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--//Setup//--
Humanoid:SetStateEnabled(Enum.HumanoidStateType.Swimming, false)
--Remove with FFlagPlayerScriptsBindAtPriority
function BaseCamera:OnKeyDown(input, processed) if not self.hasGameLoaded and VRService.VREnabled then return end if processed then return end if self.distanceChangeEnabled then if input.KeyCode == Enum.KeyCode.I then self:SetCameraToSubjectDistance( self.currentSubjectDistance - 5 ) elseif input.KeyCode == Enum.KeyCode.O then self:SetCameraToSubjectDistance( self.currentSubjectDistance + 5 ) end end if self.panBeginLook == nil and self.keyPanEnabled then if input.KeyCode == Enum.KeyCode.Left then self.turningLeft = true elseif input.KeyCode == Enum.KeyCode.Right then self.turningRight = true elseif input.KeyCode == Enum.KeyCode.Comma then local angle = Util.RotateVectorByAngleAndRound(self:GetCameraLookVector() * Vector3.new(1,0,1), -math.pi*0.1875, math.pi*0.25) if angle ~= 0 then self.rotateInput = self.rotateInput + Vector2.new(angle, 0) self.lastUserPanCamera = tick() self.lastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.Period then local angle = Util.RotateVectorByAngleAndRound(self:GetCameraLookVector() * Vector3.new(1,0,1), math.pi*0.1875, math.pi*0.25) if angle ~= 0 then self.rotateInput = self.rotateInput + Vector2.new(angle, 0) self.lastUserPanCamera = tick() self.lastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.PageUp then self.rotateInput = self.rotateInput + Vector2.new(0,math.rad(15)) self.lastCameraTransform = nil elseif input.KeyCode == Enum.KeyCode.PageDown then self.rotateInput = self.rotateInput + Vector2.new(0,math.rad(-15)) self.lastCameraTransform = nil end end end
--[[Here are some suggested ID's for you, Note these are mostly club/Dubstep songs 1.145060711 2.146180801 3.152357361 4.152357361 5.145579822 6.148492408 7.142720946 8.142372565 9.152779074 10.145915908 11.138855854 --]]
--Purchase and receive gamepasses
main.marketplaceService.PromptGamePassPurchaseFinished:Connect(function(player,assetId,isPurchased) local pdata = main.pd[player] if isPurchased and pdata then local validGamepass = main.permissions.gamepasses[tostring(assetId)] if validGamepass and not main:GetModule("cf"):FindValue(pdata.Gamepasses, assetId) then main:GetModule("PlayerData"):InsertStat(player, "Gamepasses", assetId) main:GetModule("cf"):RankPlayerSimple(player, validGamepass.Rank) if not main:GetModule("cf"):FindValue(main.products, assetId) then main:GetModule("cf"):FormatAndFireNotice(player, "UnlockRank", main:GetModule("cf"):GetRankName(validGamepass.Rank)) end main:GetModule("cf"):CheckAndRankToDonor(player, pdata, assetId) end end end) return module
-- ==================== -- CAMERA SHAKING -- Make user's camera shaking when shooting -- ====================
CameraShakingEnabled = true; Intensity = 0.5; --In degree
-- Set up the event handler for the GClippsly button
btn.MouseButton1Click:Connect(toggleWindow)
-- ProfileVersionQuery object:
local ProfileVersionQuery = { --[[ _profile_store = profile_store, _profile_key = profile_key, _sort_direction = sort_direction, _min_date = min_date, _max_date = max_date, _query_pages = pages, -- [DataStoreVersionPages] _query_index = index, -- [number] _query_failure = false, _is_query_yielded = false, _query_queue = {}, --]] } ProfileVersionQuery.__index = ProfileVersionQuery function ProfileVersionQuery:_MoveQueue() while #self._query_queue > 0 do local queue_entry = table.remove(self._query_queue, 1) task.spawn(queue_entry) if self._is_query_yielded == true then break end end end function ProfileVersionQuery:NextAsync(_is_stacking) --> [Profile] or nil if self._profile_store == nil then return nil end local profile local is_finished = false local function query_job() if self._query_failure == true then is_finished = true return end -- First "next" call loads version pages: if self._query_pages == nil then self._is_query_yielded = true task.spawn(function() profile = self:NextAsync(true) is_finished = true end) local list_success, error_message = pcall(function() self._query_pages = self._profile_store._global_data_store:ListVersionsAsync( self._profile_key, self._sort_direction, self._min_date, self._max_date ) self._query_index = 0 end) if list_success == false or self._query_pages == nil then warn("[ProfileService]: Version query fail - " .. tostring(error_message)) self._query_failure = true end self._is_query_yielded = false self:_MoveQueue() return end local current_page = self._query_pages:GetCurrentPage() local next_item = current_page[self._query_index + 1] -- No more entries: if self._query_pages.IsFinished == true and next_item == nil then is_finished = true return end -- Load next page when this page is over: if next_item == nil then self._is_query_yielded = true task.spawn(function() profile = self:NextAsync(true) is_finished = true end) local success = pcall(function() self._query_pages:AdvanceToNextPageAsync() self._query_index = 0 end) if success == false or #self._query_pages:GetCurrentPage() == 0 then self._query_failure = true end self._is_query_yielded = false self:_MoveQueue() return end -- Next page item: self._query_index += 1 profile = self._profile_store:ViewProfileAsync(self._profile_key, next_item.Version) is_finished = true end if self._is_query_yielded == false then query_job() else if _is_stacking == true then table.insert(self._query_queue, 1, query_job) else table.insert(self._query_queue, query_job) end end while is_finished == false do task.wait() end return profile end
--watch the video to know where to put it
local repStorage = game:GetService("ReplicatedStorage") local remote = repStorage:FindFirstChild("Rebirth") local button = script.Parent local debounce = false button.MouseButton1Click:Connect(function() local rebirths = game.Players.LocalPlayer.leaderstats:FindFirstChild("Rebirths") if not debounce then debounce = true local playerPoint = rebirths remote:FireServer(playerPoint) wait(0.001) debounce = false end end) repeat local rebirths = game.Players.LocalPlayer.leaderstats:FindFirstChild("Rebirths") local textButton = script.Parent textButton.Text = "".. tostring(1000000 * (rebirths.Value + 1)) .." Cash " wait(0.001) until script.Parent == nil
--[[ INSTRUCTIONS: Place both teleporter1a and teleporter1b in the same directory (e.g. both in workspace directly, or both directly in the same group or model) Otherwise it wont work. Once youve done that, jump on the teleporter to teleport to the other. If you want more than one set of teleporters I will be adding more types in the future. Send me requests and ideas - miked. --]]
--!strict
local RunService = game:GetService("RunService") local PostSimulation = RunService.Heartbeat local OPT_INTERVAL_ATTRIBUTE = "Interval" local OPT_INTERVAL = 3 local OPT_SWITCH_ATTRIBUTE = "Switch" local OPT_SWITCH = false local OPT_DEFAULT_MATERIAL = Enum.Material.SmoothPlastic local OPT_SWITCH_MATERIAL = Enum.Material.ForceField local Obstacle = {} Obstacle.__index = Obstacle function Obstacle.new(instance: Instance) local self = setmetatable({}, Obstacle) self._events = {} self._materialCache = {} self._lastTick = tick() self._instance = instance self._interval = instance:GetAttribute(OPT_INTERVAL_ATTRIBUTE) or OPT_INTERVAL self._switch = instance:GetAttribute(OPT_SWITCH_ATTRIBUTE) or OPT_SWITCH self:CachePartMaterials() table.insert(self._events, PostSimulation:Connect(function() local now = tick() if now - self._lastTick < self._interval then return end self._lastTick = now self:ToggleState() end)) self:UpdateParts() return self end function Obstacle:GetAllParts(): {BasePart} local parts = {} if self._instance:IsA("BasePart") then table.insert(parts, self._instance::BasePart) end for _, child: BasePart in ipairs(self._instance:GetDescendants()) do if child:IsA("BasePart") then table.insert(parts, child) end end return parts end function Obstacle:CachePartMaterials() for _, part: BasePart in ipairs(self:GetAllParts()) do self._materialCache[part] = part.Material end end function Obstacle:GetSwitchState(): boolean return self._instance:GetAttribute(OPT_SWITCH_ATTRIBUTE) == true end function Obstacle:ToggleState() self._instance:SetAttribute(OPT_SWITCH_ATTRIBUTE, not self:GetSwitchState()) self:UpdateParts() end function Obstacle:UpdateParts() for _, part in ipairs(self:GetAllParts()) do self:SetPartMaterial(part) end end function Obstacle:SetPartMaterial(part: BasePart) local switch = self:GetSwitchState() part.CanCollide = switch part.Material = switch and (self._materialCache[part] or OPT_DEFAULT_MATERIAL) or OPT_SWITCH_MATERIAL end function Obstacle:Destroy() for _, event: RBXScriptConnection in ipairs(self._events) do event:Disconnect() end end return Obstacle
-- Create component
local TextBox = Roact.PureComponent:extend 'TextBox'
-- Encuentra el sonido llamado "hyperx" en el servicio de sonido
local sound = soundService:FindFirstChild("final")
--
