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-- STATE CHANGE HANDLERS
|
function onRunning(speed)
if speed > 0.75 then
local scale = 16.0
playAnimation("walk", 0.2, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Running"
else
if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
local scale = 5.0
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
|
--white 1
|
bin.Blade.BrickColor = BrickColor.new("Institutional white")
bin.Blade2.BrickColor = BrickColor.new("Institutional white")
bin.Blade.White.Enabled=true colorbin.white.Value = true
bin.Blade.Blue.Enabled=false colorbin.blue.Value = false
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
|
--[[Steering]]
|
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS)
Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent)
Tune.MSteerExp = 1 -- Mouse steering exponential degree
--Steer Gyro Tuning
Tune.SteerD = 1000 -- Steering Dampening
Tune.SteerMaxTorque = 50000 -- Steering Force
Tune.SteerP = 90000 -- Steering Aggressiveness
|
--------------------------------------------------------------------------------
|
local Character = script.Parent
local Player = game.Players:GetPlayerFromCharacter(Character)
local Humanoid = Character:WaitForChild('Humanoid')
|
--[[
Used to set a handler for when the promise resolves, rejects, or is
cancelled. Returns a new promise chained from this promise.
]]
|
function Promise.prototype:_finally(traceback, finallyHandler, onlyOk)
if not onlyOk then
self._unhandledRejection = false
end
-- Return a promise chained off of this promise
return Promise._new(traceback, function(resolve, reject)
local finallyCallback = resolve
if finallyHandler then
finallyCallback = createAdvancer(
traceback,
finallyHandler,
resolve,
reject
)
end
if onlyOk then
local callback = finallyCallback
finallyCallback = function(...)
if self._status == Promise.Status.Rejected then
return resolve(self)
end
return callback(...)
end
end
if self._status == Promise.Status.Started then
-- The promise is not settled, so queue this.
table.insert(self._queuedFinally, finallyCallback)
else
-- The promise already settled or was cancelled, run the callback now.
finallyCallback(self._status)
end
end, self)
end
function Promise.prototype:finally(finallyHandler)
assert(
finallyHandler == nil or type(finallyHandler) == "function",
string.format(ERROR_NON_FUNCTION, "Promise:finally")
)
return self:_finally(debug.traceback(nil, 2), finallyHandler)
end
|
--[[Standardized Values: Don't touch unless needed]]
| |
--[[ The Module ]]
|
--
local BaseCamera = {}
BaseCamera.__index = BaseCamera
function BaseCamera.new()
local self = setmetatable({}, BaseCamera)
-- So that derived classes have access to this
self.FIRST_PERSON_DISTANCE_THRESHOLD = FIRST_PERSON_DISTANCE_THRESHOLD
self.cameraType = nil
self.cameraMovementMode = nil
self.lastCameraTransform = nil
self.lastUserPanCamera = tick()
self.humanoidRootPart = nil
self.humanoidCache = {}
-- Subject and position on last update call
self.lastSubject = nil
self.lastSubjectPosition = Vector3.new(0, 5, 0)
self.lastSubjectCFrame = CFrame.new(self.lastSubjectPosition)
-- These subject distance members refer to the nominal camera-to-subject follow distance that the camera
-- is trying to maintain, not the actual measured value.
-- The default is updated when screen orientation or the min/max distances change,
-- to be sure the default is always in range and appropriate for the orientation.
self.defaultSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
self.currentSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
self.inFirstPerson = false
self.inMouseLockedMode = false
self.portraitMode = false
self.isSmallTouchScreen = false
-- Used by modules which want to reset the camera angle on respawn.
self.resetCameraAngle = true
self.enabled = false
-- Input Event Connections
self.PlayerGui = nil
self.cameraChangedConn = nil
self.viewportSizeChangedConn = nil
-- VR Support
self.shouldUseVRRotation = false
self.VRRotationIntensityAvailable = false
self.lastVRRotationIntensityCheckTime = 0
self.lastVRRotationTime = 0
self.vrRotateKeyCooldown = {}
self.cameraTranslationConstraints = Vector3.new(1, 1, 1)
self.humanoidJumpOrigin = nil
self.trackingHumanoid = nil
self.cameraFrozen = false
self.subjectStateChangedConn = nil
self.gamepadZoomPressConnection = nil
-- Mouse locked formerly known as shift lock mode
self.mouseLockOffset = ZERO_VECTOR3
-- Initialization things used to always execute at game load time, but now these camera modules are instantiated
-- when needed, so the code here may run well after the start of the game
if player.Character then
self:OnCharacterAdded(player.Character)
end
player.CharacterAdded:Connect(function(char)
self:OnCharacterAdded(char)
end)
if self.cameraChangedConn then self.cameraChangedConn:Disconnect() end
self.cameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
self:OnCurrentCameraChanged()
end)
self:OnCurrentCameraChanged()
if self.playerCameraModeChangeConn then self.playerCameraModeChangeConn:Disconnect() end
self.playerCameraModeChangeConn = player:GetPropertyChangedSignal("CameraMode"):Connect(function()
self:OnPlayerCameraPropertyChange()
end)
if self.minDistanceChangeConn then self.minDistanceChangeConn:Disconnect() end
self.minDistanceChangeConn = player:GetPropertyChangedSignal("CameraMinZoomDistance"):Connect(function()
self:OnPlayerCameraPropertyChange()
end)
if self.maxDistanceChangeConn then self.maxDistanceChangeConn:Disconnect() end
self.maxDistanceChangeConn = player:GetPropertyChangedSignal("CameraMaxZoomDistance"):Connect(function()
self:OnPlayerCameraPropertyChange()
end)
if self.playerDevTouchMoveModeChangeConn then self.playerDevTouchMoveModeChangeConn:Disconnect() end
self.playerDevTouchMoveModeChangeConn = player:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function()
self:OnDevTouchMovementModeChanged()
end)
self:OnDevTouchMovementModeChanged() -- Init
if self.gameSettingsTouchMoveMoveChangeConn then self.gameSettingsTouchMoveMoveChangeConn:Disconnect() end
self.gameSettingsTouchMoveMoveChangeConn = UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function()
self:OnGameSettingsTouchMovementModeChanged()
end)
self:OnGameSettingsTouchMovementModeChanged() -- Init
UserGameSettings:SetCameraYInvertVisible()
UserGameSettings:SetGamepadCameraSensitivityVisible()
self.hasGameLoaded = game:IsLoaded()
if not self.hasGameLoaded then
self.gameLoadedConn = game.Loaded:Connect(function()
self.hasGameLoaded = true
self.gameLoadedConn:Disconnect()
self.gameLoadedConn = nil
end)
end
self:OnPlayerCameraPropertyChange()
return self
end
function BaseCamera:GetModuleName()
return "BaseCamera"
end
function BaseCamera:OnCharacterAdded(char)
self.resetCameraAngle = self.resetCameraAngle or self:GetEnabled()
self.humanoidRootPart = nil
if UserInputService.TouchEnabled then
self.PlayerGui = player:WaitForChild("PlayerGui")
for _, child in ipairs(char:GetChildren()) do
if child:IsA("Tool") then
self.isAToolEquipped = true
end
end
char.ChildAdded:Connect(function(child)
if child:IsA("Tool") then
self.isAToolEquipped = true
end
end)
char.ChildRemoved:Connect(function(child)
if child:IsA("Tool") then
self.isAToolEquipped = false
end
end)
end
end
function BaseCamera:GetHumanoidRootPart()
if not self.humanoidRootPart then
if player.Character then
local humanoid = player.Character:FindFirstChildOfClass("Humanoid")
if humanoid then
self.humanoidRootPart = humanoid.RootPart
end
end
end
return self.humanoidRootPart
end
function BaseCamera:GetBodyPartToFollow(humanoid, isDead)
-- If the humanoid is dead, prefer the head part if one still exists as a sibling of the humanoid
if humanoid:GetState() == Enum.HumanoidStateType.Dead then
local character = humanoid.Parent
if character and character:IsA("Model") then
return character:FindFirstChild("Head") or humanoid.RootPart
end
end
return humanoid.RootPart
end
function BaseCamera:GetSubjectCFrame()
local result = self.lastSubjectCFrame
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
if not cameraSubject then
return result
end
if cameraSubject:IsA("Humanoid") then
local humanoid = cameraSubject
local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead
if VRService.VREnabled and humanoidIsDead and humanoid == self.lastSubject then
result = self.lastSubjectCFrame
else
local bodyPartToFollow = humanoid.RootPart
-- If the humanoid is dead, prefer their head part as a follow target, if it exists
if humanoidIsDead then
if humanoid.Parent and humanoid.Parent:IsA("Model") then
bodyPartToFollow = humanoid.Parent:FindFirstChild("Head") or bodyPartToFollow
end
end
if bodyPartToFollow and bodyPartToFollow:IsA("BasePart") then
local heightOffset
if humanoid.RigType == Enum.HumanoidRigType.R15 then
if humanoid.AutomaticScalingEnabled then
heightOffset = R15_HEAD_OFFSET
local rootPart = humanoid.RootPart
if bodyPartToFollow == rootPart then
local rootPartSizeOffset = (rootPart.Size.Y - HUMANOID_ROOT_PART_SIZE.Y)/2
heightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0)
end
else
heightOffset = R15_HEAD_OFFSET_NO_SCALING
end
else
heightOffset = HEAD_OFFSET
end
if humanoidIsDead then
heightOffset = ZERO_VECTOR3
end
result = bodyPartToFollow.CFrame*CFrame.new(heightOffset + humanoid.CameraOffset)
end
end
elseif cameraSubject:IsA("BasePart") then
result = cameraSubject.CFrame
elseif cameraSubject:IsA("Model") then
-- Model subjects are expected to have a PrimaryPart to determine orientation
if cameraSubject.PrimaryPart then
result = cameraSubject:GetPrimaryPartCFrame()
else
result = CFrame.new()
end
end
if result then
self.lastSubjectCFrame = result
end
return result
end
function BaseCamera:GetSubjectVelocity()
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
if not cameraSubject then
return ZERO_VECTOR3
end
if cameraSubject:IsA("BasePart") then
return cameraSubject.Velocity
elseif cameraSubject:IsA("Humanoid") then
local rootPart = cameraSubject.RootPart
if rootPart then
return rootPart.Velocity
end
elseif cameraSubject:IsA("Model") then
local primaryPart = cameraSubject.PrimaryPart
if primaryPart then
return primaryPart.Velocity
end
end
return ZERO_VECTOR3
end
function BaseCamera:GetSubjectRotVelocity()
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
if not cameraSubject then
return ZERO_VECTOR3
end
if cameraSubject:IsA("BasePart") then
return cameraSubject.RotVelocity
elseif cameraSubject:IsA("Humanoid") then
local rootPart = cameraSubject.RootPart
if rootPart then
return rootPart.RotVelocity
end
elseif cameraSubject:IsA("Model") then
local primaryPart = cameraSubject.PrimaryPart
if primaryPart then
return primaryPart.RotVelocity
end
end
return ZERO_VECTOR3
end
function BaseCamera:StepZoom()
local zoom = self.currentSubjectDistance
local zoomDelta = CameraInput.getZoomDelta()
if math.abs(zoomDelta) > 0 then
local newZoom
if zoomDelta > 0 then
newZoom = zoom + zoomDelta*(1 + zoom*ZOOM_SENSITIVITY_CURVATURE)
newZoom = math.max(newZoom, self.FIRST_PERSON_DISTANCE_THRESHOLD)
else
newZoom = (zoom + zoomDelta)/(1 - zoomDelta*ZOOM_SENSITIVITY_CURVATURE)
newZoom = math.max(newZoom, FIRST_PERSON_DISTANCE_MIN)
end
if newZoom < self.FIRST_PERSON_DISTANCE_THRESHOLD then
newZoom = FIRST_PERSON_DISTANCE_MIN
end
self:SetCameraToSubjectDistance(newZoom)
end
return ZoomController.GetZoomRadius()
end
function BaseCamera:GetSubjectPosition()
local result = self.lastSubjectPosition
local camera = game.Workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
if cameraSubject then
if cameraSubject:IsA("Humanoid") then
local humanoid = cameraSubject
local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead
if VRService.VREnabled and humanoidIsDead and humanoid == self.lastSubject then
result = self.lastSubjectPosition
else
local bodyPartToFollow = humanoid.RootPart
-- If the humanoid is dead, prefer their head part as a follow target, if it exists
if humanoidIsDead then
if humanoid.Parent and humanoid.Parent:IsA("Model") then
bodyPartToFollow = humanoid.Parent:FindFirstChild("Head") or bodyPartToFollow
end
end
if bodyPartToFollow and bodyPartToFollow:IsA("BasePart") then
local heightOffset
if humanoid.RigType == Enum.HumanoidRigType.R15 then
if humanoid.AutomaticScalingEnabled then
heightOffset = R15_HEAD_OFFSET
if bodyPartToFollow == humanoid.RootPart then
local rootPartSizeOffset = (humanoid.RootPart.Size.Y/2) - (HUMANOID_ROOT_PART_SIZE.Y/2)
heightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0)
end
else
heightOffset = R15_HEAD_OFFSET_NO_SCALING
end
else
heightOffset = HEAD_OFFSET
end
if humanoidIsDead then
heightOffset = ZERO_VECTOR3
end
result = bodyPartToFollow.CFrame.p + bodyPartToFollow.CFrame:vectorToWorldSpace(heightOffset + humanoid.CameraOffset)
end
end
elseif cameraSubject:IsA("VehicleSeat") then
local offset = SEAT_OFFSET
if VRService.VREnabled then
offset = VR_SEAT_OFFSET
end
result = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset)
elseif cameraSubject:IsA("SkateboardPlatform") then
result = cameraSubject.CFrame.p + SEAT_OFFSET
elseif cameraSubject:IsA("BasePart") then
result = cameraSubject.CFrame.p
elseif cameraSubject:IsA("Model") then
if cameraSubject.PrimaryPart then
result = cameraSubject:GetPrimaryPartCFrame().p
else
result = cameraSubject:GetModelCFrame().p
end
end
else
-- cameraSubject is nil
-- Note: Previous RootCamera did not have this else case and let self.lastSubject and self.lastSubjectPosition
-- both get set to nil in the case of cameraSubject being nil. This function now exits here to preserve the
-- last set valid values for these, as nil values are not handled cases
return
end
self.lastSubject = cameraSubject
self.lastSubjectPosition = result
return result
end
function BaseCamera:UpdateDefaultSubjectDistance()
if self.portraitMode then
self.defaultSubjectDistance = math.clamp(PORTRAIT_DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
else
self.defaultSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
end
end
function BaseCamera:OnViewportSizeChanged()
local camera = game.Workspace.CurrentCamera
local size = camera.ViewportSize
self.portraitMode = size.X < size.Y
self.isSmallTouchScreen = UserInputService.TouchEnabled and (size.Y < 500 or size.X < 700)
self:UpdateDefaultSubjectDistance()
end
|
--Differential Settings
|
Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres = 50 -- 1 - 100%
Tune.RDiffLockThres = 50 -- 0 - 100%
Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only]
Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only]
|
--// Functions
|
function UpdateTag(plr)
if plr == L_1_ or not plr.Character or not plr.Character:FindFirstChild("TeamTagUI") then return; end;
local Tag = plr.Character:FindFirstChild("TeamTagUI");
if plr.Team == L_1_.Team then
Tag.Enabled = true;
if plr.Character:FindFirstChild("ACS_Client") and plr.Character.ACS_Client:FindFirstChild("FireTeam") and plr.Character.ACS_Client.FireTeam.SquadName.Value ~= "" then
Tag.Frame.Icon.ImageColor3 = plr.Character.ACS_Client.FireTeam.SquadColor.Value;
else
Tag.Frame.Icon.ImageColor3 = Color3.fromRGB(255,255,255);
end;
return;
end;
Tag.Enabled = false;
return;
end
|
--Made by Luckymaxer
|
Functions = {}
Debris = game:GetService("Debris")
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create
function Functions.Clamp(Number, Min, Max)
return math.max(math.min(Max, Number), Min)
end
function Functions.GetPercentage(Start, End, Number)
return (((Number - Start) / (End - Start)) * 100)
end
function Functions.Round(Number, RoundDecimal)
local WholeNumber, Decimal = math.modf(Number)
return ((Decimal >= RoundDecimal and math.ceil(Number)) or (Decimal < RoundDecimal and math.floor(Number)))
end
function Functions.CheckTableForInstance(Table, Instance)
for i, v in pairs(Table) do
if v == Instance then
return true
end
end
return false
end
function Functions.CheckTableForString(Table, String)
for i, v in pairs(Table) do
if string.lower(v) == string.lower(String) then
return true
end
end
return false
end
function Functions.CheckIntangible(Hit)
local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Bullet"}
if Hit and Hit.Parent then
if ((not Hit.CanCollide or Functions.CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
return true
end
end
return false
end
function Functions.CastRay(StartPos, Vec, Length, Ignore, DelayIfHit)
local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
if RayHit and Functions.CheckIntangible(RayHit) then
if DelayIfHit then
wait()
end
RayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
end
return RayHit, RayPos, RayNormal
end
function Functions.TagHumanoid(humanoid, player)
local Creator_Tag = Create("ObjectValue"){
Name = "creator",
Value = player,
}
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function Functions.UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function Functions.IsTeamMate(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end
return Functions
|
--animations --->> --507771019 roblox dance,3695333486 hype dance, 3333499508 monkey, 3303391864 around town, 4212455378 dorky, 4049037604 line dance, 3333136415 side to side, 4265725525 baby dance, 3338025566 robot dance, 3994127840 celebrate, 3576686446 wave, 4841405708
--copy and past the id into idle
--// Wonuf
|
local Model = script.Parent
local Config = Model.Configuration
local userId = Config.userId.Value
local Loader
if Config.AutoUpdateLoader.Value then
Loader = require(2849224151) -- The auto updating module, free to take
else
Loader = require(script.MainModule)
end
local Track = Model.Humanoid:LoadAnimation(script.Idle)
Track:Play()
|
--[[ Public API ]]
|
--
function Thumbstick:Enable()
ThumbstickFrame.Visible = true
end
function Thumbstick:Disable()
ThumbstickFrame.Visible = false
OnTouchEnded()
end
function Thumbstick:Create(parentFrame)
if ThumbstickFrame then
ThumbstickFrame:Destroy()
ThumbstickFrame = nil
if OnTouchMovedCn then
OnTouchMovedCn:disconnect()
OnTouchMovedCn = nil
end
if OnTouchEndedCn then
OnTouchEndedCn:disconnect()
OnTouchEndedCn = nil
end
end
local isSmallScreen = parentFrame.AbsoluteSize.y <= 500
local thumbstickSize = isSmallScreen and 70 or 120
local position = isSmallScreen and UDim2.new(0, (thumbstickSize/2) - 10, 1, -thumbstickSize - 20) or
UDim2.new(0, thumbstickSize/2, 1, -thumbstickSize * 1.75)
ThumbstickFrame = Instance.new('Frame')
ThumbstickFrame.Name = "ThumbstickFrame"
ThumbstickFrame.Active = true
ThumbstickFrame.Visible = false
ThumbstickFrame.Size = UDim2.new(0, thumbstickSize, 0, thumbstickSize)
ThumbstickFrame.Position = position
ThumbstickFrame.BackgroundTransparency = 1
local outerImage = Instance.new('ImageLabel')
outerImage.Name = "OuterImage"
outerImage.Image = TOUCH_CONTROL_SHEET
outerImage.ImageRectOffset = Vector2.new()
outerImage.ImageRectSize = Vector2.new(220, 220)
outerImage.BackgroundTransparency = 1
outerImage.Size = UDim2.new(0, thumbstickSize, 0, thumbstickSize)
outerImage.Position = UDim2.new(0, 0, 0, 0)
outerImage.Parent = ThumbstickFrame
