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--// Declarables
local L_15_ = false local L_16_ = false local L_17_ = true local L_18_ = L_1_:WaitForChild('Resource') local L_19_ = L_18_:WaitForChild('FX') local L_20_ = L_18_:WaitForChild('Events') local L_21_ = L_18_:WaitForChild('HUD') local L_22_ = L_18_:WaitForChild('Modules') local L_23_ = L_18_:WaitForChild('SettingsModule') local L_24_ = require(L_23_:WaitForChild("ClientConfig")) local L_25_ = L_18_:WaitForChild('Vars') local L_26_ local L_27_ local L_28_ local L_29_ local L_30_ local L_31_ local L_32_ local L_33_ local L_34_ local L_35_ local L_36_ local L_37_ local L_38_ local L_39_ local L_40_ local L_41_ local L_42_ local L_43_ local L_44_ local L_45_ local L_46_ local L_47_ local L_48_ local L_49_ local L_50_ = L_24_.AimZoom local L_51_ = L_24_.MouseSensitivity local L_52_ = L_12_.MouseDeltaSensitivity local L_53_ = game.ReplicatedStorage:FindFirstChild('SoundIso_Network') or nil local L_54_ if L_53_ then L_54_ = L_53_:WaitForChild('EventConnection') end local L_55_ = CFrame.Angles(0, 0, 0)
-- print("Wha " .. pose)
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
--[=[ @class Mouse @client The Mouse class is part of the Input package. ```lua local Mouse = require(packages.Input).Mouse ``` ]=]
local Mouse = {} Mouse.__index = Mouse
--[[** ensures Roblox PathWaypoint type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.PathWaypoint = t.typeof("PathWaypoint")
--// Declarables
local L_4_ = L_1_:WaitForChild('Resource') local L_5_ = L_4_:WaitForChild('FX') local L_6_ = L_4_:WaitForChild('Events') local L_7_ = L_4_:WaitForChild('HUD') local L_8_ = L_4_:WaitForChild('Modules') local L_9_ = L_4_:WaitForChild('Vars') local L_10_ = L_4_:WaitForChild('SettingsModule') local L_11_ = require(L_10_:WaitForChild('ServerConfig')) local L_12_ local L_13_ local L_14_ local L_15_ local L_16_ local L_17_ local L_18_ local L_19_ local L_20_ local L_21_ local L_22_
--// Set up
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
--[=[ @interface KnitOptions .Middleware Middleware? @within KnitServer - Middleware will apply to all services _except_ ones that define their own middleware. ]=]
type KnitOptions = { Middleware: Middleware?, } local defaultOptions: KnitOptions = { Middleware = nil, } local selectedOptions = nil
--[[ NumberUtil.E NumberUtil.Tau NumberUtil.Lerp(min, max, alpha) NumberUtil.LerpClamp(min, max, alpha) NumberUtil.InverseLerp(min, max, num) NumberUtil.Map(num, inMin, inMax, outMin, outMax) NumberUtil.Round(num) NumberUtil.RoundTo(num, multiple) EXAMPLES: Lerp: Interpolate between two numbers by a certain alpha/percentage. Visually, think of a number line ranging from 'min' to 'max' and then move along that line by 'alpha' percent. Lerp(5, 15, 0.5) == 10 Lerp(5, 15, 0) == 5 Lerp(5, 15, 0.7) == 12 Lerp(5, 15, 2) == 25 (unusual to have alpha outside of 0-1. See LerpClamp.) LerpClamp: The same as Lerp, but the 'alpha' value is clamped between 0-1, which will guarantee that the output is within bounds of the min and max values. LerpClamp(5, 15, 0.5) == 10 LerpClamp(5, 15, 2) == 15 (alpha of 2 was clamped down to 1) InverseLerp: The inverse of the Lerp function. It returns the alpha value between the range of [min, max] given the number. InverseLerp(5, 15, 10) == 0.5 InverseLerp(5, 15, 12) == 0.7 Map: Remaps the range of 'num' from its old range of [inMin, inMax] to a new range of [outMin, outMax]. This is useful when needing to convert a range of inputs to a different output. For instance, remapping gamepad stick input to a larger range controlling a vehicle steering wheel. Map(0.5, 0, 1, -10, 10) == 0 Map(1, -1, 1, 0, 5) == 5 Round: Rounds a number to the nearest whole number. Round(1.5) == 2 Round(3.2) == 3 Round(-0.5) == -1 RoundTo: Rounds a number to the nearest given multiple. An example would be locking world positions onto a larger grid. RoundTo(3.4, 5) == 5 RoundTo(12, 5) == 10 --]]
local NumberUtil = {} NumberUtil.E = 2.7182818284590 NumberUtil.Tau = math.pi * 2 function NumberUtil.Lerp(min, max, alpha) return (min + ((max - min) * alpha)) end function NumberUtil.LerpClamp(min, max, alpha) return NumberUtil.Lerp(min, max, math.clamp(alpha, 0, 1)) end function NumberUtil.InverseLerp(min, max, num) return ((num - min) / (max - min)) end function NumberUtil.Map(n, inMin, inMax, outMin, outMax) return (outMin + ((outMax - outMin) * ((n - inMin) / (inMax - inMin)))) end function NumberUtil.Round(num) return (num >= 0 and math.floor(num + 0.5) or math.ceil(num - 0.5)) end function NumberUtil.RoundTo(num, multiple) return NumberUtil.Round(num / multiple) * multiple end return NumberUtil
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{40,39,41,30,56,58},t}, [49]={{40,38,35,34,32,31,29,28,44,45,49},t}, [16]={n,f}, [19]={{40,39,41,30,56,58,20,19},t}, [59]={{40,39,41,59},t}, [63]={{40,39,41,30,56,58,23,62,63},t}, [34]={{40,38,35,34},t}, [21]={{40,39,41,30,56,58,20,21},t}, [48]={{40,38,35,34,32,31,29,28,44,45,49,48},t}, [27]={{40,38,35,34,32,31,29,28,27},t}, [14]={n,f}, [31]={{40,38,35,34,32,31},t}, [56]={{40,39,41,30,56},t}, [29]={{40,38,35,34,32,31,29},t}, [13]={n,f}, [47]={{40,38,35,34,32,31,29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{40,38,35,34,32,31,29,28,44,45},t}, [57]={{40,39,41,30,56,57},t}, [36]={{40,38,35,37,36},t}, [25]={{40,38,35,34,32,31,29,28,27,26,25},t}, [71]={{40,39,41,59,61,71},t}, [20]={{40,39,41,30,56,58,20},t}, [60]={{40,39,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{40,39,41,59,61,71,72,76,73,75},t}, [22]={{40,39,41,30,56,58,20,21,22},t}, [74]={{40,39,41,59,61,71,72,76,73,74},t}, [62]={{40,39,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{40,38,35,37},t}, [2]={n,f}, [35]={{40,38,35},t}, [53]={{40,38,35,34,32,31,29,28,44,45,49,48,47,52,53},t}, [73]={{40,39,41,59,61,71,72,76,73},t}, [72]={{40,39,41,59,61,71,72},t}, [33]={{40,38,35,37,36,33},t}, [69]={{40,39,41,60,69},t}, [65]={{40,39,41,30,56,58,20,19,66,64,65},t}, [26]={{40,38,35,34,32,31,29,28,27,26},t}, [68]={{40,39,41,30,56,58,20,19,66,64,67,68},t}, [76]={{40,39,41,59,61,71,72,76},t}, [50]={{40,38,35,34,32,31,29,28,44,45,49,48,47,50},t}, [66]={{40,39,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{40,38,35,34,32,31,29,28,27,26,25,24},t}, [23]={{40,39,41,30,56,58,23},t}, [44]={{40,38,35,34,32,31,29,28,44},t}, [39]={{40,39},t}, [32]={{40,38,35,34,32},t}, [3]={n,f}, [30]={{40,39,41,30},t}, [51]={{40,38,35,34,32,31,29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{40,39,41,30,56,58,20,19,66,64,67},t}, [61]={{40,39,41,59,61},t}, [55]={{40,38,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{40,38,35,34,32,31,29,28,44,45,49,48,47,46},t}, [42]={{40,38,42},t}, [40]={{40},t}, [52]={{40,38,35,34,32,31,29,28,44,45,49,48,47,52},t}, [54]={{40,38,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{40,39,41},t}, [17]={n,f}, [38]={{40,38},t}, [28]={{40,38,35,34,32,31,29,28},t}, [5]={n,f}, [64]={{40,39,41,30,56,58,20,19,66,64},t}, } return r
--// Math
local L_121_ = function(L_158_arg1, L_159_arg2, L_160_arg3) if L_158_arg1 > L_160_arg3 then return L_160_arg3 elseif L_158_arg1 < L_159_arg2 then return L_159_arg2 end return L_158_arg1 end local L_122_ = L_110_.new(Vector3.new()) L_122_.s = 30 L_122_.d = 0.55 local L_123_ = CFrame.Angles(0, 0, 0)
-------------------------------------------------------------------------------------- --------------------[ VARIABLES ]----------------------------------------------------- --------------------------------------------------------------------------------------
local Selected = false local Idleing = false local Walking = true local Running = false local Aimed = false local Aiming = false local Reloading = true local BreakReload = false local Knifing = true local ThrowingGrenade = false local MB1_Down = false local CanFire = true local KnifeReady = true local CanRun = true local RunTween = false local Run_Key_Pressed = false local ChargingStamina = false local AimingIn = false local AimingOut = false local Stamina = S.SprintTime * 60 local CurrentSteadyTime = S.ScopeSteadyTime * 60 local CameraSteady = false local TakingBreath = false local Grip = nil local Aimed_GripCF = nil local Gui_Clone = nil local CurrentSpread = S.Spread.Hipfire local CurrentRecoil = S.Recoil.Hipfire local AmmoInClip = 0 local Stance = 0 local StanceSway = 1 local CameraSway = 1 local HeadRot = 0 local ArmTilt = 0 local LastBeat = 0 local Parts = {} local Connections = {} local PrevNeckCF = { C0 = nil; C1 = nil; } local Keys = {}
--[[ Creates a Promise that resolves after given number of seconds. ]]
do -- uses a sorted doubly linked list (queue) to achieve O(1) remove operations and O(n) for insert -- the initial node in the linked list local first local connection function Promise.delay(seconds) assert(type(seconds) == "number", "Bad argument #1 to Promise.delay, must be a number.") -- If seconds is -INF, INF, NaN, or less than 1 / 60, assume seconds is 1 / 60. -- This mirrors the behavior of wait() if not (seconds >= 1 / 60) or seconds == math.huge then seconds = 1 / 60 end return Promise._new(debug.traceback(nil, 2), function(resolve, _, onCancel) local startTime = Promise._getTime() local endTime = startTime + seconds local node = { resolve = resolve, startTime = startTime, endTime = endTime, } if connection == nil then -- first is nil when connection is nil first = node connection = Promise._timeEvent:Connect(function() local threadStart = Promise._getTime() while first ~= nil and first.endTime < threadStart do local current = first first = current.next if first == nil then connection:Disconnect() connection = nil else first.previous = nil end current.resolve(Promise._getTime() - current.startTime) end end) else -- first is non-nil if first.endTime < endTime then -- if `node` should be placed after `first` -- we will insert `node` between `current` and `next` -- (i.e. after `current` if `next` is nil) local current = first local next = current.next while next ~= nil and next.endTime < endTime do current = next next = current.next end -- `current` must be non-nil, but `next` could be `nil` (i.e. last item in list) current.next = node node.previous = current if next ~= nil then node.next = next next.previous = node end else -- set `node` to `first` node.next = first first.previous = node first = node end end onCancel(function() -- remove node from queue local next = node.next if first == node then if next == nil then -- if `node` is the first and last connection:Disconnect() connection = nil else -- if `node` is `first` and not the last next.previous = nil end first = next else local previous = node.previous -- since `node` is not `first`, then we know `previous` is non-nil previous.next = next if next ~= nil then next.previous = previous end end end) end) end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 180 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
------------------------------------------
f:Destroy() end end end end script.Parent.Touched:connect(onTouch)
-- изменение размера сервисом -- если нужно дождаться окончания, то нужен таймер ожидания
me:TweenSize( UDim2.new(1, 0, 0, 0), -- endSize (required) Enum.EasingDirection.InOut, -- easingDirection (default Out) - https://developer.roblox.com/en-us/api-reference/enum/EasingDirection Enum.EasingStyle.Linear, -- easingStyle (default Quad) - https://developer.roblox.com/en-us/api-reference/enum/EasingStyle timer -- time (default: 1) ) wait(timer) -- задержка
--/////////////////////////////////////////////////////////--
local curSize local create local Expand local doHide local doClose local dragSize local isVisible local DoRefresh local getNextPos local wallPosition local setPosition local checkMouse local isInFrame local setSize local apiIfy client = nil cPcall = nil Pcall = nil Routine = nil service = nil GetEnv = nil local function isGui(child) return child:IsA("GuiObject"); end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 1 -- cooldown for use of the tool again ZoneModelName = "Dream + ink" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--------------| SYSTEM SETTINGS |--------------
Prefix = ">"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = "|"; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ":"; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 1; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only displays commands equal to or below the user's ranks on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 0; ["Admin"] = 0; ["Settings"] = 0; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.
