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-- True ...... Synchronized -- False ..... Free Run
val = script.Parent.Parent.Parent.Parent.AudibleCircuit val2 = script.Parent.Parent.Parent.Parent.VisualCircuit horn = script.Parent.horn strobe = script.Parent.Parent.Strobe alarm = false salarm = false horn.Pitch = math.random(80,107)/100 if candela == 0 then strobe.Flasher.Size = UDim2.new(3,0,3,0) elseif candela == 1 then strobe.Flasher.Size = UDim2.new(4,0,4,0) elseif candela == 2 then strobe.Flasher.Size = UDim2.new(5,0,5,0) elseif candela == 3 then strobe.Flasher.Size = UDim2.new(6.5,0,6.5,0) end function Sound() if val.Value == 1 then horn:Play() else wait(0.03) horn:Stop() end end val.Changed:connect(Sound) function Flash() strobe.BrickColor = BrickColor.new(1001) strobe.Flasher.Strobe.Visible = true strobe.Light.Enabled = true wait(0.06) strobe.BrickColor = BrickColor.new(194) strobe.Flasher.Strobe.Visible = false strobe.Light.Enabled = false end sval = math.random(85,95)/100 function PowerStrobe() if salarm then return end salarm = true wait(sval) while val2.Value == 1 do Flash() wait(sval) end salarm = false end if strobesync then val2.Changed:connect(function() if val2.Value == 1 then Flash() end end) else val2.Changed:connect(function() if val2.Value == 1 then PowerStrobe() end end) end
-- The Bawby Special --if (car.DriveSeat.Orientation.Z <= 0) then -- script.Parent.TEST.Visible = true --end
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); return function(p1, p2) p1 = math.clamp(p1, 0, 1); if math.clamp(p2 and p1, 0, 1) <= 0.0002 and p1 <= 0.001 then return u1.Functions.FormatOdds(p1); end; return u1.Functions.FormatPercent(p1); end;
--%%Functions%%--
script.Parent.FlushSoon.Touched:connect(whileTouching) script.Parent.FlushSoon.TouchEnded:connect(letGo)
--[=[ Sort of equivalent of promise.then() This takes a stream of observables @param project (value: T) -> Observable<U> @param resultSelector ((initialValue: T, outputValue: U) -> U)? @return (source: Observable<T>) -> Observable<U> ]=]
function Rx.flatMap(project, resultSelector) assert(type(project) == "function", "Bad project") return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) local maid = Maid.new() local pendingCount = 0 local topComplete = false maid:GiveTask(source:Subscribe( function(...) local outerValue = ... local observable = project(...) assert(Observable.isObservable(observable), "Bad observable from project") pendingCount = pendingCount + 1 local innerMaid = Maid.new() innerMaid:GiveTask(observable:Subscribe( function(...) -- Merge each inner observable if resultSelector then sub:Fire(resultSelector(outerValue, ...)) else sub:Fire(...) end end, function(...) sub:Fail(...) end, -- Emit failure automatically function() innerMaid:DoCleaning() pendingCount = pendingCount - 1 if pendingCount == 0 and topComplete then sub:Complete() maid:DoCleaning() end end)) local key = maid:GiveTask(innerMaid) -- Cleanup innerMaid:GiveTask(function() maid[key] = nil end) end, function(...) sub:Fail(...) -- Also reflect failures up to the top! maid:DoCleaning() end, function() topComplete = true if pendingCount == 0 then sub:Complete() maid:DoCleaning() end end)) return maid end) end end function Rx.switchMap(project) return Rx.pipe({ Rx.map(project); Rx.switchAll(); }) end function Rx.takeUntil(notifier) assert(Observable.isObservable(notifier)) return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) local maid = Maid.new() local cancelled = false local function cancel() maid:DoCleaning() cancelled = true end -- Any value emitted will cancel (complete without any values allows all values to pass) maid:GiveTask(notifier:Subscribe(cancel, cancel, nil)) -- Cancelled immediately? Oh boy. if cancelled then maid:DoCleaning() return nil end -- Subscribe! maid:GiveTask(source:Subscribe(sub:GetFireFailComplete())) return maid end) end end
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); local v1 = {}; local l__Message__2 = u1.GUI.Message; local u3 = {}; local u4 = false; function v1.New(p1, ...) local v2 = { ... }; if u1.Variables.MessageOpen == true then while true do u1.RunService.RenderStepped:Wait(); if u1.Variables.MessageOpen == false then break; end; end; end; local v3 = false; if v2[1] == nil then v3 = v2[2] == nil; end; local v4 = false; if type(v2[1]) == "boolean" then v4 = v2[2] == nil; end; if v2[1] then local v5 = v2[2]; end; l__Message__2.No.Visible = false; l__Message__2.Ok.Visible = false; l__Message__2.Yes.Visible = false; l__Message__2.Cancel.Visible = false; l__Message__2.Option1.Visible = false; l__Message__2.Option2.Visible = false; l__Message__2.Desc.Text = p1; if not v3 then if v4 then l__Message__2.No.Visible = true; l__Message__2.Yes.Visible = true; elseif v2[1] and v2[2] then l__Message__2.Option1.Title.Text = v2[1]; l__Message__2.Option2.Title.Text = v2[2]; l__Message__2.Cancel.Visible = true; l__Message__2.Option1.Visible = true; l__Message__2.Option2.Visible = true; end; else l__Message__2.Ok.Visible = true; end; local v6 = Instance.new("BindableEvent"); if l__Message__2.No.Visible then local function u5() Close(); v6:Fire(false); end; u3[#u3 + 1] = l__Message__2.No.Activated:Connect(function() if u4 == false then u4 = true; u5(); u4 = false; end; end); end; if l__Message__2.Yes.Visible then local function u6() Close(); v6:Fire(true); end; u3[#u3 + 1] = l__Message__2.Yes.Activated:Connect(function() if u4 == false then u4 = true; u6(); u4 = false; end; end); end; if l__Message__2.Ok.Visible then local function u7() Close(); v6:Fire(true); end; u3[#u3 + 1] = l__Message__2.Ok.Activated:Connect(function() if u4 == false then u4 = true; u7(); u4 = false; end; end); end; if l__Message__2.Option1.Visible then local function u8() Close(); v6:Fire(1); end; u3[#u3 + 1] = l__Message__2.Option1.Activated:Connect(function() if u4 == false then u4 = true; u8(); u4 = false; end; end); end; if l__Message__2.Option2.Visible then local function u9() Close(); v6:Fire(2); end; u3[#u3 + 1] = l__Message__2.Option2.Activated:Connect(function() if u4 == false then u4 = true; u9(); u4 = false; end; end); end; if l__Message__2.Cancel.Visible then local function u10() Close(); v6:Fire(false); end; u3[#u3 + 1] = l__Message__2.Cancel.Activated:Connect(function() if u4 == false then u4 = true; u10(); u4 = false; end; end); end; if u1.Variables.Console then if l__Message__2.Ok.Visible then u1.GuiService.SelectedObject = l__Message__2.Ok; elseif l__Message__2.Yes.Visible then u1.GuiService.SelectedObject = l__Message__2.Yes; elseif l__Message__2.Option1.Visible then u1.GuiService.SelectedObject = l__Message__2.Option1; end; local u11 = false; u3[#u3 + 1] = u1.UserInputService.InputEnded:Connect(function(p2, p3) if not u11 then u11 = true; if p2.KeyCode == Enum.KeyCode.ButtonB then Close(); end; u11 = false; end; end); end; Open(); local v7 = v6.Event:Wait(); v6:Destroy(); return v7; end; function v1.IsOpen() return l__Message__2.Gui.Enabled; end; function Close() for v8, v9 in ipairs(u3) do v9:Disconnect(); end; u3 = {}; l__Message__2.Gui.Enabled = false; u1.Variables.MessageOpen = false; end; function Open() l__Message__2.Gui.Enabled = true; u1.Variables.MessageOpen = true; end; local l__next__11 = next; local v12, v13 = l__Message__2.Frame:GetChildren(); while true do local v14, v15 = l__next__11(v12, v13); if not v14 then break; end; v13 = v14; if v15.ClassName == "ImageButton" then
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end function keyFrameReachedFunc(frameName) if (frameName == "End") then
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:SendSystemMessage(message, extraData) local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData) local success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end) if not success and err then print("Error posting message: " ..err) end self:InternalAddMessageToHistoryLog(messageObj) for i, speaker in pairs(self.Speakers) do speaker:InternalSendSystemMessage(messageObj, self.Name) end return messageObj end function methods:SendSystemMessageToSpeaker(message, speakerName, extraData) local speaker = self.Speakers[speakerName] if (speaker) then local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData) speaker:InternalSendSystemMessage(messageObj, self.Name) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot be sent a system message", speakerName, self.Name)) end end function methods:SendMessageObjToFilters(message, messageObj, fromSpeaker) local oldMessage = messageObj.Message messageObj.Message = message self:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name) self.ChatService:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name) local newMessage = messageObj.Message messageObj.Message = oldMessage return newMessage end function methods:CanCommunicateByUserId(userId1, userId2) if RunService:IsStudio() then return true end -- UserId is set as 0 for non player speakers. if userId1 == 0 or userId2 == 0 then return true end local success, canCommunicate = pcall(function() return Chat:CanUsersChatAsync(userId1, userId2) end) return success and canCommunicate end function methods:CanCommunicate(speakerObj1, speakerObj2) local player1 = speakerObj1:GetPlayer() local player2 = speakerObj2:GetPlayer() if player1 and player2 then return self:CanCommunicateByUserId(player1.UserId, player2.UserId) end return true end function methods:SendMessageToSpeaker(message, speakerName, fromSpeakerName, extraData) local speakerTo = self.Speakers[speakerName] local speakerFrom = self.ChatService:GetSpeaker(fromSpeakerName) if speakerTo and speakerFrom then local isMuted = speakerTo:IsSpeakerMuted(fromSpeakerName) if isMuted then return end if not self:CanCommunicate(speakerTo, speakerFrom) then return end -- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code. local isFiltered = speakerName == fromSpeakerName local messageObj = self:InternalCreateMessageObject(message, fromSpeakerName, isFiltered, extraData) message = self:SendMessageObjToFilters(message, messageObj, fromSpeakerName) speakerTo:InternalSendMessage(messageObj, self.Name) --// START FFLAG if (not IN_GAME_CHAT_USE_NEW_FILTER_API) then --// USES FFLAG --// OLD BEHAVIOR local filteredMessage = self.ChatService:InternalApplyRobloxFilter(messageObj.FromSpeaker, message, speakerName) if filteredMessage then messageObj.Message = filteredMessage messageObj.IsFiltered = true speakerTo:InternalSendFilteredMessage(messageObj, self.Name) end --// OLD BEHAVIOR else --// NEW BEHAVIOR local filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI(messageObj.FromSpeaker, message) if (filterSuccess) then messageObj.FilterResult = filteredMessage messageObj.IsFilterResult = isFilterResult messageObj.IsFiltered = true speakerTo:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name) end --// NEW BEHAVIOR end --// END FFLAG else warn(string.format("Speaker '%s' is not in channel '%s' and cannot be sent a message", speakerName, self.Name)) end end function methods:KickSpeaker(speakerName, reason) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end local messageToSpeaker = "" local messageToChannel = "" if (reason) then messageToSpeaker = string.format("You were kicked from '%s' for the following reason(s): %s", self.Name, reason) messageToChannel = string.format("%s was kicked for the following reason(s): %s", speakerName, reason) else messageToSpeaker = string.format("You were kicked from '%s'", self.Name) messageToChannel = string.format("%s was kicked", speakerName) end self:SendSystemMessageToSpeaker(messageToSpeaker, speakerName) speaker:LeaveChannel(self.Name) self:SendSystemMessage(messageToChannel) end function methods:MuteSpeaker(speakerName, reason, length) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end self.Mutes[speakerName:lower()] = (length == 0 or length == nil) and 0 or (os.time() + length) if (reason) then self:SendSystemMessage(string.format("%s was muted for the following reason(s): %s", speakerName, reason)) end local success, err = pcall(function() self.eSpeakerMuted:Fire(speakerName, reason, length) end) if not success and err then print("Error mutting speaker: " ..err) end local spkr = self.ChatService:GetSpeaker(speakerName) if (spkr) then local success, err = pcall(function() spkr.eMuted:Fire(self.Name, reason, length) end) if not success and err then print("Error mutting speaker: " ..err) end end end function methods:UnmuteSpeaker(speakerName) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end self.Mutes[speakerName:lower()] = nil local success, err = pcall(function() self.eSpeakerUnmuted:Fire(speakerName) end) if not success and err then print("Error unmuting speaker: " ..err) end local spkr = self.ChatService:GetSpeaker(speakerName) if (spkr) then local success, err = pcall(function() spkr.eUnmuted:Fire(self.Name) end) if not success and err then print("Error unmuting speaker: " ..err) end end end function methods:IsSpeakerMuted(speakerName) return (self.Mutes[speakerName:lower()] ~= nil) end function methods:GetSpeakerList() local list = {} for i, speaker in pairs(self.Speakers) do table.insert(list, speaker.Name) end return list end function methods:RegisterFilterMessageFunction(funcId, func, priority) if self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' already exists", funcId)) end self.FilterMessageFunctions:AddFunction(funcId, func, priority) end function methods:FilterMessageFunctionExists(funcId) return self.FilterMessageFunctions:HasFunction(funcId) end function methods:UnregisterFilterMessageFunction(funcId) if not self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' does