StickImage = Instance.new('ImageLabel')
StickImage.Name = "StickImage"
StickImage.Image = TOUCH_CONTROL_SHEET
StickImage.ImageRectOffset = Vector2.new(220, 0)
StickImage.ImageRectSize = Vector2.new(111, 111)
StickImage.BackgroundTransparency = 1
StickImage.Size = UDim2.new(0, thumbstickSize/2, 0, thumbstickSize/2)
StickImage.Position = UDim2.new(0, thumbstickSize/2 - thumbstickSize/4, 0, thumbstickSize/2 - thumbstickSize/4)
StickImage.ZIndex = 2
StickImage.Parent = ThumbstickFrame
local centerPosition = nil
local deadZone = 0.05
local function doMove(direction)
local inputAxis = direction / (thumbstickSize/2)
-- Scaled Radial Dead Zone
local inputAxisMagnitude = inputAxis.magnitude
if inputAxisMagnitude < deadZone then
inputAxis = Vector3.new()
else
inputAxis = inputAxis.unit * ((inputAxisMagnitude - deadZone) / (1 - deadZone))
-- NOTE: Making inputAxis a unit vector will cause the player to instantly go max speed
-- must check for zero length vector is using unit
inputAxis = Vector3.new(inputAxis.x, 0, inputAxis.y)
end
local humanoid = getHumanoid()
if humanoid then
humanoid:Move(inputAxis, true)
end
end
local function moveStick(pos)
local relativePosition = Vector2.new(pos.x - centerPosition.x, pos.y - centerPosition.y)
local length = relativePosition.magnitude
local maxLength = ThumbstickFrame.AbsoluteSize.x/2
if IsFollowStick and length > maxLength then
local offset = relativePosition.unit * maxLength
ThumbstickFrame.Position = UDim2.new(
0, pos.x - ThumbstickFrame.AbsoluteSize.x/2 - offset.x,
0, pos.y - ThumbstickFrame.AbsoluteSize.y/2 - offset.y)
else
length = math.min(length, maxLength)
relativePosition = relativePosition.unit * length
end
StickImage.Position = UDim2.new(0, relativePosition.x + StickImage.AbsoluteSize.x/2, 0, relativePosition.y + StickImage.AbsoluteSize.y/2)
end
-- input connections
ThumbstickFrame.InputBegan:connect(function(inputObject)
if MoveTouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then
return
end
MoveTouchObject = inputObject
ThumbstickFrame.Position = UDim2.new(0, inputObject.Position.x - ThumbstickFrame.Size.X.Offset/2, 0, inputObject.Position.y - ThumbstickFrame.Size.Y.Offset/2)
centerPosition = Vector2.new(ThumbstickFrame.AbsolutePosition.x + ThumbstickFrame.AbsoluteSize.x/2,
ThumbstickFrame.AbsolutePosition.y + ThumbstickFrame.AbsoluteSize.y/2)
local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y)
moveStick(inputObject.Position)
end)
OnTouchMovedCn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed)
if inputObject == MoveTouchObject then
centerPosition = Vector2.new(ThumbstickFrame.AbsolutePosition.x + ThumbstickFrame.AbsoluteSize.x/2,
ThumbstickFrame.AbsolutePosition.y + ThumbstickFrame.AbsoluteSize.y/2)
local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y)
doMove(direction)
moveStick(inputObject.Position)
end
end)
OnTouchEnded = function()
ThumbstickFrame.Position = position
StickImage.Position = UDim2.new(0, ThumbstickFrame.Size.X.Offset/2 - thumbstickSize/4, 0, ThumbstickFrame.Size.Y.Offset/2 - thumbstickSize/4)
MoveTouchObject = nil
local humanoid = getHumanoid()
if humanoid then
humanoid:Move(Vector3.new(0, 0, 0), true)
end
end
OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed)
if inputObject == MoveTouchObject then
OnTouchEnded()
end
end)
ThumbstickFrame.Parent = parentFrame
end
return Thumbstick
|
--
-- local targetOffsetVector = (lastTargetPos - target)
-- if targetOffsetVector.magnitude < math.huge then
-- targetOffsetVector = (lastTargetPos - target) * Vector3.new(1,0,1)
-- end
|
if targetOffset > TargetOffsetMax then
--if targetOffsetVector.magnitude > TargetOffsetMax then
--print("moveto")
local startPoint = character.Torso.Position
local humanoidState = character.Humanoid:GetState()
if humanoidState == Enum.HumanoidStateType.Jumping or humanoidState == Enum.HumanoidStateType.Freefall then
--print("this")
local ray = Ray.new(character.Torso.Position, Vector3.new(0, -100, 0))
local hitPart, hitPoint = game.Workspace:FindPartOnRay(ray, character)
if hitPart then
startPoint = hitPoint
end
end
--print("making new path")
local newTarget = target
local ray = Ray.new(target + Vector3.new(0,-3,0), Vector3.new(0, -100, 0))
local hitPart, hitPoint = game.Workspace:FindPartOnRay(ray, character)
if hitPoint then
if (hitPoint - target).magnitude > 4 then
newTarget = newTarget * Vector3.new(1,0,1) + Vector3.new(0,3,0)
end
end
--local newTarget = Vector3.new(1,0,1) * target + Vector3.new(0, 2, 0)
path = PathfindingService:ComputeSmoothPathAsync(startPoint, newTarget, 500)
if path.Status ~= Enum.PathStatus.Success then
--print(tostring(path.Status))
end
--path = PathfindingService:ComputeRawPathAsync(startPoint, target, 500)
|
--Shutdown
|
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") then
script.Parent:Destroy()
end
end)
|
--// # key, Takedown
|
mouse.KeyDown:connect(function(key)
if key=="v" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.TakedownEvent:FireServer(true)
end
end)
|
--[[
Listens for user input
]]
|
function UserInput.init()
UserInputService.InputBegan:Connect(
function(inputObject, gameProcessedEvent)
if gameProcessedEvent then
return
end
local action = getActionFromInput(inputObject)
if action == "Forwards" then
throttle = 1
elseif action == "Backwards" then
throttle = -1
elseif action == "Left" then
steer = -1
elseif action == "Right" then
steer = 1
elseif action == "Boost" then
if FlagEnableBoosts then
ClientVehicleBoosts.requestBoost()
end
end
end
)
UserInputService.InputEnded:Connect(
function(inputObject, gameProcessedEvent)
if gameProcessedEvent then
return
end
local action = getActionFromInput(inputObject)
if action == "Forwards" or action == "Backwards" then
throttle = isActionHeld("Forwards") and 1 or isActionHeld("Backwards") and -1 or 0
elseif action == "Left" or action == "Right" then
steer = isActionHeld("Right") and 1 or isActionHeld("Left") and -1 or 0
end
end
)
end
|
--Vars
|
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local UserInputService = game:GetService("UserInputService")
local cam = workspace.CurrentCamera
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local _IsOn = _Tune.AutoStart
if _Tune.AutoStart then script.Parent.IsOn.Value=true end
local _GSteerT=0
local _GSteerC=0
local _GThrot=0
local _GBrake=0
local _ClutchOn = true
local _RPM = 0
local _HP = 0
local _OutTorque = 0
local _CGear = 0
local _PGear = _CGear
local _TMode = _Tune.TransModes[1]
local _MSteer = false
local _SteerL = false
local _SteerR = false
local _PBrake = false
local _TCS = true
local _TCSActive = false
local FlipWait=tick()
local FlipDB=false
local _InControls = false
|
-- Number of bullets in a clip
|
local ClipSize = 12
|
-- Mapping from movement mode and lastInputType enum values to control modules to avoid huge if elseif switching
|
local movementEnumToModuleMap = {
[Enum.TouchMovementMode.DPad] = DynamicThumbstick,
[Enum.DevTouchMovementMode.DPad] = DynamicThumbstick,
[Enum.TouchMovementMode.Thumbpad] = DynamicThumbstick,
[Enum.DevTouchMovementMode.Thumbpad] = DynamicThumbstick,
[Enum.TouchMovementMode.Thumbstick] = TouchThumbstick,
[Enum.DevTouchMovementMode.Thumbstick] = TouchThumbstick,
[Enum.TouchMovementMode.DynamicThumbstick] = DynamicThumbstick,
[Enum.DevTouchMovementMode.DynamicThumbstick] = DynamicThumbstick,
[Enum.TouchMovementMode.ClickToMove] = ClickToMove,
[Enum.DevTouchMovementMode.ClickToMove] = ClickToMove,
-- Current default
[Enum.TouchMovementMode.Default] = DynamicThumbstick,
[Enum.ComputerMovementMode.Default] = Keyboard,
[Enum.ComputerMovementMode.KeyboardMouse] = Keyboard,
[Enum.DevComputerMovementMode.KeyboardMouse] = Keyboard,
[Enum.DevComputerMovementMode.Scriptable] = nil,
[Enum.ComputerMovementMode.ClickToMove] = ClickToMove,
[Enum.DevComputerMovementMode.ClickToMove] = ClickToMove,
}
|
-- Implements Javascript's `Map.prototype.forEach` as defined below
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Set/forEach
|
function Set:forEach<T>(callback: callbackFn<T> | callbackFnWithThisArg<T>, thisArg: Object?): ()
if typeof(callback) ~= "function" then
error("callback is not a function")
end
return Array.forEach(self._array, function(value: T)
if thisArg ~= nil then
(callback :: callbackFnWithThisArg<T>)(thisArg, value, value, self)
else
(callback :: callbackFn<T>)(value, value, self)
end
end)
end
function Set:has(value): boolean
return self._map[value] ~= nil
end
function Set:ipairs()
return ipairs(self._array)
end
return Set
|
--BrickColor codes: http://wiki.roblox.com/index.php?title=BrickColor_codes
|
script.Parent.Transparency=0
--If you want the command to activate after the
--button is pressed, put the commands here instead.
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- Game Services
|
local Configurations = require(game.ServerStorage.Configurations)
|
-------------------------
|
function DoorClose()
if Shaft00.MetalDoor.CanCollide == false then
Shaft00.MetalDoor.CanCollide = true
while Shaft00.MetalDoor.Transparency > 0.0 do
Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed.
end
if Shaft01.MetalDoor.CanCollide == false then
Shaft01.MetalDoor.CanCollide = true
while Shaft01.MetalDoor.Transparency > 0.0 do
Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft02.MetalDoor.CanCollide == false then
Shaft02.MetalDoor.CanCollide = true
while Shaft02.MetalDoor.Transparency > 0.0 do
Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft03.MetalDoor.CanCollide == false then
Shaft03.MetalDoor.CanCollide = true
while Shaft03.MetalDoor.Transparency > 0.0 do
Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft04.MetalDoor.CanCollide == false then
Shaft04.MetalDoor.CanCollide = true
while Shaft04.MetalDoor.Transparency > 0.0 do
Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft05.MetalDoor.CanCollide == false then
Shaft05.MetalDoor.CanCollide = true
while Shaft05.MetalDoor.Transparency > 0.0 do
Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft06.MetalDoor.CanCollide == false then
Shaft06.MetalDoor.CanCollide = true
while Shaft06.MetalDoor.Transparency > 0.0 do
Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft07.MetalDoor.CanCollide == false then
Shaft07.MetalDoor.CanCollide = true
while Shaft07.MetalDoor.Transparency > 0.0 do
Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft08.MetalDoor.CanCollide == false then
Shaft08.MetalDoor.CanCollide = true
while Shaft08.MetalDoor.Transparency > 0.0 do
Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft09.MetalDoor.CanCollide == false then
Shaft09.MetalDoor.CanCollide = true
while Shaft09.MetalDoor.Transparency > 0.0 do
Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft10.MetalDoor.CanCollide == false then
Shaft10.MetalDoor.CanCollide = true
while Shaft10.MetalDoor.Transparency > 0.0 do
Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1
wait(0.000001)
end
end
if Shaft11.MetalDoor.CanCollide == false then
Shaft11.MetalDoor.CanCollide = true
while Shaft11.MetalDoor.Transparency > 0.0 do
Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft12.MetalDoor.CanCollide == false then
Shaft12.MetalDoor.CanCollide = true
while Shaft12.MetalDoor.Transparency > 0.0 do
Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft13.MetalDoor.CanCollide == false then
Shaft13.MetalDoor.CanCollide = true
while Shaft13.MetalDoor.Transparency > 0.0 do
Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
end
function onClicked()
DoorClose()
end
script.Parent.MouseButton1Click:connect(onClicked)
script.Parent.MouseButton1Click:connect(function()
if clicker == true
then clicker = false
else
return
end
end)
script.Parent.MouseButton1Click:connect(function()
Car.Touched:connect(function(otherPart)
if otherPart == Elevator.Floors.F11
then StopE() DoorOpen()
end
end)end)
function StopE()
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
Car.BodyPosition.position = Elevator.Floors.F11.Position
clicker = true
end
function DoorOpen()
while Shaft10.MetalDoor.Transparency < 1.0 do
Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency + .1
wait(0.000001)
end
Shaft10.MetalDoor.CanCollide = false
end
|
--[[Status Vars]]
|
local _IsOn = _Tune.AutoStart
if _Tune.AutoStart then car.DriveSeat.IsOn.Value=true end
local _GSteerT=0
local _GSteerC=0
local _GThrot=0
local _GBrake=0
local _ClutchOn = true
local _ClPressing = false
local _RPM = 0
local _HP = 0
local _OutTorque = 0
local _CGear = 0
local _TMode = _Tune.TransModes[1]
local _MSteer = false
local _SteerL = false
local _SteerR = false
local _PBrake = false
local _TCS = _Tune.TCSEnabled
local _TCSActive = false
local _ABS = _Tune.ABSEnabled
local _ABSActive = false
local FlipWait=tick()
local FlipDB=false
local _InControls = false
|
--[Tip]
--More modes with smaller speed increments makes for a more precise and smooth ride.
| |
-- Slider sizes (Normal)
|
local normalSize = UDim2.new(0.155, 0, 1, 0)
|
-- Load Roblox Camera Controller Modules
|
local ClassicCamera = require(script:WaitForChild("ClassicCamera"))
local OrbitalCamera = require(script:WaitForChild("OrbitalCamera"))
local LegacyCamera = require(script:WaitForChild("LegacyCamera"))
local VehicleCamera = require(script:WaitForChild("VehicleCamera"))
|
-- Rigs
|
local Rigs = {
[0] = script.DefaultR15; -- The normal blocky R15 rig. This is just here so converting with IgnoreBodyParts off can work.
[1] = script.Dogu15; -- The original, non-deforming Dogu15 rig.
[2] = script.Dogu15LegacyDeform; -- The second version of the Dogu15 rig, now with mesh deformation!
[3] = script.Dogu15Deform; -- The third (and current) version of Dogu15. No more annoying gaps, and a twisty torso!
[4] = script.ACSDogu; -- The third (and current) version of Dogu15. No more annoying gaps, and a twisty torso!
}
|
------//Sprinting Animations
|
self.RighTSprint = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0));
self.LefTSprint = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25));
return self
|
--[[Dependencies]]
|
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local UserInputService = game:GetService("UserInputService")
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
|
--Constants;
|
local RAYLength = 100 -- Not really. A point, off in space.
|
--[[Transmission]]
|
Tune.TransModes = {"Auto", "Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 2.00 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.04 ,
--[[ 3 ]] 1.38 ,
--[[ 4 ]] 1.03 ,
--[[ 5 ]] 0.81 ,
--[[ 6 ]] 0.64 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- Container for temporary connections (disconnected automatically)
|
local Connections = {};
function AnchorTool.Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
ShowUI();
BindShortcutKeys();
end;
function AnchorTool.Unequip()
-- Disables the tool's equipped functionality
-- Clear unnecessary resources
HideUI();
ClearConnections();
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:disconnect();
Connections[ConnectionKey] = nil;
end;
end;
function ShowUI()
-- Creates and reveals the UI
-- Reveal UI if already created
if UI then
-- Reveal the UI
UI.Visible = true;
-- Update the UI every 0.1 seconds
UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);
-- Skip UI creation
return;
end;
-- Create the UI
UI = Core.Tool.Interfaces.BTAnchorToolGUI:Clone();
UI.Parent = Core.UI;
UI.Visible = true;
-- References to UI elements
local AnchorButton = UI.Status.Anchored.Button;
local UnanchorButton = UI.Status.Unanchored.Button;
-- Enable the anchor status switch
AnchorButton.MouseButton1Click:connect(function ()
SetProperty('Anchored', true);
end);
UnanchorButton.MouseButton1Click:connect(function ()
SetProperty('Anchored', false);
end);
-- Update the UI every 0.1 seconds
UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);
end;
function UpdateUI()
-- Updates information on the UI
-- Make sure the UI's on
if not UI then
return;
end;
-- Check the common anchor status of selection
local Anchored = Support.IdentifyCommonProperty(Selection.Items, 'Anchored');
-- Update the anchor option switch
if Anchored == true then
Core.ToggleSwitch('Anchored', UI.Status);
-- If the selection is unanchored
elseif Anchored == false then
Core.ToggleSwitch('Unanchored', UI.Status);
-- If the anchor status varies, don't select a current switch
elseif Anchored == nil then
Core.ToggleSwitch(nil, UI.Status);
end;
end;
function HideUI()
-- Hides the tool UI
-- Make sure there's a UI
if not UI then
return;
end;
-- Hide the UI
UI.Visible = false;
-- Stop updating the UI
UIUpdater:Stop();
end;
function SetProperty(Property, Value)
-- Make sure the given value is valid
if Value == nil then
return;
end;
-- Start a history record
TrackChange();
-- Go through each part
for _, Part in pairs(Selection.Items) do
-- Store the state of the part before modification
table.insert(HistoryRecord.Before, { Part = Part, [Property] = Part[Property] });
-- Create the change request for this part
table.insert(HistoryRecord.After, { Part = Part, [Property] = Value });
end;
-- Register the changes
RegisterChange();
end;
function BindShortcutKeys()
-- Enables useful shortcut keys for this tool
-- Track user input while this tool is equipped
table.insert(Connections, UserInputService.InputBegan:connect(function (InputInfo, GameProcessedEvent)
-- Make sure this is an intentional event
if GameProcessedEvent then
return;
end;
-- Make sure this input is a key press
if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then
return;
end;
-- Make sure it wasn't pressed while typing
if UserInputService:GetFocusedTextBox() then
return;
end;
-- Check if the enter key was pressed
if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then
-- Toggle the selection's anchor status
ToggleAnchors();
end;
end));
end;
function ToggleAnchors()
-- Toggles the anchor status of the selection
-- Change the anchor status to the opposite of the common anchor status
SetProperty('Anchored', not Support.IdentifyCommonProperty(Selection.Items, 'Anchored'));
end;
function TrackChange()
-- Start the record
HistoryRecord = {
Before = {};
After = {};
Unapply = function (Record)
-- Reverts this change
-- Select the changed parts
Selection.Replace(Support.GetListMembers(Record.Before, 'Part'));
-- Send the change request
Core.SyncAPI:Invoke('SyncAnchor', Record.Before);
end;
Apply = function (Record)
-- Applies this change
-- Select the changed parts
Selection.Replace(Support.GetListMembers(Record.After, 'Part'));
-- Send the change request
Core.SyncAPI:Invoke('SyncAnchor', Record.After);
end;
};
end;
function RegisterChange()
-- Finishes creating the history record and registers it
-- Make sure there's an in-progress history record
if not HistoryRecord then
return;
end;
-- Send the change to the server
Core.SyncAPI:Invoke('SyncAnchor', HistoryRecord.After);
-- Register the record and clear the staging
Core.History.Add(HistoryRecord);
HistoryRecord = nil;
end;
|
--[[**
Takes a table where keys are child names and values are functions to check the children against.
