consumers ship their own * https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/is ]]
local function is(x: any, y: any): boolean return x == y and (x ~= 0 or 1 / x == 1 / y) or x ~= x and y ~= y -- eslint-disable-line no-self-compare end
--[[ Used to set a handler for when the promise resolves, rejects, or is cancelled. Returns a new promise chained from this promise. ]]
function Promise.prototype:finally(finallyHandler) self._unhandledRejection = false -- Return a promise chained off of this promise return Promise.new(function(resolve, reject) local finallyCallback = resolve if finallyHandler then finallyCallback = createAdvancer(finallyHandler, resolve, reject) end if self._status == Promise.Status.Started then -- The promise is not settled, so queue this. table.insert(self._queuedFinally, finallyCallback) else -- The promise already settled or was cancelled, run the callback now. finallyCallback(self._status) end end, self) end
--
script.Parent:WaitForChild("A-Chassis Interface") script.Parent:WaitForChild("Plugins") script.Parent:WaitForChild("README") local car=script.Parent.Parent local _Tune=require(script.Parent) local Drive=car.Wheels:GetChildren() function getParts(model,t,a) for i,v in pairs(model:GetChildren()) do if v:IsA("BasePart") then table.insert(t,{v,a.CFrame:toObjectSpace(v.CFrame)}) elseif v:IsA("Model") then getParts(v,t,a) end end end for _,v in pairs(Drive) do for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines end local WParts = {} local tPos = v.Position-car.DriveSeat.Position if v.Name=="FL" or v.Name=="RL" then v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90)) else v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90)) end v.CFrame = v.CFrame+tPos if v:FindFirstChild("Parts")~=nil then getParts(v.Parts,WParts,v) end if v:FindFirstChild("Fixed")~=nil then getParts(v.Fixed,WParts,v) end if v.Name=="FL" or v.Name=="FR" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),0,0) if v.Name=="FL" then v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.FToe)) else v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.FToe)) end elseif v.Name=="RL" or v.Name=="RR" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),0,0) if v.Name=="RL" then v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.RToe)) else v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.RToe)) end end for _,a in pairs(WParts) do a[1].CFrame=v.CFrame:toWorldSpace(a[2]) end if v.Name=="FL" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.FCaster),0) elseif v.Name=="FR" or v.Name=="F" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.FCaster),0) elseif v.Name=="RL" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.RCaster),0) elseif v.Name=="RR" or v.Name=="R" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.RCaster),0) end local arm=Instance.new("Part",v) arm.Name="Arm" arm.Anchored=true arm.CanCollide=false arm.FormFactor=Enum.FormFactor.Custom arm.Size=Vector3.new(1,1,1) arm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0) arm.TopSurface=Enum.SurfaceType.Smooth arm.BottomSurface=Enum.SurfaceType.Smooth arm.Transparency=1 local base=arm:Clone() base.Parent=v base.Name="Base" base.CFrame=base.CFrame*CFrame.new(0,1,0) base.BottomSurface=Enum.SurfaceType.Hinge local axle=arm:Clone() axle.Parent=v axle.Name="Axle" axle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0) axle.BackSurface=Enum.SurfaceType.Hinge if v.Name=="F" or v.Name=="R" then local axle2=arm:Clone() axle2.Parent=v axle2.Name="Axle" axle2.CFrame=CFrame.new(v.Position+((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle2.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0) axle2.BackSurface=Enum.SurfaceType.Hinge MakeWeld(arm,axle2) end MakeWeld(car.DriveSeat,base) if v.Parent.Name == "RL" or v.Parent.Name == "RR" or v.Name=="R" then MakeWeld(car.DriveSeat,arm) end MakeWeld(arm,axle) arm:MakeJoints() axle:MakeJoints() if v:FindFirstChild("Fixed")~=nil then ModelWeld(v.Fixed,axle) end if v:FindFirstChild("Parts")~=nil then ModelWeld(v.Parts,v) end if v:FindFirstChild("Steer") then v:FindFirstChild("Steer"):Destroy() end local gyro=Instance.new("BodyGyro",v) gyro.Name="Stabilizer" if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then gyro.D=_Tune.FGyroD gyro.MaxTorque=_Tune.FGyroMaxTorque gyro.P=_Tune.FGyroP else gyro.D=_Tune.RGyroD gyro.MaxTorque=_Tune.RGyroMaxTorque gyro.P=_Tune.RGyroP end if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then local steer=Instance.new("BodyGyro",arm) steer.Name="Steer" steer.P=_Tune.SteerP steer.D=_Tune.SteerD steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0) steer.cframe=base.CFrame else MakeWeld(base,axle,"Weld") end local AV=Instance.new("BodyAngularVelocity",v) AV.Name="#AV" AV.angularvelocity=Vector3.new(0,0,0) AV.maxTorque=Vector3.new(_Tune.PBrakeForce,0,_Tune.PBrakeForce) AV.P=1e9 end for i,v in pairs(script:GetChildren()) do if v:IsA("ModuleScript") then require(v) end end wait() ModelWeld(car.Body,car.DriveSeat) local flipG = Instance.new("BodyGyro",car.DriveSeat) flipG.Name = "Flip" flipG.D = 0 flipG.MaxTorque = Vector3.new(0,0,0) flipG.P = 0 wait() UnAnchor(car) script.Parent["A-Chassis Interface"].Car.Value=car for i,v in pairs(script.Parent.Plugins:GetChildren()) do for _,a in pairs(v:GetChildren()) do if a:IsA("RemoteEvent") or a:IsA("RemoteFunction") then a.Parent=car for _,b in pairs(a:GetChildren()) do if b:IsA("Script") then b.Disabled=false end end end end v.Parent = script.Parent["A-Chassis Interface"] end script.Parent.Plugins:Destroy() car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent) car.DriveSeat:SetNetworkOwner(p) local g=script.Parent["A-Chassis Interface"]:Clone() g.Parent=p.PlayerGui end end) car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then for i,v in pairs(car.DriveSeat:GetChildren()) do if v:IsA("Sound") then v:Stop() end end if car.DriveSeat:FindFirstChild("Flip")~=nil then car.DriveSeat.Flip.MaxTorque = Vector3.new() end for i,v in pairs(car.Wheels:GetChildren()) do if v:FindFirstChild("#AV")~=nil then if v["#AV"].AngularVelocity.Magnitude>0 then v["#AV"].AngularVelocity = Vector3.new() v["#AV"].MaxTorque = Vector3.new() end end end end end) ver = require(script.Parent.README)
--[This script makes the movement that a conveyor would do.]