not exists", funcId)) end self.FilterMessageFunctions:RemoveFunction(funcId) end function methods:RegisterProcessCommandsFunction(funcId, func, priority) if self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' already exists", funcId)) end self.ProcessCommandsFunctions:AddFunction(funcId, func, priority) end function methods:ProcessCommandsFunctionExists(funcId) return self.ProcessCommandsFunctions:HasFunction(funcId) end function methods:UnregisterProcessCommandsFunction(funcId) if not self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' does not exist", funcId)) end self.ProcessCommandsFunctions:RemoveFunction(funcId) end local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end function methods:GetHistoryLog() return ShallowCopy(self.ChatHistory) end function methods:GetHistoryLogForSpeaker(speaker) local userId = -1 local player = speaker:GetPlayer() if player then userId = player.UserId end local chatlog = {} --// START FFLAG if (not IN_GAME_CHAT_USE_NEW_FILTER_API) then --// USES FFLAG --// OLD BEHAVIOR for i = 1, #self.ChatHistory do local logUserId = self.ChatHistory[i].SpeakerUserId if self:CanCommunicateByUserId(userId, logUserId) then table.insert(chatlog, ShallowCopy(self.ChatHistory[i])) end end --// OLD BEHAVIOR else --// NEW BEHAVIOR for i = 1, #self.ChatHistory do local logUserId = self.ChatHistory[i].SpeakerUserId if self:CanCommunicateByUserId(userId, logUserId) then local messageObj = ShallowCopy(self.ChatHistory[i]) --// Since we're using the new filter API, we need to convert the stored filter result --// into an actual string message to send to players for their chat history. --// System messages aren't filtered the same way, so they just have a regular --// text value in the Message field. if (messageObj.MessageType == ChatConstants.MessageTypeDefault) then local filterResult = messageObj.FilterResult if (messageObj.IsFilterResult) then if (player) then messageObj.Message = filterResult:GetChatForUserAsync(player.UserId) else messageObj.Message = filterResult:GetNonChatStringForBroadcastAsync() end else messageObj.Message = filterResult end end table.insert(chatlog, messageObj) end end --// NEW BEHAVIOR end --// END FFLAG return chatlog end
----------------- --| Variables |-- -----------------
local PlayersService = game:GetService('Players') local Camera = nil local CameraChangeConn = nil local SubjectPart = nil local PlayerCharacters = {} -- For ignoring in raycasts local VehicleParts = {} -- Also just for ignoring local LastPopAmount = 0 local LastZoomLevel = 0 local PopperEnabled = false local CFrame_new = CFrame.new
--[[Engine]]
--Torque Curve Tune.Horsepower = 448 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:AddChannel(channelName, autoJoin) if (self.ChatChannels[channelName:lower()]) then error(string.format("Channel %q alrady exists.", channelName)) end local function DefaultChannelCommands(fromSpeaker, message) if (message:lower() == "/leave") then local channel = self:GetChannel(channelName) local speaker = self:GetSpeaker(fromSpeaker) if (channel and speaker) then if (channel.Leavable) then speaker:LeaveChannel(channelName) speaker:SendSystemMessage( string.gsub( ChatLocalization:Get( "GameChat_ChatService_YouHaveLeftChannel", string.format("You have left channel '%s'", channelName) ), "{RBX_NAME}",channelName), "System" ) else speaker:SendSystemMessage(ChatLocalization:Get("GameChat_ChatService_CannotLeaveChannel","You cannot leave this channel."), channelName) end end return true end return false end local channel = ChatChannel.new(self, channelName) self.ChatChannels[channelName:lower()] = channel channel:RegisterProcessCommandsFunction("default_commands", DefaultChannelCommands, ChatConstants.HighPriority) local success, err = pcall(function() self.eChannelAdded:Fire(channelName) end) if not success and err then print("Error addding channel: " ..err) end if autoJoin ~= nil then channel.AutoJoin = autoJoin if autoJoin then for _, speaker in pairs(self.Speakers) do speaker:JoinChannel(channelName) end end end return channel end function methods:RemoveChannel(channelName) if (self.ChatChannels[channelName:lower()]) then local n = self.ChatChannels[channelName:lower()].Name self.ChatChannels[channelName:lower()]:InternalDestroy() self.ChatChannels[channelName:lower()] = nil local success, err = pcall(function() self.eChannelRemoved:Fire(n) end) if not success and err then print("Error removing channel: " ..err) end else warn(string.format("Channel %q does not exist.", channelName)) end end function methods:GetChannel(channelName) return self.ChatChannels[channelName:lower()] end function methods:AddSpeaker(speakerName) if (self.Speakers[speakerName:lower()]) then error("Speaker \"" .. speakerName .. "\" already exists!") end local speaker = Speaker.new(self, speakerName) self.Speakers[speakerName:lower()] = speaker local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error adding speaker: " ..err) end return speaker end function methods:InternalUnmuteSpeaker(speakerName) for channelName, channel in pairs(self.ChatChannels) do if channel:IsSpeakerMuted(speakerName) then channel:UnmuteSpeaker(speakerName) end end end function methods:RemoveSpeaker(speakerName) if (self.Speakers[speakerName:lower()]) then local n = self.Speakers[speakerName:lower()].Name self:InternalUnmuteSpeaker(n) self.Speakers[speakerName:lower()]:InternalDestroy() self.Speakers[speakerName:lower()] = nil local success, err = pcall(function() self.eSpeakerRemoved:Fire(n) end) if not success and err then print("Error removing speaker: " ..err) end else warn("Speaker \"" .. speakerName .. "\" does not exist!") end end function methods:GetSpeaker(speakerName) return self.Speakers[speakerName:lower()] end function methods:GetChannelList() local list = {} for i, channel in pairs(self.ChatChannels) do if (not channel.Private) then table.insert(list, channel.Name) end end return list end function methods:GetAutoJoinChannelList() local list = {} for i, channel in pairs(self.ChatChannels) do if channel.AutoJoin then table.insert(list, channel) end end return list end function methods:GetSpeakerList() local list = {} for i, speaker in pairs(self.Speakers) do table.insert(list, speaker.Name) end return list end function methods:SendGlobalSystemMessage(message) for i, speaker in pairs(self.Speakers) do speaker:SendSystemMessage(message, nil) end end function methods:RegisterFilterMessageFunction(funcId, func, priority) if self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' already exists", funcId)) end self.FilterMessageFunctions:AddFunction(funcId, func, priority) end function methods:FilterMessageFunctionExists(funcId) return self.FilterMessageFunctions:HasFunction(funcId) end function methods:UnregisterFilterMessageFunction(funcId) if not self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' does not exists", funcId)) end self.FilterMessageFunctions:RemoveFunction(funcId) end function methods:RegisterProcessCommandsFunction(funcId, func, priority) if self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' already exists", funcId)) end self.ProcessCommandsFunctions:AddFunction(funcId, func, priority) end function methods:ProcessCommandsFunctionExists(funcId) return self.ProcessCommandsFunctions:HasFunction(funcId) end function methods:UnregisterProcessCommandsFunction(funcId) if not self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' does not exist", funcId)) end self.ProcessCommandsFunctions:RemoveFunction(funcId) end local LastFilterNoficationTime = 0 local LastFilterIssueTime = 0 local FilterIssueCount = 0 function methods:InternalNotifyFilterIssue() if (tick() - LastFilterIssueTime) > FILTER_THRESHOLD_TIME then FilterIssueCount = 0 end FilterIssueCount = FilterIssueCount + 1 LastFilterIssueTime = tick() if FilterIssueCount >= FILTER_NOTIFCATION_THRESHOLD then if (tick() - LastFilterNoficationTime) > FILTER_NOTIFCATION_INTERVAL then LastFilterNoficationTime = tick() local systemChannel = self:GetChannel("System") if systemChannel then systemChannel:SendSystemMessage( ChatLocalization:Get( "GameChat_ChatService_ChatFilterIssues", "The chat filter is currently experiencing issues and messages may be slow to appear." ), errorExtraData ) end end end end local StudioMessageFilteredCache = {}
-- Controller script
local SegwayController = script:WaitForChild("SegwayController")
-- Captions
DEFAULT_FORCED_GROUP_VALUES["caption"] = 1 function Icon:setCaption(text) assert(typeof(text) == "string" or text == nil, "Expected string, got "..typeof(text)) local realText = text or "" local isVisible = realText ~= "" self.captionText = text self.instances.captionLabel.Text = realText self.instances.captionContainer.Parent = (isVisible and activeItems) or self.instances.iconContainer self._maid.captionContainer = self.instances.captionContainer self:_updateIconSize(nil, self:getIconState()) local captionMaid = Maid.new() self._maid.captionMaid = captionMaid if isVisible then captionMaid:give(self.hoverStarted:Connect(function() if not self.isSelected then self:displayCaption(true) end end)) captionMaid:give(self.hoverEnded:Connect(function() self:displayCaption(false) end)) captionMaid:give(self.selected:Connect(function() if self.hovering then self:displayCaption(false) end end)) local iconContainer = self.instances.iconContainer captionMaid:give(iconContainer:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() if self.hovering then self:displayCaption() end end)) captionMaid:give(iconContainer:GetPropertyChangedSignal("AbsolutePosition"):Connect(function() if self.hovering then self:displayCaption() end end)) end self:_updateCaptionSize() self:displayCaption(self.hovering and isVisible) return self end function Icon:_updateCaptionSize() -- This adapts the caption size local CAPTION_X_MARGIN = 6 local CAPTION_CONTAINER_Y_SIZE_SCALE = 0.8 local CAPTION_LABEL_Y_SCALE = 0.58 local iconSize = self:get("iconSize") local labelFont = self:get("captionFont") if iconSize and labelFont then local cellSizeYOffset = iconSize.Y.Offset local cellSizeYScale = iconSize.Y.Scale local iconContainer = self.instances.iconContainer local captionContainer = self.instances.captionContainer local realText = self.captionText or "" local isVisible = realText ~= "" if isVisible then local cellHeight = cellSizeYOffset + (cellSizeYScale * iconContainer.Parent.AbsoluteSize.Y) local captionLabel = self.instances.captionLabel local captionContainerHeight = cellHeight * CAPTION_CONTAINER_Y_SIZE_SCALE local captionLabelHeight = captionContainerHeight * CAPTION_LABEL_Y_SCALE local iconContentText = self:_getContentText(self.captionText) local textWidth = textService:GetTextSize(iconContentText, captionLabelHeight, labelFont, Vector2.new(10000, captionLabelHeight)).X captionLabel.TextSize = captionLabelHeight captionLabel.Size = UDim2.new(0, textWidth, CAPTION_LABEL_Y_SCALE, 0) captionContainer.Size = UDim2.new(0, textWidth + CAPTION_X_MARGIN*2, 0, cellHeight*CAPTION_CONTAINER_Y_SIZE_SCALE) else captionContainer.Size = UDim2.new(0, 0, 0, 0) end end end function Icon:displayCaption(bool) if userInputService.TouchEnabled and not self._draggingFinger then return end local yOffset = 8 -- Determine caption position if self._draggingFinger then yOffset = yOffset + THUMB_OFFSET end local iconContainer = self.instances.iconContainer local captionContainer = self.instances.captionContainer local newPos = UDim2.new(0, iconContainer.AbsolutePosition.X+iconContainer.AbsoluteSize.X/2-captionContainer.AbsoluteSize.X/2, 0, iconContainer.AbsolutePosition.Y+(iconContainer.AbsoluteSize.Y*2)+yOffset) captionContainer.Position = newPos -- Determine caption visibility local isVisible = self.captionVisible or false if typeof(bool) == "boolean" then isVisible = bool end self.captionVisible = isVisible -- Change transparency of relavent caption instances local captionFadeInfo = self:get("captionFadeInfo") for _, settingName in pairs(self._groupSettings.caption) do local settingDetail = self._settingsDictionary[settingName] settingDetail.useForcedGroupValue = not isVisible self:_update(settingName) end end
--// UI Tween Info
local L_163_ = TweenInfo.new( 1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0 ) local L_164_ = { TextTransparency = 1 }
--Made by Stickmasterluke
sp = script.Parent speedboost = 0 --100% speed bonus speedforsmoke = math.huge --smoke apears when character running >= 10 studs/second. local tooltag = script:WaitForChild("ToolTag",2) if tooltag~=nil then local tool=tooltag.Value local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16+16*speedboost local hrp = sp:FindFirstChild("HumanoidRootPart") if hrp ~= nil then smokepart=Instance.new("Part") smokepart.FormFactor="Custom" smokepart.Size=Vector3.new(0,0,0) smokepart.TopSurface="Smooth" smokepart.BottomSurface="Smooth" smokepart.CanCollide=false smokepart.Transparency=1 local weld=Instance.new("Weld") weld.Name="SmokePartWeld" weld.Part0 = hrp weld.Part1=smokepart weld.C0=CFrame.new(0,-3.5,0)*CFrame.Angles(math.pi/4,0,0) weld.Parent=smokepart smokepart.Parent=sp smoke=Instance.new("Smoke") smoke.Enabled = hrp.Velocity.magnitude>speedforsmoke smoke.RiseVelocity=2 smoke.Opacity=.25 smoke.Size=.5 smoke.Parent=smokepart h.Running:connect(function(speed) if smoke and smoke~=nil then smoke.Enabled=speed>speedforsmoke end end) end end while tool~=nil and tool.Parent==sp and h~=nil do sp.ChildRemoved:wait() end local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16 end end if smokepart~=nil then smokepart:Destroy() end script:Destroy()
-- for offset calc