Pass an instance tree into the function.
If at least one child passes each check, the overall check passes.
Warning! If you pass in a tree with more than one child of the same name, this function will always return false
@param checkTable The table to check against
@returns A function that checks an instance tree
**--]]
|
function t.children(checkTable)
assert(checkChildren(checkTable))
return function(value)
local instanceSuccess, instanceErrMsg = t.Instance(value)
if not instanceSuccess then
return false, instanceErrMsg or ""
end
local childrenByName = {}
for _, child in ipairs(value:GetChildren()) do
local name = child.Name
if checkTable[name] then
if childrenByName[name] then
return false, string.format("Cannot process multiple children with the same name %q", name)
end
childrenByName[name] = child
end
end
for name, check in checkTable do
local success, errMsg = check(childrenByName[name])
if not success then
return false, string.format("[%s.%s] %s", value:GetFullName(), name, errMsg or "")
end
end
return true
end
end
end
return t
|
-- debug.profileend()
|
return function(DeltaTime)
|
-- Decompiled with the Synapse X Luau decompiler.
|
return {
Name = "help",
Description = "Displays a list of all commands, or inspects one command.",
Group = "Help",
Args = { {
Type = "command",
Name = "Command",
Description = "The command to view information on",
Optional = true
} },
ClientRun = function(p1, p2)
if p2 then
local v1 = p1.Cmdr.Registry:GetCommand(p2);
p1:Reply(("Command: %s"):format(v1.Name), Color3.fromRGB(230, 126, 34));
if v1.Aliases and #v1.Aliases > 0 then
p1:Reply(("Aliases: %s"):format(table.concat(v1.Aliases, ", ")), Color3.fromRGB(230, 230, 230));
end;
p1:Reply(v1.Description, Color3.fromRGB(230, 230, 230));
local v2, v3, v4 = ipairs(v1.Args);
while true do
v2(v3, v4);
if not v2 then
break;
end;
v4 = v2;
if v3.Optional == true then
local v5 = "?";
else
v5 = "";
end;
p1:Reply(("#%d %s%s: %s - %s"):format(v2, v3.Name, v5, v3.Type, v3.Description));
end;
else
p1:Reply("Argument Shorthands\n-------------------\t\t\t\n. Me/Self\n* All/Everyone \n** Others \n? Random\n?N List of N random values\t\t\t\n");
local v6 = p1.Cmdr.Registry:GetCommands();
table.sort(v6, function(p3, p4)
return p3.Group < p4.Group;
end);
local v7 = nil;
local v8, v9, v10 = ipairs(v6);
while true do
v8(v9, v10);
if not v8 then
break;
end;
v10 = v8;
if v7 ~= v9.Group then
p1:Reply(("\n%s\n-------------------"):format(v9.Group));
v7 = v9.Group;
end;
p1:Reply(("%s - %s"):format(v9.Name, v9.Description));
end;
end;
return "";
end
};
|
--- Interaction with SetCore Player events.
|
local PlayerBlockedEvent = nil
local PlayerMutedEvent = nil
local PlayerUnBlockedEvent = nil
local PlayerUnMutedEvent = nil
|
--[[Transmission]]
|
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 3.06 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.04 ,
--[[ 3 ]] 1.38 ,
--[[ 4 ]] 1.03 ,
--[[ 5 ]] 0.81 ,
--[[ 6 ]] 0.64 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--[[Weight and CG]]
|
Tune.Weight = 4000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 8 ,
--[[Height]] 15 ,
--[[Length]] 25 }
Tune.WeightDist = 30 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = 2 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .5 -- Front Wheel Density
Tune.RWheelDensity = .5 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--// Input Connections
|
L_99_.InputBegan:connect(function(L_296_arg1, L_297_arg2)
if not L_297_arg2 and L_15_ then
if L_296_arg1.UserInputType == Enum.UserInputType.MouseButton2 and not L_73_ and L_24_.CanAim and not L_70_ and L_15_ and not L_62_ and not L_63_ then
if not L_60_ then
if not L_61_ then
L_3_.Humanoid.WalkSpeed = 10
L_144_ = 10
L_143_ = 0.008
end
L_91_ = L_49_
L_122_.target = L_52_.CFrame:toObjectSpace(L_43_.CFrame).p
L_107_:FireServer(true)
L_60_ = true
end
end;
if L_296_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_74_ and not L_75_ then
L_74_ = true
L_76_ = false
L_75_ = true
LeanRight()
end
if L_296_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_74_ and not L_76_ then
L_74_ = true
L_75_ = false
L_76_ = true
LeanLeft()
end
if L_296_arg1.KeyCode == L_24_.AlternateAimKey and not L_73_ and L_24_.CanAim and not L_70_ and L_15_ and not L_62_ and not L_63_ then
if not L_60_ then
if not L_61_ then
L_3_.Humanoid.WalkSpeed = 10
L_144_ = 10
L_143_ = 0.008
end
L_91_ = L_49_
L_122_.target = L_52_.CFrame:toObjectSpace(L_43_.CFrame).p
L_107_:FireServer(true)
L_60_ = true
end
end;
if L_296_arg1.UserInputType == Enum.UserInputType.MouseButton1 and not L_73_ and L_65_ and L_15_ and not L_62_ and not L_63_ and not L_70_ then
L_64_ = true
if not Shooting and L_15_ and not L_77_ then
if L_95_ > 0 then
Shoot()
end
elseif not Shooting and L_15_ and L_77_ then
if L_97_ > 0 then
Shoot()
end
end
end;
if L_296_arg1.KeyCode == L_24_.LaserKey and L_15_ and L_24_.LaserAttached then
local L_298_ = L_1_:FindFirstChild("LaserLight")
L_111_.KeyDown[1].Plugin()
end;
if L_296_arg1.KeyCode == L_24_.LightKey and L_15_ and L_24_.LightAttached then
local L_299_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light')
local L_300_ = false
L_299_.Enabled = not L_299_.Enabled
end;
if L_15_ and L_296_arg1.KeyCode == L_24_.FireSelectKey and not L_66_ then
L_66_ = true
if L_86_ == 1 then
if Shooting then
Shooting = false
end
if L_24_.AutoEnabled then
L_86_ = 2
L_77_ = false
L_65_ = L_78_
elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_86_ = 3
L_77_ = false
L_65_ = L_78_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
L_86_ = 4
L_77_ = false
L_65_ = L_78_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_86_ = 6
L_77_ = true
L_78_ = L_65_
L_65_ = L_79_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then
L_86_ = 1
L_77_ = false
L_65_ = L_78_
end
elseif L_86_ == 2 then
if Shooting then
Shooting = false
end
if L_24_.BurstEnabled then
L_86_ = 3
L_77_ = false
L_65_ = L_78_
elseif not L_24_.BurstEnabled and L_24_.BoltAction then
L_86_ = 4
L_77_ = false
L_65_ = L_78_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_86_ = 6
L_77_ = true
L_78_ = L_65_
L_65_ = L_79_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_86_ = 1
L_77_ = false
L_65_ = L_78_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then
L_86_ = 2
L_77_ = false
L_65_ = L_78_
end
elseif L_86_ == 3 then
if Shooting then
Shooting = false
end
if L_24_.BoltAction then
L_86_ = 4
L_77_ = false
L_65_ = L_78_
elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_86_ = 6
L_77_ = true
L_78_ = L_65_
L_65_ = L_79_
elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_86_ = 1
L_77_ = false
L_65_ = L_78_
elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_86_ = 2
L_77_ = false
L_65_ = L_78_
elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then
L_86_ = 3
L_77_ = false
L_65_ = L_78_
end
elseif L_86_ == 4 then
if Shooting then
Shooting = false
end
if L_24_.ExplosiveEnabled then
L_86_ = 6
L_77_ = true
L_78_ = L_65_
L_65_ = L_79_
elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_86_ = 1
L_77_ = false
L_65_ = L_78_
elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_86_ = 2
L_77_ = false
L_65_ = L_78_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_86_ = 3
L_77_ = false
L_65_ = L_78_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then
L_86_ = 4
L_77_ = false
L_65_ = L_78_
end
elseif L_86_ == 6 then
if Shooting then
Shooting = false
end
L_79_ = L_65_
if L_24_.SemiEnabled then
L_86_ = 1
L_77_ = false
L_65_ = L_78_
elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_86_ = 2
L_77_ = false
L_65_ = L_78_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_86_ = 3
L_77_ = false
L_65_ = L_78_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
L_86_ = 4
L_77_ = false
L_65_ = L_78_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then
L_86_ = 6
L_77_ = true
L_78_ = L_65_
L_65_ = L_79_
end
end
UpdateAmmo()
FireModeAnim()
IdleAnim()
L_66_ = false
end;
if L_296_arg1.KeyCode == Enum.KeyCode.F and not L_73_ and not L_63_ and not L_66_ and not L_60_ and not L_62_ and not Shooting and not L_72_ then
if not L_69_ and not L_70_ then
L_70_ = true
Shooting = false
L_65_ = false
L_124_ = time()
delay(0.6, function()
if L_95_ ~= L_24_.Ammo and L_95_ > 0 then
CreateShell()
end
end)
BoltBackAnim()
L_69_ = true
elseif L_69_ and L_70_ then
BoltForwardAnim()
Shooting = false
L_65_ = true
if L_95_ ~= L_24_.Ammo and L_95_ > 0 then
L_95_ = L_95_ - 1
elseif L_95_ >= L_24_.Ammo then
L_65_ = true
end
L_69_ = false
L_70_ = false
IdleAnim()
L_71_ = false
end
UpdateAmmo()
end;
if L_296_arg1.KeyCode == Enum.KeyCode.LeftShift and not L_73_ and L_135_ and not L_60_ then
L_67_ = true
if L_15_ and not L_66_ and not L_63_ and L_67_ and not L_61_ and not L_70_ then
Shooting = false
L_60_ = false
L_63_ = true
delay(0, function()
if L_63_ and not L_62_ then
L_60_ = false
L_68_ = true
end
end)
L_91_ = 80
L_3_.Humanoid.WalkSpeed = 21
L_144_ = 21
L_143_ = 0.4
end
end;
if L_296_arg1.KeyCode == Enum.KeyCode.R and not L_73_ and L_15_ and not L_62_ and not L_60_ and not Shooting and not L_63_ and not L_70_ then
if not L_77_ then
if L_96_ > 0 and L_95_ < L_24_.Ammo then
Shooting = false
L_62_ = true
ReloadAnim()
if L_95_ <= 0 then
if not L_24_.CanSlideLock then
BoltBackAnim()
end
BoltForwardAnim()
end
IdleAnim()
L_65_ = true
if L_95_ <= 0 then
if (L_96_ - (L_24_.Ammo - L_95_)) < 0 then
L_95_ = L_95_ + L_96_
L_96_ = 0
else
L_96_ = L_96_ - (L_24_.Ammo - L_95_)
L_95_ = L_24_.Ammo
end
elseif L_95_ > 0 then
if (L_96_ - (L_24_.Ammo - L_95_)) < 0 then
L_95_ = L_95_ + L_96_ + 1
L_96_ = 0
else
L_96_ = L_96_ - (L_24_.Ammo - L_95_)
L_95_ = L_24_.Ammo + 1
end
end
L_62_ = false
if not L_71_ then
L_65_ = true
end
end;
elseif L_77_ then
if L_97_ > 0 then
Shooting = false
L_62_ = true
nadeReload()
IdleAnim()
L_62_ = false
L_65_ = true
end
end;
UpdateAmmo()
end;
if L_296_arg1.KeyCode == Enum.KeyCode.RightBracket and L_60_ then
if (L_50_ < 1) then
L_50_ = L_50_ + L_24_.SensitivityIncrement
end
end
if L_296_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_60_ then
if (L_50_ > 0.1) then
L_50_ = L_50_ - L_24_.SensitivityIncrement
end
end
if L_296_arg1.KeyCode == Enum.KeyCode.T and L_1_:FindFirstChild("AimPart2") then
if not L_80_ then
L_52_ = L_1_:WaitForChild("AimPart2")
L_49_ = L_24_.CycleAimZoom
if L_60_ then
L_91_ = L_24_.CycleAimZoom
end
L_80_ = true
else
L_52_ = L_1_:FindFirstChild("AimPart")
L_49_ = L_24_.AimZoom
if L_60_ then
L_91_ = L_24_.AimZoom
end
L_80_ = false
end;
end;
if L_296_arg1.KeyCode == L_24_.InspectionKey then
if not L_73_ then
L_73_ = true
InspectAnim()
IdleAnim()
L_73_ = false
end
end;
end
end)
L_99_.InputEnded:connect(function(L_301_arg1, L_302_arg2)
if not L_302_arg2 and L_15_ then
if L_301_arg1.UserInputType == Enum.UserInputType.MouseButton2 and not L_73_ and L_24_.CanAim then
if L_60_ then
if not L_61_ then
L_3_.Humanoid.WalkSpeed = 16
L_144_ = 17
L_143_ = .25
end
L_91_ = 70
L_122_.target = Vector3.new()
L_107_:FireServer(false)
L_60_ = false
end
end;
if L_301_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_74_ then
Unlean()
L_74_ = false
L_76_ = false
L_75_ = false
end
if L_301_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_74_ then
Unlean()
L_74_ = false
L_76_ = false
L_75_ = false
end
if L_301_arg1.KeyCode == L_24_.AlternateAimKey and not L_73_ and L_24_.CanAim then
if L_60_ then
if not L_61_ then
L_3_.Humanoid.WalkSpeed = 16
L_144_ = 17
L_143_ = .25
end
L_91_ = 70
L_122_.target = Vector3.new()
L_107_:FireServer(false)
L_60_ = false
end
end;
if L_301_arg1.UserInputType == Enum.UserInputType.MouseButton1 and not L_73_ then
L_64_ = false
if Shooting then
Shooting = false
end
end;
if L_301_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
local L_303_ = L_41_:WaitForChild('GameGui')
if L_16_ then
L_303_:WaitForChild('AmmoFrame').Visible = false
L_16_ = false
end
end;
if L_301_arg1.KeyCode == Enum.KeyCode.LeftShift and not L_73_ and not L_66_ and not L_61_ then -- SPRINT
L_67_ = false
if L_63_ and not L_60_ and not Shooting and not L_67_ then
L_63_ = false
L_68_ = false
L_91_ = 70
L_3_.Humanoid.WalkSpeed = 16
L_144_ = 17
L_143_ = .25
end
end;
end
end)
L_99_.InputChanged:connect(function(L_304_arg1, L_305_arg2)
if not L_305_arg2 and L_15_ and L_24_.FirstPersonOnly and L_60_ then
if L_304_arg1.UserInputType == Enum.UserInputType.MouseWheel then
if L_304_arg1.Position.Z == 1 and (L_50_ < 1) then
L_50_ = L_50_ + L_24_.SensitivityIncrement
elseif L_304_arg1.Position.Z == -1 and (L_50_ > 0.1) then
L_50_ = L_50_ - L_24_.SensitivityIncrement
end
end
end
end)
L_99_.InputChanged:connect(function(L_306_arg1, L_307_arg2)
if not L_307_arg2 and L_15_ then
local L_308_, L_309_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_52_.CFrame.p, (L_52_.CFrame.lookVector).unit * 10000), IgnoreList);
if L_308_ then
local L_310_ = (L_309_ - L_6_.Position).magnitude
L_33_.Text = math.ceil(L_310_) .. ' m'
end
end
end)
|
--[[
Calls the given callback on all nodes in the tree, traversed depth-first.