--[[local sounds={ waitForChild(Torso,"GroanSound"), waitForChild(Torso,"RawrSound") }]]
if healthregen then local regenscript=waitForChild(sp,"HealthRegenerationScript") regenscript.Disabled=false end Humanoid.WalkSpeed=wonderspeed local toolAnim="None" local toolAnimTime=0
-- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). An alias that calls table.skip(skip), and then takes [take] entries from the resulting table.
Table.skipAndTake = function (tbl, skip, take) return table.move(tbl, skip + 1, skip + take, 1, table.create(take)) end
-- Click Sound
local clickSound = Instance.new("Sound") clickSound.Name = "ClickSound" clickSound.Volume = 0 clickSound.Parent = iconContainer
--Optimization--
local rad = math.rad local random = math.random local NewCFrame = CFrame.new local Angles = CFrame.Angles local NewVector = Vector3.new local CFLookAt = CFrame.lookAt local NewInstance = Instance.new local NewNumberSequence = NumberSequence.new local NewColorSequence = ColorSequence.new local ColorKeypoint = ColorSequenceKeypoint.new local NumberKeypoint = NumberSequenceKeypoint.new
-- map a value from one range to another
local function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin end local function playSound(sound: Sound) sound.TimePosition = 0 sound.Playing = true end local function shallowCopy(t) local out = {} for k, v in pairs(t) do out[k] = v end return out end local function initializeSoundSystem(player: Player, humanoid: Humanoid, rootPart: BasePart) local sounds: {[string]: Sound} = {} -- initialize sounds for name: string, props: {[string]: any} in pairs(SOUND_DATA) do local sound: Sound = Instance.new("Sound") sound.Name = name -- set default values sound.Archivable = false sound.EmitterSize = 5 sound.MaxDistance = 150 sound.Volume = 0.65 for propName, propValue: any in pairs(props) do sound[propName] = propValue end sound.Parent = rootPart sounds[name] = sound end local playingLoopedSounds: {[Sound]: boolean?} = {} local function stopPlayingLoopedSounds(except: Sound?) for sound in pairs(shallowCopy(playingLoopedSounds)) do if sound ~= except then sound.Playing = false playingLoopedSounds[sound] = nil end end end -- state transition callbacks. local stateTransitions: {[Enum.HumanoidStateType]: () -> ()} = { [Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSounds() playSound(sounds.GettingUp) end, [Enum.HumanoidStateType.Jumping] = function() stopPlayingLoopedSounds() playSound(sounds.Jumping) end, [Enum.HumanoidStateType.Swimming] = function() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 0.1 then sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1) playSound(sounds.Splash) end stopPlayingLoopedSounds(sounds.Swimming) sounds.Swimming.Playing = true playingLoopedSounds[sounds.Swimming] = true end, [Enum.HumanoidStateType.Freefall] = function() sounds.FreeFalling.Volume = 0 stopPlayingLoopedSounds(sounds.FreeFalling) playingLoopedSounds[sounds.FreeFalling] = true end, [Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSounds() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 75 then sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1) playSound(sounds.Landing) end end, [Enum.HumanoidStateType.Running] = function() stopPlayingLoopedSounds(sounds.Running) sounds.Running.Playing = true playingLoopedSounds[sounds.Running] = true end, [Enum.HumanoidStateType.Climbing] = function() local sound = sounds.Climbing if math.abs(rootPart.Velocity.Y) > 0.1 then sound.Playing = true stopPlayingLoopedSounds(sound) else stopPlayingLoopedSounds() end playingLoopedSounds[sound] = true end, [Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSounds() playSound(sounds.Died) end, } -- updaters for looped sounds local loopedSoundUpdaters: {[Sound]: (number, Sound, Vector3) -> ()} = { [sounds.Climbing] = function(dt: number, sound: Sound, vel: Vector3) sound.Playing = vel.Magnitude > 0.1 end, [sounds.FreeFalling] = function(dt: number, sound: Sound, vel: Vector3): () if vel.Magnitude > 75 then sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1) else sound.Volume = 0 end end, [sounds.Running] = function(dt: number, sound: Sound, vel: Vector3) sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5 end, } -- state substitutions to avoid duplicating entries in the state table local stateRemap: {[Enum.HumanoidStateType]: Enum.HumanoidStateType} = { [Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running, } local activeState: Enum.HumanoidStateType = stateRemap[humanoid:GetState()] or humanoid:GetState() local stateChangedConn = humanoid.StateChanged:Connect(function(_, state) state = stateRemap[state] or state if state ~= activeState then local transitionFunc: () -> () = stateTransitions[state] if transitionFunc then transitionFunc() end activeState = state end end) local steppedConn = RunService.Stepped:Connect(function(_, worldDt: number) -- update looped sounds on stepped for sound in pairs(playingLoopedSounds) do local updater: (number, Sound, Vector3) -> () = loopedSoundUpdaters[sound] if updater then updater(worldDt, sound, rootPart.Velocity) end end end) local humanoidAncestryChangedConn: RBXScriptConnection local rootPartAncestryChangedConn: RBXScriptConnection local characterAddedConn: RBXScriptConnection local function terminate() stateChangedConn:Disconnect() steppedConn:Disconnect() humanoidAncestryChangedConn:Disconnect() rootPartAncestryChangedConn:Disconnect() characterAddedConn:Disconnect() end humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) characterAddedConn = player.CharacterAdded:Connect(terminate) end local function playerAdded(player: Player) local function characterAdded(character) -- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications: -- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically. -- ** must use a waitForFirst on everything and listen for hierarchy changes. -- * the character might not be in the dm by the time CharacterAdded fires -- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again -- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented. -- * RootPart probably won't exist immediately. -- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented. if not character.Parent then waitForFirst(character.AncestryChanged, player.CharacterAdded) end if player.Character ~= character or not character.Parent then return end local humanoid = character:FindFirstChildOfClass("Humanoid") while character:IsDescendantOf(game) and not humanoid do waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded) humanoid = character:FindFirstChildOfClass("Humanoid") end if player.Character ~= character or not character:IsDescendantOf(game) then return end -- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals local rootPart = character:FindFirstChild("HumanoidRootPart") while character:IsDescendantOf(game) and not rootPart do waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded) rootPart = character:FindFirstChild("HumanoidRootPart") end if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then initializeSoundSystem(player, humanoid, rootPart) end end if player.Character then characterAdded(player.Character) end player.CharacterAdded:Connect(characterAdded) end Players.PlayerAdded:Connect(playerAdded) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end
-- Returns true if the client is -- currently in first person.
function FpsCamera:IsInFirstPerson() local camera = workspace.CurrentCamera if camera then if camera.CameraType.Name == "Scriptable" then return false end local focus = camera.Focus.Position local origin = camera.CFrame.Position return (focus - origin).Magnitude <= 1 end return false end
--[=[ Converts to the string to `lowerCamelCase` from `camelCase` or `snakeCase` or `YELL_CASE` @param str string @return string ]=]
function String.toLowerCamelCase(str: string): string str = str:lower() str = str:gsub("[ _](%a)", string.upper) str = str:gsub("^%a", string.lower) str = str:gsub("%p", "") return str end
--SKP_23.TintColor = Color3.new(1,(math.ceil(SKP_7.Health/2)/math.ceil(SKP_20)),(math.ceil(SKP_7.Health/2)/math.ceil(SKP_20)))
SKP_10:Create(SKP_22,TweenInfo.new(3 * Hurt,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0),{Size = 0}):Play()
--cc.Parent = nil
local Finished = 0 local AF = 0 for l,i in pairs(Edit) do AF = AF+1
--dictionary<string, Variant> Data --* custom data attached to this node
Response.Data = {}
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR
local TycoonName = "Tycoon" if game.Workspace:FindFirstChild(TycoonName) then local s = nil local bTycoon = game.Workspace:FindFirstChild(TycoonName) local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit") local new_Collector = zTycoon['READ ME'].Script:Clone() local Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone() if zTycoon then for i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo' if v then s = v.PurchaseHandler:Clone() v:Destroy() end end -- Now make it compatiable if s ~= nil then for i,v in pairs(bTycoon.Tycoons:GetChildren()) do local New_Tycoon = v:Clone() New_Tycoon:FindFirstChild('PurchaseHandler'):Destroy() s:Clone().Parent = New_Tycoon local Team_C = Instance.new('BrickColorValue',New_Tycoon) Team_C.Value = BrickColor.new(tostring(v.Name)) Team_C.Name = "TeamColor" New_Tycoon.Name = v.TeamName.Value New_Tycoon.Cash.Name = "CurrencyToCollect" New_Tycoon.Parent = zTycoon.Tycoons New_Tycoon.TeamName:Destroy() v:Destroy() New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy() local n = new_Collector:Clone() n.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0') n.Disabled = false New_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy() local g = Gate:Clone() g.Parent = New_Tycoon.Gate['Touch to claim ownership!'] end else error("Please don't tamper with script names or this won't work!") end else error("Please don't change the name of our tycoon kit or it won't work!") end bTycoon:Destroy() Gate:Destroy() new_Collector:Destroy() print('Transfer complete! :)') else error("Check if you spelt the kit's name wrong!") end
--// Event for making player say chat message.