local A1 = cloth:FindFirstChild("A1", true) local A1P = physicsParts:WaitForChild("A1") local offset = A1P.Position - A1.WorldPosition local parts = {} local function indexParts() for iterator, part : BasePart in physicsParts:GetChildren() do parts[part.Name] = part if iterator%50 == 0 then task.wait() end end end local function boneUpdate() for _, bone in bones do local part = parts[bone.Name] bone.WorldCFrame = part.CFrame+offset end end indexParts() RunService.RenderStepped:Connect(boneUpdate)
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 16 local lunge_damage = 25 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.7 Tool.Parent.Torso["Right Shoulder"].DesiredAngle = 3.6 wait(.1) Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 1 damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.25) --swordOut() wait(.25) force.Parent = nil wait(.5) --swordUp() damage = slash_damage end function clawOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(1,0,0) end function clawUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
-- regeneration
function regenHealth() if regening then return end regening = true while Humanoid.Health < Humanoid.MaxHealth do local s = wait(1) local health = Humanoid.Health if health~=0 and health < Humanoid.MaxHealth then local newHealthDelta = 0.01 * s * Humanoid.MaxHealth health = health + newHealthDelta Humanoid.Health = math.min(health,Humanoid.MaxHealth) end end if Humanoid.Health > Humanoid.MaxHealth then Humanoid.Health = Humanoid.MaxHealth end regening = false end Humanoid.HealthChanged:connect(regenHealth) function onTouched(hit) local player = game.Players:GetPlayerFromCharacter(hit.Parent) if player then game:GetService("TeleportService"):Teleport(4641921091,player) --replace the numbers with your place id end end script.Parent.Torso.Touched:connect(onTouched)
-- TableWatcher -- Stephen Leitnick -- April 29, 2022
type AnyTable = { [any]: any } type Watcher = { Changes: AnyTable, Tbl: AnyTable, } local Util = require(script.Parent.Util) local watchers: { [TableWatcher]: Watcher } = {} setmetatable(watchers, { __mode = "k" }) local WatcherMt = {} function WatcherMt:__index(index) local w = watchers[self] local c = w.Changes[index] if c ~= nil then if c == Util.None then return nil else return c end end return w.Tbl[index] end function WatcherMt:__newindex(index, value) local w = watchers[self] if w.Tbl[index] == value then return end if value == nil then w.Changes[index] = Util.None else w.Changes[index] = value end end function WatcherMt:__call() local w = watchers[self] if next(w.Changes) == nil then return w.Tbl end return Util.Extend(w.Tbl, w.Changes) end local function TableWatcher(t: AnyTable): TableWatcher local watcher = setmetatable({}, WatcherMt) watchers[watcher] = { Changes = {}, Tbl = t, } return watcher end type TableWatcher = typeof(setmetatable({}, WatcherMt)) return TableWatcher
--why did we make a duplicate???? --[[game.ReplicatedStorage.RemoteFunctions.PurchasePermanentItem.OnServerInvoke = function(plr,itemid) local data = game.ReplicatedStorage.PlayerData:FindFirstChild(plr.userId) local obj = game.ServerStorage.RemoteFunctions.GetObjectFromID:Invoke(itemid) if data and obj then for _,v in pairs(data.Objects:GetChildren()) do if v.Name == obj.Name then return false,"You already own this item! Please choose another one." end end local costdiff = obj.ItemCost.Value - data.cash.Value --how much more they need if costdiff > 0 then return "cash",costdiff end game.ServerStorage.RemoteFunctions.ChangeCash:Fire(plr,-obj.ItemCost.Value) game.ServerStorage.RemoteFunctions.AwardItem:Fire(plr,obj.ItemID.Value) return true end end game.ReplicatedStorage.RemoteFunctions.PurchaseTemporaryItem.OnServerInvoke = function(plr,shopname,itemname) local shop = game.ServerStorage:FindFirstChild(shopname) local data = game.ReplicatedStorage.PlayerData:FindFirstChild(plr.userId) if shop and data then local item = shop:FindFirstChild(itemname) if item then local costdiff = item.ItemCost.Value - data.cash.Value if costdiff > 0 then return "cash",getCashNeeded(costdiff) end local backpack = plr:FindFirstChild("Backpack") if backpack and #backpack:GetChildren() < 10 then --backpack items later!! game.ServerStorage.RemoteFunctions.ChangeCash:Fire(plr,-item.ItemCost.Value) local tool = item.Tool:clone() tool.Name = item.Name tool.Parent = backpack return true else return false,"You can't hold any more items! Press Backspace to drop items, or purchase a Backpack which can hold more items." end end end end]]
--[[ Intended for use in tests. Similar to await(), but instead of yielding if the promise is unresolved, _unwrap will throw. This indicates an assumption that a promise has resolved. ]]
function Promise.prototype:_unwrap() if self._status == Promise.Status.Started then error("Promise has not resolved or rejected.", 2) end local success = self._status == Promise.Status.Resolved return success, unpack(self._values, 1, self._valuesLength) end function Promise.prototype:_resolve(...) if self._status ~= Promise.Status.Started then if Promise.is((...)) then (...):_consumerCancelled(self) end return end -- If the resolved value was a Promise, we chain onto it! if Promise.is((...)) then -- Without this warning, arguments sometimes mysteriously disappear if select("#", ...) > 1 then local message = string.format( "When returning a Promise from andThen, extra arguments are " .. "discarded! See:\n\n%s", self._source ) warn(message) end local chainedPromise = ... local promise = chainedPromise:andThen( function(...) self:_resolve(...) end, function(...) local maybeRuntimeError = chainedPromise._values[1] -- Backwards compatibility < v2 if chainedPromise._error then maybeRuntimeError = Error.new({ error = chainedPromise._error, kind = Error.Kind.ExecutionError, context = "[No stack trace available as this Promise originated from an older version of the Promise library (< v2)]", }) end if Error.isKind(maybeRuntimeError, Error.Kind.ExecutionError) then return self:_reject(maybeRuntimeError:extend({ error = "This Promise was chained to a Promise that errored.", trace = "", context = string.format( "The Promise at:\n\n%s\n...Rejected because it was chained to the following Promise, which encountered an error:\n", self._source ), })) end self:_reject(...) end ) if promise._status == Promise.Status.Cancelled then self:cancel() elseif promise._status == Promise.Status.Started then -- Adopt ourselves into promise for cancellation propagation. self._parent = promise promise._consumers[self] = true end return end self._status = Promise.Status.Resolved self._valuesLength, self._values = pack(...) -- We assume that these callbacks will not throw errors. for _, callback in ipairs(self._queuedResolve) do coroutine.wrap(callback)(...) end self:_finalize() end function Promise.prototype:_reject(...) if self._status ~= Promise.Status.Started then return end self._status = Promise.Status.Rejected self._valuesLength, self._values = pack(...) -- If there are any rejection handlers, call those! if not isEmpty(self._queuedReject) then -- We assume that these callbacks will not throw errors. for _, callback in ipairs(self._queuedReject) do coroutine.wrap(callback)(...) end else -- At this point, no one was able to observe the error. -- An error handler might still be attached if the error occurred -- synchronously. We'll wait one tick, and if there are still no -- observers, then we should put a message in the console. local err = tostring((...)) coroutine.wrap(function() Promise._timeEvent:Wait() -- Someone observed the error, hooray! if not self._unhandledRejection then return end -- Build a reasonable message local message = string.format( "Unhandled Promise rejection:\n\n%s\n\n%s", err, self._source ) for _, callback in ipairs(Promise._unhandledRejectionCallbacks) do task.spawn(callback, self, unpack(self._values, 1, self._valuesLength)) end if Promise.TEST then -- Don't spam output when we're running tests. return end warn(message) end)() end self:_finalize() end
-- Right Arms
character.Constraint.ConstraintRightUpperArm.Attachment0 = RUA character.Constraint.ConstraintRightUpperArm.Attachment1 = RUARig character.Constraint.ConstraintRightLowerArm.Attachment0 = RLA character.Constraint.ConstraintRightLowerArm.Attachment1 = RLARig character.Constraint.ConstraintRightHand.Attachment0 = RH character.Constraint.ConstraintRightHand.Attachment1 = RHRig
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 30 -- cooldown for use of the tool again ZoneModelName = "DJ Disco" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--LINK THUNDERBOLT HEAD BELOW
SirenAddress = script.Parent.Parent.Parent["FederalSignalThunderbolt1003ASeriesC"]
-- initialize to idle
playAnimation("idle", 0.1, Humanoid) pose = "Standing" while Figure.Parent~=nil do task.wait(0.1) move(os.clock()) end
--// Events
local L_28_ = L_6_:WaitForChild('Equipped') local L_29_ = L_6_:WaitForChild('ShootEvent') local L_30_ = L_6_:WaitForChild('DamageEvent') local L_31_ = L_6_:WaitForChild('CreateOwner') local L_32_ = L_6_:WaitForChild('Stance') local L_33_ = L_6_:WaitForChild('HitEvent')
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = .4 , FTargetFriction = .7 , FMinFriction = .1 , RWearSpeed = .4 , RTargetFriction = .7 , RMinFriction = .1 , --Tire Slip TCSOffRatio = 1/3 , WheelLockRatio = 1/2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = .5 , --SS6 Default = .5 RElasticity = .5 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 1 , --SS6 Default = 1 RElastWeight = 1 , --SS6 Default = 1 FLgcyElWeight = 10 , RLgcyElWeight = 10 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 }
--[[ Modules ]]
-- local CurrentControlModule = nil local ClickToMoveTouchControls = nil local ControlModules = {} if IsTouchDevice then ControlModules.Thumbstick = require(script:WaitForChild('Thumbstick')) ControlModules.Thumbpad = require(script:WaitForChild('Thumbpad')) ControlModules.DPad = require(script:WaitForChild('DPad')) ControlModules.Default = ControlModules.Thumbstick TouchJumpModule = require(script:WaitForChild('TouchJump')) BindableEvent_OnFailStateChanged = script.Parent:WaitForChild('OnClickToMoveFailStateChange') else ControlModules.Keyboard = require(script:WaitForChild('KeyboardMovement')) end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Outer Star" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Engine Sound Parameters
local RPM_CROSSOVER = 250 -- How much more engine power is needed to crossover to the next engine audio track local ENGINE_GAIN_ACCEL = 0.1 -- Exponent that builds the engine RPM when accelerating (gives the engine sound more oomph the higher the value) local ENGINE_GAIN_DECCEL = 0.5 -- Exponent that builds the engine RPM when decelerating (braking) local BASE_RPM = Vehicle:GetAttribute("BaseEngineRPM") or 1500 -- Resting state for the engine local MAX_RPM = Vehicle:GetAttribute("MaxEngineRPM") or 5000 -- The engine RPM correlating to the highest pitch for engine sounds local MAX_IDEAL_RPM = MAX_RPM-(MAX_RPM-BASE_RPM)/4 -- engine RPM correlating to normal usage (not under stress) local MAX_SPEED = 125 -- The rotational velocity a vehicle's wheels would be reaching for the highest pitched engine sounds
-- Play "ShotgunClipinAnimation" + Play "ShotgunClipin" Audio -- >>> -- Wait "ShellClipinSpeed" second -- >>> -- Repeat "AmmoPerClip" - "Current Ammo" times -- >>> -- Play "ReloadAnimation" + Play "ReloadSound" -- Wait "ReloadTime"
---[[ Message Settings ]]
module.MaximumMessageLength = 200 module.DisallowedWhiteSpace = {"\n", "\r", "\t", "\v", "\f"} module.ClickOnPlayerNameToWhisper = true module.ClickOnChannelNameToSetMainChannel = true module.BubbleChatMessageTypes = {ChatConstants.MessageTypeDefault, ChatConstants.MessageTypeWhisper}
--[=[ @class ServerComm @server ]=]
local ServerComm = {} ServerComm.__index = ServerComm
--Tune--
local StockHP = 200 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve) local TurboCount = 1 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos) local TurboSize = 20 --bigger the turbo, the more lag it has (actually be realistic with it) no 20mm turbos local WasteGatePressure = 15 --Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo) local CompressionRatio = 9/1 --Compression of your car (look up the compression of the engine you are running) local AntiLag = true --if true basically keeps the turbo spooled up so less lag local BOV_Loudness = 0.5 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 0.5 --max pitch of the BOV (not exact so might have to mess with it) local TurboLoudness = 0.65 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)
--Running Script--
local UIS = game:GetService('UserInputService') local Player = game.Players.LocalPlayer local Character = Player.Character UIS.InputBegan:connect(function(input) if input.KeyCode == Enum.KeyCode.LeftShift then Character.Humanoid.WalkSpeed = 30 local Anim = Instance.new('Animation') Anim.AnimationId = "rbxassetid://" PlayAnim = Character.Humanoid:LoadAnimation(Anim) PlayAnim:Play() end end) UIS.InputEnded:connect(function(input) if input.KeyCode == Enum.KeyCode.LeftShift then Character.Humanoid.WalkSpeed = 16 PlayAnim:Stop() end end)
-- ROBLOX deviation START: adding default colors since we don't currently support colors
type Colors = typesModule.Colors local DEFAULT_COLORS: Colors = { comment = { close = "", open = "" }, content = { close = "", open = "" }, prop = { close = "", open = "" }, tag = { close = "", open = "" }, value = { close = "", open = "" }, }
-- Decompiled with the Synapse X Luau decompiler.