tool.Equipped:connect(function() equipped = true owner = game:GetService("Players"):GetPlayerFromCharacter(tool.Parent) character = owner.Character local rightarm = Instance.new("Weld", character.Torso) rightarm.Part0 = character.Torso rightarm.Part1 = character["Right Arm"] rightarm.C0 = CFrame.new(1.5,0,0) rightarm.Name = "RightArmWeldpunch" local leftarm = Instance.new("Weld", character.Torso) leftarm.Part0 = character.Torso leftarm.Part1 = character["Left Arm"] leftarm.C0 = CFrame.new(-1.5,0,0) leftarm.Name = "LeftArmWeldpunch" local head = Instance.new("Weld", character.Torso) head.Part0 = character.Torso head.Part1 = character.Head head.C0 = CFrame.new(0,1.5,0) head.Name = "HeadWeldpunch" local humanoidrootpart = Instance.new("Weld", character.HumanoidRootPart) humanoidrootpart.Part0 = character.HumanoidRootPart humanoidrootpart.Part1 = character.Torso humanoidrootpart.Name = "HumanoidRootPartWeldpunch" for i,v in pairs(script:GetChildren()) do if v.ClassName == "Sound" then v.Parent = character.HumanoidRootPart end end cananimate = true local savedchar = character local lasthp = character:findFirstChildOfClass("Humanoid").Health coroutine.wrap(function() local humhp = character:findFirstChildOfClass("Humanoid").Health while runservice.Stepped:wait() and equipped do if character:findFirstChildOfClass("Humanoid").Health < humhp then local thedamage = humhp - character:findFirstChildOfClass("Humanoid").Health character:findFirstChildOfClass("Humanoid").Health = character:findFirstChildOfClass("Humanoid").Health + thedamage/2.5 end if cananimate then head.C0 = head.C0:lerp(CFrame.new(0,1.5,0),0.1) humanoidrootpart.C0 = humanoidrootpart.C0:lerp(CFrame.new(),0.2) leftarm.C0 = leftarm.C0:lerp(CFrame.new(-0.8,0.15,-0.5) * CFrame.fromEulerAnglesXYZ(math.pi-(math.rad(20)),0,math.rad(15)) * CFrame.new(0,-0.5,0),0.2) rightarm.C0 = rightarm.C0:lerp(CFrame.new(0.8,0.15,-0.5) * CFrame.fromEulerAnglesXYZ(math.pi-(math.rad(20)),0,math.rad(-15)) * CFrame.new(0,-0.5,0),0.2) end humhp = character:findFirstChildOfClass("Humanoid").Health end end)() end) tool.Unequipped:connect(function() equipped = false instancewhitelist = {} mouseclick = false cananimate = false for i,v in pairs(character.HumanoidRootPart:GetChildren()) do if v.ClassName == "Sound" then v.Parent = script end end if character.Torso:findFirstChild("LeftArmWeldpunch") then character.Torso:findFirstChild("LeftArmWeldpunch"):destroy() end if character.Torso:findFirstChild("RightArmWeldpunch") then character.Torso:findFirstChild("RightArmWeldpunch"):destroy() end if character.Torso:findFirstChild("HeadWeldpunch") then character.Torso:findFirstChild("HeadWeldpunch"):destroy() end if character:findFirstChild("HumanoidRootPart") then if character.HumanoidRootPart:findFirstChild("HumanoidRootPartWeldpunch") then character.HumanoidRootPart:findFirstChild("HumanoidRootPartWeldpunch"):destroy() end end end)
-- Displays a hint to the player that the GUI auto-hides. -- -- ForbiddenJ
IsGuiDisplayed = script.Parent.IsDisplayed IsHiddenByOtherGUI = script.Parent.IsHiddenByOtherGUI SpawnNotification = game.ReplicatedStorage.ClientStorage.SpawnNotification SmallHint = script.Parent.SmallHint HasShownLargeHint = false function Update() SmallHint.Visible = not IsGuiDisplayed.Value if not HasShownLargeHint and not IsGuiDisplayed.Value and not IsHiddenByOtherGUI.Value then HasShownLargeHint = true local notification = SpawnNotification:Invoke("Hover mouse to show panel.", nil, -1) SmallHint.ImageTransparency = 0 notification.TextStrokeColor3 = Color3.new(0.7, 0.7, 0.7) local tween = game.TweenService:Create( SmallHint, TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, math.huge), {ImageTransparency = 0.85}) tween.Parent = SmallHint tween:Play() local tween2 = game.TweenService:Create( notification, TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, math.huge), {TextStrokeColor3 = Color3.new(0, 0, 0)}) tween2.Parent = notification tween2:Play() local hintCleanedUp = false local function cleanupHint() if not hintCleanedUp then if notification.Parent ~= nil then notification.LifetimeLeft.Value = 0 end tween:Cancel() tween:Destroy() SmallHint.ImageTransparency = 0.85 hintCleanedUp = true end end delay(10, cleanupHint) IsGuiDisplayed.Changed:Wait() cleanupHint() end end IsGuiDisplayed.Changed:Connect(Update) Update()
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local v2 = require(game.ReplicatedStorage.Modules.Lightning); local v3 = require(game.ReplicatedStorage.Modules.Xeno); local v4 = require(game.ReplicatedStorage.Modules.CameraShaker); local l__TweenService__5 = game.TweenService; local l__Debris__6 = game.Debris; local l__ReplicatedStorage__1 = game.ReplicatedStorage; function v1.RunStompFx(p1, p2, p3, p4) local v7 = {}; for v8 = 1, 15 do local v9 = l__ReplicatedStorage__1.KillFX[p1].Gate:Clone(); v9.Parent = workspace.Ignored.Animations; local l__p__10 = p2.Parent.UpperTorso.CFrame.p; game.Debris:AddItem(v9, 6); v9.CFrame = CFrame.new(l__p__10.X + math.random(-35, 35), l__p__10.Y + math.random(17, 35), l__p__10.Z + math.random(-35, 35)); v9.CFrame = CFrame.lookAt(v9.Position, p2.Position); table.insert(v7, v9); local v11 = math.random(-360, 360); v9.Middle.Cut.Rotation = NumberRange.new(v11, v11); task.delay(0.15, function() v9.Middle.Cut.Enabled = false; v9.Attachment.Effect.Enabled = true; v9.FF.Enabled = true; v9.Sound:Play(); end); task.wait(0.06); end; local v12 = {}; for v13, v14 in pairs(v7) do local v15 = l__ReplicatedStorage__1.KillFX[p1].Sword:Clone(); v15.Parent = workspace.Ignored.Animations; game.Debris:AddItem(v15, 5); v15.CFrame = v14.CFrame * CFrame.new(0, 0, -1) * CFrame.Angles(-1.5707963267948966, math.rad(math.random(-360, 360)), 0); game.TweenService:Create(v15, TweenInfo.new(1, Enum.EasingStyle.Quint), { Size = v15.F.Value, CFrame = v14.CFrame * CFrame.new(0, 0, -3) * CFrame.Angles(-1.5707963267948966, math.rad(math.random(-360, 360)), 0) }):Play(); table.insert(v12, v15); task.wait(0.04); end; task.wait(0.25); for v16, v17 in pairs(v7) do v17.FF.Enabled = false; v17.Attachment.Effect.Enabled = false; end; for v18, v19 in pairs(v12) do v19[math.random(1, 3)]:Play(); local l__Position__20 = v19.Position; game.TweenService:Create(v19, TweenInfo.new(0.65, Enum.EasingStyle.Quint), { Position = (CFrame.new(p2.Position) * CFrame.new(0, math.random(-0.9, 0.1), 0)).Position }):Play(); task.delay(1, function() v19.Charge.Enabled = false; game.TweenService:Create(v19, TweenInfo.new(1, Enum.EasingStyle.Quint), { Transparency = 1 }):Play(); end); task.wait(0.025); end; return nil; end; return v1;
-- ROBLOX TODO: add type constraint <EachCallback extends Global.TestCallback>
local function default<EachCallback>(cb_: GlobalCallback?, supportsDone_: boolean?) local supportsDone = if supportsDone_ ~= nil then supportsDone_ else true local cb = cb_ or unavailableFn return function( table_: Global_EachTable, ...: any --[[ ROBLOX comment: Upstream type: <Global.TemplateData> (Array<unknown>) ]] ) local taggedTemplateData = if select("#", ...) > 0 then { ... } else {} local function eachBind(title: string, test: Global_EachTestFn<EachCallback>, timeout: number?): () local ok, result = pcall(function() local tests = if isArrayTable(taggedTemplateData) then buildArrayTests(title, table_) else buildTemplateTests(title, table_, taggedTemplateData) return Array.forEach(tests, function(row) -- ROBLOX FIXME Luau: supports done is known to be a boolean at this point return cb(row.title, applyArguments(supportsDone, row.arguments, test), timeout) end) :: any end) if not ok then local error_ = ErrorWithStack.new(result.message, eachBind) return cb(title, function() error(error_) end) end return result end return eachBind end end exports.default = default function isArrayTable(data: Global_TemplateData) return #data == 0 end function buildArrayTests(title: string, table_: Global_EachTable): EachTests validateArrayTable(table_) return convertArrayTable(title, table_ :: Global_ArrayTable) end function buildTemplateTests(title: string, table_: Global_EachTable, taggedTemplateData: Global_TemplateData): EachTests local headings = getHeadingKeys((table_ :: Array<string>)[1] :: string) validateTemplateTableArguments(headings, taggedTemplateData) return convertTemplateTable(title, headings, taggedTemplateData) end function getHeadingKeys(headings: string): Array<string> return String.split(extractValidTemplateHeadings(headings):gsub("%s+", ""), "|") end
--[=[ @type ServerMiddleware {ServerMiddlewareFn} @within KnitServer An array of server middleware functions. ]=]
type ServerMiddleware = {ServerMiddlewareFn}
--Code--
local function PlayerTouched(Part) local Parent = Part.Parent if game.Players:GetPlayerFromCharacter(Parent) then Parent.Humanoid.Health = 1 Parent.Humanoid.Walkspeed = 5 wait(7.5) Parent.Humanoid.Walkspeed = 12 wait(7.5) Parent.Humanoid.Walkspeed = 16 end end Brick.Touched:connect(PlayerTouched)
-- print("Wha " .. pose)
stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end if (setAngles) then desiredAngle = amplitude * math.sin(time * frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) end -- Tool Animation handling local tool = getTool() if tool then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimTime = 0 end end
--[[Steering]]
Tune.SteerInner = 49 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 50 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .02 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 150 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--Preforms a "soft shutdown". It will teleport players to a reserved server --and teleport them back, with a new server. ORiginal version by Merely. --Be aware this will hard shutdown reserved servers.
local PlaceId = game.PlaceId local Players = game:GetService("Players") local TeleportService = game:GetService("TeleportService") local TeleportScreenCreator = script:WaitForChild("TeleportScreenCreator") local CreateTeleportScreen = require(TeleportScreenCreator) local SoftShutdownLocalScript = script:WaitForChild("SoftShutdownLocalScript") TeleportScreenCreator.Parent = SoftShutdownLocalScript SoftShutdownLocalScript.Parent = game:GetService("ReplicatedFirst") local StartShutdown = Instance.new("RemoteEvent") StartShutdown.Name = "StartShutdown" StartShutdown.Parent = game.ReplicatedStorage if not (game.VIPServerId ~= "" and game.VIPServerOwnerId == 0) then --If it is not a reserved server, bind the teleporting on close. game:BindToClose(function() --Return if there is no players. if #game.Players:GetPlayers() == 0 then return end --Return if the server instance is offline. if game.JobId == "" then return end --Send the shutdown message. StartShutdown:FireAllClients(true) wait(2) local ReservedServerCode = TeleportService:ReserveServer(PlaceId) --Create the teleport GUI. local ScreenGui = CreateTeleportScreen() local function TeleportPlayer(Player) TeleportService:TeleportToPrivateServer(PlaceId,ReservedServerCode,{Player},nil,{IsTemporaryServer=true,PlaceId = PlaceId},ScreenGui) end --Teleport players and try to keep the server alive until all players leave. for _,Player in pairs(Players:GetPlayers()) do TeleportPlayer(Player) end game.Players.PlayerAdded:connect(TeleportPlayer) while #Players:GetPlayers() > 0 do wait() end end) end
-- Inserts `v` into `t` at `i`. Also sets `Index` field in `v`.