function chatBarFocusLost(enterPressed, inputObject) DoBackgroundFadeIn() chatBarFocusChanged:Fire(false) if (enterPressed) then local message = ChatBar:GetTextBox().Text if ChatBar:IsInCustomState() then local customMessage = ChatBar:GetCustomMessage() if customMessage then message = customMessage end local messageSunk = ChatBar:CustomStateProcessCompletedMessage(message) ChatBar:ResetCustomState() if messageSunk then return end end message = string.sub(message, 1, ChatSettings.MaximumMessageLength) ChatBar:GetTextBox().Text = "" if message ~= "" then --// Sends signal to eventually call Player:Chat() to handle C++ side legacy stuff. moduleApiTable.MessagePosted:fire(message) if not CommandProcessor:ProcessCompletedChatMessage(message, ChatWindow) then if ChatSettings.DisallowedWhiteSpace then for i = 1, #ChatSettings.DisallowedWhiteSpace do if ChatSettings.DisallowedWhiteSpace[i] == "\t" then message = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], " ") else message = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], "") end end end message = string.gsub(message, "\n", "") message = string.gsub(message, "[ ]+", " ") local targetChannel = ChatWindow:GetTargetMessageChannel() if targetChannel then MessageSender:SendMessage(message, targetChannel) else MessageSender:SendMessage(message, nil) end end end end end local ChatBarConnections = {} function setupChatBarConnections() for i = 1, #ChatBarConnections do ChatBarConnections[i]:Disconnect() end ChatBarConnections = {} local focusLostConnection = ChatBar:GetTextBox().FocusLost:connect(chatBarFocusLost) table.insert(ChatBarConnections, focusLostConnection) local focusGainedConnection = ChatBar:GetTextBox().Focused:connect(chatBarFocused) table.insert(ChatBarConnections, focusGainedConnection) end setupChatBarConnections() ChatBar.GuiObjectsChanged:connect(setupChatBarConnections) EventFolder.OnMessageDoneFiltering.OnClientEvent:connect(function(messageData) if not ChatSettings.ShowUserOwnFilteredMessage then if messageData.FromSpeaker == LocalPlayer.Name then return end end local channelName = messageData.OriginalChannel local channelObj = ChatWindow:GetChannel(channelName) if channelObj then channelObj:UpdateMessageFiltered(messageData) end if ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:UpdateMessageFiltered(messageData) end end end) EventFolder.OnNewMessage.OnClientEvent:connect(function(messageData, channelName) local channelObj = ChatWindow:GetChannel(channelName) if (channelObj) then channelObj:AddMessageToChannel(messageData) if (messageData.FromSpeaker ~= LocalPlayer.Name) then ChannelsBar:UpdateMessagePostedInChannel(channelName) end local generalChannel = nil if (ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName) then generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if (generalChannel) then generalChannel:AddMessageToChannel(messageData) end end moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1 moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount) DoFadeInFromNewInformation() end end) EventFolder.OnNewSystemMessage.OnClientEvent:connect(function(messageData, channelName) channelName = channelName or "System" local channelObj = ChatWindow:GetChannel(channelName) if (channelObj) then channelObj:AddMessageToChannel(messageData) ChannelsBar:UpdateMessagePostedInChannel(channelName) moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1 moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount) DoFadeInFromNewInformation() if (ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName) then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if (generalChannel) then generalChannel:AddMessageToChannel(messageData) end end else warn(string.format("Just received system message for channel I'm not in [%s]", channelName)) end end) function HandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, addHistoryToGeneralChannel, addWelcomeMessageToGeneralChannel) if ChatWindow:GetChannel(channel) then --- If the channel has already been added, remove it first. ChatWindow:RemoveChannel(channel) end if (channel == ChatSettings.GeneralChannelName) then DidFirstChannelsLoads = true end if channelNameColor then ChatBar:SetChannelNameColor(channel, channelNameColor) end local channelObj = ChatWindow:AddChannel(channel) if (channelObj) then if (channel == "All") then DoSwitchCurrentChannel(channel) end if (messageLog) then local startIndex = 1 if #messageLog > ChatSettings.MessageHistoryLengthPerChannel then startIndex = #messageLog - ChatSettings.MessageHistoryLengthPerChannel end for i = startIndex, #messageLog do channelObj:AddMessageToChannel(messageLog[i]) end if addHistoryToGeneralChannel then if ChatSettings.GeneralChannelName and channel ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessagesToChannelByTimeStamp(messageLog, startIndex) end end end end if (welcomeMessage ~= "") then local welcomeMessageObject = { ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = channel, IsFiltered = true, MessageLength = string.len(welcomeMessage), Message = trimTrailingSpaces(welcomeMessage), MessageType = ChatConstants.MessageTypeWelcome, Time = os.time(), ExtraData = nil, } channelObj:AddMessageToChannel(welcomeMessageObject) if addWelcomeMessageToGeneralChannel and not ChatSettings.ShowChannelsBar then if channel ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessageToChannel(welcomeMessageObject) end end end end DoFadeInFromNewInformation() end end EventFolder.OnChannelJoined.OnClientEvent:connect(function(channel, welcomeMessage, messageLog, channelNameColor) HandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, false, true) end) EventFolder.OnChannelLeft.OnClientEvent:connect(function(channel) ChatWindow:RemoveChannel(channel) DoFadeInFromNewInformation() end) EventFolder.OnMuted.OnClientEvent:connect(function(channel) --// Do something eventually maybe? --// This used to take away the chat bar in channels the player was muted in. --// We found out this behavior was inconvenient for doing chat commands though. end) EventFolder.OnUnmuted.OnClientEvent:connect(function(channel) --// Same as above. end) EventFolder.OnMainChannelSet.OnClientEvent:connect(function(channel) DoSwitchCurrentChannel(channel) end) coroutine.wrap(function() -- ChannelNameColorUpdated may not exist if the client version is older than the server version. local ChannelNameColorUpdated = DefaultChatSystemChatEvents:WaitForChild("ChannelNameColorUpdated", 5) if ChannelNameColorUpdated then ChannelNameColorUpdated.OnClientEvent:connect(function(channelName, channelNameColor) ChatBar:SetChannelNameColor(channelName, channelNameColor) end) end end)()
--wait(0.2)
local LP = script.Assets.LeanPatcher:Clone() LP.Parent = script.Parent LP.Disabled = false
--[[ Creating a message creator module: 1) Create a new module inside the MessageCreatorModules folder. 2) Create a function that takes a messageData object and returns: { KEY_BASE_FRAME = BaseFrame, KEY_BASE_MESSAGE = BaseMessage, KEY_UPDATE_TEXT_FUNC = function(newMessageObject) ---Function to update the text of the message. KEY_GET_HEIGHT = function() ---Function to get the height of the message in absolute pixels, KEY_FADE_IN = function(duration, CurveUtil) ---Function to tell the message to start fading in. KEY_FADE_OUT = function(duration, CurveUtil) ---Function to tell the message to start fading out. KEY_UPDATE_ANIMATION = function(dtScale, CurveUtil) ---Update animation function. } 3) return the following format from the module: { KEY_MESSAGE_TYPE = "Message type this module creates messages for." KEY_CREATOR_FUNCTION = YourFunctionHere } --]]
local DEFAULT_MESSAGE_CREATOR = "UnknownMessage" local MESSAGE_CREATOR_MODULES_VERSION = 1
-- Roblox character sound script
local Players = game:GetService("Players") local RunService = game:GetService("RunService") local L_1_ = game.Players.LocalPlayer local L_2_ = L_1_.Character local SOUND_DATA = { Climbing = { SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3", Looped = true, }, Died = { SoundId = "rbxasset://sounds/uuhhh.mp3", }, FreeFalling = { SoundId = "rbxasset://sounds/action_falling.mp3", Looped = true, }, GettingUp = { SoundId = "rbxasset://sounds/action_get_up.mp3", }, Jumping = { SoundId = "rbxasset://sounds/action_jump.mp3", }, Landing = { SoundId = "rbxasset://sounds/action_jump_land.mp3", }, Running = { SoundId = '' , Looped = true, Playing = true, Pitch = 1, }, Splash = { SoundId = "rbxasset://sounds/impact_water.mp3", }, Swimming = { SoundId = "rbxasset://sounds/action_swim.mp3", Looped = true, Pitch = 1.6, }, } -- wait for the first of the passed signals to fire local function waitForFirst(...) local shunt = Instance.new("BindableEvent") local slots = {...} local function fire(...) for i = 1, #slots do slots[i]:Disconnect() end return shunt:Fire(...) end for i = 1, #slots do slots[i] = slots[i]:Connect(fire) end return shunt.Event:Wait() end
--This is just some simple server script that moves the object around every frame --The kinematics module handles the rest
game["Run Service"].Heartbeat:Connect(function(deltaTime) local speed = script:GetAttribute("speed") or Vector3.zero local size = script:GetAttribute("size") or 3 total+=deltaTime part.CFrame = startPos * CFrame.new(Vector3.new(math.sin(total*speed.x)*size,math.sin(total*speed.y)*size, math.sin(total*speed.z)*size)) end)
--[[ Client init file ]]
local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") wait() local UIController = require(ReplicatedStorage.Source.Controllers.UIController) local ClientPlayerStatusHandler = require(ReplicatedStorage.Source.Player.ClientPlayerStatusHandler) local Constants = require(ReplicatedStorage.Source.Common.Constants) local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger) local translateDataModel = require(ReplicatedStorage.Source.Common.translateDataModel) Logger.setCutoff(Constants.LoggerLevel.Warn) ClientPlayerStatusHandler.init() if game.PlaceId ~= 0 and RunService:IsClient() then translateDataModel() end