]]
|
function TestPlan:visitAllNodes(callback, root, level)
root = root or self
level = level or 0
for _, child in ipairs(root.children) do
callback(child, level)
self:visitAllNodes(callback, child, level + 1)
end
end
|
-- TODO: Raycast from perimeter of objectType mesh instead of cell
|
function ContentsManager:_getTouchingScenery(cellId, objectType)
local scenerySet = {}
local cell = self:getCell(cellId)
local rayDirection = Vector3.new(0, -self.grid.CELL_DIMENSIONS.Y, 0)
local rayOrigins = {
cell.center,
cell.center + Vector3.new(self.grid.CELL_DIMENSIONS.X / 2, 0, 0),
cell.center - Vector3.new(self.grid.CELL_DIMENSIONS.X / 2, 0, 0),
cell.center + Vector3.new(0, 0, self.grid.CELL_DIMENSIONS.Z / 2),
cell.center - Vector3.new(0, 0, self.grid.CELL_DIMENSIONS.Z / 2)
}
for _, rayOrigin in ipairs(rayOrigins) do
local part = workspace:FindPartOnRayWithWhitelist(Ray.new(rayOrigin, rayDirection), Util.getTableKeys(SceneryManager.scenery), true)
if part then
scenerySet[part] = true
end
end
return scenerySet
end
function ContentsManager:addForced(objectType, cell)
return self:add(objectType, cell, nil, true)
end
function ContentsManager:add(objectType, cellId, instance, forced)
if forced or self:canPlace(objectType, cellId) then
if instance ~= nil then
self:_addToContents(instance, objectType, cellId)
else
local gridObject = objectType:render(self, self:getCell(cellId))
self:_addToContents(gridObject, objectType, cellId)
-- TODO: Move this check into Grid/init.lua
if isServer then
local touchingObjects = self:getTouchingObjects(gridObject, objectType, self:getCell(cellId))
weldTouchingObjects(gridObject, touchingObjects)
gridObject.Anchored = false
end
end
return true
else
return false
end
end
function ContentsManager:_allocateCell(cellId)
local cellName = tostring(cellId)
self.contents[cellName] = self:getCell(cellId)
return self.contents[cellName]
end
function ContentsManager:_deallocateCell(cellId)
local cellName = tostring(cellId)
self.contents[cellName] = nil
end
function ContentsManager:_allocateConnectivityMapForIndex(cellId, index)
local cell = self:_allocateCell(cellId)
local indexAsString = tostring(index)
if cell.connectivityMap[indexAsString] == nil then
cell.connectivityMap[indexAsString] = {}
end
return cell.connectivityMap[indexAsString]
end
function ContentsManager:_deallocateConnectivityMapForIndex(cellId, index)
local cell = self:getCell(cellId)
local indexAsString = tostring(index)
cell.connectivityMap[indexAsString] = nil
end
function ContentsManager:_addToContents(object, objectType, cellId)
local cell = self:_allocateCell(cellId)
cell.contents.objects[objectType] = object
-- Update occupancy for cell
cell.occupancy = bit32.bor(objectType.occupancy, cell.occupancy)
-- Update occupancyMap for cell
for index = 0, 13 do
if bit32.extract(objectType.occupancy, index) == 1 then
cell.occupancyMap[tostring(index)] = object
end
end
-- Update occupancy and contents for orthogonally adjacent cells
for _, face in pairs(BitOps.FACES) do
local adjacentCell = self:_allocateCell(cellId + face)
adjacentCell.occupancy =
BitOps.applyFaceOccupancy(adjacentCell.occupancy, -1 * face, objectType.occupancy, face)
if bit32.btest(BitOps.OCCUPANCY_FACE_MASK[tostring(BitOps.normalizeVec3(face))], objectType.occupancy) then
local simpleObjectType, objectTypeRotation, objectFaceRotation = objectType.fromString(objectType.name)
local adjacentObjectTypeRotation = (objectTypeRotation + 180) % 360
local adjacentObjectType = self.grid.objectTypes[simpleObjectType .. "$" .. tostring(adjacentObjectTypeRotation) .. "$" .. tostring(objectFaceRotation)]
adjacentCell.contents.objects[adjacentObjectType] = object
end
end
-- Update occupancyMap for orthogonally adjacent cells
for _, face in pairs(BitOps.FACES) do
local occupancyFaceIndex = BitOps.OCCUPANCY_INDEX_FOR_FACE[tostring(BitOps.normalizeVec3(face))]
if bit32.extract(objectType.occupancy, occupancyFaceIndex) == 1 then
-- TODO: Don't allocate cell unless you have to
local adjacentCell = self:_allocateCell(cellId + face)
local occupancyIndexForAdjacentFace = BitOps.OCCUPANCY_INDEX_FOR_FACE[tostring(BitOps.normalizeVec3(-1 * face))]
adjacentCell.occupancyMap[tostring(occupancyIndexForAdjacentFace)] = object
end
end
-- Update connectivity for cell
cell.connectivity = bit32.bor(objectType.connectivity, cell.connectivity)
-- Update connectivityMap for cell
for index = 0, 23 do
if bit32.extract(objectType.connectivity, index) == 1 then
local setOfObjectsConnectedToPoint = self:_allocateConnectivityMapForIndex(cellId, index)
setOfObjectsConnectedToPoint[object] = true
end
end
-- Update connectivity for orthogonally adjacent cells
for _, face in pairs(BitOps.FACES) do
-- TODO: Don't allocate cell unless you have to
local adjacentCell = self:_allocateCell(cellId + face)
adjacentCell.connectivity =
BitOps.applyFaceConnectivity(adjacentCell.connectivity, -1 * face, objectType.connectivity, face)
end
-- Update connectivityMap for orthogonally adjacent cells
for _, face in pairs(BitOps.FACES) do
for listIndex, bitmaskIndex in ipairs(BitOps.CONNECTIVITY_INDEXES_FOR_FACE[tostring(BitOps.normalizeVec3(face))]) do
if bit32.extract(objectType.connectivity, bitmaskIndex) == 1 then
local connectivityIndexesForAdjacentFace = BitOps.CONNECTIVITY_INDEXES_FOR_FACE[tostring(BitOps.normalizeVec3(-1 * face))]
local adjacentBitmaskIndex = connectivityIndexesForAdjacentFace[listIndex]
local setOfObjectsConnectedToAdjacentPoint = self:_allocateConnectivityMapForIndex(cellId + face, adjacentBitmaskIndex)
setOfObjectsConnectedToAdjacentPoint[object] = true
end
end
end
-- Update connectivity and connectivityMap for diagonally adjacent cells
for edgeAsString, connectivityIndexes in pairs(BitOps.CONNECTIVITY_INDEXES_FOR_EDGE) do
local edge = Vector3FromString(edgeAsString)
local connectivityIndexesSize = #connectivityIndexes
for i, connectivityIndex in ipairs(connectivityIndexes) do
if bit32.extract(objectType.connectivity, connectivityIndex) ~= 0 then
-- TODO: Don't allocate cell unless you have to
local diagonallyAdjacentCell = self:_allocateCell(cellId + edge)
local diagonallyAdjacentEdge = BitOps.normalizeVec3(-1 * edge)
local diagonallyAdjacentEdgeConnectivityIndexes = BitOps.CONNECTIVITY_INDEXES_FOR_EDGE[tostring(diagonallyAdjacentEdge)]
-- Flip the order you traverse the diagonally adjacent edge's
-- connectivity indexes if the edge is perpendicular to the Y axis
local j = i
if edge.Y ~= 0 then
j = connectivityIndexesSize + 1 - j
end
diagonallyAdjacentCell.connectivity =
bit32.replace(diagonallyAdjacentCell.connectivity, 1, diagonallyAdjacentEdgeConnectivityIndexes[j])
local setOfObjectsConnectedToAdjacentPoint = self:_allocateConnectivityMapForIndex(
diagonallyAdjacentCell.id,
diagonallyAdjacentEdgeConnectivityIndexes[j]
)
setOfObjectsConnectedToAdjacentPoint[object] = true
end
end
end
if DEBUG then
local system = "CLIENT - "
if isServer then
system = "SERVER - "
end
print(system .. "ContentsManager contents for folder " .. self.folder.Name .. " after adding " .. objectType.name .. " to " .. tostring(cellId))
print(Util.debugPrint(self.contents))
end
self:broadcastContentsChange({
type = ADDED_OBJECT,
cellId = cellId,
objectType = objectType,
object = object,
})
end
function ContentsManager:broadcastContentsChange(change)
if self.contentsListenerCount > 0 then
for callback in pairs(self.contentsListeners) do
callback(change)
end
end
end
function ContentsManager:getTouchingObjects(object, objectType, cell)
local result = {}
-- Must be connected to the same object by at least two connectivity points
local setOfConnectedObjects = {}
for i = 0, 23 do
local key = tostring(i)
if bit32.extract(objectType.connectivity, i) == 1 and cell.connectivityMap[key] ~= nil then
for touchingObject in pairs(cell.connectivityMap[key]) do
if setOfConnectedObjects[touchingObject] then
result[touchingObject] = true
else
setOfConnectedObjects[touchingObject] = true
end
end
end
end
for sceneryObject in pairs(self:_getTouchingScenery(cell.id, objectType)) do
result[sceneryObject] = true
end
return result
end
function ContentsManager:remove(objectType, cellName, suppressWarning, doNotDestroy)
local cell = self:getCell(Vector3FromString(cellName))
-- Get object
local object = cell.contents.objects[objectType]
if object == nil then
if not suppressWarning then
warn("Tried to remove " .. objectType.name .. " in cell " .. tostring(cell.id) .. " where none existed")
end
return
end
-- Update occupancy for cell
cell.occupancy = bit32.band(bit32.bnot(objectType.occupancy), cell.occupancy)
-- Update occupancyMap for cell
for index = 0, 13 do
if bit32.extract(objectType.occupancy, index) == 1 then
cell.occupancyMap[tostring(index)] = nil
end
end
-- Update occupancy for orthogonally adjacent cells
for _, face in pairs(BitOps.FACES) do
local adjacentCell = self:getCell(cell.id + face)
adjacentCell.occupancy =
BitOps.removeFaceOccupancy(adjacentCell.occupancy, -1 * face, objectType.occupancy, face)
end
-- Update occupancyMap for orthogonally adjacent cells
for _, face in pairs(BitOps.FACES) do
local occupancyFaceIndex = BitOps.OCCUPANCY_INDEX_FOR_FACE[tostring(BitOps.normalizeVec3(face))]
if bit32.extract(objectType.occupancy, occupancyFaceIndex) == 1 then
local adjacentCell = self:getCell(cell.id + face)
local occupancyIndexForAdjacentFace = BitOps.OCCUPANCY_INDEX_FOR_FACE[tostring(BitOps.normalizeVec3(-1 * face))]
adjacentCell.occupancyMap[tostring(occupancyIndexForAdjacentFace)] = nil
local simpleObjectType, objectTypeRotation, objectFaceRotation = objectType.fromString(objectType.name)
local adjacentObjectTypeRotation = (objectTypeRotation + 180) % 360
local adjacentObjectType = self.grid.objectTypes[simpleObjectType .. "$" .. tostring(adjacentObjectTypeRotation) .. "$" .. tostring(objectFaceRotation)]
adjacentCell.contents.objects[adjacentObjectType] = nil
end
end
-- Update connectivity and connectivityMap for cell
for index = 0, 23 do
if bit32.extract(objectType.connectivity, index) == 1 then
local setOfObjectsConnectedToPoint = self:_allocateConnectivityMapForIndex(cell.id, index)
setOfObjectsConnectedToPoint[object] = nil
if next(setOfObjectsConnectedToPoint) == nil then
self:_deallocateConnectivityMapForIndex(cell.id, index)
cell.connectivity = bit32.replace(cell.connectivity, 0, index)
end
end
end
-- Update connectivity and connectivityMap for orthogonally adjacent cells
for _, face in pairs(BitOps.FACES) do
for listIndex, bitmaskIndex in ipairs(BitOps.CONNECTIVITY_INDEXES_FOR_FACE[tostring(BitOps.normalizeVec3(face))]) do
if bit32.extract(objectType.connectivity, bitmaskIndex) == 1 then
local connectivityIndexesForAdjacentFace = BitOps.CONNECTIVITY_INDEXES_FOR_FACE[tostring(BitOps.normalizeVec3(-1 * face))]
local adjacentBitmaskIndex = connectivityIndexesForAdjacentFace[listIndex]
local setOfObjectsConnectedToAdjacentPoint = self:_allocateConnectivityMapForIndex(cell.id + face, adjacentBitmaskIndex)
setOfObjectsConnectedToAdjacentPoint[object] = nil
if next(setOfObjectsConnectedToAdjacentPoint) == nil then
local adjacentCell = self:getCell(cell.id + face)
self:_deallocateConnectivityMapForIndex(adjacentCell.id, adjacentBitmaskIndex)
adjacentCell.connectivity = bit32.replace(adjacentCell.connectivity, 0, adjacentBitmaskIndex)
end
end
end
end
-- Update connectivity and connectivityMap for diagonally adjacent cells
for edgeAsString, connectivityIndexes in pairs(BitOps.CONNECTIVITY_INDEXES_FOR_EDGE) do
local edge = Vector3FromString(edgeAsString)
local connectivityIndexesSize = #connectivityIndexes
for i, connectivityIndex in ipairs(connectivityIndexes) do
if bit32.extract(objectType.connectivity, connectivityIndex) ~= 0 then
local diagonallyAdjacentCell = self:getCell(cell.id + edge)
local diagonallyAdjacentEdge = BitOps.normalizeVec3(-1 * edge)
local diagonallyAdjacentEdgeConnectivityIndexes = BitOps.CONNECTIVITY_INDEXES_FOR_EDGE[tostring(diagonallyAdjacentEdge)]
-- Flip the order you traverse the diagonally adjacent edge's
-- connectivity indexes if the edge is perpendicular to the Y axis
local j = i
if edge.Y ~= 0 then
j = connectivityIndexesSize + 1 - j
end
local setOfObjectsConnectedToAdjacentPoint = self:_allocateConnectivityMapForIndex(
diagonallyAdjacentCell.id,
diagonallyAdjacentEdgeConnectivityIndexes[j]
)
setOfObjectsConnectedToAdjacentPoint[object] = nil
if next(setOfObjectsConnectedToAdjacentPoint) == nil then
diagonallyAdjacentCell.connectivity =
bit32.replace(diagonallyAdjacentCell.connectivity, 0, diagonallyAdjacentEdgeConnectivityIndexes[j])
end
end
end
end
-- Remove object from cell contents
cell.contents.objects[objectType] = nil
-- Remove object from adjacent cell contents
for _, face in pairs(BitOps.FACES) do
local occupancyFaceIndex = BitOps.OCCUPANCY_INDEX_FOR_FACE[tostring(BitOps.normalizeVec3(face))]
if bit32.extract(objectType.occupancy, occupancyFaceIndex) == 1 then
local adjacentCell = self:getCell(cell.id + face)
local simpleObjectType, objectTypeRotation, objectFaceRotation = objectType.fromString(objectType.name)
local adjacentObjectTypeRotation = (objectTypeRotation + 180) % 360
local adjacentObjectType = self.grid.objectTypes[simpleObjectType .. "$" .. tostring(adjacentObjectTypeRotation) .. "$" .. tostring(objectFaceRotation)]
adjacentCell.contents.objects[adjacentObjectType] = nil
end
end
-- Destroy object
if not doNotDestroy then
object:Destroy()
end
-- Deallocate all affected cells that are empty and disconnected
local affectedCells = { cell }
for _, face in pairs(BitOps.FACES) do
table.insert(affectedCells, self:getCell(cell.id + face))
end
for edge in pairs(BitOps.CONNECTIVITY_INDEXES_FOR_EDGE) do
table.insert(affectedCells, self:getCell(cell.id + Vector3FromString(edge)))
end
for _, affectedCell in ipairs(affectedCells) do
if affectedCell.occupancy == 0 and affectedCell.connectivity == 0 then
self:_deallocateCell(affectedCell.id)
end
end
if DEBUG then
local system = "CLIENT - "
if isServer then
system = "SERVER - "
end
print(system .. "ContentsManager contents for folder " .. self.folder.Name .. " after removing " .. objectType.name .. " to " .. cellName)
print(Util.debugPrint(self.contents))
end
self:broadcastContentsChange({
type = REMOVED_OBJECT,
cellId = cell.id,
objectType = objectType,
doNotDestroy = doNotDestroy,
})
-- TODO: This should be moved into Grid/init.lua
if isServer then
RemoveGridObject:FireAllClients(objectType:toString(cell), doNotDestroy)
end
end
function ContentsManager:removeByName(name, suppressWarning, doNotDestroy)
local parsedName = {}
for word in name:gmatch("[^|]+") do
table.insert(parsedName, word)
end
local objectTypeName = parsedName[1]
local cellName = parsedName[2]
if self.grid.objectTypes[objectTypeName] then
self:remove(self.grid.objectTypes[objectTypeName], cellName, suppressWarning, doNotDestroy)
else
warn("Could not find object type " .. objectTypeName)
end
end
function ContentsManager:destroy()
-- TODO
end
return ContentsManager
|
--[=[
Checks if a string is empty or nil
@param str string
@return boolean
]=]
|
function String.isEmptyOrWhitespaceOrNil(str: string): boolean
return type(str) ~= "string" or str == "" or String.isWhitespace(str)
end
|
--[[ Touch Events ]]
|
--
if IsTouchDevice then
-- On touch devices we need to recreate the guis on character load.
LocalPlayer.CharacterAdded:connect(function(character)
createTouchGuiContainer()
if CurrentControlModule then
CurrentControlModule:Disable()
CurrentControlModule = nil
end
onControlsChanged()
end)
UserInputService.Changed:connect(function(property)
if property == 'ModalEnabled' then
IsModalEnabled = UserInputService.ModalEnabled
setJumpModule(not UserInputService.ModalEnabled)
if UserInputService.ModalEnabled then
if CurrentControlModule then
CurrentControlModule:Disable()
end
else
if CurrentControlModule then
CurrentControlModule:Enable()
end
end
end
end)
BindableEvent_OnFailStateChanged.Event:connect(function(isOn)
if ClickToMoveTouchControls then
if isOn then
ClickToMoveTouchControls:Enable()
else
ClickToMoveTouchControls:Disable()
end
if ClickToMoveTouchControls == ControlModules.Thumbpad or ClickToMoveTouchControls == ControlModules.Thumbstick or
ClickToMoveTouchControls == ControlModules.Default then
--
if isOn then
TouchJumpModule:Enable()
else
TouchJumpModule:Disable()
end
end
end
end)
end
MasterControl:Init()
onControlsChanged()
|
-- How many times per second the gun can fire
|
local FireRate = 1 / 1000
|
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
|
function Gamepad:IsDown(keyCode)
return down[keyCode] == true
end -- Gamepad:IsDown()
function Gamepad:GetInput(keyCode)
return state[keyCode]
end -- Gamepad:GetInput()
function Gamepad:GetPosition(keyCode)
local input = self:GetInput(keyCode)
if input then
return input.Position
end
return ZERO_VECTOR
end -- Gamepad:GetPosition()
|
--Bosun math
|
speedDiv = 66/maxSpeed
elevationAngle = 66/upRaise
turnAngleDiv = 66 / turnInclineAngle
|
--[=[
Deep-reconciles a dictionary into another dictionary.