local function insert(t,i,v) for n = #t,i,-1 do local v = t[n] v.Index = n+1 t[n+1] = v end v.Index = i t[i] = v end
-- Listener for changes to workspace.CurrentCamera
function BaseCamera:OnCurrentCameraChanged() if UserInputService.TouchEnabled then if self.viewportSizeChangedConn then self.viewportSizeChangedConn:Disconnect() self.viewportSizeChangedConn = nil end local newCamera = game.Workspace.CurrentCamera if newCamera then self:OnViewportSizeChanged() self.viewportSizeChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function() self:OnViewportSizeChanged() end) end end -- VR support additions if self.cameraSubjectChangedConn then self.cameraSubjectChangedConn:Disconnect() self.cameraSubjectChangedConn = nil end local camera = game.Workspace.CurrentCamera if camera then self.cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):Connect(function() self:OnNewCameraSubject() end) self:OnNewCameraSubject() end end function BaseCamera:OnDynamicThumbstickEnabled() if UserInputService.TouchEnabled then self.isDynamicThumbstickEnabled = true end end function BaseCamera:OnDynamicThumbstickDisabled() self.isDynamicThumbstickEnabled = false end function BaseCamera:OnGameSettingsTouchMovementModeChanged() if player.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then if (UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.DynamicThumbstick or UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.Default) then self:OnDynamicThumbstickEnabled() else self:OnDynamicThumbstickDisabled() end end end function BaseCamera:OnDevTouchMovementModeChanged() if player.DevTouchMovementMode.Name == "DynamicThumbstick" then self:OnDynamicThumbstickEnabled() else self:OnGameSettingsTouchMovementModeChanged() end end function BaseCamera:OnPlayerCameraPropertyChange() -- This call forces re-evaluation of player.CameraMode and clamping to min/max distance which may have changed self:SetCameraToSubjectDistance(self.currentSubjectDistance) end function BaseCamera:GetCameraHeight() if VRService.VREnabled and not self.inFirstPerson then return math.sin(VR_ANGLE) * self.currentSubjectDistance end return 0 end function BaseCamera:InputTranslationToCameraAngleChange(translationVector, sensitivity) if not FFlagUserDontAdjustSensitvityForPortrait then local camera = game.Workspace.CurrentCamera if camera and camera.ViewportSize.X > 0 and camera.ViewportSize.Y > 0 and (camera.ViewportSize.Y > camera.ViewportSize.X) then -- Screen has portrait orientation, swap X and Y sensitivity return translationVector * Vector2.new( sensitivity.Y, sensitivity.X) end end return translationVector * sensitivity end function BaseCamera:Enable(enable) if self.enabled ~= enable then self.enabled = enable if self.enabled then self:ConnectInputEvents() self:BindContextActions() if player.CameraMode == Enum.CameraMode.LockFirstPerson then self.currentSubjectDistance = 0.5 if not self.inFirstPerson then self:EnterFirstPerson() end end else self:DisconnectInputEvents() self:UnbindContextActions() -- Clean up additional event listeners and reset a bunch of properties self:Cleanup() end end end function BaseCamera:GetEnabled() return self.enabled end function BaseCamera:OnInputBegan(input, processed) if input.UserInputType == Enum.UserInputType.Touch then self:OnTouchBegan(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 then self:OnMouse2Down(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton3 then self:OnMouse3Down(input, processed) end end function BaseCamera:OnInputChanged(input, processed) if input.UserInputType == Enum.UserInputType.Touch then self:OnTouchChanged(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseMovement then self:OnMouseMoved(input, processed) end end function BaseCamera:OnInputEnded(input, processed) if input.UserInputType == Enum.UserInputType.Touch then self:OnTouchEnded(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 then self:OnMouse2Up(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton3 then self:OnMouse3Up(input, processed) end end function BaseCamera:OnPointerAction(wheel, pan, pinch, processed) if processed then return end if pan.Magnitude > 0 then local inversionVector = Vector2.new(1, UserGameSettings:GetCameraYInvertValue()) local rotateDelta = self:InputTranslationToCameraAngleChange(PAN_SENSITIVITY*pan, MOUSE_SENSITIVITY)*inversionVector self.rotateInput = self.rotateInput + rotateDelta end local zoom = self.currentSubjectDistance local zoomDelta = -(wheel + pinch) if abs(zoomDelta) > 0 then local newZoom if self.inFirstPerson and zoomDelta > 0 then newZoom = FIRST_PERSON_DISTANCE_THRESHOLD else newZoom = zoom + zoomDelta*(1 + zoom*ZOOM_SENSITIVITY_CURVATURE) end self:SetCameraToSubjectDistance(newZoom) end end function BaseCamera:ConnectInputEvents() self.pointerActionConn = UserInputService.PointerAction:Connect(function(wheel, pan, pinch, processed) self:OnPointerAction(wheel, pan, pinch, processed) end) self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed) self:OnInputBegan(input, processed) end) self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed) self:OnInputChanged(input, processed) end) self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed) self:OnInputEnded(input, processed) end) self.menuOpenedConn = GuiService.MenuOpened:connect(function() self:ResetInputStates() end) self.gamepadConnectedConn = UserInputService.GamepadDisconnected:connect(function(gamepadEnum) if self.activeGamepad ~= gamepadEnum then return end self.activeGamepad = nil self:AssignActivateGamepad() end) self.gamepadDisconnectedConn = UserInputService.GamepadConnected:connect(function(gamepadEnum) if self.activeGamepad == nil then self:AssignActivateGamepad() end end) self:AssignActivateGamepad() if not FFlagUserCameraToggle then self:UpdateMouseBehavior() end end function BaseCamera:BindContextActions() self:BindGamepadInputActions() self:BindKeyboardInputActions() end function BaseCamera:AssignActivateGamepad() local connectedGamepads = UserInputService:GetConnectedGamepads() if #connectedGamepads > 0 then for i = 1, #connectedGamepads do if self.activeGamepad == nil then self.activeGamepad = connectedGamepads[i] elseif connectedGamepads[i].Value < self.activeGamepad.Value then self.activeGamepad = connectedGamepads[i] end end end if self.activeGamepad == nil then -- nothing is connected, at least set up for gamepad1 self.activeGamepad = Enum.UserInputType.Gamepad1 end end function BaseCamera:DisconnectInputEvents() if self.inputBeganConn then self.inputBeganConn:Disconnect() self.inputBeganConn = nil end if self.inputChangedConn then self.inputChangedConn:Disconnect() self.inputChangedConn = nil end if self.inputEndedConn then self.inputEndedConn:Disconnect() self.inputEndedConn = nil end end function BaseCamera:UnbindContextActions() for i = 1, #self.boundContextActions do ContextActionService:UnbindAction(self.boundContextActions[i]) end self.boundContextActions = {} end function BaseCamera:Cleanup() if self.pointerActionConn then self.pointerActionConn:Disconnect() self.pointerActionConn = nil end if self.menuOpenedConn then self.menuOpenedConn:Disconnect() self.menuOpenedConn = nil end if self.mouseLockToggleConn then self.mouseLockToggleConn:Disconnect() self.mouseLockToggleConn = nil end if self.gamepadConnectedConn then self.gamepadConnectedConn:Disconnect() self.gamepadConnectedConn = nil end if self.gamepadDisconnectedConn then self.gamepadDisconnectedConn:Disconnect() self.gamepadDisconnectedConn = nil end if self.subjectStateChangedConn then self.subjectStateChangedConn:Disconnect() self.subjectStateChangedConn = nil end if self.viewportSizeChangedConn then self.viewportSizeChangedConn:Disconnect() self.viewportSizeChangedConn = nil end if self.touchActivateConn then self.touchActivateConn:Disconnect() self.touchActivateConn = nil end self.turningLeft = false self.turningRight = false self.lastCameraTransform = nil self.lastSubjectCFrame = nil self.userPanningTheCamera = false self.rotateInput = Vector2.new() self.gamepadPanningCamera = Vector2.new(0,0) -- Reset input states self.startPos = nil self.lastPos = nil self.panBeginLook = nil self.isRightMouseDown = false self.isMiddleMouseDown = false self.fingerTouches = {} self.dynamicTouchInput = nil self.numUnsunkTouches = 0 self.startingDiff = nil self.pinchBeginZoom = nil -- Unlock mouse for example if right mouse button was being held down if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end
-- Issue with play solo? (F6)
while not UserInputService.KeyboardEnabled and not UserInputService.TouchEnabled and not UserInputService.GamepadEnabled do wait() end
--// Firemode Functions
function CreateBullet(L_203_arg1) local L_204_ = L_59_.Position local L_205_ = (L_4_.Hit.p - L_204_).unit local L_206_ = CFrame.Angles(math.rad(math.random(-L_203_arg1, L_203_arg1)), math.rad(math.random(-L_203_arg1, L_203_arg1)), math.rad(math.random(-L_203_arg1, L_203_arg1))) L_205_ = L_206_ * L_205_ local L_207_ = CFrame.new(L_204_, L_204_ + L_205_) local L_208_ = Instance.new("Part", L_104_) game.Debris:AddItem(L_208_, 10) L_208_.Shape = Enum.PartType.Ball L_208_.Size = Vector3.new(1, 1, 12) L_208_.Name = "Bullet" L_208_.TopSurface = "Smooth" L_208_.BottomSurface = "Smooth" L_208_.BrickColor = BrickColor.new("Bright green") L_208_.Material = "Neon" L_208_.CanCollide = false --Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p) L_208_.CFrame = L_207_ local L_209_ = Instance.new("Sound") L_209_.SoundId = "rbxassetid://341519743" L_209_.Looped = true L_209_:Play() L_209_.Parent = L_208_ L_209_.Volume = 0.4 L_209_.MaxDistance = 30 L_208_.Transparency = 1 local L_210_ = L_208_:GetMass() local L_211_ = Instance.new('BodyForce', L_208_) if not L_83_ then L_211_.Force = L_24_.BulletPhysics L_208_.Velocity = L_205_ * L_24_.BulletSpeed else L_211_.Force = L_24_.ExploPhysics L_208_.Velocity = L_205_ * L_24_.ExploSpeed end local L_212_ = Instance.new('Attachment', L_208_) L_212_.Position = Vector3.new(0.1, 0, 0) local L_213_ = Instance.new('Attachment', L_208_) L_213_.Position = Vector3.new(-0.1, 0, 0) local L_214_ = TracerCalculation() if L_24_.TracerEnabled == true and L_214_ then local L_215_ = Instance.new('Trail', L_208_) L_215_.Attachment0 = L_212_ L_215_.Attachment1 = L_213_ L_215_.Transparency = NumberSequence.new(L_24_.TracerTransparency) L_215_.LightEmission = L_24_.TracerLightEmission L_215_.TextureLength = L_24_.TracerTextureLength L_215_.Lifetime = L_24_.TracerLifetime L_215_.FaceCamera = L_24_.TracerFaceCamera L_215_.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_208_.Transparency = 0 end) return L_208_ end function CheckForHumanoid(L_216_arg1) local L_217_ = false local L_218_ = nil if L_216_arg1 then if (L_216_arg1.Parent:FindFirstChild("Humanoid") or L_216_arg1.Parent.Parent:FindFirstChild("Humanoid")) then L_217_ = true if L_216_arg1.Parent:FindFirstChild('Humanoid') then L_218_ = L_216_arg1.Parent.Humanoid elseif L_216_arg1.Parent.Parent:FindFirstChild('Humanoid') then L_218_ = L_216_arg1.Parent.Parent.Humanoid end else L_217_ = false end end return L_217_, L_218_ end function CastRay(L_219_arg1) local L_220_, L_221_, L_222_ local L_223_ = L_56_.Position; local L_224_ = L_219_arg1.Position; local L_225_ = 0 local L_226_ = L_83_ while true do L_109_:wait() L_224_ = L_219_arg1.Position; L_225_ = L_225_ + (L_224_ - L_223_).magnitude L_220_, L_221_, L_222_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_223_, (L_224_ - L_223_)), IgnoreList); local L_227_ = Vector3.new(0, 1, 0):Cross(L_222_) local L_228_ = math.asin(L_227_.magnitude) -- division by 1 is redundant if L_225_ > L_24_.BulletDecay then L_219_arg1:Destroy() break end if L_220_ and (L_220_ and L_220_.Transparency >= 1 or L_220_.CanCollide == false) and L_220_.Name ~= 'Right Arm' and L_220_.Name ~= 'Left Arm' and L_220_.Name ~= 'Right Leg' and L_220_.Name ~= 'Left Leg' and L_220_.Name ~= 'Armor' then table.insert(IgnoreList, L_220_) end if L_220_ then L_227_ = Vector3.new(0, 1, 0):Cross(L_222_) L_228_ = math.asin(L_227_.magnitude) -- division by 1 is redundant L_121_:FireServer(L_221_) local L_229_ = CheckForHumanoid(L_220_) if L_229_ == false then L_219_arg1:Destroy() L_116_:FireServer(L_221_, L_227_, L_228_, L_222_, "Part", L_220_) elseif L_229_ == true then L_219_arg1:Destroy() L_116_:FireServer(L_221_, L_227_, L_228_, L_222_, "Human", L_220_) end end if L_220_ and L_226_ then L_119_:FireServer(L_221_) end if L_220_ then local L_230_, L_231_ = CheckForHumanoid(L_220_) if L_230_ then L_114_:FireServer(L_231_) if L_24_.AntiTK then if game.Players:FindFirstChild(L_231_.Parent.Name) and game.Players:FindFirstChild(L_231_.Parent.Name).TeamColor ~= L_2_.TeamColor or L_231_.Parent:FindFirstChild('Vars') and game.Players:FindFirstChild(L_231_.Parent:WaitForChild('Vars'):WaitForChild('BotID').Value) and L_2_.TeamColor ~= L_231_.Parent:WaitForChild('Vars'):WaitForChild('teamColor').Value then if L_220_.Name == 'Head' then L_113_:FireServer(L_231_, L_24_.HeadDamage) 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_220_.Name ~= 'Head' and not (L_220_.Parent:IsA('Accessory') or L_220_.Parent:IsA('Hat')) then if L_220_.Name ~= 'Torso' and L_220_.Name ~= 'HumanoidRootPart' and L_220_.Name ~= 'Armor' then L_113_:FireServer(L_231_, L_24_.LimbDamage) elseif L_220_.Name == 'Torso' or L_220_.Name == 'HumanoidRootPart' and L_220_.Name ~= 'Armor' then L_113_:FireServer(L_231_, L_24_.BaseDamage) elseif L_220_.Name == 'Armor' then L_113_:FireServer(L_231_, L_24_.ArmorDamage) end 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 if (L_220_.Parent:IsA('Accessory') or L_220_.Parent:IsA('Hat')) then L_113_:FireServer(L_231_, 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 end else if L_220_.Name == 'Head' then L_113_:FireServer(L_231_, L_24_.HeadDamage) 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_220_.Name ~= 'Head' and not (L_220_.Parent:IsA('Accessory') or L_220_.Parent:IsA('Hat')) then if L_220_.Name ~= 'Torso' and L_220_.Name ~= 'HumanoidRootPart' and L_220_.Name ~= 'Armor' then L_113_:FireServer(L_231_, L_24_.LimbDamage) elseif L_220_.Name == 'Torso' or L_220_.Name == 'HumanoidRootPart' and L_220_.Name ~= 'Armor' then L_113_:FireServer(L_231_, L_24_.BaseDamage) elseif