if script.Disabled == false then local conveyor = script.Parent conveyor.Velocity = conveyor.CFrame:vectorToWorldSpace(Vector3.new(0, 0, -conveyor.Configuration.Speed.Value)) end
-- Mimic roblox menu when opened and closed
guiService.MenuClosed:Connect(function() menuOpen = false if not IconController.controllerModeEnabled then IconController.setTopbarEnabled(IconController.topbarEnabled,false) end end) guiService.MenuOpened:Connect(function() menuOpen = true IconController.setTopbarEnabled(false,false) end) bindCamera() return IconController
--[[ PhysicsSolver:CreateSolver(CharacterClass) Creates a new physics solver from CharacterClass RETURNS: PhysicsSolverClass CLASS PhysicsSolverClass PhysicsSolverClass:SetNewContext(Pos) Sets the next position to override ray casting. Used for teleporting PhysicsSolverClass:SetEnabled(Enabled) Sets whether the solver is enabled or disabled PhysicsSolverClass:Disconnect() Disconnects all events --]]
local PhysicsSolver = {} local Configuration = require(script.Parent.Parent:WaitForChild("Configuration")) local GRAVITY = Configuration.PhysicsSolver.GRAVITY local USE_FALLING_SIMULATION = Configuration.PhysicsSolver.USE_FALLING_SIMULATION local DESTROY_HEIGHT = game:GetService("Workspace").FallenPartsDestroyHeight local RunService = game:GetService("RunService") local Util = require(script.Parent:WaitForChild("Util")) local V3new = Vector3.new function PhysicsSolver:CreateSolver(CharacterClass) local Enabled = true local PhysicsSolverClass = {} local Head = CharacterClass.CharacterModel:WaitForChild("Head") local LeftFoot,RightFoot local function UpdateFeet() LeftFoot = CharacterClass.CharacterModel:FindFirstChild("LeftFoot") RightFoot = CharacterClass.CharacterModel:FindFirstChild("RightFoot") end UpdateFeet() local OverridePos local LastY,LastTargetY = 0,0 function PhysicsSolverClass:SetNewContext(NewOverridePos) OverridePos = NewOverridePos + V3new(0,4,0) LastY = OverridePos.Y end function PhysicsSolverClass:SetEnabled(NewEnabled) Enabled = NewEnabled end local DownDirection500 = V3new(0,-500,0) if GRAVITY > 0 then DownDirection500 = V3new(0,500,0) end local FootOffset = Vector3.new(0,2,0) local SolverEvent if USE_FALLING_SIMULATION then local Velocity = 0 SolverEvent = RunService.RenderStepped:Connect(function(DeltaTime) if Enabled then local EndPart,BottomPos if OverridePos then EndPart,BottomPos = Util:FindCollidablePartOnRay(OverridePos,DownDirection500,CharacterClass.CharacterModel) UpdateFeet() elseif LeftFoot and RightFoot then local LeftFootPos = LeftFoot.Position + FootOffset local RightFootPos = RightFoot.Position + FootOffset local LeftEndPart,LeftBottomPos = Util:FindCollidablePartOnRay(LeftFootPos,DownDirection500,CharacterClass.CharacterModel) local RightEndPart,RightBottomPos = Util:FindCollidablePartOnRay(RightFootPos,DownDirection500,CharacterClass.CharacterModel) if LeftBottomPos.Y > RightBottomPos.Y then EndPart,BottomPos = LeftEndPart,LeftBottomPos else EndPart,BottomPos = RightEndPart,RightBottomPos end elseif LeftFoot then local LeftFootPos = LeftFoot.Position + FootOffset EndPart,BottomPos = Util:FindCollidablePartOnRay(LeftFootPos,DownDirection500,CharacterClass.CharacterModel) UpdateFeet() elseif RightFoot then local RightFootPos = RightFoot.Position + FootOffset EndPart,BottomPos = Util:FindCollidablePartOnRay(RightFootPos,DownDirection500,CharacterClass.CharacterModel) UpdateFeet() else local HeadPos = Head.Position EndPart,BottomPos = Util:FindCollidablePartOnRay(HeadPos,DownDirection500,CharacterClass.CharacterModel) UpdateFeet() end local EndY = BottomPos.Y Velocity = Velocity + (GRAVITY * DeltaTime) local DestinationY = LastY + Velocity if DestinationY > EndY then LastY = DestinationY else Velocity = 0 LastY = EndY end CharacterClass:SetWorldYOffset(LastY) if OverridePos then OverridePos = nil end if LastY < DESTROY_HEIGHT then Enabled = false CharacterClass.Humanoid.Health = 0 end end end) else SolverEvent = RunService.RenderStepped:Connect(function() if Enabled then local EndPart,BottomPos if OverridePos then EndPart,BottomPos = Util:FindCollidablePartOnRay(OverridePos,DownDirection500,CharacterClass.CharacterModel) UpdateFeet() elseif LeftFoot and RightFoot then local LeftFootPos = LeftFoot.Position + FootOffset local RightFootPos = RightFoot.Position + FootOffset local LeftEndPart,LeftBottomPos = Util:FindCollidablePartOnRay(LeftFootPos,DownDirection500,CharacterClass.CharacterModel) local RightEndPart,RightBottomPos = Util:FindCollidablePartOnRay(RightFootPos,DownDirection500,CharacterClass.CharacterModel) if LeftBottomPos.Y > RightBottomPos.Y then EndPart,BottomPos = LeftEndPart,LeftBottomPos else EndPart,BottomPos = RightEndPart,RightBottomPos end elseif LeftFoot then local LeftFootPos = LeftFoot.Position + FootOffset EndPart,BottomPos = Util:FindCollidablePartOnRay(LeftFootPos,DownDirection500,CharacterClass.CharacterModel) UpdateFeet() elseif RightFoot then local RightFootPos = RightFoot.Position + FootOffset EndPart,BottomPos = Util:FindCollidablePartOnRay(RightFootPos,DownDirection500,CharacterClass.CharacterModel) UpdateFeet() else local HeadPos = Head.Position EndPart,BottomPos = Util:FindCollidablePartOnRay(HeadPos,DownDirection500,CharacterClass.CharacterModel) UpdateFeet() end if EndPart then LastY = BottomPos.Y end CharacterClass:SetWorldYOffset(LastY) if OverridePos then OverridePos = nil end if LastY < DESTROY_HEIGHT then Enabled = false CharacterClass.Humanoid.Health = 0 end end end) end function PhysicsSolverClass:Disconnect() SolverEvent:Disconnect() end return PhysicsSolverClass end return PhysicsSolver