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local TouchJump = setmetatable({}, BaseCharacterController) TouchJump.__index = TouchJump function TouchJump.new() local self = setmetatable(BaseCharacterController.new(), TouchJump) self.parentUIFrame = nil self.jumpButton = nil self.characterAddedConn = nil self.humanoidStateEnabledChangedConn = nil self.humanoidJumpPowerConn = nil self.humanoidParentConn = nil self.externallyEnabled = false self.jumpPower = 0 self.jumpStateEnabled = true self.isJumping = false self.humanoid = nil -- saved reference because property change connections are made using it return self end function TouchJump:EnableButton(enable) if enable then if not self.jumpButton then self:Create() end local humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChildOfClass("Humanoid") if humanoid and self.externallyEnabled then if self.externallyEnabled then if humanoid.JumpPower > 0 then self.jumpButton.Visible = true end end end else self.jumpButton.Visible = false self.isJumping = false self.jumpButton.ImageRectOffset = Vector2.new(1, 146) end end function TouchJump:UpdateEnabled() if self.jumpPower > 0 and self.jumpStateEnabled then self:EnableButton(true) else self:EnableButton(false) end end function TouchJump:HumanoidChanged(prop) local humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChildOfClass("Humanoid") if humanoid then if prop == "JumpPower" then self.jumpPower = humanoid.JumpPower self:UpdateEnabled() elseif prop == "Parent" then if not humanoid.Parent then self.humanoidChangeConn:Disconnect() end end end end function TouchJump:HumanoidStateEnabledChanged(state, isEnabled) if state == Enum.HumanoidStateType.Jumping then self.jumpStateEnabled = isEnabled self:UpdateEnabled() end end function TouchJump:CharacterAdded(char) if self.humanoidChangeConn then self.humanoidChangeConn:Disconnect() self.humanoidChangeConn = nil end self.humanoid = char:FindFirstChildOfClass("Humanoid") while not self.humanoid do char.ChildAdded:wait() self.humanoid = char:FindFirstChildOfClass("Humanoid") end self.humanoidJumpPowerConn = self.humanoid:GetPropertyChangedSignal("JumpPower"):Connect(function() self.jumpPower = self.humanoid.JumpPower self:UpdateEnabled() end) self.humanoidParentConn = self.humanoid:GetPropertyChangedSignal("Parent"):Connect(function() if not self.humanoid.Parent then self.humanoidJumpPowerConn:Disconnect() self.humanoidJumpPowerConn = nil self.humanoidParentConn:Disconnect() self.humanoidParentConn = nil end end) self.humanoidStateEnabledChangedConn = self.humanoid.StateEnabledChanged:Connect(function(state, enabled) self:HumanoidStateEnabledChanged(state, enabled) end) self.jumpPower = self.humanoid.JumpPower self.jumpStateEnabled = self.humanoid:GetStateEnabled(Enum.HumanoidStateType.Jumping) self:UpdateEnabled() end function TouchJump:SetupCharacterAddedFunction() self.characterAddedConn = Players.LocalPlayer.CharacterAdded:Connect(function(char) self:CharacterAdded(char) end) if Players.LocalPlayer.Character then self:CharacterAdded(Players.LocalPlayer.Character) end end function TouchJump:Enable(enable, parentFrame) if parentFrame then self.parentUIFrame = parentFrame end self.externallyEnabled = enable self:EnableButton(enable) end function TouchJump:Create() if not self.parentUIFrame then return end if self.jumpButton then self.jumpButton:Destroy() self.jumpButton = nil end local minAxis = math.min(self.parentUIFrame.AbsoluteSize.x, self.parentUIFrame.AbsoluteSize.y) local isSmallScreen = minAxis <= 500 local jumpButtonSize = isSmallScreen and 70 or 120 self.jumpButton = Instance.new("ImageButton") self.jumpButton.Name = "JumpButton" self.jumpButton.Visible = false self.jumpButton.BackgroundTransparency = 1 self.jumpButton.Image = TOUCH_CONTROL_SHEET self.jumpButton.ImageRectOffset = Vector2.new(1, 146) self.jumpButton.ImageRectSize = Vector2.new(144, 144) self.jumpButton.Size = UDim2.new(0, jumpButtonSize, 0, jumpButtonSize) self.jumpButton.Position = isSmallScreen and UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize - 20) or UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize * 1.75) local touchObject = nil self.jumpButton.InputBegan:connect(function(inputObject) --A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event --if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin) if touchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then return end touchObject = inputObject self.jumpButton.ImageRectOffset = Vector2.new(146, 146) self.isJumping = true end) local OnInputEnded = function() touchObject = nil self.isJumping = false self.jumpButton.ImageRectOffset = Vector2.new(1, 146) end self.jumpButton.InputEnded:connect(function(inputObject) if inputObject == touchObject then OnInputEnded() end end) GuiService.MenuOpened:connect(function() if touchObject then OnInputEnded() end end) if not self.characterAddedConn then self:SetupCharacterAddedFunction() end self.jumpButton.Parent = self.parentUIFrame end return TouchJump
-- body.FB.BrickColor = bool and BrickColor.new("Pearl") or BrickColor.new("Black")
body.FB.Material = bool and "Neon" or "SmoothPlastic" body.FB.Light.Enabled = bool body.RB.Material = bool and "Neon" or "SmoothPlastic" body.RB.Light.Enabled = bool body.RF.Material = bool and "Neon" or "SmoothPlastic" body.HB2.Material = bool and "Neon" or "SmoothPlastic" body.HB2.Light.Enabled = bool
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Grime",Paint) end)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["PrettyFormat"]["PrettyFormat"]) export type Colors = Package.Colors export type CompareKeys = Package.CompareKeys export type Config = Package.Config export type Options = Package.Options export type OptionsReceived = Package.OptionsReceived export type OldPlugin = Package.OldPlugin export type NewPlugin = Package.NewPlugin export type Plugin = Package.Plugin export type Plugins = Package.Plugins export type PrettyFormatOptions = Package.PrettyFormatOptions export type Printer = Package.Printer export type Refs = Package.Refs export type Theme = Package.Theme return Package
-- declarations
local Torso=waitForChild(sp,"Torso") local Head=waitForChild(sp,"Head") local RightShoulder=waitForChild(Torso,"Right Shoulder") local LeftShoulder=waitForChild(Torso,"Left Shoulder") local RightHip=waitForChild(Torso,"Right Hip") local LeftHip=waitForChild(Torso,"Left Hip") local Neck=waitForChild(Torso,"Neck") local Humanoid=waitForChild(sp,"Humanoid") local BodyColors=waitForChild(sp,"Body Colors") local pose="Standing" local hitsound=waitForChild(Torso,"HitSound") local Anim = Humanoid:LoadAnimation(sp.AttackAnim)
------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------JSON Functions Begin---------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------
--JSON Encoder and Parser for Lua 5.1 -- --Copyright 2007 Shaun Brown (http://www.chipmunkav.com) --All Rights Reserved. --Permission is hereby granted, free of charge, to any person --obtaining a copy of this software to deal in the Software without --restriction, including without limitation the rights to use, --copy, modify, merge, publish, distribute, sublicense, and/or --sell copies of the Software, and to permit persons to whom the --Software is furnished to do so, subject to the following conditions: --The above copyright notice and this permission notice shall be --included in all copies or substantial portions of the Software. --If you find this software useful please give www.chipmunkav.com a mention. --THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, --EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES --OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. --IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR --ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF --CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN --CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. local string = string local math = math local table = table local error = error local tonumber = tonumber local tostring = tostring local type = type local setmetatable = setmetatable local pairs = pairs local ipairs = ipairs local assert = assert local StringBuilder = { buffer = {} } function StringBuilder:New() local o = {} setmetatable(o, self) self.__index = self o.buffer = {} return o end function StringBuilder:Append(s) self.buffer[#self.buffer+1] = s end function StringBuilder:ToString() return table.concat(self.buffer) end local JsonWriter = { backslashes = { ['\b'] = "\\b", ['\t'] = "\\t", ['\n'] = "\\n", ['\f'] = "\\f", ['\r'] = "\\r", ['"'] = "\\\"", ['\\'] = "\\\\", ['/'] = "\\/" } } function JsonWriter:New() local o = {} o.writer = StringBuilder:New() setmetatable(o, self) self.__index = self return o end function JsonWriter:Append(s) self.writer:Append(s) end function JsonWriter:ToString() return self.writer:ToString() end function JsonWriter:Write(o) local t = type(o) if t == "nil" then self:WriteNil() elseif t == "boolean" then self:WriteString(o) elseif t == "number" then self:WriteString(o) elseif t == "string" then self:ParseString(o) elseif t == "table" then self:WriteTable(o) elseif t == "function" then self:WriteFunction(o) elseif t == "thread" then self:WriteError(o) elseif t == "userdata" then self:WriteError(o) end end function JsonWriter:WriteNil() self:Append("null") end function JsonWriter:WriteString(o) self:Append(tostring(o)) end function JsonWriter:ParseString(s) self:Append('"') self:Append(string.gsub(s, "[%z%c\\\"/]", function(n) local c = self.backslashes[n] if c then return c end return string.format("\\u%.4X", string.byte(n)) end)) self:Append('"') end function JsonWriter:IsArray(t) local count = 0 local isindex = function(k) if type(k) == "number" and k > 0 then if math.floor(k) == k then return true end end return false end for k,v in pairs(t) do if not isindex(k) then return false, '{', '}' else count = math.max(count, k) end end return true, '[', ']', count end function JsonWriter:WriteTable(t) local ba, st, et, n = self:IsArray(t) self:Append(st) if ba then for i = 1, n do self:Write(t[i]) if i < n then self:Append(',') end end else local first = true; for k, v in pairs(t) do if not first then self:Append(',') end first = false; self:ParseString(k) self:Append(':') self:Write(v) end end self:Append(et) end function JsonWriter:WriteError(o) error(string.format( "Encoding of %s unsupported", tostring(o))) end function JsonWriter:WriteFunction(o) if o == Null then self:WriteNil() else self:WriteError(o) end end local StringReader = { s = "", i = 0 } function StringReader:New(s) local o = {} setmetatable(o, self) self.__index = self o.s = s or o.s return o end function StringReader:Peek() local i = self.i + 1 if i <= #self.s then return string.sub(self.s, i, i) end return nil end function StringReader:Next() self.i = self.i+1 if self.i <= #self.s then return string.sub(self.s, self.i, self.i) end return nil end function StringReader:All() return self.s end local JsonReader = { escapes = { ['t'] = '\t', ['n'] = '\n', ['f'] = '\f', ['r'] = '\r', ['b'] = '\b', } } function JsonReader:New(s) local o = {} o.reader = StringReader:New(s) setmetatable(o, self) self.