L_220_.Name == 'Armor' then L_113_:FireServer(L_231_, L_24_.ArmorDamage) end 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 if (L_220_.Parent:IsA('Accessory') or L_220_.Parent:IsA('Hat')) then L_113_:FireServer(L_231_, L_24_.HeadDamage) local L_237_ = L_19_:WaitForChild('BodyHit'):clone() L_237_.Parent = L_2_.PlayerGui L_237_:Play() game:GetService("Debris"):addItem(L_237_, L_237_.TimeLength) end end end end if L_220_ and L_220_.Parent:FindFirstChild("Humanoid") then return L_220_, L_221_; end L_223_ = L_224_; 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_112_:FireServer() L_105_ = CreateBullet(L_24_.BulletSpread) L_106_ = L_106_ - 1 UpdateAmmo() RecoilFront = true local L_238_, L_239_ = spawn(function() CastRay(L_105_) 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_106_ > 0 then BoltingForwardAnim() end end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_240_ = JamCalculation() if L_240_ 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_112_:FireServer() L_105_ = CreateBullet(L_24_.BulletSpread) L_108_ = L_108_ - 1 UpdateAmmo() RecoilFront = true local L_241_, L_242_ = spawn(function() CastRay(L_105_) 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_112_:FireServer() for L_244_forvar1 = 1, L_24_.ShotNum do spawn(function() L_105_ = CreateBullet(L_24_.BulletSpread) end) local L_245_, L_246_ = spawn(function() CastRay(L_105_) end) end for L_247_forvar1, L_248_forvar2 in pairs(L_59_:GetChildren()) do if L_248_forvar2.Name:sub(1, 7) == "FlashFX" then L_248_forvar2.Enabled = true end end delay(1 / 30, function() for L_249_forvar1, L_250_forvar2 in pairs(L_59_:GetChildren()) do if L_250_forvar2.Name:sub(1, 7) == "FlashFX" then L_250_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_106_ > 0 then BoltingForwardAnim() end end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) L_106_ = L_106_ - 1 UpdateAmmo() wait(L_24_.Firerate) L_76_ = true BoltBackAnim() BoltForwardAnim() IdleAnim() L_76_ = false local L_243_ = JamCalculation() if L_243_ 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_112_:FireServer() L_105_ = CreateBullet(L_24_.BulletSpread) L_106_ = L_106_ - 1 UpdateAmmo() RecoilFront = true local L_251_, L_252_ = spawn(function() CastRay(L_105_) end) for L_254_forvar1, L_255_forvar2 in pairs(L_59_:GetChildren()) do if L_255_forvar2.Name:sub(1, 7) == "FlashFX" then L_255_forvar2.Enabled = true end end delay(1 / 30, function() for L_256_forvar1, L_257_forvar2 in pairs(L_59_:GetChildren()) do if L_257_forvar2.Name:sub(1, 7) == "FlashFX" then L_257_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_106_ > 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_253_ = JamCalculation() if L_253_ then L_69_ = false else L_69_ = true end Shooting = false end end function fireAuto() while not Shooting and L_106_ > 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_112_:FireServer() L_106_ = L_106_ - 1 UpdateAmmo() Shooting = true RecoilFront = true L_105_ = CreateBullet(L_24_.BulletSpread) local L_258_, L_259_ = spawn(function() CastRay(L_105_) end) for L_261_forvar1, L_262_forvar2 in pairs(L_59_:GetChildren()) do if L_262_forvar2.Name:sub(1, 7) == "FlashFX" then L_262_forvar2.Enabled = true end end delay(1 / 30, function() for L_263_forvar1, L_264_forvar2 in pairs(L_59_:GetChildren()) do if L_264_forvar2.Name:sub(1, 7) == "FlashFX" then L_264_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_106_ > 0 then BoltingForwardAnim() end end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_260_ = JamCalculation() if L_260_ then L_69_ = false else L_69_ = true end Shooting = false end end function fireBurst() if not Shooting and L_106_ > 0 and L_68_ and L_15_ then for L_265_forvar1 = 1, L_24_.BurstNum do if L_106_ > 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_112_:FireServer() L_105_ = CreateBullet(L_24_.BulletSpread) local L_266_, L_267_ = spawn(function() CastRay(L_105_) end) for L_269_forvar1, L_270_forvar2 in pairs(L_59_:GetChildren()) do if L_270_forvar2.Name:sub(1, 7) == "FlashFX" then L_270_forvar2.Enabled = true end end delay(1 / 30, function() for L_271_forvar1, L_272_forvar2 in pairs(L_59_:GetChildren()) do if L_272_forvar2.Name:sub(1, 7) == "FlashFX" then L_272_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_106_ > 0 then BoltingForwardAnim() end end end) end L_106_ = L_106_ - 1 UpdateAmmo() RecoilFront = true delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_268_ = JamCalculation() if L_268_ 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
--== Init/config ==--
local car = script.Parent.Car.Value local inputService = game:GetService("UserInputService") local sts = script.Start script:WaitForChild("Start") local delayToStartEngine = 2.8 -- The script will wait this many seconds to turn the car on local delayToStopStartupSound = 0.1 -- The script will wait this many seconds after starting the car before stopping your ignition sound local primaryKey = Enum.KeyCode.LeftShift -- Which key on your keyboard will start your car? local modifierKey = Enum.KeyCode.K -- I recommend using Right Shift - no conflicts with default AC6 keybinds, and most people never use it anyways -- You could probably get away with Right Control as well
---Command types. ---Process a command as it is being typed. This allows for manipulation of the chat bar.
local IN_PROGRESS_MESSAGE_PROCESSOR = 0
--[=[ @tag Component Class @return Promise<ComponentInstance> Resolves a promise once the component instance is present on a given Roblox instance. An optional `timeout` can be provided to reject the promise if it takes more than `timeout` seconds to resolve. If no timeout is supplied, `timeout` defaults to 60 seconds. ```lua local MyComponent = require(somewhere.MyComponent) MyComponent:WaitForInstance(workspace.SomeInstance):andThen(function(myComponentInstance) -- Do something with the component class end) ``` ]=]
function Component:WaitForInstance(instance: Instance, timeout: number?) local componentInstance = self:FromInstance(instance) if componentInstance then return Promise.resolve(componentInstance) end return Promise.fromEvent(self.Started, function(c) local match = c.Instance == instance if match then componentInstance = c end return match end):andThen(function() return componentInstance end):timeout(if type(timeout) == "number" then timeout else DEFAULT_TIMEOUT) end
-------------------- --| Script Logic |-- --------------------
SwooshSound:Play() Rocket.Touched:connect(OnTouched)
--[[ Creates a new promise that receives the result of this promise. The given callbacks are invoked depending on that result. ]]
function Promise.prototype:_andThen(traceback, successHandler, failureHandler) self._unhandledRejection = false -- Create a new promise to follow this part of the chain return Promise._new(traceback, function(resolve, reject) -- Our default callbacks just pass values onto the next promise. -- This lets success and failure cascade correctly! local successCallback = resolve if successHandler then successCallback = createAdvancer( traceback, successHandler, resolve, reject ) end local failureCallback = reject if failureHandler then failureCallback = createAdvancer( traceback, failureHandler, resolve, reject ) end if self._status == Promise.Status.Started then -- If we haven't resolved yet, put ourselves into the queue table.insert(self._queuedResolve, successCallback) table.insert(self._queuedReject, failureCallback) elseif self._status == Promise.Status.Resolved then -- This promise has already resolved! Trigger success immediately. successCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Rejected then -- This promise died a terrible death! Trigger failure immediately. failureCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Cancelled then -- We don't want to call the success handler or the failure handler, -- we just reject this promise outright. reject(Error.new({ error = "Promise is cancelled", kind = Error.Kind.AlreadyCancelled, context = "Promise created at\n\n" .. traceback, })) end end, self) end function Promise.prototype:andThen(successHandler, failureHandler) assert( successHandler == nil or type(successHandler) == "function" or successHandler.__call ~= nil, string.format(ERROR_NON_FUNCTION, "Promise:andThen") ) assert( failureHandler == nil or type(failureHandler) == "function" or failureHandler.__call ~= nil, string.format(ERROR_NON_FUNCTION, "Promise:andThen") ) return self:_andThen(debug.traceback(nil, 2), successHandler, failureHandler) end
--[[Weight and CG]]
Tune.Weight = 2500 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--[[ Pops a node off of the navigation stack. ]]
function TestSession:popNode() assert(#self.nodeStack > 0, "Tried to pop from an empty node stack!") table.remove(self.nodeStack, #self.nodeStack) table.remove(self.contextStack, #self.contextStack) table.remove(self.expectationContextStack, #self.expectationContextStack) end
--Initialize Chassis
local ScriptsFolder = Car:FindFirstChild("Scripts") local Chassis = require(ScriptsFolder:WaitForChild("Chassis")) Chassis.InitializeDrivingValues() Chassis.Reset()
-- Connection class
local Connection = {} Connection.__index = Connection function Connection.new(signal, fn) return setmetatable({ _connected = true, _signal = signal, _fn = fn, _next = false, }, Connection) end function Connection:Disconnect() self._connected = false -- Unhook the node, but DON'T clear it. That way any fire calls that are -- currently sitting on this node will be able to iterate forwards off of -- it, but any subsequent fire calls will not hit it, and it will be GCed -- when no more fire calls are sitting on it. if self._signal._handlerListHead == self then self._signal._handlerListHead = self._next else local prev = self._signal._handlerListHead while prev and prev._next ~= self do prev = prev._next end if prev then prev._next = self._next end end end
--[[** asserts a given check @param check The function to wrap with an assert @returns A function that simply wraps the given check in an assert **--]]
function t.strict(check) return function(...) assert(check(...)) end end do local checkChildren = t.map(t.string, t.callback)
--- Enables the "Mash to open" feature
function Cmdr:SetMashToEnable(isEnabled) self.MashToEnable = isEnabled if isEnabled then self:SetEnabled(false) end end
--[[ Manual Ignition Tool Roblox_MELIHCAN10 --]]
wait(0.2) -- Removing this wait could break the script. Please do not touch this.
------------------------------------------------------------------------ -- -- * used in multiple locations ------------------------------------------------------------------------
function luaK:dischargevars(fs, e) local k = e.k if k == "VLOCAL" then e.k = "VNONRELOC" elseif k == "VUPVAL" then e.info = self:codeABC(fs, "OP_GETUPVAL", 0, e.info, 0) e.k = "VRELOCABLE" elseif k == "VGLOBAL" then e.info = self:codeABx(fs, "OP_GETGLOBAL", 0, e.info) e.k = "VRELOCABLE" elseif k == "VINDEXED" then self:freereg(fs, e.aux) self:freereg(fs, e.info) e.info = self:codeABC(fs, "OP_GETTABLE", 0, e.info, e.aux) e.k = "VRELOCABLE" elseif k == "VVARARG" or k == "VCALL" then self:setoneret(fs, e) else -- there is one value available (somewhere) end end
--health.Changed:connect(function() --root.Velocity = Vector3.new(0,5000,0) --end)
local anims = {} local lastAttack= tick() local target,targetType local lastLock = tick() local fleshDamage = 25 local structureDamage = 20 local path = nil for _,animObject in next,animations do anims[animObject.Name] = hum:LoadAnimation(animObject) end function Attack(thing,dmg) if tick()-lastAttack > 2 then hum:MoveTo(root.Position) lastAttack = tick() anims.AntWalk:Stop() anims.AntMelee:Play() if thing.ClassName == "Player" then root.FleshHit:Play() ant:SetPrimaryPartCFrame(CFrame.new(root.Position,Vector3.new(target.Character.PrimaryPart.Position.X,root.Position.Y,target.Character.PrimaryPart.Position.Z))) elseif thing.ClassName == "Model" then root.StructureHit:Play() end rep.Events.NPCAttack:Fire(thing,dmg) end end function Move(point) hum:MoveTo(point) if not anims.AntWalk.IsPlaying then anims.AntWalk:Play() end end function ScanForPoint() local newPoint local rayDir = Vector3.new(math.random(-100,100)/100,0,math.random(-100,100)/100) local ray = Ray.new(root.Position,rayDir*math.random(10,50),ant) local part,pos = workspace:FindPartOnRay(ray) Move(pos) enRoute = true end
--[[ Create a new TestPlan from a list of specification functions. These functions should call a combination of `describe` and `it` (and their variants), which will be turned into a test plan to be executed. Parameters: - modulesList - list of tables describing test modules { method, -- specification function described above path, -- array of parent entires, first element is the leaf that owns `method` pathStringForSorting -- a string representation of `path`, used for sorting of the test plan } - testNamePattern - Only tests matching this Lua pattern string will run. Pass empty or nil to run all tests - extraEnvironment - Lua table holding additional functions and variables to be injected into the specification function during execution ]]
function TestPlanner.createPlan(modulesList, testNamePattern, extraEnvironment) local plan = TestPlan.new(testNamePattern, extraEnvironment) table.sort(modulesList, function(a, b) return a.pathStringForSorting < b.pathStringForSorting end) for _, module in ipairs(modulesList) do plan:addRoot(module.path, module.method) end return plan end return TestPlanner
-- -- -- -- -- -- -- --DIRECTION SCROLL-- -- -- -- -- -- -- --
This.Parent.Parent.Parent.Parent.Parent:WaitForChild("Direction").Changed:connect(function(val) if val == 1 then SetDisplay(1,"U0") elseif val == -1 then SetDisplay(1,"D0") else SetDisplay(1,"NIL") end end)
--
FakeTorso.Size = Torso.Size FakeHumanoidRootPart.Size = HumanoidRootPart.Size FakeTorso.CFrame = FakeHumanoidRootPart.CFrame RootHipClone = RootHipJoint:Clone() RootHipClone.Parent = FakeHumanoidRootPart RootHipClone.Part0 = FakeHumanoidRootPart RootHipClone.Part1 = FakeTorso
-- Reparents an instance and outputs helpful logging information so we can see -- where instances are going at runtime.