```lua
local template = {
A = 0,
B = 0,
C = {
D = "",
},
}
local toReconcile = {
A = 9,
B = 8,
C = {},
}
print(TableKit.Reconcile(toReconcile, template)) -- prints { A = 9, B = 8, C = { D = "" }
```
@within TableKit
@param original table
@param reconcile table
@return table
]=]
|
function TableKit.Reconcile(original: { [unknown]: unknown }, reconcile: { [unknown]: any })
local tbl = table.clone(original)
for key, value in reconcile do
if tbl[key] == nil then
if typeof(value) == "table" then
tbl[key] = TableKit.DeepCopy(value)
else
tbl[key] = value
end
elseif typeof(reconcile[key]) == "table" then
if typeof(value) == "table" then
tbl[key] = TableKit.Reconcile(value, reconcile[key])
else
tbl[key] = TableKit.DeepCopy(reconcile[key])
end
end
end
return tbl
end
|
--- Event handler for text box focus lost
|
function Window:LoseFocus(submit)
local text = Entry.TextBox.Text
self:ClearHistoryState()
if Gui.Visible and not GuiService.MenuIsOpen then
Entry.TextBox:CaptureFocus()
elseif GuiService.MenuIsOpen and Gui.Visible then
self:Hide()
end
if submit and self.Valid then
wait()
self:SetEntryText("")
self.ProcessEntry(text)
elseif submit then
self:AddLine(self._errorText, Color3.fromRGB(255, 153, 153))
end
end
function Window:TraverseHistory(delta)
local history = self.Cmdr.Dispatcher:GetHistory()
if self.HistoryState == nil then
self.HistoryState = {
Position = #history + 1,
InitialText = self:GetEntryText(),
}
end
self.HistoryState.Position = math.clamp(self.HistoryState.Position + delta, 1, #history + 1)
self:SetEntryText(
self.HistoryState.Position == #history + 1 and self.HistoryState.InitialText
or history[self.HistoryState.Position]
)
end
function Window:ClearHistoryState()
self.HistoryState = nil
end
function Window:SelectVertical(delta)
if self.AutoComplete:IsVisible() and not self.HistoryState then
self.AutoComplete:Select(delta)
else
self:TraverseHistory(delta)
end
end
local lastPressTime = 0
local pressCount = 0
|
--------AUDIENCE BACK RIGHT--------
|
game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(1023)
game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(1023)
game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(1023)
game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(106)
game.Workspace.audiencebackright1.Part5.BrickColor = BrickColor.new(106)
game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(106)
game.Workspace.audiencebackright1.Part7.BrickColor = BrickColor.new(1013)
game.Workspace.audiencebackright1.Part8.BrickColor = BrickColor.new(1013)
game.Workspace.audiencebackright1.Part9.BrickColor = BrickColor.new(1013)
|
--[[
Retries a Promise-returning callback N times until it succeeds.
]]
|
function Promise.retry(callback, times, ...)
assert(type(callback) == "function", "Parameter #1 to Promise.retry must be a function")
assert(type(times) == "number", "Parameter #2 to Promise.retry must be a number")
local args, length = {...}, select("#", ...)
return Promise.resolve(callback(...)):catch(function(...)
if times > 0 then
return Promise.retry(callback, times - 1, unpack(args, 1, length))
else
return Promise.reject(...)
end
end)
end
|
--
|
local sight = 18
local walking = true
local shooting = false
local canshoot = true
local cansay = true
local saycooldown = 0
local akweld = Instance.new("Weld", npc["AK-47"])
akweld.Part0 = rightarm
akweld.Part1 = npc["AK-47"]
function walkanim(walkspeed)
if walkspeed > 5 then
walking = true
else
walking = false
end
end
npchumanoid.Running:connect(walkanim)
function randomwalk()
while wait(math.random(3,6)) do
if not shooting and not walking then
npchumanoid.WalkSpeed = 16
local function createwalkpart()
local walkpart = Instance.new("Part", npc)
walkpart.Size = Vector3.new(1,1,1)
walkpart.Anchored = true
walkpart.Material = "Neon"
walkpart.Transparency = 1
walkpart.BrickColor = BrickColor.new("Maroon")
walkpart.CFrame = torso.CFrame * CFrame.new(math.random(-60,60),math.random(-30,30),math.random(-60,60))
local path = game:GetService("PathfindingService"):FindPathAsync(torso.Position, walkpart.Position)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for i,v in pairs(waypoints) do
local pospart = Instance.new("Part", npc)
pospart.Size = Vector3.new(1,1,1)
pospart.Anchored = true
pospart.Material = "Neon"
pospart.Transparency = 1
pospart.Position = v.Position
pospart.Name = "pospart"
pospart.CanCollide = false
end
for i,v in pairs(waypoints) do
npchumanoid:MoveTo(v.Position)
local allow = 0
while (torso.Position - v.Position).magnitude > 4 and allow < 35 do
allow = allow + 1
wait()
end
if v.Action == Enum.PathWaypointAction.Jump then
npchumanoid.Jump = true
end
end
for i,v in pairs(npc:GetChildren()) do
if v.Name == "pospart" then
v:destroy()
end
end
else
createwalkpart()
wait()
end
walkpart:destroy()
end
createwalkpart()
end
end
end
function checkandshoot()
while wait() do
saycooldown = saycooldown + 1
if saycooldown == 500 then
cansay = true
saycooldown = 0
end
for i,v in pairs(workspace:GetChildren()) do
if v.ClassName == "Model" and v.Name ~= "Rufus14" then
local victimhumanoid = v:findFirstChildOfClass("Humanoid")
local victimhead = v:findFirstChild("Head")
if victimhumanoid and victimhead and v.Name ~= npc.Name then
if (victimhead.Position - head.Position).magnitude < sight then
if victimhumanoid.Name == "noneofurbusiness" and cansay then
elseif not shooting and victimhumanoid.Health > 0 and canshoot then
shooting = true
walking = false
local doesshoot = 0
local hpnow = npchumanoid.Health
local walk = 0
npchumanoid.WalkSpeed = 0
while shooting and (victimhead.Position - head.Position).magnitude < sight and victimhumanoid.Health > 0 and canshoot do
doesshoot = doesshoot + 1
walk = walk + 1
if npchumanoid.PlatformStand == false then
npc.HumanoidRootPart.CFrame = CFrame.new(npc.HumanoidRootPart.Position,Vector3.new(victimhead.Position.x,npc.HumanoidRootPart.Position.y,victimhead.Position.z))
end
if walk == 100 and not walking then
local function createwalkpart()
local walkpart = Instance.new("Part", npc)
walkpart.Size = Vector3.new(1,1,1)
walkpart.Anchored = true
walkpart.Material = "Neon"
walkpart.Transparency = 1
walkpart.BrickColor = BrickColor.new("Maroon")
walkpart.CFrame = torso.CFrame * CFrame.new(-math.random(20,60),math.random(-40,40),math.random(-10,10))
local path = game:GetService("PathfindingService"):FindPathAsync(torso.Position, walkpart.Position)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
shooting = false
canshoot = false
npchumanoid.WalkSpeed = 20
for i,v in pairs(waypoints) do
local pospart = Instance.new("Part", npc)
pospart.Size = Vector3.new(1,1,1)
pospart.Anchored = true
pospart.Material = "Neon"
pospart.Transparency = 1
pospart.Position = v.Position
pospart.Name = "pospart"
pospart.CanCollide = false
end
for i,v in pairs(waypoints) do
npchumanoid:MoveTo(v.Position)
local allow = 0
while (torso.Position - v.Position).magnitude > 4 and allow < 35 do
allow = allow + 1
wait()
end
if v.Action == Enum.PathWaypointAction.Jump then
npchumanoid.Jump = true
end
end
canshoot = true
npchumanoid.WalkSpeed = 16
for i,v in pairs(npc:GetChildren()) do
if v.Name == "pospart" then
v:destroy()
end
end
else
createwalkpart()
wait()
end
walkpart:destroy()
end
createwalkpart()
end
if doesshoot == 2 then
doesshoot = 0
npc["AK-47"].shoot:Play()
local bullet = Instance.new("Part", npc)
bullet.Size = Vector3.new(0.3,0.3,3.5)
bullet.Material = "Neon"
bullet.CFrame = npc["AK-47"].CFrame * CFrame.new(0,0,-4)
bullet.CanCollide = false
local velocity = Instance.new("BodyVelocity", bullet)
velocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
bullet.CFrame = CFrame.new(bullet.Position, victimhead.Position)
velocity.Velocity = bullet.CFrame.lookVector * 500 + Vector3.new(math.random(-20,20),math.random(-20,20),0)
local pointlight = Instance.new("PointLight", npc["AK-47"])
game.Debris:AddItem(pointlight,0.1)
local function damage(part)
local damage = math.random(1,10)
if part.Parent.ClassName ~= "Accessory" and part.Parent.Parent.ClassName ~= "Accessory" and part.ClassName ~= "Accessory" and part.Parent.Name ~= npc.Name and part.CanCollide == true then
bullet:destroy()
local victimhumanoid = part.Parent:findFirstChildOfClass("Humanoid")
if victimhumanoid then
if victimhumanoid.Health > damage then
victimhumanoid:TakeDamage(damage)
else
victimhumanoid:TakeDamage(damage)
end
end
end
end
game.Debris:AddItem(bullet, 5)
bullet.Touched:connect(damage)
end
wait()
end
walking = false
shooting = false
end
end
end
end
end
end
end
function run()
while wait() do
local hpnow = npchumanoid.Health
wait()
if npchumanoid.Health < hpnow then
local dorun = math.random(1,1)
if dorun == 1 and not walking then
local function createwalkpart()
local walkpart = Instance.new("Part", npc)
walkpart.Size = Vector3.new(1,1,1)
walkpart.Anchored = true
walkpart.Material = "Neon"
walkpart.Transparency = 1
walkpart.BrickColor = BrickColor.new("Maroon")
walkpart.CFrame = torso.CFrame * CFrame.new(math.random(20,60),math.random(-20,20),math.random(-60,60))
local path = game:GetService("PathfindingService"):FindPathAsync(torso.Position, walkpart.Position)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
shooting = false
canshoot = false
walking = true
npchumanoid.WalkSpeed = 20
for i,v in pairs(waypoints) do
local pospart = Instance.new("Part", npc)
pospart.Size = Vector3.new(1,1,1)
pospart.Anchored = true
pospart.Material = "Neon"
pospart.Transparency = 1
pospart.Position = v.Position
pospart.Name = "pospart"
pospart.CanCollide = false
end
for i,v in pairs(waypoints) do
npchumanoid:MoveTo(v.Position)
local allow = 0
while (torso.Position - v.Position).magnitude > 4 and allow < 35 do
allow = allow + 1
wait()
end
if v.Action == Enum.PathWaypointAction.Jump then
npchumanoid.Jump = true
end
end
shooting = false
canshoot = true
walking = false
npchumanoid.WalkSpeed = 16
for i,v in pairs(npc:GetChildren()) do
if v.Name == "pospart" then
v:destroy()
end
end
else
createwalkpart()
wait()
end
walkpart:destroy()
end
createwalkpart()
end
end
end
end
function death()
if head:findFirstChild("The Prodigy - Voodoo People (Pendulum Remix)") then
head["The Prodigy - Voodoo People (Pendulum Remix)"]:destroy()
end
if npc:findFirstChild("Health") then
npc.Health.Disabled = true
end
npchumanoid.Archivable = true
local zombiecorpse = npchumanoid.Parent:Clone()
npchumanoid.Parent:destroy()
zombiecorpse.Parent = workspace
game.Debris:AddItem(zombiecorpse, 15)
local Humanoid = zombiecorpse:findFirstChildOfClass("Humanoid")
local Torso = zombiecorpse.Torso
Humanoid.PlatformStand = true
Humanoid:SetStateEnabled("Dead", false)
for i,v in pairs(Humanoid.Parent.Torso:GetChildren()) do
if v.ClassName == 'Motor6D' or v.ClassName == 'Weld' then
v:destroy()
end
end
for i,v in pairs(zombiecorpse:GetChildren()) do
if v.ClassName == "Part" then
for q,w in pairs(v:GetChildren()) do
if w.ClassName == "BodyPosition" or w.ClassName == "BodyVelocity" then
w:destroy()
end
end
end
end
local function makeconnections(limb, attachementone, attachmenttwo, twistlower, twistupper, upperangle)
local connection = Instance.new('BallSocketConstraint', limb)
connection.LimitsEnabled = true
connection.Attachment0 = attachementone
connection.Attachment1 = attachmenttwo
connection.TwistLimitsEnabled = true
connection.TwistLowerAngle = twistlower
connection.TwistUpperAngle = twistupper
connection.UpperAngle = 70
end
local function makehingeconnections(limb, attachementone, attachmenttwo, twistlower, twistupper, upperangle)
local connection = Instance.new('HingeConstraint', limb)
connection.Attachment0 = attachementone
connection.Attachment1 = attachmenttwo
connection.LimitsEnabled = true
connection.LowerAngle = twistlower
connection.UpperAngle = twistupper
end
Humanoid.Parent['Right Arm'].RightShoulderAttachment.Position = Vector3.new(0, 0.5, 0)
Torso.RightCollarAttachment.Position = Vector3.new(1.5, 0.5, 0)
Humanoid.Parent['Left Arm'].LeftShoulderAttachment.Position = Vector3.new(0, 0.5, 0)
Torso.LeftCollarAttachment.Position = Vector3.new(-1.5, 0.5, 0)
local RightLegAttachment = Instance.new("Attachment", Humanoid.Parent["Right Leg"])
RightLegAttachment.Position = Vector3.new(0, 1, 0)
local TorsoRightLegAttachment = Instance.new("Attachment", Torso)
TorsoRightLegAttachment.Position = Vector3.new(0.5, -1, 0)
--
local LeftLegAttachment = Instance.new("Attachment", Humanoid.Parent["Left Leg"])
LeftLegAttachment.Position = Vector3.new(0, 1, 0)
local TorsoLeftLegAttachment = Instance.new("Attachment", Torso)
TorsoLeftLegAttachment.Position = Vector3.new(-0.5, -1, 0)
--
if Humanoid.Parent:findFirstChild("Head") then
local HeadAttachment = Instance.new("Attachment", Humanoid.Parent.Head)
HeadAttachment.Position = Vector3.new(0, -0.5, 0)
makehingeconnections(Humanoid.Parent.Head, HeadAttachment, Torso.NeckAttachment, -20, 20, 70)
end
makeconnections(Humanoid.Parent['Right Arm'], Humanoid.Parent['Right Arm'].RightShoulderAttachment, Torso.RightCollarAttachment, -80, 80)
makeconnections(Humanoid.Parent['Left Arm'], Humanoid.Parent['Left Arm'].LeftShoulderAttachment, Torso.LeftCollarAttachment, -80, 80)
makeconnections(Humanoid.Parent['Right Leg'], RightLegAttachment, TorsoRightLegAttachment, -80, 80, 70)
makeconnections(Humanoid.Parent['Left Leg'], LeftLegAttachment, TorsoLeftLegAttachment, -80, 80, 70)
if Humanoid.Parent:findFirstChild("Right Arm") then
local limbcollider = Instance.new("Part", Humanoid.Parent["Right Arm"])
limbcollider.Size = Vector3.new(1,1.3,1)
limbcollider.Shape = "Cylinder"
limbcollider.Transparency = 1
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = Humanoid.Parent["Right Arm"]
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.4,0,0)
for i,v in pairs(zombiecorpse["Right Arm"]:GetChildren()) do
if v.ClassName == 'Motor6D' or v.ClassName == 'Weld' then
v:destroy()
end
end
end
--
if Humanoid.Parent:findFirstChild("Left Arm") then
local limbcollider = Instance.new("Part", Humanoid.Parent["Left Arm"])
limbcollider.Size = Vector3.new(1,1.3,1)
limbcollider.Shape = "Cylinder"
limbcollider.Transparency = 1
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = Humanoid.Parent["Left Arm"]
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.4,0,0)
end
--
if Humanoid.Parent:findFirstChild("Left Leg") then
local limbcollider = Instance.new("Part", Humanoid.Parent["Left Leg"])
limbcollider.Size = Vector3.new(1,1.3,1)
limbcollider.Shape = "Cylinder"
limbcollider.Transparency = 1
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = Humanoid.Parent["Left Leg"]
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.4,0,0)
end
--
if Humanoid.Parent:findFirstChild("Right Leg") then
local limbcollider = Instance.new("Part", Humanoid.Parent["Right Leg"])
limbcollider.Size = Vector3.new(1,1.3,1)
limbcollider.Shape = "Cylinder"
limbcollider.Transparency = 1
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = Humanoid.Parent["Right Leg"]
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.4,0,0)
end
local ragdoll = zombiecorpse
if ragdoll:findFirstChild("HumanoidRootPart") then
ragdoll.HumanoidRootPart.CanCollide = false
ragdoll.HumanoidRootPart:destroy()
end
end
npchumanoid.Died:connect(death)
spawn(run)
spawn(checkandshoot)
spawn(randomwalk)
while wait() do --check animations and other things
if not walking and not shooting then
for i = 0.2,0.8 , 0.09 do
if not walking and not shooting then
akweld.C0 = akweld.C0:lerp(CFrame.new(-0.583096504, -1.87343168, 0.0918724537, 0.808914721, -0.582031429, 0.0830438882, -0.166903317, -0.0918986499, 0.981681228, -0.56373775, -0.807956576, -0.171481162),i)
rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.32261992, 0.220639229, -0.279059082, 0.766044497, 0.604022682, -0.219846413, -0.492403805, 0.331587851, -0.804728508, -0.413175881, 0.724711061, 0.551434159),i)
leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.16202736, -0.00836706161, -0.880517244, 0.939692557, -0.342020094, -2.98023224e-08, 0.171009958, 0.46984598, -0.866025567, 0.296198159, 0.813797832, 0.499999642),i)
lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.599619389, -1.99128425, 0, 0.996194661, 0.087155968, 0, -0.087155968, 0.996194661, 0, 0, 0, 1),i)
righthip.C0 = righthip.C0:lerp(CFrame.new(0.599619389, -1.99128449, 0, 0.996194661, -0.087155968, 0, 0.087155968, 0.996194661, 0, 0, 0, 1),i)
root.C0 = root.C0:lerp(CFrame.new(0,0,0),i)
neck.C0 = neck.C0:lerp(CFrame.new(0,1.5,0),i)
wait()
end
end
end
if walking then --this is the walking animation
for i = 0.2,0.8 , 0.09 do
if walking then
akweld.C0 = akweld.C0:lerp(CFrame.new(-0.583096504, -1.87343168, 0.0918724537, 0.808914721, -0.582031429, 0.0830438882, -0.166903317, -0.0918986499, 0.981681228, -0.56373775, -0.807956576, -0.171481162),i)
rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.32261992, 0.220639229, -0.279059082, 0.766044497, 0.604022682, -0.219846413, -0.492403805, 0.331587851, -0.804728508, -0.413175881, 0.724711061, 0.551434159),i)
leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.16202736, -0.00836706161, -0.880517244, 0.939692557, -0.342020094, -2.98023224e-08, 0.171009958, 0.46984598, -0.866025567, 0.296198159, 0.813797832, 0.499999642),i)
lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.527039051, -1.78302765, 0.642787695, 0.999390841, 0.026734557, 0.0224329531, -0.0348994918, 0.765577614, 0.642395973, 0, -0.642787635, 0.766044438),i)
righthip.C0 = righthip.C0:lerp(CFrame.new(0.522737741, -1.65984559, -0.766044617, 0.999390841, -0.0224329531, 0.0267345682, 0.0348994918, 0.642395794, -0.765577734, 0, 0.766044497, 0.642787457),i)
root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.996194661, 6.98491931e-09, -0.0871561021, 0.00759615982, 0.996194661, 0.0868242308, 0.0868244469, -0.087155886, 0.992403805),i)
neck.C0 = neck.C0:lerp(CFrame.new(2.38418579e-07, 1.49809694, 0.0435779095, 0.996194661, 6.38283382e-09, 0.0871560946, 0.00759615889, 0.996194601, -0.0868242308, -0.0868244469, 0.087155886, 0.992403746),i)