__index = self return o; end function JsonReader:Read() self:SkipWhiteSpace() local peek = self:Peek() if peek == nil then error(string.format( "Nil string: '%s'", self:All())) elseif peek == '{' then return self:ReadObject() elseif peek == '[' then return self:ReadArray() elseif peek == '"' then return self:ReadString() elseif string.find(peek, "[%+%-%d]") then return self:ReadNumber() elseif peek == 't' then return self:ReadTrue() elseif peek == 'f' then return self:ReadFalse() elseif peek == 'n' then return self:ReadNull() elseif peek == '/' then self:ReadComment() return self:Read() else return nil end end function JsonReader:ReadTrue() self:TestReservedWord{'t','r','u','e'} return true end function JsonReader:ReadFalse() self:TestReservedWord{'f','a','l','s','e'} return false end function JsonReader:ReadNull() self:TestReservedWord{'n','u','l','l'} return nil end function JsonReader:TestReservedWord(t) for i, v in ipairs(t) do if self:Next() ~= v then error(string.format( "Error reading '%s': %s", table.concat(t), self:All())) end end end function JsonReader:ReadNumber() local result = self:Next() local peek = self:Peek() while peek ~= nil and string.find( peek, "[%+%-%d%.eE]") do result = result .. self:Next() peek = self:Peek() end result = tonumber(result) if result == nil then error(string.format( "Invalid number: '%s'", result)) else return result end end function JsonReader:ReadString() local result = "" assert(self:Next() == '"') while self:Peek() ~= '"' do local ch = self:Next() if ch == '\\' then ch = self:Next() if self.escapes[ch] then ch = self.escapes[ch] end end result = result .. ch end assert(self:Next() == '"') local fromunicode = function(m) return string.char(tonumber(m, 16)) end return string.gsub( result, "u%x%x(%x%x)", fromunicode) end function JsonReader:ReadComment() assert(self:Next() == '/') local second = self:Next() if second == '/' then self:ReadSingleLineComment() elseif second == '*' then self:ReadBlockComment() else error(string.format( "Invalid comment: %s", self:All())) end end function JsonReader:ReadBlockComment() local done = false while not done do local ch = self:Next() if ch == '*' and self:Peek() == '/' then done = true end if not done and ch == '/' and self:Peek() == "*" then error(string.format( "Invalid comment: %s, '/*' illegal.", self:All())) end end self:Next() end function JsonReader:ReadSingleLineComment() local ch = self:Next() while ch ~= '\r' and ch ~= '\n' do ch = self:Next() end end function JsonReader:ReadArray() local result = {} assert(self:Next() == '[') local done = false if self:Peek() == ']' then done = true; end while not done do local item = self:Read() result[#result+1] = item self:SkipWhiteSpace() if self:Peek() == ']' then done = true end if not done then local ch = self:Next() if ch ~= ',' then error(string.format( "Invalid array: '%s' due to: '%s'", self:All(), ch)) end end end assert(']' == self:Next()) return result end function JsonReader:ReadObject() local result = {} assert(self:Next() == '{') local done = false if self:Peek() == '}' then done = true end while not done do local key = self:Read() if type(key) ~= "string" then error(string.format( "Invalid non-string object key: %s", key)) end self:SkipWhiteSpace() local ch = self:Next() if ch ~= ':' then error(string.format( "Invalid object: '%s' due to: '%s'", self:All(), ch)) end self:SkipWhiteSpace() local val = self:Read() result[key] = val self:SkipWhiteSpace() if self:Peek() == '}' then done = true end if not done then ch = self:Next() if ch ~= ',' then error(string.format( "Invalid array: '%s' near: '%s'", self:All(), ch)) end end end assert(self:Next() == "}") return result end function JsonReader:SkipWhiteSpace() local p = self:Peek() while p ~= nil and string.find(p, "[%s/]") do if p == '/' then self:ReadComment() else self:Next() end p = self:Peek() end end function JsonReader:Peek() return self.reader:Peek() end function JsonReader:Next() return self.reader:Next() end function JsonReader:All() return self.reader:All() end function Encode(o) local writer = JsonWriter:New() writer:Write(o) return writer:ToString() end function Decode(s) local reader = JsonReader:New(s) return reader:Read() end function Null() return Null end
--// Bullet Physics
BulletPhysics = Vector3.new(0,45,0); -- Drop fixation: Lower number = more drop BulletSpeed = 2000; -- Bullet Speed ExploPhysics = Vector3.new(0,70,0); -- Drop for explosive rounds ExploSpeed = 360; -- Speed for explosive rounds
-- goro7
local tweenService = game:GetService("TweenService") function show() -- Tween open local goal = { Position = UDim2.new(0, 2, 0, 2) } tweenService:Create(script.Parent.Clipper.Redeem, TweenInfo.new(0.25, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), goal):Play() end function hide() -- Tween closed local goal = { Position = UDim2.new(0, -223, 0, 2) } tweenService:Create(script.Parent.Clipper.Redeem, TweenInfo.new(0.25, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), goal):Play() end script.Parent.MouseEnter:connect(show) script.Parent.HoverArea.MouseLeave:connect(hide) script.Parent.Parent.Shop.MouseEnter:connect(hide)
-- Services
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage")
--Services
local pathfindingService = game:GetService("PathfindingService") local runService = game:GetService("RunService") local modules = script.Parent local core = require(modules.CoreModule) local status = require(modules.Status) local troubleshoot = require(modules.Troubleshoot) local marine = script.Parent.Parent.Parent local myHuman = marine.Humanoid local myRoot = marine.HumanoidRootPart local moveEvent = Instance.new("BindableEvent") function movement.moveToFinished() local success = true local completed = false core.spawn(function() wait(1) if not completed then success = false moveEvent:Fire() end end) core.spawn(function() myHuman.MoveToFinished:Wait() moveEvent:Fire() end) moveEvent.Event:Wait() completed = true return success end local params = { ["AgentRadius"] = 2, ["AgentHeight"] = 5, ["AgentCanJump"] = true, ["WaypointSpacing"] = 4, ["Costs"] = { ["Water"] = math.huge } } local path = pathfindingService:CreatePath() function movement.pathToLocation(target) if not target or not target.Parent then return end path:ComputeAsync(myRoot.Position, target.Position) if path.Status == Enum.PathStatus.NoPath then return end local waypoints = path:GetWaypoints() --Make sure that path is actually valid if waypoints[1] and core.checkDist(waypoints[1],myRoot) > 10 then runService.Heartbeat:Wait() movement.pathToLocation(target) end troubleshoot.visualizePath(path) for _,waypoint in ipairs(waypoints) do if waypoint.Action == Enum.PathWaypointAction.Jump then myHuman.Jump = true end myHuman:MoveTo(waypoint.Position) core.spawn(function() while myHuman.WalkToPoint.Y > myRoot.Position.Y - 1 do wait(0.1) myHuman.Jump = true end end) local moveSuccess = movement.moveToFinished() local dist = core.checkDist(myRoot,target) local canSee = core.checkSight(target) if not moveSuccess or not target.Parent or (dist < 30 and canSee) or status:get("currentTarget") ~= target then break elseif (core.checkSight(target) and target.Position.Y <= myRoot.Position.Y-5) then myHuman:MoveTo(myRoot.Position) break end if core.checkDist(target,waypoints[#waypoints]) > 30 then --movement.pathToLocation(target) break end end end function movement.walkRandom() local randX = math.random(-100,100) local randZ = math.random(-100,100) local goal = myRoot.Position + Vector3.new(randX, 0, randZ) local path = pathfindingService:CreatePath() path:ComputeAsync(myRoot.Position, goal) local waypoints = path:GetWaypoints() if path.Status == Enum.PathStatus.Success then for i,waypoint in ipairs(waypoints) do if waypoint.Action == Enum.PathWaypointAction.Jump then myHuman.Jump = true end myHuman:MoveTo(waypoint.Position) core.spawn(function() wait(0.5) if myHuman.WalkToPoint.Y > myRoot.Position.Y then myHuman.Jump = true end end) local moveSuccess = myHuman.MoveToFinished:Wait() if not moveSuccess or status:get("currentTarget") then break end end else wait(2) end end
--[[Weight and CG]]
Tune.Weight = 4000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3 , --[[Length]] 9 } 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
------//Aim Animations
self.RightAim = CFrame.new(-.6, 0.85, -0.5) * CFrame.Angles(math.rad(-50), math.rad(0), math.rad(0)); self.LeftAim = CFrame.new(1.6,0.6,-0.85) * CFrame.Angles(math.rad(-95),math.rad(35),math.rad(-25)); self.RightElbowAim = CFrame.new(0,-0.2,-.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0)); self.LeftElbowAim = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); self.RightWristAim = CFrame.new(0,0,0.15) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)); self.LeftWristAim = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
---[[ Misc Settings ]]
module.WhisperCommandAutoCompletePlayerNames = true
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 20 -- cooldown for use of the tool again ZoneModelName = "Fallen star" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--put this in workspace --or put RealDeadSound in StarterCharacterScripts
local RDS = script.RealDeadSound RDS.Parent = game.StarterPlayer.StarterCharacterScripts RDS.Disabled = false script:Destroy()
--[[END]] --_Tune2.Horsepower.Changed:Connect(function() -- StartEngine() --end)
-- set and keep every body part Transparency to its real transparency
for childIndex, child in pairs(character:GetChildren()) do if child:IsA("BasePart") and child.Name ~= "Head" then child:GetPropertyChangedSignal("LocalTransparencyModifier"):Connect(function() child.LocalTransparencyModifier = child.Transparency end) child.LocalTransparencyModifier = child.Transparency end end
--------------------------- --[[ --Main anchor point is the DriveSeat <car.DriveSeat> Usage: MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only ModelWeld(Model,MainPart) Example: MakeWeld(car.DriveSeat,misc.PassengerSeat) MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2) ModelWeld(car.DriveSeat,misc.Door) ]] --Weld stuff here
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
---------------------------------------------------------------------
local PathfindingService = game:GetService("PathfindingService") local Players = game:GetService("Players") local function output(func, msg) func(((func == error and "SimplePath Error: ") or "SimplePath: ")..msg) end local Path = { StatusType = { Idle = "Idle"; Active = "Active"; }; ErrorType = { LimitReached = "LimitReached"; TargetUnreachable = "TargetUnreachable"; ComputationError = "ComputationError"; AgentStuck = "AgentStuck"; }; } Path.__index = function(table, index) if index == "Stopped" and not table._humanoid then output(error, "Attempt to use Path.Stopped on a non-humanoid.") end return (table._events[index] and table._events[index].Event) or (index == "LastError" and table._lastError) or (index == "Status" and table._status) or Path[index] end
--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)
--[[** ensures Roblox RBXScriptConnection type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.RBXScriptConnection = primitive("RBXScriptConnection")
-- simple function to set the highlight of buttons
local function HighlightButton(button,enabled) if not button:FindFirstChild("ButtonImage") then return end button.ButtonImage.ImageColor3 = enabled and Color3.fromRGB(124, 124, 124) or Color3.new(1,1,1) end return HighlightButton
--[[Transmission]]
Tune.TransModes = {"Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "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 = 4.60 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[Reverse]] 3.484 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[Neutral]] 0 , --[[ 1 ]] 3.587 , --[[ 2 ]] 2.022 , --[[ 3 ]] 1.384 , --[[ 4 ]] 1.000 , --[[ 5 ]] 0.861 , --[[ 6 ]] 0.621 , } Tune.FDMult = 1.7 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Camera Shaker -- Stephen Leitnick -- February 26, 2018
--How long after someone dies do they respawn?