wait(0.1); local l__Value__1 = script.Parent.Parent.Car.Value; script.Parent:Play(); while wait() do if l__Value__1.Body.Left.on.Value == true or l__Value__1.Body.Right.on.Value == true then script.Parent.Volume = 1; else script.Parent.Volume = 0; end; end;
--// All global vars will be wiped/replaced except script
return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local ping = script.Parent.Parent local frame = ping.Frame local ms = ping.Frame.Ms local close = ping.Frame.Close gTable:Ready() ms.Text = "..." close.MouseButton1Click:connect(function() ping:Destroy() end) repeat ms.Text = client.Remote.Ping().."ms" wait(1.5) until not ping if ping then ping:Destroy() end end
--Settings--
script.Parent.Activated:Connect(function() if debounce == false then debounce = true RS.Events.SelfDestruct:FireServer() task.wait(Cooldown) debounce = false end end) RS.Events.SelfDestruct.OnClientEvent:Connect(function(char) local Shakes = script.ShakeScript:Clone() Shakes.Parent = char Shakes.Disabled = false game.Debris:AddItem(Shakes,1) for i,v in pairs(effect:GetDescendants()) do if v:IsA("ParticleEmitter") then v:Emit(10) end end RocksModule.Ground(char.HumanoidRootPart.Position + Vector3.new(0, -1, 0), 40, Vector3.new(5, 3.5, 5), nil, 20, false, 5) end)
-- ROBLOX deviation END
export type MutableSourceVersion = ReactTypes.MutableSourceVersion export type MutableSourceGetSnapshotFn<Source, Snapshot> = ReactTypes.MutableSourceGetSnapshotFn<Source, Snapshot> export type MutableSourceSubscribeFn<Source, Snapshot> = ReactTypes.MutableSourceSubscribeFn< Source, Snapshot > export type MutableSourceGetVersionFn = ReactTypes.MutableSourceGetVersionFn export type MutableSource<Source> = ReactTypes.MutableSource<Source> export type Wakeable = ReactTypes.Wakeable export type Thenable<R> = ReactTypes.Thenable<R> export type Source = ReactElementType.Source export type ReactElement<P = Object, T = any> = ReactElementType.ReactElement<P, T> export type OpaqueIDType = ReactFiberHostConfig.OpaqueIDType export type Dispatcher = ReactSharedInternals.Dispatcher
--------------------------------------------------------------------------
local car = script.Parent.Parent.Car.Value local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = car.DriveSeat.TireStats.Fwear.Value , FTargetFriction = car.DriveSeat.TireStats.Ffriction.Value , FMinFriction = .35 , RWearSpeed = car.DriveSeat.TireStats.Rwear.Value , RTargetFriction = car.DriveSeat.TireStats.Rfriction.Value , RMinFriction = .35 , --Tire Slip TCSOffRatio = 1/3 , WheelLockRatio = 1/2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = .5 , --SS6 Default = .5 RElasticity = .5 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 1 , --SS6 Default = 1 RElastWeight = 1 , --SS6 Default = 1 FLgcyElWeight = 10 , RLgcyElWeight = 10 , --Wear Regen RegenSpeed = car.DriveSeat.Speed.Value --SS6 Default = 3.6 }
-- For all easing functions: -- t = elapsed time -- b = beginning value -- c = change in value same as: ending - beginning -- d = duration (total time)
--[=[ Adds json to a localization table @param localizationTable LocalizationTable -- The localization table to add to @param localeId string -- The localeId to use @param json string -- The json to add with ]=]
function JsonToLocalizationTable.addJsonToTable(localizationTable, localeId, json) local decodedTable = HttpService:JSONDecode(json) recurseAdd(localizationTable, localeId, "", decodedTable) end return JsonToLocalizationTable
--allows players to send that they are in water
local s = workspace:WaitForChild("Values").swimidle.Swim.Swim.Swim.Swim.Swim.Swim.Swim.HumanoidSwimmingModules script.Parent.Start.MouseButton1Click:Connect(function() local SwimInformation = script.Parent.Swimming.Text s.StartSwimming:FireServer(SwimInformation) end) s.StartSwimming.OnClientEvent:Connect(function(e) error(e) end) game:GetService("UserInputService").InputBegan:Connect(function(i,g) if i.KeyCode == Enum.KeyCode.F7 then script.Parent.Parent.Enabled = not script.Parent.Parent.Enabled if script.Parent.Parent.Enabled == true then game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default script.Parent.Swimming:CaptureFocus() else script.Parent.Swimming:ReleaseFocus() end end end)
------------------------DO NOT EDIT------------------------
local click = Instance.new("ClickDetector", script.Parent) local g = Instance.new("BillboardGui", script.Parent) g.Size = UDim2.new(4, 0, 2, 0) g.AlwaysOnTop = true local c = Instance.new("TextLabel", script.Parent:WaitForChild("BillboardGui")) c.BackgroundColor3 = Color3.new(255, 255, 255) c.BorderColor3 = Color3.new(27, 42, 53) c.Size = UDim2.new(1, 0, 1, 0) c.Font = "Cartoon" c.Text = "buy "..ITEM_NAME.." for "..ITEM_PRICE.." cash" c.TextScaled = true c.TextStrokeTransparency = 0 c.TextColor3 = Color3.new(255, 255, 255) c.BackgroundTransparency = 1 c.Visible = false local s = Instance.new("Sound", script) s.Name = "cash" s.SoundId = "rbxassetid://4525871712" s.Volume = 1 script.Parent.ClickDetector.MouseHoverEnter:Connect(function() script.Parent.BillboardGui.TextLabel.Visible = true end) script.Parent.ClickDetector.MouseHoverLeave:Connect(function() script.Parent.BillboardGui.TextLabel.Visible = false end) script.Parent.ClickDetector.MouseClick:Connect(function(p) local plr = p if game.Players:FindFirstChild(p.Name).leaderstats:FindFirstChild(CURRENCY_NAME).Value >= ITEM_PRICE then script.cash:Play() local ppa = game.Players:FindFirstChild(p.Name) ppa.leaderstats.Cash.Value = ppa.leaderstats:FindFirstChild(CURRENCY_NAME).Value-ITEM_PRICE local c = game.ReplicatedStorage:FindFirstChild(ITEM_NAME):Clone() c.Parent = ppa.Backpack end end)
-- Services
local replicatedStorage = game:GetService("ReplicatedStorage") local status = replicatedStorage:WaitForChild("Status")
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) function CreateWelcomeMessageLabel(messageData, channelName) local message = messageData.Message if ChatLocalization and ChatLocalization.LocalizeFormattedMessage then message = ChatLocalization:LocalizeFormattedMessage(message) end local extraData = messageData.ExtraData or {} local useFont = extraData.Font or ChatSettings.DefaultFont local useTextSize = extraData.FontSize or ChatSettings.ChatWindowTextSize local useChatColor = extraData.ChatColor or ChatSettings.DefaultMessageColor local useChannelColor = extraData.ChannelColor or useChatColor local BaseFrame, BaseMessage = util:CreateBaseMessage(message, useFont, useTextSize, useChatColor) local ChannelButton = nil if channelName ~= messageData.OriginalChannel then local localizedChannelName = messageData.OriginalChannel if ChatLocalization.tryLocalize then localizedChannelName = ChatLocalization:tryLocalize(messageData.OriginalChannel) end local formatChannelName = string.format("{%s}", localizedChannelName) ChannelButton = util:AddChannelButtonToBaseMessage(BaseMessage, useChannelColor, formatChannelName, messageData.OriginalChannel) local numNeededSpaces = util:GetNumberOfSpaces(formatChannelName, useFont, useTextSize) + 1 BaseMessage.Text = util:CreateLeadingSpaces(numNeededSpaces) .. message end local function GetHeightFunction(xSize) return util:GetMessageHeight(BaseMessage, BaseFrame, xSize) end local FadeParmaters = {} FadeParmaters[BaseMessage] = { TextTransparency = {FadedIn = 0, FadedOut = 1}, TextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1} } if ChannelButton then FadeParmaters[ChannelButton] = { TextTransparency = {FadedIn = 0, FadedOut = 1}, TextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1} } end local FadeInFunction, FadeOutFunction, UpdateAnimFunction = util:CreateFadeFunctions(FadeParmaters) return { [util.KEY_BASE_FRAME] = BaseFrame, [util.KEY_BASE_MESSAGE] = BaseMessage, [util.KEY_UPDATE_TEXT_FUNC] = nil, [util.KEY_GET_HEIGHT] = GetHeightFunction, [util.KEY_FADE_IN] = FadeInFunction, [util.KEY_FADE_OUT] = FadeOutFunction, [util.KEY_UPDATE_ANIMATION] = UpdateAnimFunction } end return { [util.KEY_MESSAGE_TYPE] = ChatConstants.MessageTypeWelcome, [util.KEY_CREATOR_FUNCTION] = CreateWelcomeMessageLabel }
--Make New Model For Rays If Enabled
if makeRays then m = Instance.new("Model"); m.Name = "Rays"; m.Parent = workspace; end
-- local now = os.time() -- if now - lastMoan > 5 then -- if math.random() > .3 then -- zombie.Moan:Play() ---- print("playing moan") -- lastMoan = now -- end -- end
wait(2) end
--[[ @class Blend.story ]]
local require = require(game:GetService("ServerScriptService"):FindFirstChild("LoaderUtils", true).Parent).load(script) local RunService = game:GetService("RunService") local Blend = require("Blend") local Maid = require("Maid") return function(target) local maid = Maid.new() local isVisible = Instance.new("BoolValue") isVisible.Value = false local percentVisible = Blend.Spring(Blend.Computed(isVisible, function(visible) return visible and 1 or 0 end), 35) local transparency = Blend.Computed(percentVisible, function(percent) return 1 - percent end) maid:GiveTask((Blend.New "Frame" { Size = UDim2.new(0.5, 0, 0.5, 0); BackgroundColor3 = Color3.new(0.9, 0.9, 0.9); AnchorPoint = Vector2.new(0.5, 0.5); Position = UDim2.new(0.5, 0, 0.5, 0); BackgroundTransparency = transparency; Parent = target; [Blend.Children] = { Blend.New "UIScale" { Scale = Blend.Computed(percentVisible, function(percent) return 0.8 + 0.2*percent end); }; Blend.New "UICorner" { CornerRadius = UDim.new(0.05, 0); }; }; }):Subscribe()) local PERIOD = 5 maid:GiveTask(RunService.RenderStepped:Connect(function() isVisible.Value = os.clock()/PERIOD % 1 < 0.5 end)) return function() maid:DoCleaning() end end
-- Events
local Events = ReplicatedStorage:FindFirstChild("Events") local CheckpointEvent = Events:FindFirstChild("CheckpointEvent")
-- the random part/tool spawn positions.
Pos1 = script.Parent.Pos1.CFrame Pos2 = script.Parent.Pos2.CFrame
--[[** <description> Saves the data to the data store. Called when a player leaves. </description> **--]]
function DataStore:Save() if not self.valueUpdated then return end if RunService:IsStudio() and not SaveInStudio then if not SaveInStudioObject then end return end if self.backup then return end if self.value ~= nil then local save = clone(self.value) if self.beforeSave then local success, newSave = pcall(self.beforeSave, save, self) if success then save = newSave else return end end if not Verifier.warnIfInvalid(save) then return end local success, problem = self.savingMethod:Set(save) if not success then -- TODO: Something more robust than this error("save error! " .. tostring(problem)) end for _, afterSave in pairs(self.afterSave) do local success, err = pcall(afterSave, save, self) if not success then end end end end
-- slash1
Attack(target,structureDamage) end wait(.3) end end else if not enRoute then wait(math.random(1,4)) if not target then ScanForPoint() end end end wait() end -- end of loop end) movementCoroutine() local scanCoroutine = coroutine.wrap(function() while wait(3) do local nearestPlayer,closestPlayerDist = nil,60 local nearestBuilding,closestBuildingDist = nil, 100 for _,player in next,game.Players:GetPlayers() do if player.Character and player.Character:IsDescendantOf(workspace) then local pos = player.Character.PrimaryPart.Position local dist = (root.Position-pos).magnitude if dist < closestPlayerDist then nearestPlayer = player closestPlayerDist = dist end end game:GetService("RunService").Heartbeat:wait() end local structures = _G.worldStructures for building,buildingData in next,structures do local dist = (building.PrimaryPart.Position-root.Position).magnitude if dist < closestBuildingDist then nearestBuilding = building closestBuildingDist = dist end game:GetService("RunService").Heartbeat:wait() end if nearestPlayer and nearestBuilding then
--local Screen = carSeat.Parent.AudioPlayerScreen.SurfaceGui <-- soon
local Song = script.Parent.AudioPlayerGui.Song local Audio = carSeat.Audio vol = 0.2 function playSong() local id = player.PlayerGui.AudioPlayer.AudioPlayerGui.TextBox.Text Audio:Stop() Audio.SoundId = "http://www.roblox.com/asset/?id="..id Audio:Play() --Screen.Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name --Screen.ID.Text = id end function stopSong() Audio:Stop() end function volUp() if vol + 0.1 <= 1 then vol = vol + 0.1 Audio.Volume = vol player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%" --Screen.Vol.Text = tostring(vol*100) .. "%" end end function volDown() if vol - 0.1 >= 0 then vol = vol - 0.1 Audio.Volume = vol player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%" --Screen.Vol.Text = tostring(vol*100) .. "%" end end VolUpButton.MouseButton1Click:connect(function() volUp() end) VolDownButton.MouseButton1Click:connect(function() volDown() end) PlayButton.MouseButton1Click:connect(function() playSong() end) PauseButton.MouseButton1Click:connect(function() stopSong() end)
--------------------[ EXTERNAL DATA LOCATING FUNCTIONS ]-----------------------------
function removeElement(Table, Element) --removes the first instance of Element from Table for i, v in pairs(Table) do if v == Element then table.remove(Table, i) break end end return Table end function findFirstClass(Object, Class) local foundObject = nil for _, Obj in pairs(Object:GetChildren()) do if Obj.ClassName == Class then foundObject = Obj break end end return foundObject end function isIgnored(Obj, Table) for _,v in pairs(Table) do if Obj == v or Obj:IsDescendantOf(v) then return true end end return false end function GetHitSurfaceCFrame(HitPos,Obj) local SurfaceCF = { {"Back",Obj.CFrame * CF(0,0,Obj.Size.z)}; {"Bottom",Obj.CFrame * CF(0,-Obj.Size.y,0)}; {"Front",Obj.CFrame * CF(0,0,-Obj.Size.z)}; {"Left",Obj.CFrame * CF(-Obj.Size.x,0,0)}; {"Right",Obj.CFrame * CF(Obj.Size.x,0,0)}; {"Top",Obj.CFrame * CF(0,Obj.Size.y,0)} } local ClosestDist = HUGE local ClosestSurface = nil for _,v in pairs(SurfaceCF) do local SurfaceDist = (HitPos - v[2].p).magnitude if SurfaceDist < ClosestDist then ClosestDist = SurfaceDist ClosestSurface = v end end return ClosestSurface[2] end function AdvRayCast(Origin, Direction, Dist, CustomIgnore) local NewIgnore = (CustomIgnore and CustomIgnore or Ignore) local NewRay = Ray.new(Origin, Direction * (Dist > 999 and 999 or Dist)) local HitObj, HitPos = game.Workspace:FindPartOnRayWithIgnoreList(NewRay, NewIgnore) local LastPos = HitPos local FinalHitObj, FinalHitPos = nil, nil local RepTimes = math.floor(Dist / 999) if (not HitObj) and (Dist > 999) then for i = 0, RepTimes do local NewDist = (i == RepTimes and (Dist - (LastPos - Origin).magnitude) or 999) local Ray2 = Ray.new(LastPos, Direction * NewDist) local HitObj2, HitPos2 = game.Workspace:FindPartOnRayWithIgnoreList(Ray2, NewIgnore) if i ~= RepTimes then if HitObj2 then FinalHitObj, FinalHitPos = HitObj2, HitPos2 break end elseif i == RepTimes then FinalHitObj, FinalHitPos = HitObj2, HitPos2 end LastPos = HitPos2 end return FinalHitObj, FinalHitPos elseif HitObj or (Dist <= 999) then return HitObj, HitPos end end
--Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill
----------------- --| Variables |-- -----------------