local function move(instance: Instance, newParent: Instance) instance.Parent = newParent log("move", ("%s -> %s"):format(instance.Name, instance:GetFullName())) end
-- << VARIABLES >>
local topBar = main.gui.CustomTopBar local coreToHide = {"Chat", "PlayerList"} local originalCoreStates = {}; local cmdBar = main.gui.CmdBar local currentProps = {} local originalTopBarTransparency = 0.5 local originalTopBarVisibility = true local mainProps mainProps = { maxSuggestions = 5; mainParent = cmdBar; textBox = cmdBar.SearchFrame.TextBox; rframe = cmdBar.ResultsFrame; suggestionPos = 1; suggestionDisplayed = 0; forceExecute = false; highlightColor = Color3.fromRGB(50,50,50); otherColor = Color3.fromRGB(80,80,80); suggestionLabels = {}; currentBarCommand = nil; }
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) local rtTwo = (2^.5)/2 if _Tune.Aspiration == "Single" then _TCount = 1 _TPsi = _Tune.Boost elseif _Tune.Aspiration == "Double" then _TCount = 2 _TPsi = _Tune.Boost*2 end --Horsepower Curve local HP=_Tune.Horsepower/100 local HP_B=((_Tune.Horsepower*((_TPsi)*(_Tune.CompressRatio/10))/7.5)/2)/100 local Peak=_Tune.PeakRPM/1000 local Sharpness=_Tune.PeakSharpness local CurveMult=_Tune.CurveMult local EQ=_Tune.EqPoint/1000 --Horsepower Curve function curveHP(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurveHP = curveHP(_Tune.PeakRPM) function curvePSI(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP_B/(Peak^2),CurveMult^(Peak/HP_B))+HP_B)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurvePSI = curvePSI(_Tune.PeakRPM) --Plot Current Horsepower function GetCurve(x,gear) local hp=(math.max(curveHP(x)/(PeakCurveHP/HP),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Plot Current Boost (addition to Horsepower) function GetPsiCurve(x,gear) local hp=(math.max(curvePSI(x)/(PeakCurvePSI/HP_B),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Output Cache local HPCache = {} local PSICache = {} if _Tune.CurveCache then for gear,ratio in pairs(_Tune.Ratios) do local nhpPlot = {} local bhpPlot = {} for rpm = math.floor(_Tune.IdleRPM/_Tune.CacheInc),math.ceil((_Tune.Redline+100)/_Tune.CacheInc) do local ntqPlot = {} local btqPlot = {} ntqPlot.Horsepower,ntqPlot.Torque = GetCurve(rpm*_Tune.CacheInc,gear-2) btqPlot.Horsepower,btqPlot.Torque = GetPsiCurve(rpm*_Tune.CacheInc,gear-2) hp1,tq1 = GetCurve((rpm+1)*_Tune.CacheInc,gear-2) hp2,tq2 = GetPsiCurve((rpm+1)*_Tune.CacheInc,gear-2) ntqPlot.HpSlope = (hp1 - ntqPlot.Horsepower) btqPlot.HpSlope = (hp2 - btqPlot.Horsepower) ntqPlot.TqSlope = (tq1 - ntqPlot.Torque) btqPlot.TqSlope = (tq2 - btqPlot.Torque) nhpPlot[rpm] = ntqPlot bhpPlot[rpm] = btqPlot end table.insert(HPCache,nhpPlot) table.insert(PSICache,bhpPlot) end end if _Tune.CurveCache then for gear,ratio in pairs(_Tune.Ratios) do for rpm = math.floor(_Tune.IdleRPM/_Tune.CacheInc),math.ceil((_Tune.Redline+100)/_Tune.CacheInc) do end end end --Powertrain wait() --Update RPM function RPM() --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car Is Off local revMin = _Tune.IdleRPM if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle/100 end --Determine RPM local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.87) _RPM = _RPM*clutchP + aRPM*(1-clutchP) else if _GThrot-(_Tune.IdleThrottle/100)>0 then if _RPM>_Tune.Redline then _RPM = _RPM-_Tune.RevBounce*2 else _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) end else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end local TPsi = _TPsi/_TCount if _CGear==0 then _Boost = _Boost + ((((((_RPM*(_GThrot*_GThrotShift*1.2)/_Tune.Redline)/8.5)-(((_Boost/TPsi*(TPsi/15)))))*((36/_Tune.TurboSize)*2))/TPsi)*15) else _Boost = _Boost + ((((((_HP*(_GThrot*_GThrotShift*1.2)/_Tune.Horsepower)/8)-(((_Boost/TPsi*(TPsi/15)))))*((36/_Tune.TurboSize)*2))/TPsi)*15) end if _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end end --Automatic Transmission function Auto() local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _IsOn then _ClutchOn = true if _CGear >= 1 then if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 5 then _CGear = 1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then end _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then if _CGear ~= 1 then end _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then end _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then if _CGear ~= 1 then end _CGear=math.max(_CGear-1,1) end end end end end end local tqTCS = 1 --Apply Power function Engine() if _ClutchOn then if _Tune.CurveCache then local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/_Tune.CacheInc)] _NH = cTq.Horsepower+(cTq.HpSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1) _NT = cTq.Torque+(cTq.TqSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1) else _NH,_NT = GetCurve(_RPM,_CGear) end if _Tune.Aspiration ~= "Natural" then if _Tune.CurveCache then local bTq = PSICache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/_Tune.CacheInc)] _BH = bTq.Horsepower+(bTq.HpSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1) _BT = bTq.Torque+(bTq.TqSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1) else _BH,_BT = GetPsiCurve(_RPM,_CGear) end _HP = _NH + (_BH*(_Boost/2)) _OutTorque = _NT + (_BT*(_Boost/2)) else _HP = _NH _OutTorque = _NT end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) else _HP,_NH,_BH,_OutTorque,_NT,_BT = 0,0,0,0,0,0 end local TPsi = _TPsi/_TCount if _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi" or _TMode == "Auto") and _GBrake==0)then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot * _GThrotShift --Apply TCS if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSAmt = tqTCS _TCSActive = true end --Update Forces local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end if tqABS < 1 then _ABSActive = true end --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
--Set up equipping and unequipping the tool.
Tool.Equipped:Connect(function() if not Equipped then Equipped = true CurrentCharacter = Tool.Parent CurrentPlayer = game.Players:GetPlayerFromCharacter(CurrentCharacter) EquipSound:Play() --Create the left hand rocket. local LeftGripAttachment = CurrentCharacter:FindFirstChild("LeftGripAttachment",true) if LeftGripAttachment then CurrentHandRocket = RocketCreator:CreateRocket(false) CurrentHandRocket.Name = "HandRocket" CurrentHandRocket.Transparency = 1 CurrentHandRocket.Parent = Tool local Weld = Instance.new("Weld") Weld.Part0 = LeftGripAttachment.Parent Weld.Part1 = CurrentHandRocket Weld.C0 = LeftGripAttachment.CFrame Weld.C1 = CFrame.Angles(0,math.pi,0) Weld.Parent = CurrentHandRocket end RocketBuffer:SetCurrentPlayer(CurrentPlayer) end end) Tool.Unequipped:Connect(function() if Equipped then Equipped = false CurrentCharacter = nil CurrentPlayer = nil EquipSound:Stop() if CurrentHandRocket then CurrentHandRocket:Destroy() end RocketBuffer:SetCurrentPlayer() end end)
--[[** ensures Lua primitive table type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.table = primitive("table")
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Khaki",Paint) end)
-- script.Parent.Menu.Visible=false
else -- старый script.Parent.History.Visible=false
-- check for config values
local config = script:FindFirstChild(name) if (config ~= nil) then
-- http://www.ryanjuckett.com/programming/damped-springs/
local EPSILON = 0.0001; local exp = math.exp; local cos = math.cos; local sin = math.sin; local sqrt = math.sqrt; local spring = {}; local spring_mt = {__index = spring}; function spring.new(p0, v0, target, angularFrequency, dampingRatio) local self = {}; self.p = p0; self.v = v0; self.target = target; self.angularFrequency = angularFrequency or 10; self.dampingRatio = dampingRatio or 1; return setmetatable(self, spring_mt); end function spring:update(dt) local aF = self.angularFrequency; local dR = self.dampingRatio; if (aF < EPSILON) then return; end; if (dR < 0) then dR = 0; end; local epos = self.target; local dpos = self.p - epos; local dvel = self.v; if (dR > 1 + EPSILON) then local za = -aF * dR; local zb = aF * sqrt(dR*dR - 1); local z1 = za - zb; local z2 = za + zb; local expTerm1 = exp(z1 * dt); local expTerm2 = exp(z2 * dt); local c1 = (dvel - dpos*z2)/(-2*zb); local c2 = dpos - c1; self.p = epos + c1*expTerm1 + c2*expTerm2; self.v = c1*z1*expTerm1 + c2*z2*expTerm2; elseif (dR > 1 - EPSILON) then local expTerm = exp(-aF * dt); local c1 = dvel + aF*dpos; local c2 = dpos; local c3 = (c1*dt + c2)*expTerm; self.p = epos + c3; self.v = (c1*expTerm) - (c3*aF); else local omegaZeta = aF*dR; local alpha = aF*sqrt(1 - dR*dR); local expTerm = exp(-omegaZeta*dt); local cosTerm = cos(alpha*dt); local sinTerm = sin(alpha*dt); local c1 = dpos; local c2 = (dvel + omegaZeta*dpos) / alpha; self.p = epos + expTerm*(c1*cosTerm + c2*sinTerm); self.v = -expTerm*((c1*omegaZeta - c2*alpha)*cosTerm + (c1*alpha + c2*omegaZeta)*sinTerm); end end return spring;
------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- -- STATE CHANGE HANDLERS
function onRunning(speed) local heightScale = if userAnimateScaleRun then getHeightScale() else 1 local movedDuringEmote = currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0) local speedThreshold = movedDuringEmote and (Humanoid.WalkSpeed / heightScale) or 0.75 if speed > speedThreshold * heightScale 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) if userAnimateScaleRun then speed /= getHeightScale() end 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
--[[ Add a new child under the test plan's root node. ]]
function TestPlan:addChild(phrase, nodeType, nodeModifier) nodeModifier = getModifier(phrase, self.testNamePattern, nodeModifier) local child = TestNode.new(self, phrase, nodeType, nodeModifier) table.insert(self.children, child) return child end
--[[ Returns a HumanoidDescription representing the outfit that "player" is currently wearing, with the addition of one extra item given by "assetId". The "assetType" parameter represents which kind of accessories the new one belongs to. It must be the name of a property under HumanoidDescription. If the user is already wearing items of that type, those are removed first. In case of a failure to retrieve "player"'s current outfit, a generic character look is generated. ]]
local MerchBooth = script:FindFirstAncestor("MerchBooth") local Cryo = require(MerchBooth.Packages.Cryo) local matchAssetTypeToAccessoryType = require(MerchBooth.Modules.matchAssetTypeToAccessoryType) local isAccessory = require(MerchBooth.Modules.isAccessory) local isClassicClothing = require(MerchBooth.Modules.isClassicClothing) local DEFAULT_BODY_COLOR = Color3.fromRGB(122, 122, 122) local function generateDescriptionWithItem(player: Player, assetId: number, assetType: Enum.AssetType) local character = player and player.Character local humanoid = character and character:FindFirstChildOfClass("Humanoid") local description = humanoid and humanoid:GetAppliedDescription() -- We could run into the "no description" case if, for instance, the game -- has characters disabled. In which case, we want a new description with -- character colors set to grey (default is black and isn't very visible in -- the default dark theme). if not description then description = Instance.new("HumanoidDescription") description.HeadColor = DEFAULT_BODY_COLOR description.TorsoColor = DEFAULT_BODY_COLOR description.LeftArmColor = DEFAULT_BODY_COLOR description.RightArmColor = DEFAULT_BODY_COLOR description.LeftLegColor = DEFAULT_BODY_COLOR description.RightLegColor = DEFAULT_BODY_COLOR end if isAccessory(assetType) then local accessoryTypeEnum = matchAssetTypeToAccessoryType(assetType) local accessories = Cryo.List.filter(description:GetAccessories(true), function(accessory) return accessory.AccessoryType ~= accessoryTypeEnum end) table.insert(accessories, { Order = 1, AssetId = assetId, AccessoryType = accessoryTypeEnum, }) description:SetAccessories(accessories, true) elseif isClassicClothing(assetType) then if assetType == Enum.AssetType.TShirt then description.GraphicTShirt = assetId elseif assetType == Enum.AssetType.Shirt then description.Shirt = assetId elseif assetType == Enum.AssetType.Pants then description.Pants = assetId end end return description end return generateDescriptionWithItem
--[[Rear]]