----------------------This is just an example-----------------------------
end function onKeyPressG() print("G is pressed") PageLayout:JumpTo(script.Parent.Grenade)
--if another player picks up the pizza during the tutorial, give it to the persion in the tutorial
local Handle = script.Parent.Handle script.Parent.Equipped:connect(function() local player = game.Players:GetPlayerFromCharacter(script.Parent.Parent) if player and Handle:FindFirstChild("Tutorial") and Handle.Tutorial.Value and Handle.Tutorial.Value ~= player then wait() script.Parent.Parent = Handle.Tutorial.Value.Character end end)
--This script only activates when the ClickDetector's activation distance is over 0
function onClicked(p) script.Parent.Parent.Open.Transparency = 0 --Open the trap script.Parent.Parent.Close.Transparency = 1 script.Parent.Captured.Value = false script.Parent.ClickDetector.MaxActivationDistance = 0 --Make it so that you can't click it end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- уничтожаем огонь и скрипт
script.Parent.Fire:Destroy() script:Destroy()
--Weld stuff here
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.4,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
--[=[ @within Gamepad @prop GamepadChanged Signal<gamepad: Enum.UserInputType> @readonly Fires when the active gamepad switches. Internally, the gamepad object will always wrap around the active gamepad, so nothing needs to be changed. ```lua gamepad.GamepadChanged:Connect(function(newGamepad: Enum.UserInputType) print("Active gamepad changed to:", newGamepad) end) ``` ]=]
------------------- ---[[Variables]]--- -------------------
local module = {} local TweenService = game:GetService("TweenService")
--//Remote Functions\\--
fire.OnServerEvent:Connect(function(player, mouseHit) local character = player.Character local humanoid = character:FindFirstChild("Humanoid") local weaponAccuracy = Vector3.new(math.random(-accuracy.Value * 2, accuracy.Value * 2), math.random(-accuracy.Value * 2, accuracy.Value * 2), math.random(-accuracy.Value * 2, accuracy.Value * 2)) if humanoid and humanoid ~= 0 then local projectile = Instance.new("Part", workspace) local trail = Instance.new("Trail", projectile) trail.FaceCamera = true trail.Lifetime = 0.3 trail.MinLength = 0.15 trail.LightEmission = 0.25 local attachment0 = Instance.new("Attachment", projectile) attachment0.Position = Vector3.new(0.35, 0, 0) attachment0.Name = "Attachment1" local attachment1 = Instance.new("Attachment", projectile) attachment1.Position = Vector3.new(-0.35, 0, 0) attachment1.Name = "Attachment1" trail.Attachment0 = attachment0 trail.Attachment1 = attachment1 projectile.Name = "Bullet" projectile.BrickColor = BrickColor.new("Smoky gray") projectile.Shape = "Ball" projectile.Material = Enum.Material.Metal projectile.TopSurface = 0 projectile.BottomSurface = 0 projectile.Size = Vector3.new(1, 1, 1) projectile.Transparency = 1 projectile.CFrame = CFrame.new(muzzle.CFrame.p, mouseHit.p) projectile.CanCollide = false local transparencyPoints = {} local startColor = Color3.new(255, 255, 0) local endColor = Color3.new(213, 115, 61) table.insert(transparencyPoints, NumberSequenceKeypoint.new(0, 1)) table.insert(transparencyPoints, NumberSequenceKeypoint.new(0.25, 0)) table.insert(transparencyPoints, NumberSequenceKeypoint.new(1, 1)) local determinedTransparency = NumberSequence.new(transparencyPoints) local determinedColors = ColorSequence.new(startColor, endColor) trail.Transparency = determinedTransparency trail.Color = determinedColors local bodyVelocity = Instance.new("BodyVelocity", projectile) bodyVelocity.MaxForce = Vector3.new(9e9, 9e9, 9e9) bodyVelocity.Velocity = (mouseHit.lookVector * velocity.Value) + weaponAccuracy debris:AddItem(projectile, 20) projectile.Touched:Connect(function(hit) local eHumanoid = hit.Parent:FindFirstChild("Humanoid") or hit.Parent.Parent:FindFirstChild("Humanoid") local damage = math.random(minDamage.Value, maxDamage.Value) if not eHumanoid and not hit.Anchored and not hit:IsDescendantOf(character) then projectile:Destroy() elseif eHumanoid and eHumanoid ~= humanoid and eHumanoid.Health > 0 and hit ~= projectile then if hit.Name == "Head" or hit:IsA("Hat") then damage = damage * 10.5 end local criticalPoint = maxDamage.Value DamageAndTagHumanoid(player, eHumanoid, damage) if showDamageText then DynamicText(damage, criticalPoint, eHumanoid) else end projectile:Destroy() elseif hit.CanCollide == true and not hit:IsDescendantOf(player.Character) and hit.Anchored == true then projectile:Destroy() end end) handle.Fire:Play() muzzleEffect.Visible = true muzzleEffect.Rotation = math.random(-360, 360) delay(0.1, function() muzzleEffect.Visible = false end) end end) activateSpecial.OnServerEvent:Connect(function(player) accuracy.Value, fireRate.Value = accuracy.Value / 2, fireRate.Value / 2 minDamage.Value, maxDamage.Value = minDamage.Value / 2, maxDamage.Value / 2 spawn(function() local chargeSound = Instance.new("Sound", player.PlayerGui) chargeSound.Name = "ChargeSound" chargeSound.SoundId = "rbxassetid://163619849" chargeSound:Play() chargeSound.Ended:Connect(function() chargeSound:Destroy() end) local sparkles = Instance.new("Sparkles", handle) sparkles.SparkleColor = Color3.fromRGB(255, 236, 21) local activatedGui = Instance.new("ScreenGui", player.PlayerGui) activatedGui.Name = "SpecialActivated" local textLabel = Instance.new("TextLabel", activatedGui) textLabel.TextColor3 = Color3.fromRGB(0, 180, 30) textLabel.Text = "Trigger Happy activated!" textLabel.Font = Enum.Font.SourceSans textLabel.TextScaled = true textLabel.TextStrokeTransparency = 0 textLabel.Size = UDim2.new(0, 300, 0, 50) textLabel.Position = UDim2.new(2.5, 0, 0.15, -10) textLabel.BackgroundTransparency = 1 textLabel:TweenPosition(UDim2.new(0.5, -(textLabel.Size.X.Offset / 2), 0.1, -10), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 1) debris:AddItem(sparkles, specialDuration.Value) debris:AddItem(chargeSound, 3) wait(3) TextEffects(textLabel, 200, Enum.EasingDirection.InOut, Enum.EasingStyle.Quint, 1) end) for i = specialDuration.Value, 0, -1 do wait(1) print("Special activated: "..i) end accuracy.Value, fireRate.Value = accuracy.Value * 5, fireRate.Value * 10 minDamage.Value, maxDamage.Value = minDamage.Value * 4, maxDamage.Value * 8 activateSpecial:FireClient(player) end)
--Made by Stickmasterluke
local sp=script.Parent damage=40 cooldown=.30 debris=game:GetService("Debris") check=true function waitfor(parent,name) while true do local child=parent:FindFirstChild(name) if child~=nil then return child end wait() end end local handle=waitfor(sp,"Handle") local debris=game:GetService("Debris") function randomcolor() if handle then local m=handle:FindFirstChild("Mesh") if m~=nil then m.VertexColor=Vector3.new(math.random(1,2),math.random(1,2),math.random(1,2))*.5 end end end function onButton1Down(mouse) if check then check=false mouse.Icon="rbxasset://textures\\GunWaitCursor.png" local h=sp.Parent:FindFirstChild("Humanoid") local t=sp.Parent:FindFirstChild("Torso") local anim=sp:FindFirstChild("RightSlash") if anim and t and h then theanim=h:LoadAnimation(anim) theanim:Play(nil,nil,1.5) if theanim and h.Health>0 then local sound=sp.Handle:FindFirstChild("SlashSound") if sound then sound:Play() end wait(.25) handle.Transparency=1 local p=handle:clone() p.Name="Effect" p.CanCollide=false p.Transparency=1 p.Script.Disabled=false local tag=Instance.new("ObjectValue") tag.Name="creator" tag.Value=h tag.Parent=p p.RotVelocity=Vector3.new(0,0,0) p.Velocity=(mouse.Hit.p-p.Position).unit*300+Vector3.new(0,60,0) p.CFrame=CFrame.new(handle.Position,mouse.Hit.p)*CFrame.Angles(-math.pi/2,0,0) debris:AddItem(p,20+math.random()*5) p.Parent=game.Workspace end end wait(cooldown-.25) mouse.Icon="rbxasset://textures\\GunCursor.png" randomcolor() handle.Transparency=1 check=true end end sp.Equipped:connect(function(mouse) if mouse==nil then print("Mouse not found") return end equipped=true mouse.Icon="rbxasset://textures\\GunCursor.png" mouse.Button1Down:connect(function() onButton1Down(mouse) end) end) sp.Unequipped:connect(function() equipped=false handle.Transparency=1 randomcolor() end)
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle) if hitObject and hitPos then local distance = rayLength - (hitPos - startPos).magnitude if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then -- there is a chance here for potential infinite recursion return RayCast(hitPos, vec, distance) end end return hitObject, hitPos end function TagHumanoid(humanoid, player) -- Add more tags here to customize what tags are available. while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new("ObjectValue") creatorTag.Value = player creatorTag.Name = "creator" creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new("StringValue") weaponIconTag.Value = IconURL weaponIconTag.Name = "icon" weaponIconTag.Parent = creatorTag end local function CreateFlash() if FlashHolder then local flash = Instance.new('Fire', FlashHolder) flash.Color = Color3.new(0, 145 / 255, 255) flash.SecondaryColor = Color3.new(1, 0, 0) flash.Size = 0.3 DebrisService:AddItem(flash, FireRate / 1.5) else FlashHolder = Instance.new("Part", Tool) FlashHolder.Transparency = 1 FlashHolder.CanCollide= false FlashHolder.Size = Vector3.new(1, 1, 1) FlashHolder.Position = Tool.Handle.Position local Weld = Instance.new("ManualWeld") Weld.