respawn_time = .01
-- Weld holster model to the player
function HolsterWeapon(player,weaponName,toolSettings,tool) if player.Character:FindFirstChild(toolSettings.HolsterPoint) then local holsterPoint = toolSettings.HolsterPoint local holsterModel = GunModels:FindFirstChild(weaponName):Clone() holsterModel.Name = "S_"..weaponName holsterModel.Parent = player.Character if holsterModel:FindFirstChild("Nodes") then holsterModel.Nodes:Destroy() end local config = tool:FindFirstChild("RepValues") for _, part in pairs(holsterModel:GetChildren()) do if part:IsA("BasePart") and part.Name ~= "Handle" then if part.Name == "SightMark" or (part.Name == "Warhead" and config and config.Mag.Value < 1) then part:Destroy() else local newWeld = Ultil.WeldComplex(holsterModel.Handle,part,part.Name) newWeld.Parent = holsterModel.Handle part.Anchored = false part.CanCollide = false end end end local holsterWeld = Ultil.Weld(player.Character[holsterPoint],holsterModel.Handle,toolSettings.HolsterCFrame) holsterWeld.Parent = holsterModel holsterWeld.Name = "HolsterWeld" holsterModel.Handle.Anchored = false end end function SpawnGun(gunName,gunPosition,tool,player,config) local dropModel = GunModels:FindFirstChild(gunName):Clone() dropModel.Handle.Anchored = false dropModel.Handle.CanTouch = true --dropModel.Handle.CFrame = CFrame.new(dropModel["Origin Position"]) dropModel.PrimaryPart = dropModel.Handle dropModel.Handle.Size = dropModel:GetExtentsSize() if dropModel:FindFirstChild("Nodes") then dropModel.Nodes:Destroy() end if #dropModel:GetChildren() < 2 then dropModel.Handle.CanCollide = true else dropModel.Handle.CanCollide = false end for _, part in pairs(dropModel:GetChildren()) do if part.Name == "Warhead" and config and config.IsLauncher and tool:FindFirstChild("RepValues") and tool.RepValues.Mag.Value < 1 then part:Destroy() elseif part:IsA("BasePart") and part.Name ~= "Handle" then local newWeld = Ultil.WeldComplex(dropModel.Handle,part,part.Name) newWeld.Parent = dropModel.Handle part.Anchored = false part.CanCollide = true part.CanTouch = false PhysService:SetPartCollisionGroup(part,"Guns") end end if not tool then tool = Engine.ToolStorage:FindFirstChild(gunName):Clone() end tool.Parent = dropModel local clickDetector = Instance.new("ClickDetector") clickDetector.MaxActivationDistance = gameRules.PickupDistance clickDetector.Parent = dropModel clickDetector.MouseClick:Connect(function(clicker) tool.Parent = clicker.Backpack dropModel:Destroy() local NewSound = Engine.FX.WeaponPickup:Clone() NewSound.Parent = clicker.Character.Torso --NewSound.PlaybackSpeed = math.random(30,50)/40 NewSound:Play() NewSound.PlayOnRemove = true NewSound:Destroy() end) dropModel.Parent = ACS_Workspace.DroppedGuns dropModel.Handle.Touched:Connect(function() if dropModel.Handle.AssemblyLinearVelocity.Magnitude > 7 then local DropSounds = Engine.FX.GunDrop local NewSound = DropSounds["GunDrop"..math.random(#DropSounds:GetChildren())]:Clone() NewSound.Parent = dropModel.Handle NewSound.PlaybackSpeed = math.random(30,50)/40 NewSound:Play() NewSound.PlayOnRemove = true NewSound:Destroy() end end) if player then dropModel.Handle:SetNetworkOwner(player) end dropModel:SetPrimaryPartCFrame(gunPosition) if #ACS_Workspace.DroppedGuns:GetChildren() > gameRules.MaxDroppedWeapons then ACS_Workspace.DroppedGuns:GetChildren()[1]:Destroy() end if gameRules.TimeDespawn then Debris:AddItem(dropModel,gameRules.WeaponDespawnTime) end return dropModel end Evt.Shell.OnServerEvent:Connect(function(Player,Shell,Origin) Evt.Shell:FireAllClients(Shell,Origin) end) Evt.DropWeapon.OnServerEvent:Connect(function(player,tool,toolConfig) local tool = player.Backpack:FindFirstChild(tool.Name) --print(player.Name.. " dropped a " ..tool.Name) --tool:Destroy() local NewSound = Engine.FX.WeaponDrop:Clone() NewSound.Parent = player.Character.Torso --NewSound.PlaybackSpeed = math.random(30,50)/40 NewSound:Play() NewSound.PlayOnRemove = true NewSound:Destroy() SpawnGun(tool.Name,player.Character.Torso.CFrame * CFrame.new(0,1,-3),tool,player,toolConfig) end) Evt.RepAmmo.OnServerEvent:Connect(function(Player,tool,mag,ammo,chambered) local config = tool.RepValues config.StoredAmmo.Value = ammo config.Mag.Value = mag config.Chambered.Value = chambered if tool.Parent:FindFirstChild("Humanoid") and tool.Parent:FindFirstChild("S"..tool.Name) then -- Tool is equipped for _, part in pairs(tool.Parent["S"..tool.Name]:GetChildren()) do if part.Name == "Warhead" then if mag > 0 then part.Transparency = 0 else part.Transparency = 1 end end end end end) Evt.DropAmmo.OnServerEvent:Connect(function(Player,tool,action) if action == "Weld" then local canModel = Engine.AmmoModels.AmmoBox:Clone() local handle = tool.Handle for _, part in pairs(canModel:GetChildren()) do if part:IsA("BasePart") and part.Name ~= "Main" then local newWeld = Ultil.WeldComplex(canModel.Main,part,part.Name) newWeld.Parent = canModel.Main part.Anchored = false part.CanCollide = true part.CanTouch = false end PhysService:SetPartCollisionGroup(part,"Guns") if part.Name == "Main" then for _, child in pairs(part:GetChildren()) do if child:FindFirstChildWhichIsA("TextLabel") then child:FindFirstChildWhichIsA("TextLabel").Text = tool.AmmoType.Value end end end end local newWeld = Ultil.Weld(handle,canModel.Main,CFrame.new(0,-0.2,0),CFrame.new()) newWeld.Name = "ToolWeld" newWeld.Parent = handle canModel.Main.Anchored = false handle.Anchored = false canModel.Parent = tool elseif action == "Destroy" then if tool:FindFirstChildWhichIsA("Model") then tool:FindFirstChildWhichIsA("Model"):Destroy() tool.Handle.ToolWeld:Destroy() end elseif action == "Drop" then local canModel = tool:FindFirstChildWhichIsA("Model") local handle = tool.Handle handle.ToolWeld:Destroy() canModel.Parent = ACS_Workspace.DroppedGuns canModel.Main.Touched:Connect(function(hitPart) if plr:GetPlayerFromCharacter(hitPart.Parent) then local player = plr:GetPlayerFromCharacter(hitPart.Parent) local f = player.Backpack:GetChildren() for i = 1, #f do if f[i]:IsA("Tool") and f[i]:FindFirstChild("ACS_Settings") then if tool.AmmoType.Value == "Universal" then Evt.Refil:FireClient(player, f[i], tool.Inf.Value, tool.Stored) if not canModel.Main.Sound.Playing then canModel.Main.Sound:Play() end elseif require(f[i].ACS_Settings).BulletType == tool.AmmoType.Value then Evt.Refil:FireClient(player, f[i], tool.Inf.Value, tool.Stored) if not canModel.Main.Sound.Playing then canModel.Main.Sound:Play() end end end end -- No more ammo if tool.Stored.Value <= 0 and not tool.Inf.Value then canModel:Destroy() tool:Destroy() return end end end) tool.Parent = nil local clicker = Instance.new("ClickDetector",canModel) clicker.MaxActivationDistance = gameRules.PickupDistance clicker.MouseClick:Connect(function(Player) --print("Give") tool.Parent = Player:WaitForChild("Backpack") canModel:Destroy() end) Debris:AddItem(canModel, gameRules.AmmoBoxDespawn) end end) for _, spawner in pairs(ACS_Workspace.WeaponSpawners:GetChildren()) do local constrainedValue = Instance.new("DoubleConstrainedValue") local maxTime = spawner.Config.WaitTime constrainedValue.Name = "WaitTime" constrainedValue.MaxValue = maxTime.Value constrainedValue.Value = maxTime.Value constrainedValue.Parent = spawner.Config maxTime:Destroy() end
--[[** <description> Asynchronously saves the data to the data store. </description> **--]]
function DataStore:SaveAsync() return Promise.async(function(resolve, reject) if not self.valueUpdated then warn(("Data store %s was not saved as it was not updated."):format(self.Name)) resolve(false) return end if RunService:IsStudio() and not SaveInStudio then warn(("Data store %s attempted to save in studio while SaveInStudio is false."):format(self.Name)) if not SaveInStudioObject then warn("You can set the value of this by creating a BoolValue named SaveInStudio in ServerStorage.") end resolve(false) return end if self.backup then warn("This data store is a backup store, and thus will not be saved.") resolve(false) return end if self.value ~= nil then local save = clone(self.value) if self.beforeSave then local success, result = pcall(self.beforeSave, save, self) if success then save = result else reject(result, Constants.SaveFailure.BeforeSaveError) return end end local problem = Verifier.testValidity(save) if problem then reject(problem, Constants.SaveFailure.InvalidData) return end return self.savingMethod:Set(save):andThen(function() resolve(true, save) end) end end):andThen(function(saved, save) if saved then for _, afterSave in ipairs(self.afterSave) do local success, err = pcall(afterSave, save, self) if not success then warn("Error on AfterSave:", err) end end self.valueUpdated = false end end) end function DataStore:BindToClose(callback) table.insert(self.bindToClose, callback) end function DataStore:GetKeyValue(key) return (self.value or {})[key] end function DataStore:SetKeyValue(key, newValue) if not self.value then self.value = self:Get({}) end self.value[key] = newValue end local CombinedDataStore = {} do function CombinedDataStore:BeforeInitialGet(modifier) self.combinedBeforeInitialGet = modifier end function CombinedDataStore:BeforeSave(modifier) self.combinedBeforeSave = modifier end function CombinedDataStore:Get(defaultValue, dontAttemptGet) local tableResult = self.combinedStore:Get({}) local tableValue = tableResult[self.combinedName] if not dontAttemptGet then if tableValue == nil then tableValue = defaultValue else if self.combinedBeforeInitialGet and not self.combinedInitialGot then tableValue = self.combinedBeforeInitialGet(tableValue) end end end self.combinedInitialGot = true tableResult[self.combinedName] = clone(tableValue) self.combinedStore:Set(tableResult, true) return clone(tableValue) end function CombinedDataStore:Set(value, dontCallOnUpdate) return self.combinedStore:GetAsync({}):andThen(function(tableResult) tableResult[self.combinedName] = value self.combinedStore:Set(tableResult, dontCallOnUpdate) self:_Update(dontCallOnUpdate) end) end function CombinedDataStore:Update(updateFunc) self:Set(updateFunc(self:Get())) end function CombinedDataStore:Save() self.combinedStore:Save() end function CombinedDataStore:OnUpdate(callback) if not self.onUpdateCallbacks then self.onUpdateCallbacks = {callback} else table.insert(self.onUpdateCallbacks, callback) end end function CombinedDataStore:_Update(dontCallOnUpdate) if not dontCallOnUpdate then for _, callback in ipairs(self.onUpdateCallbacks or {}) do callback(self:Get(), self) end end self.combinedStore:_Update(true) end function CombinedDataStore:SetBackup(retries) self.combinedStore:SetBackup(retries) end end local DataStoreMetatable = {} DataStoreMetatable.__index = DataStore
--Wheels--
local WMRR = Instance.new("Attachment",zBRL) WMRR.Rotation = Vector3.new(0,0,0) WMRR.Name = "Wheel" local WMLL = Instance.new("Attachment",zBRR) WMLL.Rotation = Vector3.new(0,0,0) WMLL.Name = "Wheel"
-- A function to play fire sounds.