-- Tune.RSusDamping = 120 -- Dampening Tune.RSusStiffness = 4000 -- Stiffness Tune.RSusLength = 1.85 -- Suspension length (in studs) Tune.RPreComp = -0.1 -- Vehicle height, relative to your suspension settings Tune.RExtLimit = .2 -- Max Extension Travel (in studs) Tune.RCompLimit = .8 -- Max Compression Travel (in studs) Tune.RBaseOffset = { -- Suspension base point --[[Lateral]] 0 , -- positive = outward --[[Vertical]] 1.7 , -- positive = upward --[[Forward]] -.5 } -- positive = forward Tune.RBricksVisible = false -- Makes the front suspension bricks visible (Debug) Tune.RConstsVisible = false -- Makes the front suspension constraints visible (Debug)
--!strict
local BloxbizSDK = script.Parent.Parent.Parent.Parent local UtilsStorage = BloxbizSDK:FindFirstChild("Utils") local Fusion = require(UtilsStorage:WaitForChild("Fusion")) export type States = { Enabled: Fusion.Value<boolean>, Hovering: Fusion.Value<boolean>, HeldDown: Fusion.Value<boolean>, Selected: Fusion.Value<boolean>, } export type Values<T> = { MouseDown: T?, Selected: T?, Hover: T?, Disabled: T?, Default: T, } return function(states: States, values: Values<any>, speed: number?, damping: number?): Fusion.Spring<any> return Fusion.Spring( Fusion.Computed(function() if states.Enabled:get() then if states.Selected:get() then return values.Selected or values.Default elseif states.HeldDown:get() then return values.MouseDown or values.Default elseif states.Hovering:get() then return values.Hover or values.Default else return values.Default end else return values.Disabled or values.Default end end), speed or 20, damping or 1 ) end
-- NOTE: To hide this from the games folder structure use the command bar and type >hide -- To Show it again type >show
local SETTINGS = { --The thing you need to use before typing the macro PREFIX = "!", --The splitter character for between the (). Note: This has to be 1 character ARGUMENT_SPLITTER = ",", --The default is tab, and this is the key you must press after typing out the macro ACTIVATION_KEY = " ", --Used for >MS(). If this is on and it requires a service to be added to the file it will also add that chunk of code. (Note: With this off it wont work as intended if it doesnt have the service already in file declared as a varable) AUTO_IMPORT = true, --turn this off to allow any sort of casing like: >gS(Players), CASE_SENSATIVE_COMMANDS = false, --Used for >MS() so it knows what paths its allowed to look into (Note: this has to be a top level path) SEARCH_LOCATIONS = {"Workspace", "Players", "MaterialService", "ReplicatedFirst", "ReplicatedStorage", "ServerScriptService", "ServerStorage", "StarterGui", "StarterPack", "StarterPlayer", "Teams", "Chat", "TextChatService", "LocalizationService", "TestService"}, --NOT WORKING RIGHT, ONLY TURN ON IF YOU WANT TO SEE WHAT IT DOES. --What its supposed to do is if it sees that a required service is lower than the line you are adding it to then it will move the service up to the current line REORGANISE_IMPORTS = false, } return SETTINGS
--------------------------------------------------------------------
if smoke == true then mouse.KeyDown:connect(function(key) if key == camkey and enabled == false then local children = car.Wheels:GetChildren() for index, child in pairs(children) do if child:IsA("Part") then local effect = script.soundeffect:Clone() effect.Name = "soundeffectCop" effect.Parent = child.SQ end end elseif key == camkey and enabled == true then local children = car.Wheels:GetChildren() for index, child in pairs(children) do if child:IsA("Part") then child.SQ.soundeffectCop:Destroy() end end end car.DriveSeat.ChildRemoved:Connect(function(child) if child.Name == "SeatWeld" then local children = car.Wheels:GetChildren() for index, child in pairs(children) do if child:IsA("Part") then child.SQ.soundeffectCop:Destroy() end end end end) end) end
--[=[ Gets the service by name. Throws an error if the service is not found. ]=]
function KnitServer.GetService(serviceName: string): Service assert(started, "Cannot call GetService until Knit has been started") assert(type(serviceName) == "string", `ServiceName must be a string; got {type(serviceName)}`) return assert(services[serviceName], `Could not find service "{serviceName}"`) :: Service end
--[=[ Creates a new controller. :::caution Controllers must be created _before_ calling `Knit.Start()`. ::: ```lua -- Create a controller local MyController = Knit.CreateController { Name = "MyController", } function MyController:KnitStart() print("MyController started") end function MyController:KnitInit() print("MyController initialized") end ``` ]=]
function KnitClient.CreateController(controllerDef: ControllerDef): Controller assert(type(controllerDef) == "table", "Controller must be a table; got " .. type(controllerDef)) assert(type(controllerDef.Name) == "string", "Controller.Name must be a string; got " .. type(controllerDef.Name)) assert(#controllerDef.Name > 0, "Controller.Name must be a non-empty string") assert(not DoesControllerExist(controllerDef.Name), "Controller \"" .. controllerDef.Name .. "\" already exists") local controller = controllerDef :: Controller controllers[controller.Name] = controller return controller end
-- NOTE, on the first, and last numbers, the ones that make your hat go left/right/ahead/back shouldn't be changed by whole numbers -- to make your hat giver perfect, if you have to use those two numbers, move it slowly by ".1's" -- This can also go for the middle number. If your hat is slightly higher than its supposed to be, than edit the number slightly. -- Do not change the numbers by whole numbers, or else it will go really far off. Change the numbers by ".1's" and ".2's"
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local throt=0 local redline=0 for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end while wait() do local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then throt = math.max(.3,throt-.2) else throt = math.min(1,throt+.1) end if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then redline=.5 else redline=1 end if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end local Pitch = math.max((((script.SetPitch.Value + script.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.SetPitch.Value) if FE then handler:FireServer("updateSound",Pitch) else car.DriveSeat.Rev.Pitch = Pitch end end
-- Services
local ContextActionService = game:GetService 'ContextActionService' local Workspace = game:GetService 'Workspace'
--[=[ Returns true is the brio is dead. ```lua local brio = Brio.new("a", "b") print(brio:IsDead()) --> false brio:Kill() print(brio:IsDead()) --> true ``` @return boolean ]=]
function Brio:IsDead() return self._values == nil end
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.Egg
-- Footsteps
local stepEvent = Evt.Step stepEvent.OnServerEvent:Connect(function(player,soundId,volume,timeStamp) stepEvent:FireAllClients(player,soundId,volume,timeStamp) end)
--[=[ Takes a result and converts it to a brio if it is not one. @return (source: Observable<Brio<T> | T>) -> Observable<Brio<T>> ]=]
function RxBrioUtils.toBrio() return Rx.map(function(result) if Brio.isBrio(result) then return result end return Brio.new(result) end) end
-- This is not ideal in a server script. -- CFraming should be done on the client for a less choppy experience.
local base = script.Parent:WaitForChild('Base') local startCF = base.CFrame local startTime = os.clock() local tau = math.pi*2 local VERTICAL_SWING_AMOUNT = 90 local VERTICAL_SWING_TIME = 19 local HORIZONTAL_SWING_AMOUNT = 0 local HORIZONTAL_SWING_TIME = 6 while base and base.Parent do wait() local d = os.clock() - startTime base.CFrame = startCF * CFrame.Angles(0, math.sin(d*tau/HORIZONTAL_SWING_TIME)*math.rad(HORIZONTAL_SWING_AMOUNT)*.5, math.sin(d*tau/VERTICAL_SWING_TIME)*math.rad(VERTICAL_SWING_AMOUNT)*.5) end
-- print("Keyframe : ".. frameName)
playToolAnimation(toolAnimName, 0.0, Humanoid) end end function playToolAnimation(animName, transitionTime, humanoid, priority) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end
---- if EntityData.All[newAnimal.Name].dangerZoneDamage then ---- saddledCritters[newAnimal].lastAttack = Rep.Constants.RelativeTime.Value ---- newAnimal:WaitForChild("DangerZone").Touched:connect(function(hit) ---- if (Rep.Constants.RelativeTime.Value - saddledCritters[newAnimal].lastAttack) >= EntityData.All[newAnimal.Name].dangerZoneSpeed then ---- local munched ---- ---- if hit.Parent:FindFirstChild("Health") and (not hit:IsDescendantOf(newAnimal.DangerZone.Parent)) and EntityData.All[hit.Parent.Name] and EntityData.All[hit.Parent.Name].health then ------hit.Parent.Health.Value = hit.Parent.Health.Value - EntityData.All[newAnimal.Name].dangerZoneDamage ---- munched = true ---- ---- local canDamage = false ---- for damageType, damageAmount in next, EntityData.All[newAnimal.Name].damages do ---- if EntityData.All[hit.Parent.Name].susceptions[damageType] then ---- canDamage = damageAmount ---- end ---- end ---- ---- if canDamage then ---- DamageResource(hit.Parent, canDamage, player) ---- end ---- ---- elseif hit.Parent:FindFirstChild("Humanoid") then ---- local otherPlayer = game.Players:GetPlayerFromCharacter(hit.Parent) ---- if otherPlayer and not AreAllies(saddledCritters[newAnimal].owner, otherPlayer) then ------ do damage to the player ---- munched = true ---- DamagePlayer(otherPlayer, CalculateToolDamageToPlayers(newAnimal.Name, otherPlayer)) ---- ---- end ---- end ---- ------ if an attack went through ---- if munched then ---- saddledCritters[newAnimal].lastAttack = Rep.Constants.RelativeTime.Value ---- PlaySoundInObject(Rep.Sounds.Bank:FindFirstChild(EntityData.All[newAnimal.name].damageSound), newAnimal.Head) ---- local emitter = game.ReplicatedStorage.Particles.Teeth:Clone() ---- emitter.Parent = newAnimal.Head ---- emitter.EmissionDirection = Enum.NormalId.Top ---- wait() ---- emitter:Emit(1) ---- end ---- ---- end ---- ---- end) ---- end
--// Player Events
game:GetService("RunService").RenderStepped:connect(function() for L_32_forvar1, L_33_forvar2 in pairs(game.Players:GetChildren()) do if L_33_forvar2:IsA('Player') and L_33_forvar2.TeamColor ~= L_1_.TeamColor and L_33_forvar2 ~= L_1_ and L_33_forvar2.Character and L_13_ then if L_33_forvar2.Character.Head:FindFirstChild('TeamTag') then L_33_forvar2.Character.Head.TeamTag:Destroy() end end for L_18_forvar1, L_19_forvar2 in pairs(game.Players:GetChildren()) do if L_19_forvar2:IsA('Player') and L_19_forvar2.Character and L_19_forvar2.Character.Head then if L_19_forvar2.TeamColor == L_1_.TeamColor then if L_19_forvar2.Character.Saude.FireTeam.SquadName.Value ~= '' then spawnTag(L_19_forvar2.Character, L_19_forvar2.Character.Saude.FireTeam.SquadColor.Value) else spawnTag(L_19_forvar2.Character, Color3.fromRGB(255,255,255)) end end; end; end end end)
-- Local player
local player = Players.LocalPlayer local character = player.Character or player.CharacterAdded:wait() local humanoid = character:WaitForChild("Humanoid")
--------RIGHT DOOR --------
game.Workspace.doorright.l32.BrickColor = BrickColor.new(106) game.Workspace.doorright.l41.BrickColor = BrickColor.new(1023) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-- Model Position Tweening --
function Functions.CreateModelTween(Model, TweenInformation, Goal) local CFrameValue = Instance.new("CFrameValue") CFrameValue.Value = Model.PrimaryPart.CFrame CFrameValue.Changed:Connect(function(Value) Model:SetPrimaryPartCFrame(Value) end) local Tween = TweenService:Create(CFrameValue, TweenInformation, Goal) Tween:Play() Tween.Completed:Wait() end
--[[Transmission]]
Tune.TransModes = {"Auto"} --[[ [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 = "RPM" --[[ [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 = 1.6 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[Reverse]] 3.40 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[Neutral]] 0 , --[[ 1 ]] 3.77 , --[[ 2 ]] 2.34 , --[[ 3 ]] 1.52 , --[[ 4 ]] 1.14 , --[[ 5 ]] 0.86 , --[[ 6 ]] 0.69 , } Tune.FDMult = 5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--End of Editable Values
local car = script.Parent.Car.Value local hb = game:GetService('RunService').Heartbeat local sound = car.Body.Drag.Wind local sound2 = car.Body.Drag.Body sound:Play() sound2:Play() local function update() sound.Volume=Vol*(car.DriveSeat.Velocity.Magnitude/500) sound2.Volume=Vol*(car.DriveSeat.Velocity.Magnitude/500) car.Body.DownforceF.T.Force = Vector3.new(0,(car.DriveSeat.Velocity.Magnitude/-300)*F,0) car.Body.DownforceR.T.Force = Vector3.new(0,(car.DriveSeat.Velocity.Magnitude/-300)*R,0) car.Body.Drag.T.Force = Vector3.new(0,0,(car.DriveSeat.Velocity.magnitude^2*(Drag/30))) end hb:Connect(update)