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) Weld.C1 = CFrame.new(0, 2.2, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0) Weld.Part0 = FlashHolder Weld.Part1 = Tool.Handle Weld.Parent = FlashHolder end end local function CreateBullet(bulletPos) local bullet = Instance.new('Part', Workspace) bullet.FormFactor = Enum.FormFactor.Custom bullet.Size = Vector3.new(0.1, 0.1, 0.1) bullet.BrickColor = MyPlayer.TeamColor bullet.Shape = Enum.PartType.Ball bullet.CanCollide = false bullet.CFrame = CFrame.new(bulletPos) bullet.Anchored = true bullet.TopSurface = Enum.SurfaceType.Smooth bullet.BottomSurface = Enum.SurfaceType.Smooth bullet.Name = 'Bullet' DebrisService:AddItem(bullet, 2.5) local fire = Instance.new("Fire", bullet) fire.Color = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b) fire.SecondaryColor = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b) fire.Size = 5 fire.Heat = 0 DebrisService:AddItem(fire, 0.2) return bullet end local function Reload() if not Reloading then Reloading = true -- Don't reload if you are already full or have no extra ammo if AmmoInClip ~= ClipSize and SpareAmmo > 0 then if RecoilTrack then RecoilTrack:Stop() end if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = true end end wait(ReloadTime) -- Only use as much ammo as you have local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo) AmmoInClip = AmmoInClip + ammoToUse SpareAmmo = SpareAmmo - ammoToUse UpdateAmmo(AmmoInClip) end Reloading = false end end function OnFire() if IsShooting then return end if MyHumanoid and MyHumanoid.Health > 0 then if RecoilTrack and AmmoInClip > 0 then RecoilTrack:Play() end IsShooting = true while LeftButtonDown and AmmoInClip > 0 and not Reloading do if Spread and not DecreasedAimLastShot then Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount) UpdateCrosshair(Spread) end DecreasedAimLastShot = not DecreasedAimLastShot if Handle:FindFirstChild('FireSound') then Handle.FireSound:Play() end CreateFlash() if MyMouse then local targetPoint = MyMouse.Hit.p local shootDirection = (targetPoint - Handle.Position).unit -- Adjust the shoot direction randomly off by a little bit to account for recoil shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread) * shootDirection local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range) local bullet -- Create a bullet here if hitObject then bullet = CreateBullet(bulletPos) end if hitObject and hitObject.Parent then local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid") if hitHumanoid then local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent) if MyPlayer.Neutral or (hitPlayer and hitPlayer.TeamColor ~= MyPlayer.TeamColor) then TagHumanoid(hitHumanoid, MyPlayer) hitHumanoid:TakeDamage(Damage) if bullet then bullet:Destroy() bullet = nil --bullet.Transparency = 1 end Spawn(UpdateTargetHit) end end end AmmoInClip = AmmoInClip - 1 UpdateAmmo(AmmoInClip) end wait(FireRate) end IsShooting = false if AmmoInClip == 0 then Reload() end if RecoilTrack then RecoilTrack:Stop() end end end local TargetHits = 0 function UpdateTargetHit() TargetHits = TargetHits + 1 if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = true end wait(0.5) TargetHits = TargetHits - 1 if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = false end end function UpdateCrosshair(value, mouse) if WeaponGui then local absoluteY = 650 WeaponGui.Crosshair:TweenSize( UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.33) end end function UpdateAmmo(value) if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = false end end if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo end end function OnMouseDown() LeftButtonDown = true OnFire() end function OnMouseUp() LeftButtonDown = false end function OnKeyDown(key) if string.lower(key) == 'r' then Reload() end end function OnEquipped(mouse) RecoilAnim = WaitForChild(Tool, 'Recoil') FireSound = WaitForChild(Handle, 'FireSound') MyCharacter = Tool.Parent MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter) MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyTorso = MyCharacter:FindFirstChild('Torso') MyMouse = mouse WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone() if WeaponGui and MyPlayer then WeaponGui.Parent = MyPlayer.PlayerGui UpdateAmmo(AmmoInClip) end if RecoilAnim then RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim) end if MyMouse then -- Disable mouse icon MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154" MyMouse.Button1Down:connect(OnMouseDown) MyMouse.Button1Up:connect(OnMouseUp) MyMouse.KeyDown:connect(OnKeyDown) end end
--This script turns the light on at night and off in in the day!