wait()
end
end
head.footstep:Play()
for i = 0.2,0.8 , 0.09 do
if walking then
akweld.C0 = akweld.C0:lerp(CFrame.new(-0.583096504, -1.87343168, 0.0918724537, 0.808914721, -0.582031429, 0.0830438882, -0.166903317, -0.0918986499, 0.981681228, -0.56373775, -0.807956576, -0.171481162),i)
rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.32261992, 0.220639229, -0.279059082, 0.766044497, 0.604022682, -0.219846413, -0.492403805, 0.331587851, -0.804728508, -0.413175881, 0.724711061, 0.551434159),i)
leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.16202736, -0.00836706161, -0.880517244, 0.939692557, -0.342020094, -2.98023224e-08, 0.171009958, 0.46984598, -0.866025567, 0.296198159, 0.813797832, 0.499999642),i)
lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.520322084, -1.59067655, -0.819151878, 0.999390841, 0.0200175196, -0.028587997, -0.0348994918, 0.573226929, -0.818652987, 0, 0.819151998, 0.57357645),i)
righthip.C0 = righthip.C0:lerp(CFrame.new(0.528892756, -1.83610249, 0.573575974, 0.999390841, -0.0285879895, -0.020017527, 0.0348994955, 0.818652987, 0.57322675, -7.4505806e-09, -0.573576212, 0.819152057),i)
root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.996194661, -1.44354999e-08, 0.0871558934, -0.00759615237, 0.996194661, 0.0868244395, -0.0868242383, -0.0871560946, 0.992403805),i)
neck.C0 = neck.C0:lerp(CFrame.new(0, 1.49809742, 0.0435781479, 0.996194601, -1.27129169e-08, -0.0871559009, -0.0075961519, 0.996194661, -0.0868244097, 0.0868242458, 0.0871560723, 0.992403746),i)
wait()
end
end
head.footstep:Play()
end
if shooting then --this is the shooting animation
for i = 0.2,0.8 , 0.45 do
if shooting then
akweld.C0 = akweld.C0:lerp(CFrame.new(-0.109231472, -2.24730468, -0.300003052, 0.984807491, 1.94707184e-07, 0.173647866, -0.173648044, -2.68220873e-07, 0.984807491, 3.67846468e-07, -0.999999821, -8.00420992e-08),i)
root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.173648223, 0, -0.98480773, 0, 1, 0, 0.98480773, 0, 0.173648223),i)
rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.21384871, 0.500000477, -0.879925251, 0.342019856, 0.939692438, -1.49501886e-08, 1.94707184e-07, -2.68220873e-07, -0.999999821, -0.939692438, 0.342020035, -3.76157232e-07),i)
leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.59201181, 0.470158577, -0.794548988, 0.271118939, 0.181368172, 0.945304275, 0.902039766, -0.390578717, -0.18377316, 0.335885108, 0.902526498, -0.269494623),i)
lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.681244373, -2.07163191, 0, 0.98480773, 0.173648283, 0, -0.173648283, 0.98480767, 0, 0, -1.86264515e-09, 0.99999994),i)
righthip.C0 = righthip.C0:lerp(CFrame.new(0.681244612, -2.07163191, -4.76837158e-07, 0.98480773, -0.173648283, 0, 0.173648283, 0.98480767, 0, 0, 1.86264515e-09, 0.99999994),i)
neck.C0 = neck.C0:lerp(CFrame.new(0.0296957493, 1.49240398, -0.0815882683, 0.336824059, 0.059391167, 0.939692557, -0.173648164, 0.98480773, -7.4505806e-09, -0.925416589, -0.163175896, 0.342020094),i)
wait()
end
end
for i = 0.2,0.8 , 0.45 do
if shooting then
akweld.C0 = akweld.C0:lerp(CFrame.new(-0.109231472, -2.24730468, -0.300003052, 0.984807491, 1.94707184e-07, 0.173647866, -0.173648044, -2.68220873e-07, 0.984807491, 3.67846468e-07, -0.999999821, -8.00420992e-08),i)
root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.173648223, 0, -0.98480773, 0, 1, 0, 0.98480773, 0, 0.173648223),i)
rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.60777056, 0.499999523, -0.81046629, 0.342019439, 0.939691842, 1.55550936e-07, 4.10554577e-08, -3.93739697e-07, -0.999999464, -0.939691901, 0.342019975, -4.77612389e-07),i)
leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.10000956, 0.482372284, -0.926761627, 0.27112025, 0.263066441, 0.925899446, 0.902039289, -0.405109912, -0.149033815, 0.335885197, 0.875603914, -0.347129732),i)
lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.681244373, -2.07163191, 0, 0.98480773, 0.173648283, 0, -0.173648283, 0.98480767, 0, 0, -1.86264515e-09, 0.99999994),i)
righthip.C0 = righthip.C0:lerp(CFrame.new(0.681244612, -2.07163191, -4.76837158e-07, 0.98480773, -0.173648283, 0, 0.173648283, 0.98480767, 0, 0, 1.86264515e-09, 0.99999994),i)
neck.C0 = neck.C0:lerp(CFrame.new(0.121206045, 1.4753027, -0.0450725555, 0.336823881, 0.221664757, 0.915103495, -0.173648164, 0.969846308, -0.171010077, -0.925416648, -0.101305753, 0.365159094),i)
wait()
end
end
end
end
|
--Scripted by DermonDarble
|
local userInputService = game:GetService("UserInputService")
local camera = game.Workspace.CurrentCamera
local player = game.Players.LocalPlayer
local character = player.Character
local humanoidRootPart = character.HumanoidRootPart
local car = script:WaitForChild("Car").Value
local stats = car:WaitForChild("Configurations")
local Raycast = require(car.CarScript.RaycastModule)
local cameraType = Enum.CameraType.Follow
local movement = Vector2.new()
local gamepadDeadzone = 0.14
|
------------------------------------------------------------------------
--
-- * used in luaK:dischargevars(), (lparser) luaY:assignment()
------------------------------------------------------------------------
|
function luaK:setoneret(fs, e)
if e.k == "VCALL" then -- expression is an open function call?
e.k = "VNONRELOC"
e.info = luaP:GETARG_A(self:getcode(fs, e))
elseif e.k == "VVARARG" then
luaP:SETARG_B(self:getcode(fs, e), 2)
e.k = "VRELOCABLE" -- can relocate its simple result
end
end
|
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/jest-matcher-utils/src/deepCyclicCopyReplaceable.ts
-- /**
-- * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
-- *
-- * This source code is licensed under the MIT license found in the
-- * LICENSE file in the root directory of this source tree.
-- */
| |
--[[Steering]]
|
Tune.SteerInner = 65 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 65 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = .45 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = .4 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS)
Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent)
Tune.MSteerExp = 1 -- Mouse steering exponential degree
--Steer Gyro Tuning
Tune.SteerD = 1000 -- Steering Dampening
Tune.SteerMaxTorque = 50000 -- Steering Force
Tune.SteerP = 6000 -- Steering Aggressiveness
|
-- NOTE: To me, this appears a bit 'hackish' so I can't
-- promise that it will always work!
|
local h = script.Parent:WaitForChild("Humanoid")
h.Changed:connect(function()
h.Jump = false -- Yes, it's this simple
end)
|
--[=[
`Stop` is called when the component is stopped. This occurs either when the
bound instance is removed from one of the whitelisted ancestors _or_ when
the matching tag is removed from the instance. This also means that the
instance _might_ be destroyed, and thus it is not safe to continue using
the bound instance (e.g. `self.Instance`) any longer.
This should be used to clean up the component.
```lua
local MyComponent = Component.new({Tag = "MyComponent"})
function MyComponent:Stop()
self.SomeStuff:Destroy()
end
```
]=]
|
function Component:Stop()
end
|
--Tune
|
local WheelieButton = "C"
local DeadZone = 70
|
--[[Standardized Values: Don't touch unless needed]]
|
--[WEIGHT // Cubic stud : pounds ratio]
Tune.WeightScaling = 1/50 --Default = 1/50 (1 cubic stud = 50 lbs)
Tune.LegacyScaling = 1/10 --Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF]
return Tune
|
--print("Loading anims " .. name)
|
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
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
|
--- If you don't know where you can get your ID, then go to this link: https://pics.supersgames.cf/uploads/big/298a69fa7bd0c7b3a03e460568065562.png (ID marked in yellow). ---
--- Enable HttpEnabled when using this on your game ---
--- My official site is: www.supersgames.cf. ---
| |
--[[Brakes]]
|
Tune.ABSEnabled = false -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 700 -- Front brake force
Tune.RBrakeForce = 500 -- Rear brake force
Tune.PBrakeForce = 5000 -- Handbrake force
Tune.FLgcyBForce = 7000 -- Front brake force [PGS OFF]
Tune.RLgcyBForce = 5000 -- Rear brake force [PGS OFF]
Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
|
-- EVENTS
|
IconController.iconAdded = Signal.new()
IconController.iconRemoved = Signal.new()
IconController.controllerModeStarted = Signal.new()
IconController.controllerModeEnded = Signal.new()
IconController.healthbarDisabledSignal = Signal.new()
|
--[[Engine]]
|
-- [TORQUE CURVE VISUAL]
-- https://www.desmos.com/calculator/nap6stpjqf
-- Use sliders to manipulate values
-- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.
Tune.Horsepower = 400
Tune.IdleRPM = 700
Tune.PeakRPM = 5800
Tune.Redline = 7000
Tune.EqPoint = 6000
Tune.PeakSharpness = 20
Tune.CurveMult = 0.2
Tune.InclineComp = 1.2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Turbo Settings
Tune.Aspiration = "Single" --[[
[Aspiration]
"Natural" : N/A, Naturally aspirated engine
"Single" : Single turbocharger
"Double" : Twin turbocharger ]]
Tune.Boost = 15 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30)
Tune.TurboSize = 18 --Turbo size; the bigger it is, the more lag it has.
Tune.CompressRatio = 10 --The compression ratio (look it up)
--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 = 150 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
|
--[[Wheel Configuration]]
|
--Store Reference Orientation Function
function getParts(model,t,a)
for i,v in pairs(model:GetChildren()) do
if v:IsA("BasePart") then table.insert(t,{v,a.CFrame:toObjectSpace(v.CFrame)})
elseif v:IsA("Model") then getParts(v,t,a)
end
end
end
--PGS/Legacy
local fDensity = _Tune.FWheelDensity
local rDensity = _Tune.RWheelDensity
if not PGS_ON then
fDensity = _Tune.FWLgcyDensity
rDensity = _Tune.RWLgcyDensity
end
local fDistX=_Tune.FWsBoneLen*math.cos(math.rad(_Tune.FWsBoneAngle))
local fDistY=_Tune.FWsBoneLen*math.sin(math.rad(_Tune.FWsBoneAngle))
local rDistX=_Tune.RWsBoneLen*math.cos(math.rad(_Tune.RWsBoneAngle))
local rDistY=_Tune.RWsBoneLen*math.sin(math.rad(_Tune.RWsBoneAngle))
local fSLX=_Tune.FSusLength*math.cos(math.rad(_Tune.FSusAngle))
local fSLY=_Tune.FSusLength*math.sin(math.rad(_Tune.FSusAngle))
local rSLX=_Tune.RSusLength*math.cos(math.rad(_Tune.RSusAngle))
local rSLY=_Tune.RSusLength*math.sin(math.rad(_Tune.RSusAngle))
for _,v in pairs(Drive) do
--Apply Wheel Density
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
if v:IsA("BasePart") then
if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
v.CustomPhysicalProperties = PhysicalProperties.new(
fDensity,
v.CustomPhysicalProperties.Friction,
v.CustomPhysicalProperties.Elasticity,
v.CustomPhysicalProperties.FrictionWeight,
v.CustomPhysicalProperties.ElasticityWeight
)
end
else
if v:IsA("BasePart") then
if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
v.CustomPhysicalProperties = PhysicalProperties.new(
rDensity,
v.CustomPhysicalProperties.Friction,
v.CustomPhysicalProperties.Elasticity,
v.CustomPhysicalProperties.FrictionWeight,
v.CustomPhysicalProperties.ElasticityWeight
)
end
end
--Resurface Wheels
for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do
v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines
end
--Store Axle-Anchored/Suspension-Anchored Part Orientation
local WParts = {}
local tPos = v.Position-car.DriveSeat.Position
if v.Name=="FL" or v.Name=="RL" then
v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90))
else
v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90))
end
v.CFrame = v.CFrame+tPos
if v:FindFirstChild("Parts")~=nil then
getParts(v.Parts,WParts,v)
end
if v:FindFirstChild("Fixed")~=nil then
getParts(v.Fixed,WParts,v)
end
--Align Wheels
if v.Name=="FL" or v.Name=="FR" then
v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),0,0)
if v.Name=="FL" then
v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.FToe))
else
v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.FToe))
end
elseif v.Name=="RL" or v.Name=="RR" then
v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),0,0)
if v.Name=="RL" then
v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.RToe))
else
v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.RToe))
end
end
--Re-orient Axle-Anchored/Suspension-Anchored Parts
for _,a in pairs(WParts) do
a[1].CFrame=v.CFrame:toWorldSpace(a[2])
end
|
--[[Susupension]]
|
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = .4 -- Pre-compression adds resting length force
Tune.FExtensionLim = .4 -- Max Extension Travel (in studs)
Tune.FCompressLim = .4 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 4 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RPreCompress = .4 -- Pre-compression adds resting length force
Tune.RExtensionLim = .4 -- Max Extension Travel (in studs)
Tune.RCompressLim = .4 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 4 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = true -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Really black" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
--[[Susupension]]
|
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 200 -- Spring Dampening
Tune.FSusStiffness = 3000 -- Spring Force
Tune.FSusLength = 3 -- Suspension length (in studs)
Tune.FSusMaxExt = 1.5 -- Max Extension Travel (in studs)
Tune.FSusMaxComp = .1 -- Max Compression Travel (in studs)
Tune.FSusAngle = 70 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5.7 -- Wishbone Length
Tune.FWsBoneAngle = 5 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 200 -- Spring Dampening
Tune.RSusStiffness = 3000 -- Spring Force
Tune.RSusLength = 3 -- Suspension length (in studs)
Tune.RSusMaxExt = 1.5 -- Max Extension Travel (in studs)
Tune.RSusMaxComp = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 70 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5.7 -- Wishbone Length
Tune.RWsBoneAngle = 5 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = true -- Spring Visible
Tune.WsBVisible = true -- Wishbone Visible
Tune.SusRadius = .4 -- Suspension Coil Radius
Tune.SusThickness = .0 -- Suspension Coil Thickness
Tune.SusColor = "Bright red" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 3 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .0 -- Wishbone Rod Thickness
|
-- ROBLOX deviation: There is no console width since we only have log fn
|
local CONSOLE_WIDTH = 0
|
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
|
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
|
--Made by Luckymaxer
|
Mouse_Icon = "rbxasset://textures/GunCursor.png"
Reloading_Icon = "rbxasset://textures/GunWaitCursor.png"
Tool = script.Parent
Mouse = nil
function UpdateIcon()
if Mouse then
Mouse.Icon = Tool.Enabled and Mouse_Icon or Reloading_Icon
end
end
function OnEquipped(ToolMouse)
Mouse = ToolMouse
UpdateIcon()
end
function OnChanged(Property)
if Property == "Enabled" then
UpdateIcon()
end
end
Tool.Equipped:connect(OnEquipped)
Tool.Changed:connect(OnChanged)
|
--[[Finalize Chassis]]
|
--Misc Weld
wait()
for i,v in pairs(script:GetChildren()) do
if v:IsA("ModuleScript") then
require(v)
end
end
--Weld Body
wait()
ModelWeld(car.Body,car.DriveSeat)
--Unanchor
wait()
UnAnchor(car)
|
--- Manages the cleaning of events and other things.
-- Useful for encapsulating state and make deconstructors easy
-- @classmod Maid
-- @see Signal
|
local Maid = {}
Maid.ClassName = "Maid"
|
--launch
|
while wait() do
local maxDistance = distance
for i,v in pairs(workspace:GetChildren()) do
if v:FindFirstChild("Humanoid") then
if (v.Head.Position-script.Parent.Head.Position).magnitude < maxDistance then
if v ~= script.Parent then
heardetect(v.Head)
--script.Parent.HumanoidRootPart.CFrame = CFrame.new(script.Parent.HumanoidRootPart.Position, v.HumanoidRootPart.Position)
end
else
wander()
end
end
end
end
|
-- Called when character is added
|
function BaseOcclusion:CharacterAdded(char, player)
end
|
--//CLIENT
|
wait()
local Tool = script.Parent.Parent.Parent
|
-- Creating a sorted list of positions to move between
|
local positionList = {}
while true do
local lowest = {nil, math.huge} -- Contains the destination with the lowest number and its number
for _, value in pairs(mainFolder:GetChildren()) do
if not value:IsA("BasePart") then continue end -- Skip this item if it's not a base part
local nameSplit = string.split(value.Name, " ")
-- In these conditional statements, we check:
if #nameSplit ~= 2 then continue end -- That the name contains one space
local destinationNumber = tonumber(nameSplit[2])
if string.lower(nameSplit[1]) == "destination" -- The word before the space is "destination"
and destinationNumber -- The word after the space is a number
and destinationNumber < lowest[2] -- And the number after the space is lower than the current lowest number
then
lowest = {value, destinationNumber} -- If the previous checks succeed, the current part is now the lowest one
end
end
if not lowest[1] then
break -- End the loop if there are no destination blocks remaining
else
table.insert(positionList, lowest[1].Position)
if hideDestinationBlocks then -- Destroy or rename the current lowest destination to continue the sorting process
lowest[1]:Destroy()
else
lowest[1].Name = "Destination"
end
end
end
alignPosition.MaxVelocity = topSpeed
alignPosition.Position = positionList[1]
platform.AlignOrientation.CFrame = platform.CFrame.Rotation -- Match the target orientation to the current orientation
platform.Anchored = false
while true do -- The moving platform can now endlessly go through the sorted list in order
for index, _ in pairs(positionList) do
alignPosition.Position = positionList[index]
task.wait(moveDelay)
end
end
|
-- API
|
local Core = require(Tool.Core)
local Selection = Core.Selection
local Security = Core.Security
local SnapTracking = require(Tool.Core.Snapping)
local BoundingBox = require(Tool.Core.BoundingBox)
|
-- Returns the subject position the FpsCamera
-- wants Roblox's camera to be using right now.