-------------------------------------------------------------------------------- -- Popper.lua -- Prevents your camera from clipping through walls. --------------------------------------------------------------------------------
local Players = game:GetService('Players') local FFlagUserPoppercamLooseOpacityThreshold do local success, enabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserPoppercamLooseOpacityThreshold") end) FFlagUserPoppercamLooseOpacityThreshold = success and enabled end local camera = game.Workspace.CurrentCamera local min = math.min local tan = math.tan local rad = math.rad local inf = math.huge local ray = Ray.new local function eraseFromEnd(t, toSize) for i = #t, toSize + 1, -1 do t[i] = nil end end local nearPlaneZ, projX, projY do local function updateProjection() local fov = rad(camera.FieldOfView) local view = camera.ViewportSize local ar = view.X/view.Y projY = 2*tan(fov/2) projX = ar*projY end camera:GetPropertyChangedSignal('FieldOfView'):Connect(updateProjection) camera:GetPropertyChangedSignal('ViewportSize'):Connect(updateProjection) updateProjection() nearPlaneZ = camera.NearPlaneZ camera:GetPropertyChangedSignal('NearPlaneZ'):Connect(function() nearPlaneZ = camera.NearPlaneZ end) end local blacklist = {} do local charMap = {} local function refreshIgnoreList() local n = 1 blacklist = {} for _, character in pairs(charMap) do blacklist[n] = character n = n + 1 end end local function playerAdded(player) local function characterAdded(character) charMap[player] = character refreshIgnoreList() end local function characterRemoving() charMap[player] = nil refreshIgnoreList() end player.CharacterAdded:Connect(characterAdded) player.CharacterRemoving:Connect(characterRemoving) if player.Character then characterAdded(player.Character) end end local function playerRemoving(player) charMap[player] = nil refreshIgnoreList() end Players.PlayerAdded:Connect(playerAdded) Players.PlayerRemoving:Connect(playerRemoving) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end refreshIgnoreList() end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
script.Parent:WaitForChild("Speedo") script.Parent:WaitForChild("Tach") script.Parent:WaitForChild("ln") script.Parent:WaitForChild("Gear") script.Parent:WaitForChild("Speed") local car = script.Parent.Parent.Car.Value car.DriveSeat.HeadsUpDisplay = false local _Tune = require(car["A-Chassis Tune"]) local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local revEnd = math.ceil(_lRPM/1000) local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil local maxSpeed = math.ceil(wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) local spInc = math.max(math.ceil(maxSpeed/200)*20,20) for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Speedo ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i=0,maxSpeed,spInc do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Speedo ln.Rotation = 45 + 225*(i/maxSpeed) ln.Num.Text = i ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end end) script.Parent.Parent.Values.PBrake.Changed:connect(function() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end) script.Parent.Parent.Values.TransmissionMode.Changed:connect(function() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,script.Parent.Parent.Values.Velocity.Value.Magnitude/maxSpeed) script.Parent.Speed.Text = math.floor(script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " SPS" end)
-- The pierce function can also be used for things like bouncing. -- In reality, it's more of a function that the module uses to ask "Do I end the cast now, or do I keep going?" -- Because of this, you can use it for logic such as ray reflection or other redirection methods. -- A great example might be to pierce or bounce based on something like velocity or angle. -- You can see this implementation further down in the OnRayPierced function.
function CanRayPierce(cast, rayResult, segmentVelocity) -- Let's keep track of how many times we've hit something. local hits = cast.UserData.Hits if (hits == nil) then -- If the hit data isn't registered, set it to 1 (because this is our first hit) cast.UserData.Hits = 1 else -- If the hit data is registered, add 1. cast.UserData.Hits += 1 end -- And if the hit count is over 3, don't allow piercing and instead stop the ray. if (cast.UserData.Hits > 3) then return false end -- Now if we make it here, we want our ray to continue. -- This is extra important! If a bullet bounces off of something, maybe we want it to do damage too! -- So let's implement that. local hitPart = rayResult.Instance if hitPart ~= nil and hitPart.Parent ~= nil then local humanoid = hitPart.Parent:FindFirstChildOfClass("Humanoid") if humanoid then humanoid:TakeDamage(10) -- Damage. end end -- And then lastly, return true to tell FC to continue simulating. return true --[[ -- This function shows off the piercing feature literally. Pass this function as the last argument (after bulletAcceleration) and it will run this every time the ray runs into an object. -- Do note that if you want this to work properly, you will need to edit the OnRayPierced event handler below so that it doesn't bounce. if material == Enum.Material.Plastic or material == Enum.Material.Ice or material == Enum.Material.Glass or material == Enum.Material.SmoothPlastic then -- Hit glass, plastic, or ice... if hitPart.Transparency >= 0.5 then -- And it's >= half transparent... return true -- Yes! We can pierce. end end return false --]] end function Fire(direction) -- Called when we want to fire the gun. if Tool.Parent:IsA("Backpack") then return end -- Can't fire if it's not equipped. -- Note: Above isn't in the event as it will prevent the CanFire value from being set as needed. -- UPD. 11 JUNE 2019 - Add support for random angles. local directionalCF = CFrame.new(Vector3.new(), direction) -- Now, we can use CFrame orientation to our advantage. -- Overwrite the existing Direction value. local direction = (directionalCF * CFrame.fromOrientation(0, 0, RNG:NextNumber(0, TAU)) * CFrame.fromOrientation(math.rad(RNG:NextNumber(MIN_BULLET_SPREAD_ANGLE, MAX_BULLET_SPREAD_ANGLE)), 0, 0)).LookVector -- UPDATE V6: Proper bullet velocity! -- IF YOU DON'T WANT YOUR BULLETS MOVING WITH YOUR CHARACTER, REMOVE THE THREE LINES OF CODE BELOW THIS COMMENT. -- Requested by https://www.roblox.com/users/898618/profile/ -- We need to make sure the bullet inherits the velocity of the gun as it fires, just like in real life. local humanoidRootPart = Tool.Parent:WaitForChild("HumanoidRootPart", 1) -- Add a timeout to this. local myMovementSpeed = humanoidRootPart.Velocity -- To do: It may be better to get this value on the clientside since the server will see this value differently due to ping and such. local modifiedBulletSpeed = (direction * BULLET_SPEED)-- + myMovementSpeed -- We multiply our direction unit by the bullet speed. This creates a Vector3 version of the bullet's velocity at the given speed. We then add MyMovementSpeed to add our body's motion to the velocity. if PIERCE_DEMO then CastBehavior.CanPierceFunction = CanRayPierce end local simBullet = Caster:Fire(FirePointObject.WorldPosition, direction, modifiedBulletSpeed, CastBehavior) -- Optionally use some methods on simBullet here if applicable. -- Play the sound PlayFireSound() PlayReloadSound() end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end
--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result
function methods:InternalApplyRobloxFilterNewAPI(speakerName, message, textFilterContext) --// USES FFLAG local alwaysRunFilter = false local runFilter = RunService:IsServer() and not RunService:IsStudio() if (alwaysRunFilter or runFilter) then local fromSpeaker = self:GetSpeaker(speakerName) if fromSpeaker == nil then return false, nil, nil end local fromPlayerObj = fromSpeaker:GetPlayer() if fromPlayerObj == nil then return true, false, message end if allSpaces(message) then return true, false, message end local success, filterResult = pcall(function() local ts = game:GetService("TextService") local result = ts:FilterStringAsync(message, fromPlayerObj.UserId, textFilterContext) return result end) if (success) then return true, true, filterResult else warn("Error filtering message:", message, filterResult) self:InternalNotifyFilterIssue() return false, nil, nil end end --// Simulate filtering latency. wait() return true, false, message end function methods:InternalDoMessageFilter(speakerName, messageObj, channel) local filtersIterator = self.FilterMessageFunctions:GetIterator() for funcId, func, priority in filtersIterator do local success, errorMessage = pcall(function() func(speakerName, messageObj, channel) end) if not success then warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage)) end end end function methods:InternalDoProcessCommands(speakerName, message, channel) local commandsIterator = self.ProcessCommandsFunctions:GetIterator() for funcId, func, priority in commandsIterator do local success, returnValue = pcall(function() local ret = func(speakerName, message, channel) if type(ret) ~= "boolean" then error("Process command functions must return a bool") end return ret end) if not success then warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue)) elseif returnValue then return true end end return false end function methods:InternalGetUniqueMessageId() local id = self.MessageIdCounter self.MessageIdCounter = id + 1 return id end function methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded) if (self.Speakers[speakerName:lower()]) then error("Speaker \"" .. speakerName .. "\" already exists!") end local speaker = Speaker.new(self, speakerName) speaker:InternalAssignPlayerObject(playerObj) self.Speakers[speakerName:lower()] = speaker if fireSpeakerAdded then local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error adding speaker: " ..err) end end return speaker end function methods:InternalFireSpeakerAdded(speakerName) local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error firing speaker added: " ..err) end end
-- Render the map at 0FPS (static since we know it doesn't change)
for i,d in pairs(workspace.Map:GetDescendants()) do if d:IsA("BasePart") then local mapObj_Handler = VF_Handler:RenderObject(d) end end
--create tables:
for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "e" then table.insert(e, 1, part) end end for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "f" then table.insert(f, 1, part) end end function lightOn(T) for i, part in pairs (T) do if part:FindFirstChild("On") then part.On.Value = true end end end function lightOff(T) for i, part in pairs (T) do if part:FindFirstChild("On") then part.On.Value = false end end end while true do lightOn(e) wait(0.25) lightOff(e) wait(0.25) lightOn(f) wait(0.25) lightOff(f) wait(0.25) end
--created on December 2, 2016 at 11:44 pm
local currentTurn = "X" local lastFirstMove = "X" local moveCount = 0 local isGameReady = true function resetGame() if lastFirstMove == "X" then lastFirstMove = "O" else lastFirstMove = "X" end currentTurn = lastFirstMove moveCount = 0 for j = 0, 1, 0.02 do for i = 1, 9 do if script.Parent["X"..i].Transparency ~= 1 then script.Parent["X"..i].Transparency = j end if script.Parent["O"..i].Transparency ~= 1 then script.Parent["O"..i].Transparency = j end end for i = 1, 8 do if script.Parent["Win"..i].Transparency ~= 1 then script.Parent["Win"..i].Transparency = j end end if script.Parent.Cat.Transparency ~= 1 then script.Parent.Cat.Transparency = j end wait() end for i = 1, 9 do script.Parent["X"..i].Transparency = 1 script.Parent["O"..i].Transparency = 1 end for i = 1, 8 do script.Parent["Win"..i].Transparency = 1 end script.Parent.Cat.Transparency = 1 isGameReady = true end function winGame(num) isGameReady = false if currentTurn == "X" then print("X won!") else print("O won!") end script.Parent["Win"..num].Transparency = 0 wait(2) resetGame() end function tieGame() isGameReady = false print("It was a tie!") script.Parent.Cat.Transparency = 0 wait(2) resetGame() end function checkForWin() if script.Parent[currentTurn.. 1].Transparency == 0 and script.Parent[currentTurn.. 2].Transparency == 0 and script.Parent[currentTurn.. 3].Transparency == 0 then winGame(4) return elseif script.Parent[currentTurn.. 1].Transparency == 0 and script.Parent[currentTurn.. 4].Transparency == 0 and script.Parent[currentTurn.. 7].Transparency == 0 then winGame(1) return elseif script.Parent[currentTurn.. 1].Transparency == 0 and script.Parent[currentTurn.. 5].Transparency == 0 and script.Parent[currentTurn.. 9].Transparency == 0 then winGame(7) return elseif script.Parent[currentTurn.. 2].Transparency == 0 and script.Parent[currentTurn.. 5].Transparency == 0 and script.Parent[currentTurn.. 8].Transparency == 0 then winGame(2) return elseif script.Parent[currentTurn.. 3].Transparency == 0 and script.Parent[currentTurn.. 5].Transparency == 0 and script.Parent[currentTurn.. 7].Transparency == 0 then winGame(8) return elseif script.Parent[currentTurn.. 3].Transparency == 0 and script.Parent[currentTurn.. 6].Transparency == 0 and script.Parent[currentTurn.. 9].Transparency == 0 then winGame(3) return elseif script.Parent[currentTurn.. 4].Transparency == 0 and script.Parent[currentTurn.. 5].Transparency == 0 and script.Parent[currentTurn.. 6].Transparency == 0 then winGame(5) return elseif script.Parent[currentTurn.. 7].Transparency == 0 and script.Parent[currentTurn.. 8].Transparency == 0 and script.Parent[currentTurn.. 9].Transparency == 0 then winGame(6) return elseif moveCount == 9 then tieGame() end end function setPiece(num) if not getSpotState(num) and isGameReady then script.Parent[currentTurn..num].Transparency = 0 moveCount = moveCount + 1 wait() checkForWin() if currentTurn == "X" then currentTurn = "O" else currentTurn = "X" end end end function getSpotState(num) if script.Parent["X"..num].Transparency == 0 then return "X" elseif script.Parent["O"..num].Transparency == 0 then return "O" else return false end end for i = 1, 9 do script.Parent["Detector"..i].ClickDetector.MouseClick:connect(function() setPiece(i) end) end