local GamePassService = Game:GetService('GamePassService') local PlayersService = Game:GetService('Players') local InsertService = Game:GetService('InsertService') local LightingService = Game:GetService('Lighting') --TODO: Use new data store service once that exists local GamePassIdObject = WaitForChild(script, 'GamePassId') local ToolAssetsToLoad = WaitForChild(script, 'ToolAssetsToLoad') local AdminTools = LightingService:FindFirstChild('AdminTools')
-- FUNCTIONS --
for i, v in pairs(CS:GetTagged(Tag)) do if v:IsA("Model") then v:SetAttribute("Status",0) RagdollModule:Setup(v) end end
--script.Parent.UU.Velocity = script.Parent.UU.CFrame.lookVector *script.Parent.Speed.Value --script.Parent.UUU.Velocity = script.Parent.UUU.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.V.Velocity = script.Parent.V.CFrame.lookVector *script.Parent.Speed.Value
--[=[ @prop Started Signal @within Component Fired when a new instance of a component is started. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) MyComponent.Started:Connect(function(component) end) ``` ]=]
--aytuls
game.ReplicatedStorage.AytulsNoTouch.Event:Connect(function(typeoftest, color) for i,v in pairs(game.Workspace.Lights:GetDescendants()) do for a,b in pairs(v:GetDescendants()) do if b:IsA("SurfaceLight") then b.Enabled = typeoftest b.Color = color end end end end) game.ReplicatedStorage.AytulsNoTouchCore.Event:Connect(function(typeoftest) for i,v in pairs(game.Workspace.Lights:GetDescendants()) do for a,b in pairs(v:GetDescendants()) do if b:IsA("SurfaceLight") then b.Enabled = typeoftest end end end end)
--blue 5
if k == "b" and ibo.Value==true then bin.Blade.BrickColor = BrickColor.new("Bright blue") bin.Blade2.BrickColor = BrickColor.new("Institutional white") bin.Blade.White.Enabled=false colorbin.white.Value = false bin.Blade.Blue.Enabled=true colorbin.blue.Value = true bin.Blade.Green.Enabled=false colorbin.green.Value = false bin.Blade.Magenta.Enabled=false colorbin.magenta.Value = false bin.Blade.Orange.Enabled=false colorbin.orange.Value = false bin.Blade.Viridian.Enabled=false colorbin.viridian.Value = false bin.Blade.Violet.Enabled=false colorbin.violet.Value = false bin.Blade.Red.Enabled=false colorbin.red.Value = false bin.Blade.Silver.Enabled=false colorbin.silver.Value = false bin.Blade.Black.Enabled=false colorbin.black.Value = false bin.Blade.NavyBlue.Enabled=false colorbin.navyblue.Value = false bin.Blade.Yellow.Enabled=false colorbin.yellow.Value = false bin.Blade.Cyan.Enabled=false colorbin.cyan.Value = false end
---------------------------------------------------------------------------------------------------- -------------------=[ PROJETIL ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,Distance = 500 ,BDrop = .25 ,BSpeed = 1200 ,SuppressMaxDistance = 25 --- Studs ,SuppressTime = 10 --- Seconds ,BulletWhiz = true ,BWEmitter = 25 ,BWMaxDistance = 200 ,BulletFlare = false ,BulletFlareColor = Color3.fromRGB(255,255,255) ,Tracer = true ,TracerColor = Color3.fromRGB(255,255,255) ,TracerLightEmission = 1 ,TracerLightInfluence = 0 ,TracerLifeTime = .2 ,TracerWidth = .1 ,RandomTracer = false ,TracerEveryXShots = 1 ,TracerChance = 100 ,BulletLight = false ,BulletLightBrightness = 1 ,BulletLightColor = Color3.fromRGB(255,255,255) ,BulletLightRange = 10 ,ExplosiveHit = false ,ExPressure = 500 ,ExpRadius = 25 ,DestroyJointRadiusPercent = 0 --- Between 0 & 1 ,ExplosionDamage = 100 ,LauncherDamage = 100 ,LauncherRadius = 25 ,LauncherPressure = 500 ,LauncherDestroyJointRadiusPercent = 0
--[[ Utility function to create an instance of the given instanceName setting its parent after its properties have been set ]]
return function(instanceName, parent, properties) local instance = Instance.new(instanceName) for propertyName, value in pairs(properties or {}) do instance[propertyName] = value end instance.Parent = parent return instance end
--// Weapon Parts
local L_53_ = L_1_:WaitForChild('AimPart') local L_54_ local L_55_ = L_1_:WaitForChild('Grip') local L_56_ = L_1_:WaitForChild('FirePart') local L_57_ local L_58_ = L_1_:WaitForChild('Mag') local L_59_ = L_1_:WaitForChild('Bolt')
--[[ Constants ]]
-- local thumbstickDeadzone = 0.22 --raised from 14% on 3/1/16 to accommodate looser XB360 controllers function assignActivateGamepad() local connectedGamepads = UserInputService:GetConnectedGamepads() if #connectedGamepads > 0 then for i = 1, #connectedGamepads do if activateGamepad == nil then activateGamepad = connectedGamepads[i] elseif connectedGamepads[i].Value < activateGamepad.Value then activateGamepad = connectedGamepads[i] end end end if activateGamepad == nil then -- nothing is connected, at least set up for gamepad1 activateGamepad = Enum.UserInputType.Gamepad1 end end
--[[ Thank you for using Zednov's Tycoon Kit! This kit has countless options for you to choose from, fear not I have listed them all below -Dev Product buttons are here! Require players to purchase a dev product to get the dropper/upgrader/etc. -Gamepass buttons are here! Require players to own a gamepass to get a dropper/upgrader/etc. -Everything berezaa's Tyccon kit has! No need to learn a whole new way to build tycoons! -Choose how your leaderboard looks! Choose how players play your tycoon! -Choose if players can steal other player's loot! (If you allow them to steal loot, add a precent they can steal and the time it takes to cooldown steal time) -Choose if there will be multiple currencies! Get creative! -We also provide a script which will take any valid tycoon you've built with berezaa's tycoon and transfer it over to be compatiable with ours! -We have sounds to give a more fun experience! Change your sounds to your liking! Please note that if the tycoon doesn't work, it's probably because you have made a typo in one of the purchase buttons or that you made a typo in the object being purchased so like you might've spelt Droper1 instead of Dropper1. Test out the tycoon every few buttons you make so you catch the mistake before advancing and having lots of buttons to look through. NOTE: If you plan to add devproducts in a game your using this kit in, you will need to edit the current script labeled "DevProductHandler" If you have two scripts that handle devproducts, both scripts will not work which is why you will need to merge with the provided one. All the settings are in the ModuleScript called 'Settings' We have provided a script below to change your berezaa built tycoon into the new improved Zednov Tycoon Kit :) --]]
--------SIDE SQUARES--------
game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l14.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l15.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l24.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l25.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l34.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l35.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--[[ Renomeie os blocos dentro de uma pasta para o nome relativo ao material, esse script tem que estar na raiz da pasta. --]]
local tab = {"Ground", "CrackedLava", "Limestone", "Sandstone", "Basalt", "Asphalt", "LeafyGrass", "Salt", "WoodPlanks", "Slate", "Concrete", "Sand", "Water", "Pavement", "Brick", "Mud", "Grass", "Ice", "Rock", "Glacier", "Snow", "Air", "Neon"} function isInTable(tableValue, toFind) local found = false for _,v in pairs(tableValue) do if v==toFind then found = true break; end end return found end local Folder = script.Parent for i,v:BasePart in pairs(Folder:GetDescendants()) do if v:IsA("BasePart") then if isInTable(tab, v.Name) then print(Vector3.new(v.Size.X, v.Size.Y, v.Size.Z)) print(Vector3.new(v.Size.X, v.Size.Y, v.Size.Z - (v.Size.Z % -20))) game.Workspace.Terrain:FillBlock(v.CFrame,Vector3.new(v.Size.X, v.Size.Y, v.Size.Z - (v.Size.Z % 20)),Enum.Material[v.Name]) else return end end v:Destroy() end Folder.ChildAdded:Connect(function(child) wait() if child:IsA("BasePart") then if isInTable(tab, child.Name) then game.Workspace.Terrain:FillBlock(child.CFrame,child.Size,Enum.Material[child.Name]) else return end end child:Destroy() end)
--//Functions
function CarColor () for i,v in pairs(Car.Body.Color:GetChildren()) do v.Color = Stats.Color.Value end end function CheckFuel () if oldpos == nil then oldpos = MainP.Position else newpos = MainP.Position
--[[ Initialization ]]
-- -- TODO: Remove when safe! ContextActionService crashes touch clients with tupele is 2 or more if not UserInputService.TouchEnabled then initialize() if isShiftLockMode() then InputCn = UserInputService.InputBegan:connect(onShiftInputBegan) IsActionBound = true end end return ShiftLockController
--//Client Animations
IdleAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms) end; StanceDown = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; StanceUp = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.85, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.8,-0.6,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play() wait(0.3) end; Patrol = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play() wait(0.3) end; SprintAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; EquipAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.1) objs[5].Handle:WaitForChild("AimUp"):Play() ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play() wait(0.5) end; ZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play() wait(0.3) end; UnZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play() wait(0.3) end; ChamberAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.165, -1.5) * CFrame.Angles(math.rad(-115), math.rad(-10), math.rad(10))}):Play() ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(-0.15,0.05,-1.2) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play() wait(0.35) objs[5].Bolt:WaitForChild("SlidePull"):Play() ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.15,-0.275,-1.175) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() end; ChamberBKAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, -0.465, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.15) end; CheckAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(.35) local MagC = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play() wait(1.5) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 wait(0.3) end; ShellInsertAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() wait(0.3) objs[5].Handle:WaitForChild("ShellInsert"):Play() ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() objs[6].Value = objs[6].Value - 1 objs[7].Value = objs[7].Value + 1 wait(0.3) end; ReloadAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.5) ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play() objs[5].Mag.Transparency = 1 objs[5].Handle:WaitForChild("MagOut"):Play() local MagC = objs[5]:WaitForChild("Mag"):clone() MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play() wait(1.5) ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.5) ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then objs[7].Value = objs[7].Value + objs[6].Value objs[6].Value = 0 --Evt.Recarregar:FireServer(objs[5].Value) elseif objs[7].Value <= 0 then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo objs[9] = false elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1 --objs[10].Recarregar:FireServer(objs[6].Value) objs[7].Value = objs[8].Ammo + 1 elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo end wait(0.55) end;
--script.Parent.Parent.Mover1.part.Anchored = true
script.Parent.Parent.Mover1.part.PrismaticConstraint.Speed = 0 script.Parent.Parent.Mover1.part.PrismaticConstraint.TargetPosition = script.Parent.Parent.Mover1.part.PrismaticConstraint.CurrentPosition script.Parent.Parent.Up.BrickColor = BrickColor.new("Black") script.Parent.Parent.Right.BrickColor = BrickColor.new("Bright green") script.Parent.Parent.Right.Operation.Disabled = false script.Disabled = true end end end script.Parent.ClickDetector.MouseClick:Connect(onClicked)
--Left.InputChanged:Connect(LeftTurn)
local function RightTurn(Touch, GPE) if Touch.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end end Right.InputBegan:Connect(RightTurn) Right.InputEnded:Connect(RightTurn)
--local Rigging = WaitForChild(BoatModel, "Rigging")
local ShipData = EasyConfiguration.MakeEasyConfiguration(script) ShipData.AddValue("IntValue", { Name = "MaxShipHealth"; Value = 10000; }) ShipData.AddValue("IntValue", { Name = "ShipHealth"; Value = ShipData.MaxShipHealth; }) local DamageShipFunction = WaitForChild(script, "DamageShip") function DamageShipFunction.OnInvoke(Damage) if tonumber(Damage) then ShipData.ShipHealth = ShipData.ShipHealth - Damage else warn("[ShipScript] - Derp a herp give me a number you idiot") end end local ShipSinkingManager = {} do ShipSinkingManager.Sinking = false local FireList = {} local function DecomposeVector3(Vector) return Vector.X, Vector.Y, Vector.Z end local CannonSets = {} local function GetCannonSets(Model) for _, Item in pairs(Model:GetChildren()) do if Item:IsA("Model") then if Item:FindFirstChild("qCannonManager") then CannonSets[Item] = true --print("Cannon set found", Item) else GetCannonSets(Item) end end end end GetCannonSets(BoatModel) local function IsChildOfCannonSet(Child) for CannonSet, _ in pairs(CannonSets) do if Child:IsDescendantOf(CannonSet) then return true end end return false end function ShipSinkingManager:SetRandomPartsOnFire(PartList) local RelativeLookVector = Seat.CFrame.lookVector ShipSinkingManager.TallestPart = PartList[1] for _, Item in pairs(PartList) do local LargestSize = math.max(DecomposeVector3(Item.Size)) local RelativeYHeight = Seat.CFrame:toObjectSpace(Item.CFrame).p.Y + 10 if Item.Position.Y > ShipSinkingManager.TallestPart.Position.Y then ShipSinkingManager.TallestPart = Item end if LargestSize <= 30 and not Item:FindFirstChild("FlameFromSink") and Item.Transparency < 1 and not IsChildOfCannonSet(Item) and Item ~= PhysicsManager.CenterPart then if math.random() > 0.5 then delay(RelativeYHeight/15 + (math.random() - 0.5)*2, function() local Fire = Instance.new("Fire", Item) Fire.Size = LargestSize + 5 Fire.Name = "FlameFromSink" Fire.Archivable = false Fire.Heat = 0 local Index = #FireList+1 local NewFire = { Fire = Fire; Part = Item; } if math.random() > 0.5 then local Smoke = Instance.new("Smoke", Item) Smoke.Name = "Smoke" Smoke.Archivable = false Smoke.RiseVelocity = 10; local SmokeColorPercent = 0.5 + math.random()*0.3 Smoke.Color = Color3.new(SmokeColorPercent, SmokeColorPercent, SmokeColorPercent) Smoke.Size = LargestSize + 5 Smoke.Opacity = 0.1 NewFire.Smoke = Smoke end FireList[Index] = NewFire end) end end end end local function BreakOffPart(Part) Part:BreakJoints() Part.CanCollide = false local Mass = Part:getMass() local Floater = Make("BodyPosition", { Parent = Part; maxForce = Vector3.new(0, Mass * 9.81 * 20 * (1+Configuration.PercentExtraCargo), 0); position = Vector3.new(0, Configuration.WaterLevel, 0); Archivable = false; }) PhysicsManager:ReduceGravity(Mass) Debris:AddItem(Floater, 5) end function ShipSinkingManager:StartManagingFire() spawn(function() while ShipSinkingManager.Sinking do local Index = 1 while Index <= #FireList do local Fire = FireList[Index] --print(Index, Fire) if