function PlayFireSound() local NewSound = FireSound:Clone() NewSound.Parent = Handle NewSound:Play() Debris:AddItem(NewSound, NewSound.TimeLength) end function PlayLandSound(position) local attachment = Instance.new("Attachment") attachment.CFrame = CFrame.new(position) local NewSound = LandSound:Clone() NewSound.Parent = attachment attachment.Parent = workspace.Terrain NewSound:Play() Debris:AddItem(NewSound, NewSound.TimeLength) end
-- Services
local tweenService = game:GetService("TweenService")
-- Delete default running sound
character.HumanoidRootPart:FindFirstChild("Running"):Destroy()
--[=[ @param parent Instance @param namespace string? @return ServerComm Constructs a ServerComm object. The `namespace` parameter is used in cases where more than one ServerComm object may be bound to the same object. Otherwise, a default namespace is used. ```lua local serverComm = ServerComm.new(game:GetService("ReplicatedStorage")) -- If many might exist in the given parent, use a unique namespace: local serverComm = ServerComm.new(game:GetService("ReplicatedStorage"), "MyNamespace") ``` ]=]
function ServerComm.new(parent: Instance, namespace: string?) assert(Util.IsServer, "ServerComm must be constructed from the server") assert(typeof(parent) == "Instance", "Parent must be of type Instance") local ns = Util.DefaultCommFolderName if namespace then ns = namespace end assert(not parent:FindFirstChild(ns), "Parent already has another ServerComm bound to namespace " .. ns) local self = setmetatable({}, ServerComm) self._instancesFolder = Instance.new("Folder") self._instancesFolder.Name = ns self._instancesFolder.Parent = parent return self end
------------------------------|分割线|------------------------------
function BezierCurve.LinearBezierCurvesLookAt(Frame , FPS , Target , Position1 , Position2 , CFrameOffset) local CFramePart = Instance.new("Part") CFramePart.Parent = Target CFramePart.Transparency = 1 CFramePart.Size = Vector3.new(1,1,1) CFramePart.Anchored = true CFramePart.CanCollide = false if typeof(Position1) ~= "Vector3" then Position1 = Position1.Position end if typeof(Position2) ~= "Vector3" then Position2 = Position2.Position end for Index = 0 , Frame , 1 do local Time = Index / Frame CFramePart.Position = BezierCurve.Lerp(Position1 , Position2 , Time) if Index == 0 then continue else Target.CFrame = CFrame.lookAt(Target.Position , CFramePart.Position , Vector3.new(0,1,0)) * CFrameOffset Target.Position = CFramePart.Position end task.wait(1 / FPS) end Debris:AddItem(CFramePart , task.wait()) end function BezierCurve.QuadraticBezierCurvesLookAt(Frame , FPS , Target , Position1 , Position2 , Position3 , CFrameOffset) local CFramePart = Instance.new("Part") CFramePart.Parent = Target CFramePart.Transparency = 1 CFramePart.Size = Vector3.new(1,1,1) CFramePart.Anchored = true CFramePart.CanCollide = false if typeof(Position1) ~= "Vector3" then Position1 = Position1.Position end if typeof(Position2) ~= "Vector3" then Position2 = Position2.Position end if typeof(Position3) ~= "Vector3" then Position3 = Position3.Position end for Index = 0 , Frame , 1 do local Time = Index / Frame local Lerp1 = BezierCurve.Lerp(Position1 , Position2 , Time) local Lerp2 = BezierCurve.Lerp(Position2 , Position3 , Time) CFramePart.Position = BezierCurve.Lerp(Lerp1 , Lerp2 , Time) if Index == 0 then continue else Target.CFrame = CFrame.lookAt(Target.Position , CFramePart.Position , Vector3.new(0,1,0)) * CFrameOffset Target.Position = CFramePart.Position end task.wait(1 / FPS) end Debris:AddItem(CFramePart , task.wait()) end function BezierCurve.CubicBezierCurvesLookAt(Frame , FPS , Target , Position1 , Position2 , Position3 , Position4 , CFrameOffset) local CFramePart = Instance.new("Part") CFramePart.Parent = Target CFramePart.Transparency = 1 CFramePart.Size = Vector3.new(1,1,1) CFramePart.Anchored = true CFramePart.CanCollide = false if typeof(Position1) ~= "Vector3" then Position1 = Position1.Position end if typeof(Position2) ~= "Vector3" then Position2 = Position2.Position end if typeof(Position3) ~= "Vector3" then Position3 = Position3.Position end if typeof(Position4) ~= "Vector3" then Position4 = Position4.Position end for Index = 0 , Frame , 1 do local Time = Index / Frame local Lerp1 = BezierCurve.Lerp(Position1 , Position2 , Time) local Lerp2 = BezierCurve.Lerp(Position2 , Position3 , Time) local Lerp3 = BezierCurve.Lerp(Position3 , Position4 , Time) local InLerp1 = BezierCurve.Lerp(Lerp1 , Lerp2 , Time) local InLerp2 = BezierCurve.Lerp(Lerp2 , Lerp3 , Time) CFramePart.Position = BezierCurve.Lerp(InLerp1 , InLerp2 , Time) if Index == 0 then continue else Target.CFrame = CFrame.lookAt(Target.Position , CFramePart.Position , Vector3.new(0,1,0)) * CFrameOffset Target.Position = CFramePart.Position end task.wait(1 / FPS) end Debris:AddItem(CFramePart , task.wait()) end return BezierCurve
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {7,13} --- Vertical Recoil ,HRecoil = {4,8} --- Horizontal Recoil ,AimRecover = 1 ---- Between 0 & 1 ,RecoilPunch = .25 ,VPunchBase = 5.5 --- Vertical Punch ,HPunchBase = 2 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 1 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = 1 ,MaxRecoilPower = 3 ,RecoilPowerStepAmount = .5 ,MinSpread = 3 --- Min bullet spread value | Studs ,MaxSpread = 40 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 2.5 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 1 --- Max sway value based on player stamina | Studs
-- See if already listed
local listed = false for _, i in pairs(plr.PlayerGui.MainGui.RadioSettings.History.Container:GetChildren()) do if i.Name == "Entry" then if i.ID.Value == script.Parent.ID.Value then listed = true break end end end if listed then -- Gray out add button script.Parent.AddButton.TextColor3 = Color3.fromRGB(100, 100, 100) end
-- A CFrame that's really far away. Ideally. You are free to change this as needed.
local CF_REALLY_FAR_AWAY = CFrame.new(0, 10e8, 0)
------Fix network issues------
pcall(function() while marine.HumanoidRootPart:GetNetworkOwnershipAuto() do marine.HumanoidRootPart:SetNetworkOwner(nil) wait() end end)
--//Services//--
local RunService = game:GetService("RunService")
--[=[ Wraps TeleportService:ReserveServer(placeId) @param placeId number @return Promise<string> -- Code ]=]
function TeleportServiceUtils.promiseReserveServer(placeId) assert(type(placeId) == "number", "Bad placeId") return Promise.spawn(function(resolve, reject) local accessCode local ok, err = pcall(function() accessCode = TeleportService:ReserveServer(placeId) end) if not ok then return reject(err) end return resolve(accessCode) end) end
--// Ammo Settings
Ammo = 30; StoredAmmo = 30; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 3;
--[[ VRBaseCamera - Base class for VR camera 2021 Roblox VR --]]
--[=[ Initializes the PlayerDataStoreService. Should be done via [ServiceBag.Init]. @param serviceBag ServiceBag ]=]
function PlayerDataStoreService:Init(serviceBag) self._serviceBag = assert(serviceBag, "No serviceBag") self._maid = Maid.new() self._started = Promise.new() self._maid:GiveTask(self._started) self._dataStoreName = "PlayerData" self._dataStoreScope = "SaveData" end
---
if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,2,true) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,2,true) end end) function turn() if hinge.DesiredAngle == 0 then car.Misc.Wiper.WiperEvent:FireServer(1) else car.Misc.Wiper.WiperEvent:FireServer(0) end end script.Parent.MouseButton1Click:connect(function() turn() end) local uis = game:GetService("UserInputService") uis.InputBegan:connect(function(i,f) if not f then if i.KeyCode == Enum.KeyCode.N then turn() end end end)
---Size
local FSX = Frame.Size.X.Scale local FSY = Frame.Size.Y.Scale Player.DataFolder.Gems.Changed:Connect(function() StatTrack.Text = Gems.Value local function GoBack() Frame:TweenSize( UDim2.new(FSX,0,FSY,0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.125, true ) end Frame:TweenSize( UDim2.new(FSX + 0.019 ,0,FSY + 0.019,0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.125, true, GoBack ) end)
--[[** ensures Roblox Random type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.Random = primitive("Random")
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Light = Handle:WaitForChild("Light") Players = game:GetService("Players") Debris = game:GetService("Debris") CastLaser = Tool:WaitForChild("CastLaser"):Clone() Modules = Tool:WaitForChild("Modules") Functions = require(Modules:WaitForChild("Functions")) BaseUrl = "http://www.roblox.com/asset/?id=" ConfigurationBin = Tool:WaitForChild("Configuration") Configuration = {} Configuration = Functions.CreateConfiguration(ConfigurationBin, Configuration) ToolEquipped = false Remotes = Tool:WaitForChild("Remotes") Sounds = { Fire = Handle:WaitForChild("Fire"), } BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false BaseRay = BasePart:Clone() BaseRay.Name = "Ray" BaseRay.BrickColor = BrickColor.new("New Yeller") BaseRay.Material = Enum.Material.SmoothPlastic BaseRay.Size = Vector3.new(0.2, 0.2, 0.2) BaseRay.Anchored = true BaseRay.CanCollide = false BaseRayMesh = Instance.new("SpecialMesh") BaseRayMesh.Name = "Mesh" BaseRayMesh.MeshType = Enum.MeshType.Brick BaseRayMesh.Scale = Vector3.new(0.2, 0.2, 1) BaseRayMesh.Offset = Vector3.new(0, 0, 0) BaseRayMesh.VertexColor = Vector3.new(1, 1, 1) BaseRayMesh.Parent = BaseRay ServerControl = (Remotes:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Remotes ClientControl = (Remotes:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Remotes Light.Enabled = false Tool.Enabled = true function RayTouched(Hit, Position) if not Hit or not Hit.Parent then return end local character = Hit.Parent if character:IsA("Hat") then character = character.Parent end if character == Character then return end local humanoid = character:FindFirstChild("Humanoid") if not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and Functions.IsTeamMate(Player, player) then return end local DeterminedDamage = math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue) Functions.UntagHumanoid(humanoid) Functions.TagHumanoid(humanoid, Player) humanoid:TakeDamage(DeterminedDamage) end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not CheckIfAlive() then return end ToolEquipped = true end function Unequipped() ToolEquipped = false end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end ServerControl.OnServerInvoke = (function(player, Mode, Value) if player ~= Player or not ToolEquipped or not CheckIfAlive() or not Mode or not Value then return end if Mode == "Fire" then Sounds.Fire:Play() elseif Mode == "RayHit" then local RayHit = Value.Hit local RayPosition = Value.Position if RayHit and RayPosition then RayTouched(RayHit, RayPosition) end Light.Color = BaseRay.BrickColor.Color if not Light.Enabled then Light.Enabled = true Delay(0.1, function() Light.Enabled = false end) end elseif Mode == "CastLaser" then local StartPosition = Value.StartPosition local TargetPosition = Value.TargetPosition local RayHit = Value.RayHit if not StartPosition or not TargetPosition or not RayHit then return end for i, v in pairs(Players:GetPlayers()) do if v:IsA("Player") and v ~= Player then local Backpack = v:FindFirstChild("Backpack") if Backpack then local LaserScript = CastLaser:Clone() local StartPos = Instance.new("Vector3Value") StartPos.Name = "StartPosition" StartPos.Value = StartPosition StartPos.Parent = LaserScript local TargetPos = Instance.new("Vector3Value") TargetPos.Name = "TargetPosition" TargetPos.Value = TargetPosition TargetPos.Parent = LaserScript local RayHit = Instance.new("BoolValue") RayHit.Name = "RayHit" RayHit.Value = RayHit RayHit.Parent = LaserScript LaserScript.Disabled = false Debris:AddItem(LaserScript, 1.5) LaserScript.Parent = Backpack end end end end end) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--Set up WeaponTypes lookup table