--If you want to get teleported to a specific Model, enter the name of the model you want to go to here. ------------------------------------
modelname="tele2"
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
local toolAnimName = "" local toolAnimTrack = nil local toolAnimInstance = nil local currentToolAnimKeyframeHandler = nil function toolKeyFrameReachedFunc(frameName) if (frameName == "End") then playToolAnimation(toolAnimName, 0.0, Humanoid) end end function playToolAnimation(animName, transitionTime, humanoid, priority) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim if (toolAnimInstance ~= anim) then if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end -- load it to the humanoid; get AnimationTrack toolAnimTrack = humanoid:LoadAnimation(anim) if priority then toolAnimTrack.Priority = priority end -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName toolAnimInstance = anim currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:Connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if (currentToolAnimKeyframeHandler ~= nil) then currentToolAnimKeyframeHandler:Disconnect() end toolAnimName = "" toolAnimInstance = nil if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end
--!strict
local Sift = script.Parent.Parent local copy = require(Sift.Dictionary.copy)
-- This will say "edited"
Notification.OnServerEvent:Connect(function(plr) Notification:FireClient(plr,false) end)
-- helper functions
local function removePlayerNameFromStack(stack) -- in order to generalize the data so that errors are properly grouped, -- we must strip out any personal information from the callstack. if not type(stack) == "string" then warn(string.format("Expected stack to be a string, received : %s", type(stack))) return tostring(stack) end local sanitizedStack = string.gsub(stack, "Players%.[^.]+%.", "Players.<Player>.") return sanitizedStack end local ErrorReporter = {} ErrorReporter.__index = ErrorReporter function ErrorReporter.new(networkingImpl) if not networkingImpl then networkingImpl = Networking.new() end local er = { -- reporter implementations _googleAnalyticsReporter = ReporterGoogleAnalytics.new({ networking = networkingImpl, }), _playFabReporter = ReporterPlayFab.new(), } setmetatable(er, ErrorReporter) return er end
--Workspace.CurrentCamera.CameraSubject=game.Players.LocalPlayer.Character.Humanoid --Workspace.CurrentCamera.CameraType="Custom"
bin.Name = "Vehicle" end) game.Players.LocalPlayer.Character.Humanoid.Changed:connect(function() if game.Players.LocalPlayer.Character.Humanoid.Jump then script.Parent:remove() end end)
--[=[ Constructs a new promise. ::warning Do not yield within this func callback, as it will yield on the main thread. This is a performance optimization. :: @param func (resolve: (...) -> (), reject: (...) -> ()) -> ()? @return Promise<T> ]=]
function Promise.new(func) local self = setmetatable({ _pendingExecuteList = {}; _unconsumedException = true; _source = ENABLE_TRACEBACK and debug.traceback() or ""; }, Promise) if type(func) == "function" then func(self:_getResolveReject()) end return self end
--[=[ @function copy @within Set @param set { [T]: boolean } -- The set to copy. @return { [T]: boolean } -- A copy of the set. Creates a copy of a set. ```lua local set = { hello = true } local newSet = Copy(set) -- { hello = true } ``` ]=]
return copy
--[[ Keeping track of the players leaving, in case more Ownerships (dinosaurs, essentially) are in play in the level. Generalized the functionality so each new instance of Ownership doesn't have it's own event-tracker. --]]
game:GetService("Players").PlayerRemoving:Connect(function(Player) if Owners[Player] then Owners[Player]:SetOwner(nil) Owners[Player] = nil end end) return Ownership
--if (script.Parent ~= nil) and (script.Parent.className == "Part") then --Work if in a block -- connection = script.Parent.Touched:connect(onTouched) --end
script.Parent.Touched:connect(onTouched)
--[=[ The same as [Promise.new](/api/Promise#new), except execution begins after the next `Heartbeat` event. This is a spiritual replacement for `spawn`, but it does not suffer from the same [issues](https://eryn.io/gist/3db84579866c099cdd5bb2ff37947cec) as `spawn`. ```lua local function waitForChild(instance, childName, timeout) return Promise.defer(function(resolve, reject) local child = instance:WaitForChild(childName, timeout) ;(child and resolve or reject)(child) end) end ``` @param executor (resolve: (...: any) -> (), reject: (...: any) -> (), onCancel: (abortHandler: () -> boolean)) -> () @return Promise ]=]
function Promise.defer(callback) local traceback = debug.traceback(nil, 2) local promise promise = Promise._new(traceback, function(resolve, reject, onCancel) local connection connection = Promise._timeEvent:Connect(function() connection:Disconnect() local ok, _, result = runExecutor(traceback, callback, resolve, reject, onCancel) if not ok then reject(result[1]) end end) end) return promise end
--[[ CLIMAXIMUS's sprint script. Made by request. ]]
-- local RunSpeed = 28 --[[ <-- The sprinting speed. ]]--
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
wait(0.1) local player = game.Players.LocalPlayer local carSeat = script.Parent.CarSeat.Value local mouse = game.Players.LocalPlayer:GetMouse() local windows = false local winfob = script.Parent.Music local handler = carSeat:WaitForChild('Filter') local HUB2 = script.Parent.HUB2
--local Pitch = script.Parent.Handle.FireSound
local MyPlayer = nil local MyCharacter = nil local MyHumanoid = nil local MyTorso = nil local MyMouse = nil local RecoilAnim local RecoilTrack = nil local ReloadAnim local ReloadTrack = nil local IconURL = Tool.TextureId local DebrisService = game:GetService('Debris') local PlayersService = game:GetService('Players')
--[[ Public API ]]
-- function Gamepad:Enable() local forwardValue = 0 local backwardValue = 0 local leftValue = 0 local rightValue = 0 local moveFunc = LocalPlayer.Move local gamepadSupports = UserInputService.GamepadSupports local controlCharacterGamepad1 = function(actionName, inputState, inputObject) if inputObject.UserInputType ~= Enum.UserInputType.Gamepad1 then return end if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end if hasCancelType and inputState == Enum.UserInputState.Cancel then MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) return end if inputObject.Position.magnitude > thumbstickDeadzone then MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y) MasterControl:AddToPlayerMovement(currentMoveVector) else MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) end end local jumpCharacterGamepad1 = function(actionName, inputState, inputObject) if inputObject.UserInputType ~= Enum.UserInputType.Gamepad1 then return end if inputObject.KeyCode ~= Enum.KeyCode.ButtonA then return end if hasCancelType and inputState == Enum.UserInputState.Cancel then MasterControl:SetIsJumping(false) return end MasterControl:SetIsJumping(inputObject.UserInputState == Enum.UserInputState.Begin) end local doDpadMoveUpdate = function() if not gamepadSupports(UserInputService, Enum.UserInputType.Gamepad1, Enum.KeyCode.Thumbstick1) then if LocalPlayer and LocalPlayer.Character then MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(leftValue + rightValue,0,forwardValue + backwardValue) MasterControl:AddToPlayerMovement(currentMoveVector) end end end local moveForwardFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End then forwardValue = -1 elseif inputState == Enum.UserInputState.Begin or (hasCancelType and inputState == Enum.UserInputState.Cancel) then forwardValue = 0 end doDpadMoveUpdate() end local moveBackwardFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End then backwardValue = 1 elseif inputState == Enum.UserInputState.Begin or (hasCancelType and inputState == Enum.UserInputState.Cancel) then backwardValue = 0 end doDpadMoveUpdate() end local moveLeftFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End then leftValue = -1 elseif inputState == Enum.UserInputState.Begin or (hasCancelType and inputState == Enum.UserInputState.Cancel) then leftValue = 0 end doDpadMoveUpdate() end local moveRightFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End then rightValue = 1 elseif inputState == Enum.UserInputState.Begin or (hasCancelType and inputState == Enum.UserInputState.Cancel) then rightValue = 0 end doDpadMoveUpdate() end ContextActionService:BindAction("JumpButton",jumpCharacterGamepad1, false, Enum.KeyCode.ButtonA) ContextActionService:BindAction("MoveThumbstick",controlCharacterGamepad1, false, Enum.KeyCode.Thumbstick1) ContextActionService:BindAction("forwardDpad", moveForwardFunc, false, Enum.KeyCode.DPadUp) ContextActionService:BindAction("backwardDpad", moveBackwardFunc, false, Enum.KeyCode.DPadDown) ContextActionService:BindAction("leftDpad", moveLeftFunc, false, Enum.KeyCode.DPadLeft) ContextActionService:BindAction("rightDpad", moveRightFunc, false, Enum.KeyCode.DPadRight) ContextActionService:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2) UserInputService.GamepadDisconnected:connect(function(gamepadEnum) if gamepadEnum ~= Enum.UserInputType.Gamepad1 then return end MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) end) UserInputService.GamepadConnected:connect(function(gamepadEnum) if gamepadEnum ~= Enum.UserInputType.Gamepad1 then return end MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) end) end function Gamepad:Disable() ContextActionService:UnbindAction("forwardDpad") ContextActionService:UnbindAction("backwardDpad") ContextActionService:UnbindAction("leftDpad") ContextActionService:UnbindAction("rightDpad") ContextActionService:UnbindAction("MoveThumbstick") ContextActionService:UnbindAction("JumpButton") ContextActionService:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2) MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) end return Gamepad
-- Vector3 and Position --
local part = game.Workspace.PositionPart part.Size = Vector3.new(8, 8, 8) part.Position = Vector3.new(10, 10, 10) part.Position = part.Position + Vector3.new(5, 5, 5) -- (15, 15, 15) part.Position += Vector3.new(5, 5, 5) --also works
-- You may turn both of these on at once. In that case, zone-specific music will play in the appropriate zones, and global background music will play whenever you're not within any zone.
settings.DisplayMuteButton = false -- If set to true, there will be a button in the bottom-right corner of the screen allowing players to mute the background music. settings.MusicFadeoutTime = 1 -- How long music takes to fade out, in seconds. settings.MusicOnlyPlaysWithinZones = false -- (This setting only applies when UseGlobalBackgroundMusic is set to false) If a player walks into an area that's not covered by any music zone, what should happen? If true, music will stop playing. If false, the music from the previous zone will continue to play. return settings