Fire.Part.Position.Y <= Configuration.WaterLevel then --print("Removing ", Index) Fire.Fire:Destroy() if Fire.Smoke then Fire.Smoke:Destroy() end table.remove(FireList, Index) else Index = Index + 1 if math.random() <= 0.05 and Fire.Part.Material.Name ~= "Fabric" then BreakOffPart(Fire.Part) end end end wait(0.1) if ShipSinkingManager.TallestPart.Position.Y <= Configuration.WaterLevel - 25 then ShipSinkingManager:CleanUp() end end end) end function ShipSinkingManager:CleanUp() --print("Cleaning") ShipSinkingManager.Sinking = false PhysicsManager:Destroy() ControlManager:Destroy() BoatModel:Destroy() end function ShipSinkingManager:Sink() if not ShipSinkingManager.Sinking then ShipSinkingManager.Sinking = true ShipSinkingManager:SetRandomPartsOnFire(PhysicsManager.Parts) PhysicsManager:Sink() ShipSinkingManager:StartManagingFire() end end end ShipData.Get("ShipHealth").Changed:connect(function() if ShipData.ShipHealth <= 0 then ShipSinkingManager:Sink() end end) PhysicsManager = {} do PhysicsManager.Active = true local Parts = {} PhysicsManager.Parts = Parts PhysicsManager.RotateGyro = CFrame.new() -- Used by sinking PhysicsManager.TotalForceReductionInBodyPosition = 1 -- Er... not a total, but a uh... running percentage? CallOnChildren(BoatModel, function(Part) if Part:IsA("BasePart") then Parts[#Parts+1] = Part end end) -- Force = Mass * Acceleration local CenterOfMass, TotalMass = GetCenterOfMass(Parts) local CenterPart = Instance.new("Part", BoatModel) CenterPart.Anchored = true; CenterPart.Name = "CenterPart"; CenterPart.CanCollide = false; CenterPart.Archivable = false; CenterPart.FormFactor = "Custom"; CenterPart.Size = Vector3.new(0.2, 0.2, 0.2) CenterPart.Transparency = 1 CenterPart.CFrame = GetRotationInXZPlane(Seat.CFrame - Seat.CFrame.p) + CenterOfMass PhysicsManager.CenterPart = CenterPart TotalMass = TotalMass + CenterPart:GetMass() local BodyPosition = Instance.new("BodyPosition") BodyPosition.P = 0 --10000000 BodyPosition.D = 0 --10000000 BodyPosition.maxForce = Vector3.new(0, 1 * TotalMass*(1+Configuration.PercentExtraCargo) * 9.81 * 20, 0) --Vector3.new(0, 100000000, 0) BodyPosition.Parent = CenterPart BodyPosition.position = CenterPart.Position--]] BodyPosition.Archivable = false local BodyGyro = Instance.new("BodyGyro") BodyGyro.D = 100 BodyGyro.P = 1000 BodyGyro.maxTorque = Vector3.new(1, 0, 1) * (Configuration.MaxRotationCorrectionAcceleration) --Vector3.new(8999999488, 0, 8999999488) BodyGyro.Parent = CenterPart BodyGyro.cframe = CenterPart.CFrame BodyGyro.Archivable = false local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.maxForce = Vector3.new(1, 0, 1) * (TotalMass * Configuration.Acceleration) --Vector3.new(1000000, 0, 1000000) BodyVelocity.P = 100 BodyVelocity.Parent = CenterPart local BodyAngularVelocity = Instance.new("BodyAngularVelocity") BodyAngularVelocity.maxTorque = Vector3.new(0, 1*TotalMass * Configuration.TurnAccelerationFactor, 0) BodyAngularVelocity.P = 100 BodyAngularVelocity.Parent = CenterPart BodyAngularVelocity.angularvelocity = Vector3.new() local TiltCoroutine = coroutine.create(function() local BasePosition = BodyPosition.position local Count = tick()%100000 while PhysicsManager.Active do local Delta = coroutine.yield() Count = Count + 0.1*Delta local YRotation = GetRotationInXZPlane(CenterPart.CFrame) local UndoctoredPercentTilt = CenterPart.RotVelocity.Y/Configuration.MaxSpeed/Configuration.TiltRatioFactor -- Because apparently bodyangularvelocity's never get close to the true value. local UndoctoredPercentSpeed = CenterPart.Velocity.magnitude/Configuration.MaxSpeed local UndoctoredPercent = UndoctoredPercentTilt*UndoctoredPercentSpeed local PercentTilt = math.max(0, math.min(1, math.abs(UndoctoredPercent)))*Sign(UndoctoredPercent) local PercentSpeed = math.max(0, math.min(1, UndoctoredPercentSpeed)) local AddedYaw = Configuration.AddedYawOnSpeed * PercentSpeed local NewYawAmount = math.sin(Count)*Configuration.MaxShipYawInRadians*(1-PercentSpeed)+AddedYaw local Yaw = CFrame.Angles(NewYawAmount, 0, 0) local Tilt = CFrame.Angles(0, 0, Configuration.MaxShipTiltInRadians * PercentTilt) BodyGyro.cframe = YRotation * Tilt * Yaw * PhysicsManager.RotateGyro end end) local WaveCoroutine = coroutine.create(function() local BasePosition = BodyPosition.position local Count = tick()%100000 while PhysicsManager.Active do local Delta = coroutine.yield() Count = Count + 0.1*Delta local UndoctoredPercentSpeed = CenterPart.Velocity.magnitude/Configuration.MaxSpeed local PercentSpeed = math.max(0, math.min(1, UndoctoredPercentSpeed)) --print("PercentSpeed", PercentSpeed) local AddedHeightFromSpeed = Configuration.AmplitudeOfWaves * PercentSpeed local WaveHeight = math.sin(Count)*Configuration.AmplitudeOfWaves*(1-PercentSpeed) + AddedHeightFromSpeed -- waves don't effect ships moving fast. BodyPosition.position = BasePosition + Vector3.new(0, WaveHeight, 0) end end) spawn(function() local Delta = 0.1 while PhysicsManager.Active do assert(coroutine.resume(TiltCoroutine, Delta)) assert(coroutine.resume(WaveCoroutine, Delta)) Delta = wait(0.1) end end) function PhysicsManager:ReduceGravity(Mass) BodyPosition.maxForce = BodyPosition.maxForce - Vector3.new(0, Mass*(1+Configuration.PercentExtraCargo) * 9.81 * 20 * PhysicsManager.TotalForceReductionInBodyPosition, 0) end function PhysicsManager:ControlUpdate(Forwards, Turn) Forwards = Forwards or 0 Turn = Turn or 0 BodyVelocity.velocity = CenterPart.CFrame.lookVector * Forwards * Configuration.MaxSpeed BodyAngularVelocity.angularvelocity = Vector3.new(0, Configuration.MaxTurnSpeed * Turn, 0) end function PhysicsManager:StopControlUpdate() BodyVelocity.velocity = Vector3.new() BodyAngularVelocity.angularvelocity = Vector3.new() end function PhysicsManager:Sink() spawn(function() local ChangeInRotationOnSinkX = math.random() * math.pi/720 local ChangeInRotationOnSinkZ = math.random() * math.pi/720 local ChangeInForce = 0.999 local ControlChangeInForce = 0.999 while PhysicsManager.Active do PhysicsManager.TotalForceReductionInBodyPosition = PhysicsManager.TotalForceReductionInBodyPosition * ChangeInForce BodyPosition.maxForce = BodyPosition.maxForce * ChangeInForce ChangeInForce = 1-((1 - ChangeInForce)*0.95) BodyAngularVelocity.maxTorque = BodyAngularVelocity.maxTorque * ControlChangeInForce BodyVelocity.maxForce = BodyVelocity.maxForce * ControlChangeInForce BodyGyro.maxTorque = BodyGyro.maxTorque * ChangeInForce ChangeInRotationOnSinkX = ChangeInRotationOnSinkX * 0.99 ChangeInRotationOnSinkZ = ChangeInRotationOnSinkZ * 0.99 PhysicsManager.RotateGyro = PhysicsManager.RotateGyro * CFrame.Angles(ChangeInRotationOnSinkX, 0, ChangeInRotationOnSinkZ) wait() end end) end function PhysicsManager:Destroy() PhysicsManager.Active = false BodyAngularVelocity:Destroy() BodyGyro:Destroy() BodyVelocity:Destroy() BodyPosition:Destroy() CenterPart:Destroy() end end SeatManager = {} do SeatManager.PlayerChanged = Signal.new() local ControlEndedEvent = WaitForChild(script, "ControlEnded"); local qShipManagerLocal = WaitForChild(script, "qShipManagerLocal") SeatManager.Seat = Seat local ActivePlayerData function SeatManager:GetActivePlayer() return ActivePlayerData and ActivePlayerData.Player or nil end local function DeactivateActivePlayer() if ActivePlayerData then ActivePlayerData:Destroy() ActivePlayerData = nil end end function SeatManager:GetActivePlayer() if ActivePlayerData then return ActivePlayerData.Player else return nil end end local function HandleNewPlayer(Weld, Player) BoatModel.Parent = workspace SeatManager.PlayerChanged:fire() DeactivateActivePlayer() local NewData = {} NewData.Player = Player NewData.Weld = Weld local Script = qShipManagerLocal:Clone() Script.Archivable = false; local Maid = MakeMaid() NewData.Maid = Maid Make("ObjectValue", { Name = "ParentScript"; Value = script; Archivable = false; Parent = Script; }) NewData.Script = Script Maid:GiveTask(function() if Player:IsDescendantOf(game) then ControlEndedEvent:FireClient(Player) Script.Name = "_DeadScript";--]] Script:Destroy() end end)--]] Script.Parent = Player.PlayerGui Script.Disabled = false --print("New player -", Player) function NewData:Destroy() Maid:DoCleaning() Maid = nil end ActivePlayerData = NewData end Seat.ChildAdded:connect(function(Weld) if Weld:IsA("Weld") then local Torso = Weld.Part1 if Torso then local Character, Player = GetCharacter(Torso) if Player and CheckCharacter(Player) and Character.Humanoid.Health > 0 then HandleNewPlayer(Weld, Player) end end end end) Seat.ChildRemoved:connect(function(Child) if ActivePlayerData and ActivePlayerData.Weld == Child then --ActivePlayerData.Player.PlayerGui DeactivateActivePlayer() SeatManager.PlayerChanged:fire() end end) end ControlManager = {} do ControlManager.Active = true local MoveEvent = WaitForChild(script, "Move"); local StopEvent = WaitForChild(script, "Stop"); local Forwards local Turn local Updating = false local UpdateCoroutine = coroutine.create(function() while ControlManager.Active do local Delta = wait() while (Forwards or Turn) and SeatManager:GetActivePlayer() do --[[if Forwards then PhysicsManager:Forwards(Delta, Forwards) else PhysicsManager:Forwards(Delta, nil) end if Turn then PhysicsManager:Turn(Delta, Turn) else PhysicsManager:Turn(Delta, Turn) end--]] PhysicsManager:ControlUpdate(Forwards, Turn) Delta = wait() end PhysicsManager:StopControlUpdate() Updating = false coroutine.yield() end end) assert(coroutine.resume(UpdateCoroutine)) local function StartUpdate() if not Updating and ControlManager.Active then Updating = true assert(coroutine.resume(UpdateCoroutine)) end end MoveEvent.OnServerEvent:connect(function(Client, Type) if Client == SeatManager:GetActivePlayer() then if Type == "Forwards" then Forwards = 1 elseif Type == "Backwards" then Forwards = -1 elseif Type == "Left" then Turn = 1 elseif Type == "Right" then Turn = -1 else warn("Unable to handle move event with type `" .. tostring(Type) .. "`") end else warn("Invalid client, cannot move") end end) StopEvent.OnServerEvent:connect(function(Client, Type) if Client == SeatManager:GetActivePlayer() then if Type == "Forwards" or Type == "Backwards" then Forwards = nil elseif Type == "Left" or Type == "Right" then Turn = nil else warn("Unable to handle move event with type `" .. tostring(Type) .. "`") end else warn("Invalid client, cannot move") end end) function ControlManager:Destroy() ControlManager.Active = false end end local WeldManager = {} do local Parts = GetBricks(BoatModel) WeldParts(Parts, PhysicsManager.CenterPart, "ManualWeld") end
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function ResizeTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); ShowHandles(); BindShortcutKeys(); end; function ResizeTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); HideHandles(); ClearConnections(); SnapTracking.StopTracking(); FinishSnapping(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end; function ClearConnection(ConnectionKey) -- Clears the given specific connection local Connection = Connections[ConnectionKey]; -- Disconnect the connection if it exists if Connection then Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if ResizeTool.UI then -- Reveal the UI ResizeTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI ResizeTool.UI = Core.Tool.Interfaces.BTResizeToolGUI:Clone(); ResizeTool.UI.Parent = Core.UI; ResizeTool.UI.Visible = true; -- Add functionality to the directions option switch local DirectionsSwitch = ResizeTool.UI.DirectionsOption; DirectionsSwitch.Normal.Button.MouseButton1Down:Connect(function () SetDirections('Normal'); end); DirectionsSwitch.Both.Button.MouseButton1Down:Connect(function () SetDirections('Both'); end); -- Add functionality to the increment input local IncrementInput = ResizeTool.UI.IncrementOption.Increment.TextBox; IncrementInput.FocusLost:Connect(function (EnterPressed) ResizeTool.Increment = tonumber(IncrementInput.Text) or ResizeTool.Increment; IncrementInput.Text = Support.Round(ResizeTool.Increment, 4); end); -- Add functionality to the size inputs local XInput = ResizeTool.UI.Info.SizeInfo.X.TextBox; local YInput = ResizeTool.UI.Info.SizeInfo.Y.TextBox; local ZInput = ResizeTool.UI.Info.SizeInfo.Z.TextBox; XInput.FocusLost:Connect(function (EnterPressed) local NewSize = tonumber(XInput.Text); if NewSize then SetAxisSize('X', NewSize); end; end); YInput.FocusLost:Connect(function (EnterPressed) local NewSize = tonumber(YInput.Text); if NewSize then SetAxisSize('Y', NewSize); end; end); ZInput.FocusLost:Connect(function (EnterPressed) local NewSize = tonumber(ZInput.Text); if NewSize then SetAxisSize('Z', NewSize); end; end); -- Hook up manual triggering local SignatureButton = ResizeTool.UI:WaitForChild('Title'):WaitForChild('Signature') ListenForManualWindowTrigger(ResizeTool.ManualText, ResizeTool.Color.Color, SignatureButton) -- 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 ResizeTool.UI then return; end; -- Hide the UI ResizeTool.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 ResizeTool.UI then return; end; -- Only show and calculate selection info if it's not empty if #Selection.Parts == 0 then ResizeTool.UI.Info.Visible = false; ResizeTool.UI.Size = UDim2.new(0, 245, 0, 90); return; else ResizeTool.UI.Info.Visible = true; ResizeTool.UI.Size = UDim2.new(0, 245, 0, 150); end; ----------------------------------------- -- Update the size information indicators ----------------------------------------- -- Identify common sizes across axes local XVariations, YVariations, ZVariations = {}, {}, {}; for _, Part in pairs(Selection.Parts) do table.insert(XVariations, Support.Round(Part.Size.X, 3)); table.insert(YVariations, Support.Round(Part.Size.Y, 3)); table.insert(ZVariations, Support.Round(Part.Size.Z, 3)); end; local CommonX = Support.IdentifyCommonItem(XVariations); local CommonY = Support.IdentifyCommonItem(YVariations); local CommonZ = Support.IdentifyCommonItem(ZVariations); -- Shortcuts to indicators local XIndicator = ResizeTool.UI.Info.SizeInfo.X.TextBox; local YIndicator = ResizeTool.UI.Info.SizeInfo.Y.TextBox; local ZIndicator = ResizeTool.UI.Info.SizeInfo.Z.TextBox; -- Update each indicator if it's not currently being edited if not XIndicator:IsFocused() then XIndicator.Text = CommonX or '*'; end; if not YIndicator:IsFocused() then YIndicator.Text = CommonY or '*'; end; if not ZIndicator:IsFocused() then ZIndicator.Text = CommonZ or '*'; end; end; function SetDirections(DirectionMode) -- Sets the given resizing direction mode -- Update setting ResizeTool.Directions = DirectionMode; -- Update the UI switch if ResizeTool.UI then Core.ToggleSwitch(DirectionMode, ResizeTool.UI.DirectionsOption); end; end;
--- Add a task to clean up -- 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.disconnect then OldTask:disconnect() elseif OldTask.Destroy then OldTask:Destroy() elseif OldTask.destroy then OldTask:destroy() end end end
--Rear Suspension
Tune.RSusDamping = 300 -- Spring Dampening Tune.RSusStiffness = 8000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .25 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward
-- RAGDOLL A R6 CHARACTER.