|
function FpsCamera:GetSubjectPosition()
if self:IsInFirstPerson() then
local camera = workspace.CurrentCamera
local subject = camera.CameraSubject
if subject and subject:IsA("Humanoid") and subject.Health > 0 then
local character = subject.Parent
local head = character and character:FindFirstChild("Head")
if head and head:IsA("BasePart") then
local cf = head.CFrame
local offset = cf * CFrame.new(0, head.Size.Y / 3, 0)
return offset.Position, cf.LookVector
end
end
end
return self:GetBaseSubjectPosition()
end
|
--|| SERVICES ||--
|
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
|
--Search Bar suggestions
|
function module:SetupTextbox(commandName, props)
local function collectArguments(suggestions, currentBarArg, totalArgs, argName)
if string.sub(string.lower(argName), 1, #currentBarArg) == currentBarArg then
table.insert(suggestions, {Name = argName, ArgPos = totalArgs})
if #suggestions == props.maxSuggestions then
return true
end
end
end
local specificArg = props.specificArg
currentProps[commandName] = props
createSuggestionLabels(props)
setupEnterPress(props)
local originalPosition
props.textBox.Changed:connect(function(property)
if property == "Text" then
local totalArgs = -1
local barCommandName
local args = {}
if specificArg then
totalArgs = 1
table.insert(args, props.textBox.Text)
else
props.textBox.Text:gsub('([^'..main.pdata.SplitKey..']+)',function(c) totalArgs = totalArgs + 1 if totalArgs == 0 then barCommandName = c elseif totalArgs > 0 then table.insert(args, c) end end);
if totalArgs > 0 and not props.currentBarCommand then
local firstChar = string.sub(barCommandName,1,1)
if firstChar == main.settings.UniversalPrefix or firstChar == main.pdata.Prefix then
barCommandName = string.sub(barCommandName,2)
end
barCommandName = string.lower(barCommandName)
--
for _, command in pairs(main.commandInfo) do
local cName = string.lower(command.Name)
if cName == barCommandName then
props.currentBarCommand = command
elseif command.Aliases then
for i,v in pairs(command.Aliases) do
if string.lower(v) == barCommandName then
props.currentBarCommand = command
end
end
end
end
--
elseif totalArgs <= 0 then
props.currentBarCommand = nil
end
end
local suggestions = {}
props.suggestionPos = 1
if #props.textBox.Text > 1 or (specificArg and #props.textBox.Text > 0) then
if totalArgs == 0 then
local barInput = string.lower(string.sub(props.textBox.Text, 2))
local barPrefix = string.lower(string.sub(props.textBox.Text, 1,1))
for _, command in pairs(main.commandInfo) do
local cName = string.lower(command.Name)
local cPrefix = command.Prefixes[1]
if string.sub(cName, 1, #barInput) == barInput and cPrefix == barPrefix then
table.insert(suggestions, {Name = command.Name, Args = command.Args, Prefixes = command.Prefixes, ArgPos = 0})
if #suggestions == props.maxSuggestions then
break
end
end
local unName = command.UnFunction
if unName then
if string.sub(string.lower(unName), 1, #barInput) == barInput and cPrefix == barPrefix then
table.insert(suggestions, {Name = unName, Args = {}, Prefixes = command.Prefixes, ArgPos = 0})
if #suggestions == props.maxSuggestions then
break
end
end
end
end
elseif props.currentBarCommand or specificArg then
local cArg
if specificArg then
cArg = specificArg
else
cArg = props.currentBarCommand.Args[totalArgs]
end
local newSuggestion = {}
local currentBarArg = string.lower(args[totalArgs])
local endChar = string.sub(props.textBox.Text,-1)
if endChar ~= " " and endChar ~= main.pdata.SplitKey then
if cArg == "player" or cArg == "playerarg" then
for i,v in pairs(main.qualifiers) do
if collectArguments(suggestions, currentBarArg, totalArgs, v) then
break
end
end
if #suggestions < props.maxSuggestions then
for i,plr in pairs(main.players:GetChildren()) do
if collectArguments(suggestions, currentBarArg, totalArgs, plr.Name) then
break
end
end
end
elseif cArg == "colour" or cArg == "color" or cArg == "color3" then
for i,v in pairs(main.colors) do
if collectArguments(suggestions, currentBarArg, totalArgs, v) then
break
end
end
elseif cArg == "material" then
for i,v in pairs(main.materials) do
if collectArguments(suggestions, currentBarArg, totalArgs, v) then
break
end
end
elseif cArg == "rank" then
for _, rankDetails in pairs(main.settings.Ranks) do
if collectArguments(suggestions, currentBarArg, totalArgs, rankDetails[2]) then
break
end
end
elseif cArg == "team" or cArg == "teamcolor" then
for _,team in pairs(main.teams:GetChildren()) do
if collectArguments(suggestions, currentBarArg, totalArgs, team.Name) then
break
end
end
elseif cArg == "morph" then
for morphName,_ in pairs(main.morphNames) do
if collectArguments(suggestions, currentBarArg, totalArgs, morphName) then
break
end
end
elseif cArg == "tools" or cArg == "gears" or cArg == "tool" or cArg == "gear" then
for toolName,_ in pairs(main.toolNames) do
if collectArguments(suggestions, currentBarArg, totalArgs, toolName) then
break
end
end
end
end
end
end
props.suggestionDisplayed = #suggestions
if props.currentBarCommand and #props.currentBarCommand.Args == totalArgs and props.suggestionDisplayed > 0 then
forceExecute = true
else
forceExecute = false
end
for i = 1, props.maxSuggestions do
local suggestion = suggestions[i]
local label = props.rframe["Label"..i]
if suggestion then
local command = false
if suggestion.Args then
command = true
end
local UP = false
if command and suggestion.Prefixes[1] == main.settings.UniversalPrefix then
UP = true
end
local newDetail = {}
if command then
for i,v in pairs(suggestion.Args) do
if not UP or v ~= "player" or v == "playerarg" then
table.insert(newDetail, "<"..v..">")
end
end
end
label.TextLabel.Text = suggestion.Name.." "..table.concat(newDetail, " ")
if i == props.suggestionPos then
label.BackgroundColor3 = props.highlightColor
else
label.BackgroundColor3 = props.otherColor
end
props.suggestionLabels["Label"..i] = suggestion
--
if props.mainParent.Name ~= "CmdBar" then
local sizeY = props.rframe.LabelTemplate.AbsoluteSize.Y
local totalSizeY = sizeY * i
local finalY = props.rframe.AbsolutePosition.Y + totalSizeY
local limitY = main.gui.Notices.AbsoluteSize.Y
if finalY+5 > limitY then
if not originalPosition then
originalPosition = props.mainParent.Position
end
props.mainParent.Position = props.mainParent.Position - UDim2.new(0,0,0,sizeY)
end
end
--
label.Visible = true
else
label.Visible = false
end
end
--
if originalPosition and #suggestions < 1 then
props.mainParent.Position = originalPosition
originalPosition = nil
end
if #suggestions < 1 and props.mainParent.Name ~= "CmdBar" then
props.mainParent.ClipsDescendants = true
else
props.mainParent.ClipsDescendants = false
end
--
end
end)
end
module:SetupTextbox("cmdbar1", mainProps)
|
--//Character//--
|
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
|
-- category : (string) the name that will appear in the PlayFab event dashboard
-- value : (table) a json blob of data that contextualizes the event being sent
|
function PlayFabReporter:fireEvent(category, value)
assert(type(category) == "string", "Category must be a string")
assert(type(value) == "table", "Value must be a json table")
local isValidJSON = pcall(HttpService.JSONEncode, HttpService, value)
assert(isValidJSON, "Value must be a valid json table")
-- pass the data down to AnalyticsService
self._reportingService:FireEvent(category, value)
end
return PlayFabReporter
|
--Precalculated paths
|
local t,f,n=true,false,{}
local r={
[58]={{76,72,71,61,59,41,30,56,58},t},
[49]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{76,72,71,61,59,41,30,56,58,20,19},t},
[59]={{76,72,71,61,59},t},
[63]={{76,72,71,61,59,41,30,56,58,23,62,63},t},
[34]={{76,72,71,61,59,41,39,35,34},t},
[21]={{76,72,71,61,59,41,30,56,58,20,21},t},
[48]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44,45,49,48},t},
[27]={{76,72,71,61,59,41,39,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{76,72,71,61,59,41,39,35,34,32,31},t},
[56]={{76,72,71,61,59,41,30,56},t},
[29]={{76,72,71,61,59,41,39,35,34,32,31,29},t},
[13]={n,f},
[47]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44,45},t},
[57]={{76,72,71,61,59,41,30,56,57},t},
[36]={{76,72,71,61,59,41,39,35,37,36},t},
[25]={{76,72,71,61,59,41,39,35,34,32,31,29,28,27,26,25},t},
[71]={{76,72,71},t},
[20]={{76,72,71,61,59,41,30,56,58,20},t},
[60]={{76,72,71,61,60},t},
[8]={n,f},
[4]={n,f},
[75]={{76,73,75},t},
[22]={{76,72,71,61,59,41,30,56,58,20,21,22},t},
[74]={{76,73,74},t},
[62]={{76,72,71,61,59,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{76,72,71,61,59,41,39,35,37},t},
[2]={n,f},
[35]={{76,72,71,61,59,41,39,35},t},
[53]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{76,73},t},
[72]={{76,72},t},
[33]={{76,72,71,61,59,41,39,35,37,36,33},t},
[69]={{76,72,71,61,69},t},
[65]={{76,72,71,61,59,41,30,56,58,20,19,66,64,65},t},
[26]={{76,72,71,61,59,41,39,35,34,32,31,29,28,27,26},t},
[68]={{76,72,71,61,59,41,30,56,58,20,19,66,64,67,68},t},
[76]={{76},t},
[50]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{76,72,71,61,59,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{76,72,71,61,59,41,39,35,34,32,31,29,28,27,26,25,24},t},
[23]={{76,72,71,61,59,41,30,56,58,23},t},
[44]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44},t},
[39]={{76,72,71,61,59,41,39},t},
[32]={{76,72,71,61,59,41,39,35,34,32},t},
[3]={n,f},
[30]={{76,72,71,61,59,41,30},t},
[51]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{76,72,71,61,59,41,30,56,58,20,19,66,64,67},t},
[61]={{76,72,71,61},t},
[55]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{76,72,71,61,59,41,39,40,38,42},t},
[40]={{76,72,71,61,59,41,39,40},t},
[52]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{76,72,71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{76,72,71,61,59,41},t},
[17]={n,f},
[38]={{76,72,71,61,59,41,39,40,38},t},
[28]={{76,72,71,61,59,41,39,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{76,72,71,61,59,41,30,56,58,20,19,66,64},t},
}
return r
|
--[[
Clone and drop the loader so it can hide in nil.
--]]
|
local loader = script.Parent.Loader:clone()
loader.Parent = script.Parent
loader.Name = math.random(111111,99999999)
loader.Archivable = false
loader.Disabled = false
|
-- Bind functions to when player equips/unequips the tool. Right now just need to turn on and
-- off AutoRotate
|
equipEvent.OnServerEvent:Connect(function(player)
player.Character.Humanoid.AutoRotate = false
equipped = true
end)
unequipEvent.OnServerEvent:Connect(function(player)
player.Character.Humanoid.AutoRotate = true
equipped = false
end)
|
--// Firemode Settings
|
CanSelectFire = false;
BurstEnabled = false;
SemiEnabled = false;
AutoEnabled = false;
BoltAction = false;
ExplosiveEnabled = false;
|
--//Anims//--
|
local blockstart = script.bLOCKSTART
local blockstarttrack = hum:LoadAnimation(blockstart)
local blockhold = script.bLOCKHOLD
local blockholdtrack = hum:LoadAnimation(blockhold)
|
--game:DefineFastFlag("AvatarExperienceNewTopBar", false)
|
local isEnabled = false
local functionTable = {}
functionTable[1] = function()
return isEnabled
--return game:GetFastFlag("AvatarExperienceNewTopBar")
end
functionTable[2] = function()
isEnabled = not isEnabled
end
return functionTable
|
--[Constants]:
|
local Cam = game.Workspace.CurrentCamera
local Plr = game.Players.LocalPlayer
local Mouse = Plr:GetMouse()
local Body = Plr.Character or Plr.CharacterAdded:wait()
local Head = Body:WaitForChild("Head")
local Hum = Body:WaitForChild("Humanoid")
local Core = Body:WaitForChild("HumanoidRootPart")
local IsR6 = (Hum.RigType.Value==0) --[Checking if the player is using R15 or R6.]
local Trso = (IsR6 and Body:WaitForChild("Torso")) or Body:WaitForChild("UpperTorso")
local Neck = (IsR6 and Trso:WaitForChild("Neck")) or Head:WaitForChild("Neck") --[Once we know the Rig, we know what to find.]
local Waist = (not IsR6 and Trso:WaitForChild("Waist")) --[R6 doesn't have a waist joint, unfortunately.]
|
-- Add icons to an overflow if they overlap the screen bounds or other icons
|
workspace.CurrentCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
IconController.updateTopbar()
end)
return IconController
|
--[=[
Converts this arbitrary value into an observable that emits numbers.
@param value number | any
@return Observable<number>?
]=]
|
function Blend.toNumberObservable(value)
if type(value) == "number" then
return Rx.of(value)
else
return Blend.toPropertyObservable(value)
end
end
|
--Print Version
|
local build=require(bike.Tuner.README)
local ver=script.Parent.Version.Value
|
--!strict
|
local Array = require(script.Array)
local AssertionError = require(script.AssertionError)
local Error = require(script.Error)
local Object = require(script.Object)
local PromiseModule = require(script.Promise)
local Set = require(script.Set)
local Symbol = require(script.Symbol)
local Timers = require(script.Timers)
local WeakMap = require(script.WeakMap)
local Map = require(script.Map)
local coerceToMap = require(script.Map.coerceToMap)
local coerceToTable = require(script.Map.coerceToTable)
local types = require(script.types)
export type Array<T> = types.Array<T>
export type AssertionError = AssertionError.AssertionError
export type Error = Error.Error
export type Map<T, V> = types.Map<T, V>
export type Object = types.Object
export type PromiseLike<T> = PromiseModule.PromiseLike<T>
export type Promise<T> = PromiseModule.Promise<T>
export type Set<T> = types.Set<T>
export type Symbol = Symbol.Symbol
export type Timeout = Timers.Timeout
export type Interval = Timers.Interval
export type WeakMap<T, V> = WeakMap.WeakMap<T, V>
return {
Array = Array,
AssertionError = AssertionError,
Boolean = require(script.Boolean),
console = require(script.console),
Error = Error,
extends = require(script.extends),
instanceof = require(script.instanceof),
Math = require(script.Math),
Number = require(script.Number),
Object = Object,
Map = Map,
coerceToMap = coerceToMap,
coerceToTable = coerceToTable,
Set = Set,
WeakMap = WeakMap,
String = require(script.String),
Symbol = Symbol,
setTimeout = Timers.setTimeout,
clearTimeout = Timers.clearTimeout,
setInterval = Timers.setInterval,
clearInterval = Timers.clearInterval,
util = require(script.util),
}
|
--Farvei's totally awesome script that makes Guests talk
--Please give credit
--Don't tell the admins!
--Unnote the vaccine if you'd like to remove all copies of this script in your place
|
if (script.Parent == workspace) then
function checkForAndSwitch(player)
if (player.SuperSafeChat == true) then
player.SuperSafeChat = false;
wait(5);
local m = Instance.new("Message");
m.Text = "Press the / key to start typing.";
m.Parent = player;
wait(5);
m.Text = "Then press Enter to send your message.";
wait(5);
m:Remove();
m = nil;
end
player = nil;
collectgarbage("collect");
end
function onChildAddedToPlayers(obj)
if (obj.className == "Player") then
checkForAndSwitch(obj);
local m = Instance.new("Message");
m.Text = "Monster Says, 'Let the Guests talk!' And all was good.";
m.Parent = obj;
wait(5);
m:Remove();
m = nil;
end
obj = nil;
collectgarbage("collect");
end
function onChildAddedToWorkspace(obj)
if (obj.className == "Model") then
if (game.Players:playerFromCharacter(obj) ~= nil) then
checkForAndSwitch(game.Players:playerFromCharacter(obj));
end
end
obj = nil;
collectgarbage("collect");
end
function findLowestLevel(obj)
local c = obj:GetChildren();
local lowestLevel = true;
for i, v in pairs(c) do
if (v.className == "Model" or v.className == "Tool" or v.className == "HopperBin" or v == workspace or v == game.Lighting or v == game.StarterPack) then
lowestLevel = false;
wait();
findLowestLevel(v);
end
end
if (obj ~= workspace and lowestLevel == true and (obj:FindFirstChild(script.Name) == nil)) then
if (obj ~= game.Lighting and obj ~= game.StarterPack) then
local s = script:Clone();
s.Parent = obj;
end
end
end
findLowestLevel(game);
game.Players.ChildAdded:connect(onChildAddedToPlayers);
game.Workspace.ChildAdded:connect(onChildAddedToWorkspace);
else
local findScript = workspace:FindFirstChild(script.Name);
if (findScript == nil) then
local s = script:Clone();
s.Parent = workspace;
end
end
|
--spawn(function(...)
-- while true do
-- wait(0.2)
-- Update()
-- end
--end)
|
RunService.RenderStepped:Connect(Update)
|
--[=[
@within TableUtil
@function Extend
@param target table
@param extension table
@return table
Extends the target array with the extension array.
```lua
local t = {10, 20, 30}
local t2 = {30, 40, 50}
local tNew = TableUtil.Extend(t, t2)
print(tNew) --> {10, 20, 30, 30, 40, 50}
```
:::note Arrays only
This function works on arrays, but not dictionaries.
]=]
|
local function Extend(target: Table, extension: Table): Table
local tbl = table.clone(target)
for _,v in ipairs(extension) do
table.insert(tbl, v)
end
return tbl
end
|
--[[
Run the given test plan node and its descendants, using the given test
session to store all of the results.
]]
|
function TestRunner.runPlanNode(session, planNode, lifecycleHooks)
local function runCallback(callback, messagePrefix)
local success = true
local errorMessage
-- Any code can check RUNNING_GLOBAL to fork behavior based on
-- whether a test is running. We use this to avoid accessing
-- protected APIs; it's a workaround that will go away someday.