b = script.Parent local oh,om = 6,20 -- Open Time (hours,minutes) local ch,cm = 17,45 -- Close Time (hours, minutes) local l = game:service("Lighting") if (om == nil) then om = 0 end if (cm == nil) then cm = 0 end function TimeChanged() local ot = (oh + (om/60)) * 60 local ct = (ch + (cm/60)) * 60 if (ot < ct) then if (l:GetMinutesAfterMidnight() >= ot) and (l:GetMinutesAfterMidnight() <= ct) then b.Enabled = false else b.Enabled = true end elseif (ot > ct) then if (l:GetMinutesAfterMidnight() >= ot) or (l:GetMinutesAfterMidnight() <= ct) then b.Enabled = false else b.Enabled = true end end end TimeChanged() game.Lighting.Changed:connect(function(property) if (property == "TimeOfDay") then TimeChanged() end end)
--Rescripted by Luckymaxer --Updated for R15 avatars by StarWars
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Mesh = Handle:WaitForChild("Mesh") Players = game:GetService("Players") Debris = game:GetService("Debris") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create BaseUrl = "http://www.roblox.com/asset/?id=" Meshes = { GrappleWithHook = 33393806, Grapple = 30308256, Hook = 30307623, } Animations = { Crouch = {Animation = Tool:WaitForChild("Crouch"), FadeTime = 0.25, Weight = nil, Speed = nil}, R15Crouch = {Animation = Tool:WaitForChild("R15Crouch"), FadeTime = 0.25, Weight = nil, Speed = nil} } Sounds = { Fire = Handle:WaitForChild("Fire"), Connect = Handle:WaitForChild("Connect"), Hit = Handle:WaitForChild("Hit"), } for i, v in pairs(Meshes) do Meshes[i] = (BaseUrl .. v) end local BaseRopeConstraint = Instance.new("RopeConstraint") BaseRopeConstraint.Thickness = 0.2 BaseRopeConstraint.Restitution = 1 BaseRopeConstraint.Color = BrickColor.new("Really black") BasePart = Create("Part"){ Material = Enum.Material.Plastic, Shape = Enum.PartType.Block, TopSurface = Enum.SurfaceType.Smooth, BottomSurface = Enum.SurfaceType.Smooth, Size = Vector3.new(0.2, 0.2, 0.2), CanCollide = true, Locked = true, } BaseRope = BasePart:Clone() BaseRope.Name = "Effect" BaseRope.BrickColor = BrickColor.new("Bright red") BaseRope.Anchored = true BaseRope.CanCollide = false Create("CylinderMesh"){ Scale = Vector3.new(1, 1, 1), Parent = BaseRope, } BaseGrappleHook = BasePart:Clone() BaseGrappleHook.Name = "Projectile" BaseGrappleHook.Transparency = 0 BaseGrappleHook.Size = Vector3.new(1, 0.4, 1) BaseGrappleHook.Anchored = false BaseGrappleHook.CanCollide = true Create("SpecialMesh"){ MeshType = Enum.MeshType.FileMesh, MeshId = (BaseUrl .. "30307623"), TextureId = (BaseUrl .. "30307531"), Scale = Mesh.Scale, VertexColor = Vector3.new(1, 1, 1), Offset = Vector3.new(0, 0, 0), Parent = BaseGrappleHook, } local RopeAttachment = Instance.new("Attachment") RopeAttachment.Name = "RopeAttachment" RopeAttachment.Parent = BaseGrappleHook Create("BodyGyro"){ Parent = BaseGrappleHook, } for i, v in pairs({Sounds.Connect, Sounds.Hit}) do local Sound = v:Clone() Sound.Parent = BaseGrappleHook end Rate = (1 / 60) MaxDistance = 200 CanFireWhileGrappling = true Crouching = false ToolEquipped = false ServerControl = (Tool:FindFirstChild("ServerControl") or Create("RemoteFunction"){ Name = "ServerControl", Parent = Tool, }) ClientControl = (Tool:FindFirstChild("ClientControl") or Create("RemoteFunction"){ Name = "ClientControl", Parent = Tool, }) for i, v in pairs(Tool:GetChildren()) do if v:IsA("BasePart") and v ~= Handle then v:Destroy() end end Mesh.MeshId = Meshes.GrappleWithHook Handle.Transparency = 0 Tool.Enabled = true function CheckTableForString(Table, String) for i, v in pairs(Table) do if string.find(string.lower(String), string.lower(v)) then return true end end return false end function CheckIntangible(Hit) local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Bullet", "GrappleHook"} if Hit and Hit.Parent then if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then return true end end return false end function CastRay(StartPos, Vec, Length, Ignore, DelayIfHit) local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore) if RayHit and CheckIntangible(RayHit) then if DelayIfHit then wait() end RayHit, RayPos, RayNormal = CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit) end return RayHit, RayPos, RayNormal end function AdjustRope() if not Rope or not Rope.Parent or not CheckIfGrappleHookAlive() then return end local StartPosition = Handle.RopeAttachment.WorldPosition local EndPosition = GrappleHook.RopeAttachment.WorldPosition local RopeLength = (StartPosition - EndPosition).Magnitude Rope.Size = Vector3.new(1, 1, 1) Rope.Mesh.Scale = Vector3.new(0.1, RopeLength, 0.1) Rope.CFrame = (CFrame.new(((StartPosition + EndPosition) / 2), EndPosition) * CFrame.Angles(-(math.pi / 2), 0, 0)) end function DisconnectGrappleHook(KeepBodyObjects) for i, v in pairs({Rope, GrappleHook, GrappleHookChanged}) do if v then if tostring(v) == "Connection" then v:disconnect() elseif type(v) == "userdata" and v.Parent then v:Destroy() end end end if CheckIfAlive() and not