local function getAttachment0(attachmentName, char) for _,child in next,char:GetChildren() do local attachment = child:FindFirstChild(attachmentName) if attachment then return attachment end end end local function ragdollPlayer(char) local head = char["Head"] local hum = char:WaitForChild("Humanoid") local leftarm = char["Left Arm"] local leftleg = char["Left Leg"] local rightleg = char["Right Leg"] local rightarm = char["Right Arm"] local torso = char.Torso hum.PlatformStand = true local root =char:FindFirstChild("HumanoidRootPart") if root ~= nil then root:Destroy() end local rootA =Instance.new("Attachment") local HeadA = Instance.new("Attachment") local LeftArmA = Instance.new("Attachment") local LeftLegA = Instance.new("Attachment") local RightArmA = Instance.new("Attachment") local RightLegA = Instance.new("Attachment") local TorsoA = Instance.new("Attachment") local TorsoA1 = Instance.new("Attachment") local TorsoA2 = Instance.new("Attachment") local TorsoA3 = Instance.new("Attachment") local TorsoA4 = Instance.new("Attachment") local TorsoA5 = Instance.new("Attachment") local impactH = script.ImpactSound:Clone() impactH.Parent = head impactH.Disabled = false local impactLA = script.ImpactSound:Clone() impactLA.Parent = leftarm impactLA.Disabled = false local impactRA = script.ImpactSound:Clone() impactRA.Parent = rightarm impactRA.Disabled = false local function set1() HeadA.Name = "HeadA" HeadA.Parent = head HeadA.Position = Vector3.new(0, -0.5, 0) HeadA.Rotation = Vector3.new(0, 0, 0) HeadA.Axis = Vector3.new(1, 0, 0) HeadA.SecondaryAxis = Vector3.new(0, 1, 0) LeftArmA.Name = "LeftArmA" LeftArmA.Parent = leftarm LeftArmA.Position = Vector3.new(0.5, 1, 0) LeftArmA.Rotation = Vector3.new(0, 0, 0) LeftArmA.Axis = Vector3.new(1, 0, 0) LeftArmA.SecondaryAxis = Vector3.new(0, 1, 0) LeftLegA.Name = "LeftLegA" LeftLegA.Parent = leftleg LeftLegA.Position = Vector3.new(0, 1, 0) LeftLegA.Rotation = Vector3.new(0, 0, 0) LeftLegA.Axis = Vector3.new(1, 0, 0) LeftLegA.SecondaryAxis = Vector3.new(0, 1, 0) RightArmA.Name = "RightArmA" RightArmA.Parent = rightarm RightArmA.Position = Vector3.new(-0.5, 1, 0) RightArmA.Rotation = Vector3.new(0, 0, 0) RightArmA.Axis = Vector3.new(1, 0, 0) RightArmA.SecondaryAxis = Vector3.new(0, 1, 0) RightLegA.Name = "RightLegA" RightLegA.Parent = rightleg RightLegA.Position = Vector3.new(0, 1, 0) RightLegA.Rotation = Vector3.new(0, 0, 0) RightLegA.Axis = Vector3.new(1, 0, 0) RightLegA.SecondaryAxis = Vector3.new(0, 1, 0) rootA.Name= "rootA" rootA.Parent = root rootA.Position = Vector3.new(0, 0, 0) rootA.Rotation = Vector3.new(0, 90, 0) rootA.Axis = Vector3.new(0, 0, -1) rootA.SecondaryAxis = Vector3.new(0, 1, 0) end local function set2() TorsoA.Name = "TorsoA" TorsoA.Parent = torso TorsoA.Position = Vector3.new(0.5, -1, 0) TorsoA.Rotation = Vector3.new(0, 0, 0) TorsoA.Axis = Vector3.new(1, 0, 0) TorsoA.SecondaryAxis = Vector3.new(0, 1, 0) TorsoA1.Name = "TorsoA1" TorsoA1.Parent = torso TorsoA1.Position = Vector3.new(-0.5, -1, 0) TorsoA1.Rotation = Vector3.new(0, 0, 0) TorsoA1.Axis = Vector3.new(1, 0, 0) TorsoA1.SecondaryAxis = Vector3.new(0, 1, 0) TorsoA2.Name = "TorsoA2" TorsoA2.Parent = torso TorsoA2.Position = Vector3.new(-1, 1, 0) TorsoA2.Rotation = Vector3.new(0, 0, 0) TorsoA2.Axis = Vector3.new(1, 0, 0) TorsoA2.SecondaryAxis = Vector3.new(0, 1, 0) TorsoA3.Name = "TorsoA3" TorsoA3.Parent = torso TorsoA3.Position = Vector3.new(1, 1, 0) TorsoA3.Rotation = Vector3.new(0, 0, 0) TorsoA3.Axis = Vector3.new(1, 0, 0) TorsoA3.SecondaryAxis = Vector3.new(0, 1, 0) TorsoA4.Name = "TorsoA4" TorsoA4.Parent = torso TorsoA4.Position = Vector3.new(0, 1, 0) TorsoA4.Rotation = Vector3.new(0, 0, 0) TorsoA4.Axis = Vector3.new(1, 0, 0) TorsoA4.SecondaryAxis = Vector3.new(0, 1, 0) TorsoA5.Name = "TorsoA5" TorsoA5.Parent = torso TorsoA5.Position = Vector3.new(0, 0, 0) TorsoA5.Rotation = Vector3.new(0, 90, 0) TorsoA5.Axis = Vector3.new(0, 0, -1) TorsoA5.SecondaryAxis = Vector3.new(0, 1, 0) end spawn(set1) spawn(set2) --[[ local HA = Instance.new("HingeConstraint") HA.Parent = head HA.Attachment0 = HeadA HA.Attachment1 = TorsoA4 HA.Enabled = true HA.LimitsEnabled=true HA.LowerAngle=0 HA.UpperAngle=0 --]] local LAT = Instance.new("BallSocketConstraint") LAT.Parent = leftarm LAT.Attachment0 = LeftArmA LAT.Attachment1 = TorsoA2 LAT.Enabled = true LAT.LimitsEnabled=true LAT.UpperAngle=90 local RAT = Instance.new("BallSocketConstraint") RAT.Parent = rightarm RAT.Attachment0 = RightArmA RAT.Attachment1 = TorsoA3 RAT.Enabled = true RAT.LimitsEnabled=false RAT.UpperAngle=90 local HA = Instance.new("BallSocketConstraint") HA.Parent = head HA.Attachment0 = HeadA HA.Attachment1 = TorsoA4 HA.Enabled = true HA.LimitsEnabled = true HA.TwistLimitsEnabled = true HA.UpperAngle = 74 local TLL = Instance.new("BallSocketConstraint") TLL.Parent = torso TLL.Attachment0 = TorsoA1 TLL.Attachment1 = LeftLegA TLL.Enabled = true TLL.LimitsEnabled=true TLL.UpperAngle=90 local TRL = Instance.new("BallSocketConstraint") TRL.Parent = torso TRL.Attachment0 = TorsoA TRL.Attachment1 = RightLegA TRL.Enabled = true TRL.LimitsEnabled=true TRL.UpperAngle=90 local RTA = Instance.new("BallSocketConstraint") RTA.Parent = root RTA.Attachment0 = rootA RTA.Attachment1 = TorsoA5 RTA.Enabled = true RTA.LimitsEnabled=true RTA.UpperAngle=0 head.Velocity = head.CFrame.p * CFrame.new(0, -1, -0.3).p for _,child in next,char:GetChildren() do if child:IsA("Accoutrement") then for _,part in next,child:GetChildren() do if part:IsA("BasePart") then part.Parent = char child:remove() local attachment1 = part:FindFirstChildOfClass("Attachment") local attachment0 = getAttachment0(attachment1.Name, char) if attachment0 and attachment1 then local constraint = Instance.new("HingeConstraint") constraint.Attachment0 = attachment0 constraint.Attachment1 = attachment1 constraint.LimitsEnabled = true constraint.UpperAngle = 0 constraint.LowerAngle = 0 constraint.Parent = char end end end end end end return ragdollPlayer
--[[ The Context object implements a write-once key-value store. It also allows for a new Context object to inherit the entries from an existing one. ]]
local Context = {} function Context.new(parent) local meta = {} local index = {} meta.__index = index if parent then for key, value in pairs(getmetatable(parent).__index) do index[key] = value end end function meta.__newindex(_obj, key, value) assert(index[key] == nil, string.format("Cannot reassign %s in context", tostring(key))) index[key] = value end return setmetatable({}, meta) end return Context
---
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.Parent.Parent.IsOn.Changed:connect(function() 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 end) function turn() if hinge.DesiredAngle == 0 then car.Misc.Wiper2.WiperEvent:FireServer(1) else car.Misc.Wiper2.WiperEvent:FireServer(0) end end script.Parent.MouseButton1Click:connect(function() turn() end) local uis = game:GetService("UserInputService") uis.InputBegan:connect(function(i,f) if not f then if i.KeyCode == Enum.KeyCode.N then turn() end end end)
--
end end -- end of wtd end) scanCoroutine()
-- Management of which options appear on the Roblox User Settings screen
do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic) if FFlagUserCameraToggle then PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle) end end function CameraModule.new() local self = setmetatable({},CameraModule) -- Current active controller instances self.activeCameraController = nil self.activeOcclusionModule = nil self.activeTransparencyController = nil self.activeMouseLockController = nil self.currentComputerCameraMovementMode = nil -- Connections to events self.cameraSubjectChangedConn = nil self.cameraTypeChangedConn = nil -- Adds CharacterAdded and CharacterRemoving event handlers for all current players for _,player in pairs(Players:GetPlayers()) do self:OnPlayerAdded(player) end -- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future Players.PlayerAdded:Connect(function(player) self:OnPlayerAdded(player) end) self.activeTransparencyController = TransparencyController.new() self.activeTransparencyController:Enable(true) if not UserInputService.TouchEnabled then self.activeMouseLockController = MouseLockController.new() local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent() if toggleEvent then toggleEvent:Connect(function() self:OnMouseLockToggled() end) end end self:ActivateCameraController(self:GetCameraControlChoice()) self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end) -- Connect listeners to camera-related properties for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function() self:OnLocalPlayerCameraPropertyChanged(propertyName) end) end for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function() self:OnUserGameSettingsPropertyChanged(propertyName) end) end game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) self.lastInputType = UserInputService:GetLastInputType() UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self.lastInputType = newLastInputType end) return self end function CameraModule:GetCameraMovementModeFromSettings() local cameraMode = Players.LocalPlayer.CameraMode -- Lock First Person trumps all other settings and forces ClassicCamera if cameraMode == Enum.CameraMode.LockFirstPerson then return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic) end local devMode, userMode if UserInputService.TouchEnabled then devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode) else devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) end if devMode == Enum.DevComputerCameraMovementMode.UserChoice then -- Developer is allowing user choice, so user setting is respected return userMode end return devMode end function CameraModule:ActivateOcclusionModule( occlusionMode ) local newModuleCreator if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then newModuleCreator = Poppercam elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then newModuleCreator = Invisicam else warn("CameraScript ActivateOcclusionModule called with unsupported mode") return end -- First check to see if there is actually a change. If the module being requested is already -- the currently-active solution then just make sure it's enabled and exit early if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then if not self.activeOcclusionModule:GetEnabled() then self.activeOcclusionModule:Enable(true) end return end -- Save a reference to the current active module (may be nil) so that we can disable it if -- we are successful in activating its replacement local prevOcclusionModule = self.activeOcclusionModule -- If there is no active module, see if the one we need has already been instantiated self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator] -- If the module was not already instantiated and selected above, instantiate it if not self.activeOcclusionModule then self.activeOcclusionModule = newModuleCreator.new() if self.activeOcclusionModule then instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule end end -- If we were successful in either selecting or instantiating the module, -- enable it if it's not already the currently-active enabled module if self.activeOcclusionModule then local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode() -- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode if newModuleOcclusionMode ~= occlusionMode then warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode) end -- Deactivate current module if there is one if prevOcclusionModule then -- Sanity check that current module is not being replaced by itself (that should have been handled above) if prevOcclusionModule ~= self.activeOcclusionModule then prevOcclusionModule:Enable(false) else warn("CameraScript ActivateOcclusionModule failure to detect already running correct module") end end -- Occlusion modules need to be initialized with information about characters and cameraSubject -- Invisicam needs the LocalPlayer's character -- Poppercam needs all player characters and the camera subject if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then -- Optimization to only send Invisicam what we know it needs if Players.LocalPlayer.Character then self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer ) end else -- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list for _, player in pairs(Players:GetPlayers()) do if player and player.Character then self.activeOcclusionModule:CharacterAdded(player.Character, player) end end self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject) end -- Activate new choice self.activeOcclusionModule:Enable(true) end end