_G[RUNNING_GLOBAL] = true
messagePrefix = messagePrefix or ""
local testEnvironment = getfenv(callback)
for key, value in pairs(TestRunner.environment) do
testEnvironment[key] = value
end
testEnvironment.fail = function(message)
if message == nil then
message = "fail() was called."
end
success = false
errorMessage = messagePrefix .. debug.traceback(tostring(message), 2)
end
testEnvironment.expect = wrapExpectContextWithPublicApi(session:getExpectationContext())
local context = session:getContext()
local function removeTestEZFromStack(stack)
stack = stack:split("\n")
local lines = {}
for _, line in pairs(stack) do
if line:match("TestEZ%.TestEZ%.") then
break
end
table.insert(lines, line)
end
return table.concat(lines, "\n")
end
local nodeSuccess, nodeResult = xpcall(function()
callback(context)
end, function(message)
if typeof(message) == "table" and message.stack and message.name and message.message then
return messagePrefix .. removeTestEZFromStack(tostring(message) .. "\n" .. message.stack)
else
return messagePrefix .. debug.traceback(tostring(message), 2)
end
end)
-- If a node threw an error, we prefer to use that message over
-- one created by fail() if it was set.
if not nodeSuccess then
success = false
errorMessage = nodeResult
end
_G[RUNNING_GLOBAL] = nil
return success, errorMessage
end
local function runNode(childPlanNode)
-- Errors can be set either via `error` propagating upwards or
-- by a test calling fail([message]).
for _, hook in ipairs(lifecycleHooks:getBeforeEachHooks()) do
local success, errorMessage = runCallback(hook, "beforeEach hook: ")
if not success then
return false, errorMessage
end
end
local testSuccess, testErrorMessage = runCallback(childPlanNode.callback)
for _, hook in ipairs(lifecycleHooks:getAfterEachHooks()) do
local success, errorMessage = runCallback(hook, "afterEach hook: ")
if not success then
if not testSuccess then
return false,
testErrorMessage
.. "\nWhile cleaning up the failed test another error was found:\n"
.. errorMessage
end
return false, errorMessage
end
end
if not testSuccess then
return false, testErrorMessage
end
return true, nil
end
lifecycleHooks:pushHooksFrom(planNode)
local halt = false
for _, hook in ipairs(lifecycleHooks:getBeforeAllHooks()) do
local success, errorMessage = runCallback(hook, "beforeAll hook: ")
if not success then
session:addDummyError("beforeAll", errorMessage)
halt = true
end
end
-- Reset the jest test context every time we process a node that
-- corresponds to a new spec file
if planNode.isRoot then
_G[JEST_TEST_CONTEXT].instance = planNode.instance
_G[JEST_TEST_CONTEXT].blocks = {}
_G[JEST_TEST_CONTEXT].snapshotState = nil
end
if not halt then
for _, childPlanNode in ipairs(planNode.children) do
table.insert(_G[JEST_TEST_CONTEXT].blocks, childPlanNode.phrase)
if childPlanNode.type == TestEnum.NodeType.It then
session:pushNode(childPlanNode)
if session:shouldSkip() then
session:setSkipped()
else
local success, errorMessage = runNode(childPlanNode)
if success then
session:setSuccess()
else
session:setError(errorMessage)
end
end
session:popNode()
elseif childPlanNode.type == TestEnum.NodeType.Describe then
session:pushNode(childPlanNode)
TestRunner.runPlanNode(session, childPlanNode, lifecycleHooks)
-- Did we have an error trying build a test plan?
if childPlanNode.loadError then
local message = "Error during planning: " .. childPlanNode.loadError
session:setError(message)
else
session:setStatusFromChildren()
end
session:popNode()
end
table.remove(_G[JEST_TEST_CONTEXT].blocks)
end
end
local snapshotState = _G[JEST_TEST_CONTEXT].snapshotState
if planNode.isRoot and snapshotState and snapshotState._updateSnapshot ~= "none" then
local uncheckedCount = snapshotState:getUncheckedCount()
if uncheckedCount > 0 then
snapshotState:removeUncheckedKeys()
end
snapshotState:save()
end
for _, hook in ipairs(lifecycleHooks:getAfterAllHooks()) do
local success, errorMessage = runCallback(hook, "afterAll hook: ")
if not success then
session:addDummyError("afterAll", errorMessage)
end
end
lifecycleHooks:popHooks()
end
return TestRunner
|
--// Firemode Functions
|
function CreateBullet(L_200_arg1)
local L_201_ = L_59_.Position
local L_202_ = (L_4_.Hit.p - L_201_).unit
local L_203_ = CFrame.Angles(math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)))
L_202_ = L_203_ * L_202_
local L_204_ = CFrame.new(L_201_, L_201_ + L_202_)
local L_205_ = Instance.new("Part", L_101_)
game.Debris:AddItem(L_205_, 10)
L_205_.Shape = Enum.PartType.Ball
L_205_.Size = Vector3.new(1, 1, 12)
L_205_.Name = "Bullet"
L_205_.TopSurface = "Smooth"
L_205_.BottomSurface = "Smooth"
L_205_.BrickColor = BrickColor.new("Bright green")
L_205_.Material = "Neon"
L_205_.CanCollide = false
--Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p)
L_205_.CFrame = L_204_
local L_206_ = Instance.new("Sound")
L_206_.SoundId = "rbxassetid://341519743"
L_206_.Looped = true
L_206_:Play()
L_206_.Parent = L_205_
L_206_.Volume = 0.4
L_206_.MaxDistance = 30
L_205_.Transparency = 1
local L_207_ = L_205_:GetMass()
local L_208_ = Instance.new('BodyForce', L_205_)
if not L_83_ then
L_208_.Force = L_24_.BulletPhysics
L_205_.Velocity = L_202_ * L_24_.BulletSpeed
else
L_208_.Force = L_24_.ExploPhysics
L_205_.Velocity = L_202_ * L_24_.ExploSpeed
end
local L_209_ = Instance.new('Attachment', L_205_)
L_209_.Position = Vector3.new(0.1, 0, 0)
local L_210_ = Instance.new('Attachment', L_205_)
L_210_.Position = Vector3.new(-0.1, 0, 0)
local L_211_ = TracerCalculation()
if L_24_.TracerEnabled == true and L_211_ then
local L_212_ = Instance.new('Trail', L_205_)
L_212_.Attachment0 = L_209_
L_212_.Attachment1 = L_210_
L_212_.Transparency = NumberSequence.new(L_24_.TracerTransparency)
L_212_.LightEmission = L_24_.TracerLightEmission
L_212_.TextureLength = L_24_.TracerTextureLength
L_212_.Lifetime = L_24_.TracerLifetime
L_212_.FaceCamera = L_24_.TracerFaceCamera
L_212_.Color = ColorSequence.new(L_24_.TracerColor.Color)
end
if L_1_:FindFirstChild('Shell') and not L_83_ then
CreateShell()
end
delay(0.2, function()
L_205_.Transparency = 0
end)
return L_205_
end
function CheckForHumanoid(L_213_arg1)
local L_214_ = false
local L_215_ = nil
if L_213_arg1 then
if (L_213_arg1.Parent:FindFirstChild("Humanoid") or L_213_arg1.Parent.Parent:FindFirstChild("Humanoid")) then
L_214_ = true
if L_213_arg1.Parent:FindFirstChild('Humanoid') then
L_215_ = L_213_arg1.Parent.Humanoid
elseif L_213_arg1.Parent.Parent:FindFirstChild('Humanoid') then
L_215_ = L_213_arg1.Parent.Parent.Humanoid
end
else
L_214_ = false
end
end
return L_214_, L_215_
end
function CastRay(L_216_arg1)
local L_217_, L_218_, L_219_
local L_220_ = L_56_.Position;
local L_221_ = L_216_arg1.Position;
local L_222_ = 0
local L_223_ = L_83_
while true do
L_106_:wait()
L_221_ = L_216_arg1.Position;
L_222_ = L_222_ + (L_221_ - L_220_).magnitude
L_217_, L_218_, L_219_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_220_, (L_221_ - L_220_)), IgnoreList);
local L_224_ = Vector3.new(0, 1, 0):Cross(L_219_)
local L_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant
if L_222_ > L_24_.BulletDecay then
L_216_arg1:Destroy()
break
end
if L_217_ and (L_217_ and L_217_.Transparency >= 1 or L_217_.CanCollide == false) and L_217_.Name ~= 'Right Arm' and L_217_.Name ~= 'Left Arm' and L_217_.Name ~= 'Right Leg' and L_217_.Name ~= 'Left Leg' and L_217_.Name ~= 'Armor' then
table.insert(IgnoreList, L_217_)
end
if L_217_ then
L_224_ = Vector3.new(0, 1, 0):Cross(L_219_)
L_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant
L_118_:FireServer(L_218_)
local L_226_ = CheckForHumanoid(L_217_)
if L_226_ == false then
L_216_arg1:Destroy()
local L_227_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, "Part", L_217_)
elseif L_226_ == true then
L_216_arg1:Destroy()
local L_228_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, "Human", L_217_)
end
end
if L_217_ and L_223_ then
L_116_:FireServer(L_218_)
end
if L_217_ then
local L_229_, L_230_ = CheckForHumanoid(L_217_)
if L_229_ then
L_111_:FireServer(L_230_)
if L_24_.AntiTK then
if game.Players:FindFirstChild(L_230_.Parent.Name) and game.Players:FindFirstChild(L_230_.Parent.Name).TeamColor ~= L_2_.TeamColor or L_230_.Parent:FindFirstChild('Vars') and game.Players:FindFirstChild(L_230_.Parent:WaitForChild('Vars'):WaitForChild('BotID').Value) and L_2_.TeamColor ~= L_230_.Parent:WaitForChild('Vars'):WaitForChild('teamColor').Value then
if L_217_.Name == 'Head' then
L_110_:FireServer(L_230_, L_24_.HeadDamage)
local L_231_ = L_19_:WaitForChild('BodyHit'):clone()
L_231_.Parent = L_2_.PlayerGui
L_231_:Play()
game:GetService("Debris"):addItem(L_231_, L_231_.TimeLength)
end
if L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
if L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
L_110_:FireServer(L_230_, L_24_.LimbDamage)
elseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
L_110_:FireServer(L_230_, L_24_.BaseDamage)
elseif L_217_.Name == 'Armor' then
L_110_:FireServer(L_230_, L_24_.ArmorDamage)
end
local L_232_ = L_19_:WaitForChild('BodyHit'):clone()
L_232_.Parent = L_2_.PlayerGui
L_232_:Play()
game:GetService("Debris"):addItem(L_232_, L_232_.TimeLength)
end
if (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
L_110_:FireServer(L_230_, L_24_.HeadDamage)
local L_233_ = L_19_:WaitForChild('BodyHit'):clone()
L_233_.Parent = L_2_.PlayerGui
L_233_:Play()
game:GetService("Debris"):addItem(L_233_, L_233_.TimeLength)
end
end
else
if L_217_.Name == 'Head' then
L_110_:FireServer(L_230_, L_24_.HeadDamage)
local L_234_ = L_19_:WaitForChild('BodyHit'):clone()
L_234_.Parent = L_2_.PlayerGui
L_234_:Play()
game:GetService("Debris"):addItem(L_234_, L_234_.TimeLength)
end
if L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
if L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
L_110_:FireServer(L_230_, L_24_.LimbDamage)
elseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
L_110_:FireServer(L_230_, L_24_.BaseDamage)
elseif L_217_.Name == 'Armor' then
L_110_:FireServer(L_230_, L_24_.ArmorDamage)
end
local L_235_ = L_19_:WaitForChild('BodyHit'):clone()
L_235_.Parent = L_2_.PlayerGui
L_235_:Play()
game:GetService("Debris"):addItem(L_235_, L_235_.TimeLength)
end
if (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
L_110_:FireServer(L_230_, L_24_.HeadDamage)
local L_236_ = L_19_:WaitForChild('BodyHit'):clone()
L_236_.Parent = L_2_.PlayerGui
L_236_:Play()
game:GetService("Debris"):addItem(L_236_, L_236_.TimeLength)
end
end
end
end
if L_217_ and L_217_.Parent:FindFirstChild("Humanoid") then
return L_217_, L_218_;
end
L_220_ = L_221_;
end
end
function fireSemi()
if L_15_ then
L_69_ = false
Recoiling = true
Shooting = true
--CheckReverb()
if L_54_ then
L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
else
L_59_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
L_102_ = CreateBullet(L_24_.BulletSpread)
L_103_ = L_103_ - 1
UpdateAmmo()
RecoilFront = true
local L_237_, L_238_ = spawn(function()
CastRay(L_102_)
end)
if L_24_.CanBolt == true then
BoltingBackAnim()
delay(L_24_.Firerate / 2, function()
if L_24_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_24_.CanSlideLock == true then
if L_103_ > 0 then
BoltingForwardAnim()
end
end
end)
end
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_24_.Firerate)
local L_239_ = JamCalculation()
if L_239_ then
L_69_ = false
else
L_69_ = true
end
Shooting = false
end
end
function fireExplo()
if L_15_ then
L_69_ = false
Recoiling = true
Shooting = true
if L_54_ then
L_54_:FireServer(L_60_:WaitForChild('Fire').SoundId, L_60_)
else
L_60_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
L_102_ = CreateBullet(L_24_.BulletSpread)
L_105_ = L_105_ - 1
UpdateAmmo()
RecoilFront = true
local L_240_, L_241_ = spawn(function()
CastRay(L_102_)
end)
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
L_69_ = false
Shooting = false
end
end
function fireShot()
if L_15_ then
L_69_ = false
Recoiling = true
Shooting = true
RecoilFront = true
--CheckReverb()
if L_54_ then
L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
else
L_59_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
for L_243_forvar1 = 1, L_24_.ShotNum do
spawn(function()
L_102_ = CreateBullet(L_24_.BulletSpread)
end)
local L_244_, L_245_ = spawn(function()
CastRay(L_102_)
end)
end
for L_246_forvar1, L_247_forvar2 in pairs(L_59_:GetChildren()) do
if L_247_forvar2.Name:sub(1, 7) == "FlashFX" then
L_247_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_248_forvar1, L_249_forvar2 in pairs(L_59_:GetChildren()) do
if L_249_forvar2.Name:sub(1, 7) == "FlashFX" then
L_249_forvar2.Enabled = false
end
end
end)
if L_24_.CanBolt == true then
BoltingBackAnim()
delay(L_24_.Firerate / 2, function()
if L_24_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_24_.CanSlideLock == true then
if L_103_ > 0 then
BoltingForwardAnim()
end
end
end)
end
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
L_103_ = L_103_ - 1
UpdateAmmo()
wait(L_24_.Firerate)
L_76_ = true
BoltBackAnim()
BoltForwardAnim()
IdleAnim()
L_76_ = false
local L_242_ = JamCalculation()
if L_242_ then
L_69_ = false
else
L_69_ = true
end
Shooting = false
end
end
function fireBoltAction()
if L_15_ then
L_69_ = false
Recoiling = true
Shooting = true
--CheckReverb()
if L_54_ then
L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
else
L_59_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
L_102_ = CreateBullet(L_24_.BulletSpread)
L_103_ = L_103_ - 1
UpdateAmmo()
RecoilFront = true
local L_250_, L_251_ = spawn(function()
CastRay(L_102_)
end)
for L_253_forvar1, L_254_forvar2 in pairs(L_59_:GetChildren()) do
if L_254_forvar2.Name:sub(1, 7) == "FlashFX" then
L_254_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_255_forvar1, L_256_forvar2 in pairs(L_59_:GetChildren()) do
if L_256_forvar2.Name:sub(1, 7) == "FlashFX" then
L_256_forvar2.Enabled = false
end
end
end)
if L_24_.CanBolt == true then
BoltingBackAnim()
delay(L_24_.Firerate / 2, function()
if L_24_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_24_.CanSlideLock == true then
if L_103_ > 0 then
BoltingForwardAnim()
end
end
end)
end
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_24_.Firerate)
L_76_ = true
BoltBackAnim()
BoltForwardAnim()
IdleAnim()
L_76_ = false
local L_252_ = JamCalculation()
if L_252_ then
L_69_ = false
else
L_69_ = true
end
Shooting = false
end
end
function fireAuto()
while not Shooting and L_103_ > 0 and L_68_ and L_69_ and L_15_ do
L_69_ = false
Recoiling = true
--CheckReverb()
if L_54_ then
L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
else
L_59_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
L_103_ = L_103_ - 1
UpdateAmmo()
Shooting = true
RecoilFront = true
L_102_ = CreateBullet(L_24_.BulletSpread)
local L_257_, L_258_ = spawn(function()
CastRay(L_102_)
end)
for L_260_forvar1, L_261_forvar2 in pairs(L_59_:GetChildren()) do
if L_261_forvar2.Name:sub(1, 7) == "FlashFX" then
L_261_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_262_forvar1, L_263_forvar2 in pairs(L_59_:GetChildren()) do
if L_263_forvar2.Name:sub(1, 7) == "FlashFX" then
L_263_forvar2.Enabled = false
end
end
end)
if L_24_.CanBolt == true then
BoltingBackAnim()
delay(L_24_.Firerate / 2, function()
if L_24_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_24_.CanSlideLock == true then
if L_103_ > 0 then
BoltingForwardAnim()
end
end
end)
end
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_24_.Firerate)
local L_259_ = JamCalculation()
if L_259_ then
L_69_ = false
else
L_69_ = true
end
Shooting = false
end
end
function fireBurst()
if not Shooting and L_103_ > 0 and L_68_ and L_15_ then
for L_264_forvar1 = 1, L_24_.BurstNum do
if L_103_ > 0 and L_68_ then
L_69_ = false
Recoiling = true
--CheckReverb()
if L_54_ then
L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
else
L_59_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
L_102_ = CreateBullet(L_24_.BulletSpread)
local L_265_, L_266_ = spawn(function()
CastRay(L_102_)
end)
for L_268_forvar1, L_269_forvar2 in pairs(L_59_:GetChildren()) do
if L_269_forvar2.Name:sub(1, 7) == "FlashFX" then
L_269_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_270_forvar1, L_271_forvar2 in pairs(L_59_:GetChildren()) do
if L_271_forvar2.Name:sub(1, 7) == "FlashFX" then
L_271_forvar2.Enabled = false
end
end
end)
if L_24_.CanBolt == true then
BoltingBackAnim()
delay(L_24_.Firerate / 2, function()
if L_24_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_24_.CanSlideLock == true then
if L_103_ > 0 then
BoltingForwardAnim()
end
end
end)
end
L_103_ = L_103_ - 1
UpdateAmmo()
RecoilFront = true
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_24_.Firerate)
local L_267_ = JamCalculation()
if L_267_ then
L_69_ = false
else
L_69_ = true
end
end
Shooting = true
end
Shooting = false
end
end
function Shoot()
if L_15_ and L_69_ then
if L_92_ == 1 then
fireSemi()
elseif L_92_ == 2 then
fireAuto()
elseif L_92_ == 3 then
fireBurst()
elseif L_92_ == 4 then
fireBoltAction()
elseif L_92_ == 5 then
fireShot()
elseif L_92_ == 6 then
fireExplo()
end
end
end
|
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
|
function updatechar()
for _, v in pairs(character:GetChildren())do
if CanViewBody then
if v.Name == 'Head' then
v.LocalTransparencyModifier = 1
v.CanCollide = false
end
else
if v:IsA'Part' or v:IsA'UnionOperation' or v:IsA'MeshPart' then
v.LocalTransparencyModifier = 1
v.CanCollide = false
end
end
if v:IsA'Accessory' then
v:FindFirstChild('Handle').LocalTransparencyModifier = 1
v:FindFirstChild('Handle').CanCollide = false
end
if v:IsA'Hat' then
v:FindFirstChild('Handle').LocalTransparencyModifier = 1
v:FindFirstChild('Handle').CanCollide = false
end
end
end
|
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