KeepBodyObjects then for i, v in pairs(Torso:GetChildren()) do if string.find(string.lower(v.ClassName), string.lower("Body")) then v:Destroy() end end end Connected = false Mesh.MeshId = Meshes.GrappleWithHook end function TryToConnect() if not ToolEquipped or not CheckIfAlive() or not CheckIfGrappleHookAlive() or Connected then DisconnectGrappleHook() return end local DistanceApart = (Torso.Position - GrappleHook.Position).Magnitude if DistanceApart > MaxDistance then DisconnectGrappleHook() return end local Directions = {Vector3.new(0, 1, 0), Vector3.new(0, -1, 0), Vector3.new(1, 0, 0), Vector3.new(-1, 0, 0), Vector3.new(0, 0, 1), Vector3.new(0, 0, -1)} local ClosestRay = {DistanceApart = math.huge} for i, v in pairs(Directions) do local Direction = CFrame.new(GrappleHook.Position, (GrappleHook.CFrame + v * 2).p).lookVector local RayHit, RayPos, RayNormal = CastRay((GrappleHook.Position + Vector3.new(0, 0, 0)), Direction, 2, {Character, GrappleHook, Rope}, false) if RayHit then local DistanceApart = (GrappleHook.Position - RayPos).Magnitude if DistanceApart < ClosestRay.DistanceApart then ClosestRay = {Hit = RayHit, Pos = RayPos, Normal = RayNormal, DistanceApart = DistanceApart} end end end if ClosestRay.Hit then Connected = true local GrappleCFrame = CFrame.new(ClosestRay.Pos, (CFrame.new(ClosestRay.Pos) + ClosestRay.Normal * 2).p) * CFrame.Angles((math.pi / 2), 0, 0) GrappleCFrame = (GrappleCFrame * CFrame.new(0, -(GrappleHook.Size.Y / 1.5), 0)) GrappleCFrame = (CFrame.new(GrappleCFrame.p, Handle.Position) * CFrame.Angles(0, math.pi, 0)) local Weld = Create("Motor6D"){ Part0 = GrappleHook, Part1 = ClosestRay.Hit, C0 = GrappleCFrame:inverse(), C1 = ClosestRay.Hit.CFrame:inverse(), Parent = GrappleHook, } for i, v in pairs(GrappleHook:GetChildren()) do if string.find(string.lower(v.ClassName), string.lower("Body")) then v:Destroy() end end local HitSound = GrappleHook:FindFirstChild("Hit") if HitSound then HitSound:Play() end local BackUpGrappleHook = GrappleHook wait(0.4) if not CheckIfGrappleHookAlive() or GrappleHook ~= BackUpGrappleHook then return end Sounds.Connect:Play() local ConnectSound = GrappleHook:FindFirstChild("Connect") if ConnectSound then ConnectSound:Play() end for i, v in pairs(Torso:GetChildren()) do if string.find(string.lower(v.ClassName), string.lower("Body")) then v:Destroy() end end local TargetPosition = GrappleHook.Position local BackUpPosition = TargetPosition local BodyPos = Create("BodyPosition"){ D = 1000, P = 3000, maxForce = Vector3.new(1000000, 1000000, 1000000), position = TargetPosition, Parent = Torso, } local BodyGyro = Create("BodyGyro"){ maxTorque = Vector3.new(100000, 100000, 100000), cframe = CFrame.new(Torso.Position, Vector3.new(GrappleCFrame.p.X, Torso.Position.Y, GrappleCFrame.p.Z)), Parent = Torso, } Spawn(function() while TargetPosition == BackUpPosition and CheckIfGrappleHookAlive() and Connected and ToolEquipped and CheckIfAlive() do BodyPos.position = GrappleHook.Position wait() end end) end end function CheckIfGrappleHookAlive() return (((GrappleHook and GrappleHook.Parent --[[and Rope and Rope.Parent]]) and true) or false) end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end local MousePosition = InvokeClient("MousePosition") if not MousePosition then return end MousePosition = MousePosition.Position if CheckIfGrappleHookAlive() then if not CanFireWhileGrappling then return end if GrappleHookChanged then GrappleHookChanged:disconnect() end DisconnectGrappleHook(true) end if GrappleHookChanged then GrappleHookChanged:disconnect() end Tool.Enabled = false Sounds.Fire:Play() Mesh.MeshId = Meshes.Grapple GrappleHook = BaseGrappleHook:Clone() GrappleHook.CFrame = (CFrame.new((Handle.Position + (MousePosition - Handle.Position).Unit * 5), MousePosition) * CFrame.Angles(0, 0, 0)) local Weight = 70 GrappleHook.Velocity = (GrappleHook.CFrame.lookVector * Weight) local Force = Create("BodyForce"){ force = Vector3.new(0, workspace.Gravity * 0.98 * GrappleHook:GetMass(), 0), Parent = GrappleHook, } GrappleHook.Parent = Tool GrappleHookChanged = GrappleHook.Changed:connect(function(Property) if Property == "Parent" then DisconnectGrappleHook() end end) Rope = BaseRope:Clone() Rope.Parent = Tool Spawn(function() while CheckIfGrappleHookAlive() and ToolEquipped and CheckIfAlive() do AdjustRope() Spawn(function() if not Connected then TryToConnect() end end) wait() end end) wait(2) Tool.Enabled = true end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end Spawn(function() DisconnectGrappleHook() if HumanoidJumping then HumanoidJumping:disconnect() end HumanoidJumping = Humanoid.Jumping:connect(function() DisconnectGrappleHook() end) end) Crouching = false ToolEquipped = true end function Unequipped() if HumanoidJumping then HumanoidJumping:disconnect() end DisconnectGrappleHook() Crouching = false ToolEquipped = false end function OnServerInvoke(player, mode, value) if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then