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward
-- print("Loading anims " .. name)
local idx = 1 for _, childPart in pairs(config:GetChildren()) do animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
-- Time it takes to reload weapon
local ReloadTime = .1
-- << SETUP >> --Player added, setup playerMain
game.Players.PlayerAdded:Connect(function(player) playerAdded(player) end)
--// J key, Stages
mouse.KeyDown:connect(function(key) if key=="j" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.StageEvent:FireServer(true) end end)
-- MOUSE --
local Mouse = require(Modules.Mouse2) --Player:GetMouse()
--local obj = --object or gui or wahtever goes here --local Properties = {} --Properties.Size = UDim2.new() --Tween(obj,Properties,2,true,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) --Obj,Property,Time,wait,Easingstyle,EasingDirection,RepeatAmt,Reverse
function HighlightPianoKey(note1,transpose) if not Settings.KeyAesthetics then return end local octave = math.ceil(note1/12) local note2 = (note1 - 1)%12 + 1 local original = Piano.Case.Part local key = Piano.Case.Part:Clone() key.Parent = Piano.Keys key.Name = note1 local part local Time = 1 local Properties = {} local part = key key.Position = original.Position + Vector3.new((note1 + .1),-3,0) key.Transparency = 0 if IsBlack(note1) then local obj = key obj.Color = Color3.fromRGB(23, 95, 189) Properties = {} Properties.Transparency = 1 Properties.Position = part.Position + Vector3.new(0,20,0) Tween(obj,Properties,Time,true,Enum.EasingStyle.Linear) else local obj = key obj.Color = Color3.fromRGB(84, 180, 240) Properties = {} Properties.Transparency = 1 Properties.Position = part.Position + Vector3.new(0,20,0) Tween(obj,Properties,Time,true,Enum.EasingStyle.Linear) end key:Destroy() return end
--function check_version() -- if current_version then -- script.Parent.Parent.LatestVersion.Value = current_version -- else -- script.Parent.Parent.LatestVersion.Value = "API Error" -- end
--Hide Avatar
script.Parent.ChildAdded:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) script.Parent:SetNetworkOwner(player) for i,v in pairs(child.Part1.Parent:GetChildren())do if v:IsA("Part") then v.Transparency=1 v.CanCollide=false end end end end end)
--[[Chassis Assembly]]
--Create Steering Axle local arm=Instance.new("Part",v) arm.Name="Arm" arm.Anchored=true arm.CanCollide=false arm.FormFactor=Enum.FormFactor.Custom arm.Size=Vector3.new(_Tune.AxleSize,_Tune.AxleSize,_Tune.AxleSize) arm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0) arm.CustomPhysicalProperties = PhysicalProperties.new(_Tune.AxleDensity,0,0,100,100) arm.TopSurface=Enum.SurfaceType.Smooth arm.BottomSurface=Enum.SurfaceType.Smooth arm.Transparency=1 --Create Wheel Spindle local base=arm:Clone() base.Parent=v base.Name="Base" base.CFrame=base.CFrame*CFrame.new(0,_Tune.AxleSize,0) base.BottomSurface=Enum.SurfaceType.Hinge --Create Steering Anchor 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 --Create Suspension if PGS_ON and _Tune.SusEnabled then local sa=arm:Clone() sa.Parent=v sa.Name="#SA" if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then local aOff = _Tune.FAnchorOffset sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-fDistX,-fDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0) else local aOff = _Tune.RAnchorOffset sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-rDistX,-rDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0) end local sb=sa:Clone() sb.Parent=v sb.Name="#SB" sb.CFrame=sa.CFrame*CFrame.new(0,0,_Tune.AxleSize) sb.FrontSurface=Enum.SurfaceType.Hinge local g = Instance.new("BodyGyro",sb) g.Name = "Stabilizer" g.MaxTorque = Vector3.new(0,0,1) g.P = 0 local sf1 = Instance.new("Attachment",sa) sf1.Name = "SAtt" local sf2 = sf1:Clone() sf2.Parent = sb if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then sf1.Position = Vector3.new(fDistX-fSLX,-fDistY+fSLY,_Tune.AxleSize/2) sf2.Position = Vector3.new(fDistX,-fDistY,-_Tune.AxleSize/2) elseif v.Name == "RL" or v.Name=="RR" or v.Name == "R" then sf1.Position = Vector3.new(rDistX-rSLX,-rDistY+rSLY,_Tune.AxleSize/2) sf2.Position = Vector3.new(rDistX,-rDistY,-_Tune.AxleSize/2) end sb:MakeJoints() local sp = Instance.new("SpringConstraint",v) sp.Name = "Spring" sp.Attachment0 = sf1 sp.Attachment1 = sf2 sp.LimitsEnabled = true sp.Visible=_Tune.SusVisible sp.Radius=_Tune.SusRadius sp.Thickness=_Tune.SusThickness sp.Color=BrickColor.new(_Tune.SusColor) sp.Coils=_Tune.SusCoilCount if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then g.D = _Tune.FAntiRoll sp.Damping = _Tune.FSusDamping sp.Stiffness = _Tune.FSusStiffness sp.FreeLength = _Tune.FSusLength+_Tune.FPreCompress sp.MaxLength = _Tune.FSusLength+_Tune.FExtensionLim sp.MinLength = _Tune.FSusLength-_Tune.FCompressLim else g.D = _Tune.RAntiRoll sp.Damping = _Tune.RSusDamping sp.Stiffness = _Tune.RSusStiffness sp.FreeLength = _Tune.RSusLength+_Tune.RPreCompress sp.MaxLength = _Tune.RSusLength+_Tune.RExtensionLim sp.MinLength = _Tune.RSusLength-_Tune.RCompressLim end MakeWeld(car.DriveSeat,sa) MakeWeld(sb,base) else MakeWeld(car.DriveSeat,base) end --Lock Rear Steering Axle if v.Name == "RL" or v.Name == "RR" or v.Name=="R" then MakeWeld(base,axle) end --Weld Assembly 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() --Weld Miscelaneous Parts if v:FindFirstChild("SuspensionFixed")~=nil then ModelWeld(v.SuspensionFixed,car.DriveSeat) end if v:FindFirstChild("WheelFixed")~=nil then ModelWeld(v.WheelFixed,axle) end if v:FindFirstChild("Fixed")~=nil then ModelWeld(v.Fixed,arm) end --Weld Wheel Parts if v:FindFirstChild("Parts")~=nil then ModelWeld(v.Parts,v) end --Add Steering Gyro if v:FindFirstChild("Steer") then v:FindFirstChild("Steer"):Destroy() 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=v.CFrame*CFrame.Angles(0,-math.pi/2,0) end --Add Stabilization Gyro local gyro=Instance.new("BodyGyro",v) gyro.Name="Stabilizer" gyro.MaxTorque=Vector3.new(1,0,1) gyro.P=0 if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then gyro.D=_Tune.FGyroDamp else gyro.D=_Tune.RGyroDamp end --Add Rotational BodyMover 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
-- Interpolates the current value of a rotator -- state (pitch/yaw) towards its goal value.
function CharacterRealism:StepValue(state, delta) local current = state.Current or 0 local goal = state.Goal local pan = 5 / (delta * 60) local rate = math.min(1, (delta * 20) / 3) local step = math.min(rate, math.abs(goal - current) / pan) state.Current = Util:StepTowards(current, goal, step) return state.Current end
--[ Setup ]-- -- Locations
local StealthLava = script.Parent local Player = game.Players.LocalPlayer local Avatar = Player.Character local Mouse = Player:GetMouse()
-- re-export flowtypes from here. I wonder if this should be a separate 'package'?
export type React_Ref<ElementType> = flowtypes.React_Ref<ElementType> export type React_Context<T> = flowtypes.React_Context<T> export type React_AbstractComponent<Config, Instance> = flowtypes.React_AbstractComponent< Config, Instance > export type React_ComponentType<Config> = flowtypes.React_AbstractComponent<Config, any> export type React_PureComponent<Props, State = nil> = flowtypes.React_Component< Props, State > export type React_Component<Props, State> = flowtypes.React_Component<Props, State> export type React_ElementProps<ElementType> = flowtypes.React_ElementProps<ElementType> export type React_StatelessFunctionalComponent<Props> = flowtypes.React_StatelessFunctionalComponent<Props> export type React_Node = flowtypes.React_Node export type React_Element<ElementType> = flowtypes.React_Element<ElementType> export type React_ElementType = flowtypes.React_ElementType export type React_ElementConfig<C> = flowtypes.React_ElementConfig<C> export type React_ElementRef<C> = flowtypes.React_ElementRef<C> export type React_Portal = flowtypes.React_Portal export type React_Key = flowtypes.React_Key return { checkPropTypes = require(script.checkPropTypes), console = require(script.console), ConsolePatchingDev = require(script["ConsolePatchingDev.roblox"]), consoleWithStackDev = require(script.consoleWithStackDev), enqueueTask = require(script["enqueueTask.roblox"]), ExecutionEnvironment = require(script["ExecutionEnvironment.roblox"]), formatProdErrorMessage = require(script.formatProdErrorMessage), getComponentName = require(script.getComponentName), invariant = require(script.invariant), invokeGuardedCallbackImpl = require(script.invokeGuardedCallbackImpl), isValidElementType = require(script.isValidElementType), objectIs = require(script.objectIs), ReactComponentStackFrame = require(script.ReactComponentStackFrame), ReactElementType = require(script.ReactElementType), ReactErrorUtils = require(script.ReactErrorUtils), ReactFeatureFlags = require(script.ReactFeatureFlags), ReactInstanceMap = require(script.ReactInstanceMap), -- ROBLOX deviation: Instead of re-exporting from here, Shared actually owns -- these files itself ReactSharedInternals = ReactSharedInternals, -- ROBLOX deviation: Instead of extracting these out of the reconciler and -- then re-injecting the host config _into_ the reconciler, export these -- from shared for easier reuse ReactFiberHostConfig = ReactFiberHostConfig, ReactSymbols = require(script.ReactSymbols), ReactVersion = require(script.ReactVersion), shallowEqual = require(script.shallowEqual), UninitializedState = require(script["UninitializedState.roblox"]), ReactTypes = ReactTypes, -- ROBLOX DEVIATION: export error-stack-preserving utilities for use in -- scheduler and reconciler, and parsing function for use in public API describeError = ErrorHandling.describeError, errorToString = ErrorHandling.errorToString, parseReactError = ErrorHandling.parseReactError, -- ROBLOX DEVIATION: export Symbol and Type from Shared Symbol = require(script["Symbol.roblox"]), Type = require(script["Type.roblox"]), -- ROBLOX DEVIATION: export propmarkers from Shared Change = require(script.PropMarkers.Change), Event = require(script.PropMarkers.Event), Tag = require(script.PropMarkers.Tag), }
-- Applies a nonlinear transform to the thumbstick position to serve as the acceleration for camera rotation. -- See https://www.desmos.com/calculator/xw2ytjpzco for a visual reference.
local function gamepadLinearToCurve(thumbstickPosition) return Vector2.new( math.clamp(math.sign(thumbstickPosition.X) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.X)))), -1, 1), math.clamp(math.sign(thumbstickPosition.Y) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.Y)))), -1, 1)) end
-- REMOTE HANDLER --
Replicate.OnClientEvent:Connect(function(Action, Variable2, Variable3, Variable4) if Action == "CamShake" then require(script.CameraShake)(Variable2, Variable3, Variable4) elseif Action == "Combat" then require(script.VFX)(Variable2, Variable3, Variable4) elseif Action == "Shock" then require(script.Shockwave.Z)(Variable2, Variable3) end end) Replicate.OnClientEvent:Connect(function(Action,Hotkey, ...) -- Using ... Allows you to send as many variables as you want if script:FindFirstChild(Action) and script:FindFirstChild(Action):IsA("ModuleScript") then -- If the name of a ModuleScript inside this script fits the Action parameter, require(script[Action])(Hotkey,...) -- it'll require it elseif script:FindFirstChild(Action) and script:FindFirstChild(Action):IsA("Folder") then require(script[Action][Hotkey])(...) end end)
--------------------------CHARACTER CONTROL-------------------------------
local function CreateController() local this = {} this.TorsoLookPoint = nil function this:SetTorsoLookPoint(point) local humanoid = findPlayerHumanoid(Player) if humanoid then humanoid.AutoRotate = false end this.TorsoLookPoint = point self:UpdateTorso() delay(2, function() -- this isnt technically correct for detecting if this is the last issue to the setTorso function if this.TorsoLookPoint == point then this.TorsoLookPoint = nil if humanoid then humanoid.AutoRotate = true end end end) end function this:UpdateTorso(point) if this.TorsoLookPoint then point = this.TorsoLookPoint else return end local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso if torso then local lookVec = (point - torso.CFrame.p).unit local squashedLookVec = Vector3_new(lookVec.X, 0, lookVec.Z).unit torso.CFrame = CFrame.new(torso.CFrame.p, torso.CFrame.p + squashedLookVec) end end return this end local CharacterControl = CreateController()