return end if mode == "KeyPress" then local Key = value.Key local Down = value.Down if Key == "q" and Down then DisconnectGrappleHook() elseif Key == "c" and Down then Crouching = not Crouching Spawn(function() local Animation = Animations.Crouch if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then Animation = Animations.R15Crouch end InvokeClient(((Crouching and "PlayAnimation") or "StopAnimation"), Animation) end) end end end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[=[ Bootstraps the game by replicating packages to server, client, and shared. ```lua local ServerScriptService = game:GetService("ServerScriptService") local loader = ServerScriptService:FindFirstChild("LoaderUtils", true).Parent local packages = require(loader).bootstrapGame(ServerScriptService.ik) ``` :::info The game must be running to do this bootstrapping operation. ::: @server @function bootstrapGame @param packageFolder Instance @return Folder -- serverFolder @within Loader ]=]
local function bootstrapGame(packageFolder) assert(typeof(packageFolder) == "Instance", "Bad instance") assert(RunService:IsRunning(), "Game must be running") loader:Lock() local clientFolder, serverFolder, sharedFolder = LoaderUtils.toWallyFormat(packageFolder, false) clientFolder.Parent = ReplicatedStorage sharedFolder.Parent = ReplicatedStorage serverFolder.Parent = ServerScriptService return serverFolder end local function bootstrapPlugin(packageFolder) assert(typeof(packageFolder) == "Instance", "Bad instance") loader = LegacyLoader.new(script) loader:Lock() local pluginFolder = LoaderUtils.toWallyFormat(packageFolder, true) pluginFolder.Parent = packageFolder return function(value) if type(value) == "string" then if pluginFolder:FindFirstChild(value) then return require(pluginFolder:FindFirstChild(value)) end error(("Unknown module %q"):format(tostring(value))) else return require(value) end end end
--Dont mess with any of this
function boop(Player) if not Player.Backpack:FindFirstChild(Toolname) then local Tool = game.Lighting[Toolname]:clone() Tool.Parent = Player.Backpack end end script.Parent.ClickDetector.MouseClick:connect(boop) function onTouch(obj) if obj.Parent:findFirstChild("Humanoid")~=nil then p=game.Players:findFirstChild(obj.Parent.Name) if p~=nil then ch=p.Backpack:getChildren() for i = 1, #ch do if ch[i].Name == Toolname then ch[i]:Remove() end end end end end script.Parent.Touched:connect(onTouch)
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusStiffness = 8500 -- Spring Force Tune.FSusDamping = 450 -- Spring Dampening Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Resting Suspension length (in studs) Tune.FPreCompress = .2 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .8 -- Max Compression Travel (in studs) Tune.FSusAngle = 75 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusStiffness = 8500 -- Spring Force Tune.RSusDamping = 450 -- Spring Dampening Tune.RAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.1 -- Resting Suspension length (in studs) Tune.RPreCompress = .2 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .8 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics (PGS ONLY) Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 8 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- 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 = CameraUtils.Clamp(-1,1,t) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end 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 function CameraUtils.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 CameraUtils.Clamp(-1, 1, point) end return Vector2.new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y)) end
-- Game descrption: Tower climbing game where geometrical shapes rain from the sky
-- regeneration
while true do local s = wait(1) local health = Humanoid.Health if health > 0 and health < Humanoid.MaxHealth then health = health + 0.01 * s * Humanoid.MaxHealth if health * 1.05 < Humanoid.MaxHealth then Humanoid.Health = health else Humanoid.Health = Humanoid.MaxHealth end end end
--!strict --[=[ @function find @within Array @param array {T} -- The array to search. @param value? any -- The value to search for. @param from? number -- The index to start searching from. @return number? -- The index of the first item in the array that matches the value. Finds the index of the first item in the array that matches the value. This is mostly a wrapper around `table.find`, with the ability to specify a negative number as the start index (to search relative to the end of the array). #### Aliases `indexOf` ```lua local array = { "hello", "world", "hello" } local index = Find(array, "hello") -- 1 local index = Find(array, "hello", 2) -- 3 ``` ]=]
local function find<T>(array: { T }, value: any?, from: number?): number? local length = #array from = if type(from) == "number" then if from < 1 then length + from else from else 1 return table.find(array, value, from) end return find