do local function onNewWeaponType(weaponTypeModule) if not weaponTypeModule:IsA("ModuleScript") then return end local weaponTypeName = weaponTypeModule.Name xpcall(function() coroutine.wrap(function() local weaponType = require(weaponTypeModule) assert(typeof(weaponType) == "table", string.format("WeaponType \"%s\" did not return a valid table", weaponTypeModule:GetFullName())) WEAPON_TYPES_LOOKUP[weaponTypeName] = weaponType end)() end, function(errMsg) warn(string.format("Error while loading %s: %s", weaponTypeModule:GetFullName(), errMsg)) warn(debug.traceback()) end) end for _, child in pairs(WeaponTypes:GetChildren()) do onNewWeaponType(child) end WeaponTypes.ChildAdded:Connect(onNewWeaponType) end local WeaponsSystem = {} WeaponsSystem.didSetup = false WeaponsSystem.knownWeapons = {} WeaponsSystem.connections = {} WeaponsSystem.networkFolder = nil WeaponsSystem.remoteEvents = {} WeaponsSystem.remoteFunctions = {} WeaponsSystem.currentWeapon = nil WeaponsSystem.aimRayCallback = nil WeaponsSystem.CurrentWeaponChanged = Instance.new("BindableEvent") local NetworkingCallbacks = require(WeaponsSystemFolder:WaitForChild("NetworkingCallbacks")) NetworkingCallbacks.WeaponsSystem = WeaponsSystem local _damageCallback = nil local _getTeamCallback = nil function WeaponsSystem.setDamageCallback(cb) _damageCallback = cb end function WeaponsSystem.setGetTeamCallback(cb) _getTeamCallback = cb end function WeaponsSystem.setup() if WeaponsSystem.didSetup then warn("Warning: trying to run WeaponsSystem setup twice on the same module.") return end print(script.Parent:GetFullName(), "is now active.") WeaponsSystem.doingSetup = true --Setup network routing if IsServer then local networkFolder = Instance.new("Folder") networkFolder.Name = "Network" for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do local remoteEvent = Instance.new("RemoteEvent") remoteEvent.Name = remoteEventName remoteEvent.Parent = networkFolder local callback = NetworkingCallbacks[remoteEventName] if not callback then --Connect a no-op function to ensure the queue doesn't pile up. warn("There is no server callback implemented for the WeaponsSystem RemoteEvent \"%s\"!") warn("A default no-op function will be implemented so that the queue cannot be abused.") callback = function() end end WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnServerEvent:Connect(function(...) callback(...) end) WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent end for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do local remoteFunc = Instance.new("RemoteEvent") remoteFunc.Name = remoteFuncName remoteFunc.Parent = networkFolder local callback = NetworkingCallbacks[remoteFuncName] if not callback then --Connect a no-op function to ensure the queue doesn't pile up. warn("There is no server callback implemented for the WeaponsSystem RemoteFunction \"%s\"!") warn("A default no-op function will be implemented so that the queue cannot be abused.") callback = function() end end remoteFunc.OnServerInvoke = function(...) return callback(...) end WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc end networkFolder.Parent = WeaponsSystemFolder WeaponsSystem.networkFolder = networkFolder else WeaponsSystem.StarterGui = game:GetService("StarterGui") WeaponsSystem.camera = ShoulderCamera.new(WeaponsSystem) WeaponsSystem.gui = WeaponsGui.new(WeaponsSystem) if ConfigurationValues.SprintEnabled.Value then WeaponsSystem.camera:setSprintEnabled(ConfigurationValues.SprintEnabled.Value) end if ConfigurationValues.SlowZoomWalkEnabled.Value then WeaponsSystem.camera:setSlowZoomWalkEnabled(ConfigurationValues.SlowZoomWalkEnabled.Value) end local networkFolder = WeaponsSystemFolder:WaitForChild("Network", math.huge) for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do coroutine.wrap(function() local remoteEvent = networkFolder:WaitForChild(remoteEventName, math.huge) local callback = NetworkingCallbacks[remoteEventName] if callback then WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnClientEvent:Connect(function(...) callback(...) end) end WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent end)() end for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do coroutine.wrap(function() local remoteFunc = networkFolder:WaitForChild(remoteFuncName, math.huge) local callback = NetworkingCallbacks[remoteFuncName] if callback then remoteFunc.OnClientInvoke = function(...) return callback(...) end end WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc end)() end Players.LocalPlayer.CharacterAdded:Connect(WeaponsSystem.onCharacterAdded) if Players.LocalPlayer.Character then WeaponsSystem.onCharacterAdded(Players.LocalPlayer.Character) end WeaponsSystem.networkFolder = networkFolder --WeaponsSystem.camera:setEnabled(true) end --Setup weapon tools and listening WeaponsSystem.connections.weaponAdded = CollectionService:GetInstanceAddedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponAdded) WeaponsSystem.connections.weaponRemoved = CollectionService:GetInstanceRemovedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponRemoved) for _, instance in pairs(CollectionService:GetTagged(WEAPON_TAG)) do WeaponsSystem.onWeaponAdded(instance) end WeaponsSystem.doingSetup = false WeaponsSystem.didSetup = true end function WeaponsSystem.onCharacterAdded(character) -- Make it so players unequip weapons while seated, then reequip weapons when they become unseated local humanoid = character:WaitForChild("Humanoid") WeaponsSystem.connections.seated = humanoid.Seated:Connect(function(isSeated) if isSeated then WeaponsSystem.seatedWeapon = character:FindFirstChildOfClass("Tool") humanoid:UnequipTools() WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) else WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true) humanoid:EquipTool(WeaponsSystem.seatedWeapon) end end) end function WeaponsSystem.shutdown() if not WeaponsSystem.didSetup then return end for _, weapon in pairs(WeaponsSystem.knownWeapons) do weapon:onDestroyed() end WeaponsSystem.knownWeapons = {} if IsServer and WeaponsSystem.networkFolder then WeaponsSystem.networkFolder:Destroy() end WeaponsSystem.networkFolder = nil WeaponsSystem.remoteEvents = {} WeaponsSystem.remoteFunctions = {} for _, connection in pairs(WeaponsSystem.connections) do if typeof(connection) == "RBXScriptConnection" then connection:Disconnect() end end WeaponsSystem.connections = {} end function WeaponsSystem.getWeaponTypeFromTags(instance) for _, tag in pairs(CollectionService:GetTags(instance)) do local weaponTypeFound = WEAPON_TYPES_LOOKUP[tag] if weaponTypeFound then return weaponTypeFound end end return nil end function WeaponsSystem.createWeaponForInstance(weaponInstance) coroutine.wrap(function() local weaponType = WeaponsSystem.getWeaponTypeFromTags(weaponInstance) if not weaponType then local weaponTypeObj = weaponInstance:WaitForChild("WeaponType") if weaponTypeObj and weaponTypeObj:IsA("StringValue") then local weaponTypeName = weaponTypeObj.Value local weaponTypeFound = WEAPON_TYPES_LOOKUP[weaponTypeName] if not weaponTypeFound then warn(string.format("Cannot find the weapon type \"%s\" for the instance %s!", weaponTypeName, weaponInstance:GetFullName())) return end weaponType = weaponTypeFound else warn("Could not find a WeaponType tag or StringValue for the instance ", weaponInstance:GetFullName()) return end end -- Since we might have yielded while trying to get the WeaponType, we need to make sure not to continue -- making a new weapon if something else beat this iteration. if WeaponsSystem.getWeaponForInstance(weaponInstance) then warn("Already got ", weaponInstance:GetFullName()) warn(debug.traceback()) return end -- We should be pretty sure we got a valid weaponType by now assert(weaponType, "Got invalid weaponType") local weapon = weaponType.new(WeaponsSystem, weaponInstance) WeaponsSystem.knownWeapons[weaponInstance] = weapon end)() end function WeaponsSystem.getWeaponForInstance(weaponInstance) if not typeof(weaponInstance) == "Instance" then warn("WeaponsSystem.getWeaponForInstance(weaponInstance): 'weaponInstance' was not an instance.") return nil end return WeaponsSystem.knownWeapons[weaponInstance] end
--[[Engine]]
--Torque Curve Tune.Horsepower = 480 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- Roblox character sound script
local Players = game:GetService("Players") local RunService = game:GetService("RunService") local SOUND_DATA = { Climbing = { SoundId = "rbxasset://sounds/bfsl-minifigfoots1.mp3", Looped = true, }, Died = { SoundId = "rbxasset://sounds/uuhhh.mp3", }, FreeFalling = { SoundId = "rbxasset://sounds/swoosh.wav", Looped = true, }, GettingUp = { SoundId = "rbxasset://sounds/hit.wav", }, Jumping = { SoundId = "rbxasset://sounds/button.wav", }, Landing = { SoundId = "rbxasset://sounds/splat.wav", }, Running = { SoundId = "rbxasset://sounds/bfsl-minifigfoots1.mp3", Looped = true, Pitch = 1, }, Splash = { SoundId = "rbxasset://sounds/impact_water.mp3", }, Swimming = { SoundId = "rbxasset://sounds/action_swim.mp3", Looped = true, Pitch = 1.6, }, } -- wait for the first of the passed signals to fire local function waitForFirst(...) local shunt = Instance.new("BindableEvent") local slots = {...} local function fire(...) for i = 1, #slots do slots[i]:Disconnect() end return shunt:Fire(...) end for i = 1, #slots do slots[i] = slots[i]:Connect(fire) end return shunt.Event:Wait() end
-- Tags --
local pantsId = script.Parent.Parent.Coathanger.Pants.PantsTemplate local shirtId = script.Parent.Parent.Coathanger.Shirt.ShirtTemplate local cPart = script.Parent local cDetector = script.Parent.ClickDetector
-- redirect
destination =( (root.CFrame*CFrame.Angles(0,math.rad(math.random(90,270)),0))*CFrame.new(0,0,-40)).p holdOrder = tick() elseif part == workspace.Terrain and mat == Enum.Material.Water then if (tick()-lastAdjustment) > nextAdjustment then lastAdjustment = tick() nextAdjustment = math.random(10,30) destination =( (root.CFrame*CFrame.Angles(0,math.rad(math.random(0,359)),0))*CFrame.new(0,0,-40)).p holdDuration = 2 holdOrder = tick() else destination = (root.CFrame*CFrame.new(0,0,-25)).p end end elseif part and part~= workspace.Terrain then destination = (root.CFrame*CFrame.new(0,0,-25)).p elseif not part then destination = ((root.CFrame*CFrame.Angles(0,math.rad(180),0))*CFrame.new(0,0,-40)).p holdDuration = 4 holdOrder = tick() end bodyPos.Position = Vector3.new(destination.X,-6,destination.Z) bodyGyro.CFrame = CFrame.new(CFrame.new(root.CFrame.p.X,-6,root.CFrame.p.Z).p,CFrame.new(destination.X,-6,destination.Z).p) elseif stance == "attack" then bodyPos.Position = destination bodyGyro.CFrame = CFrame.new(root.Position,Vector3.new(destination.X,root.Position.Y,destination.Z)) if (shark.PrimaryPart.Position-target.PrimaryPart.Position).magnitude < 10 then
--[[ Automatic coercion to strings for LogInfo objects to enable debugging them more easily. ]]
function logInfoMetatable:__tostring() local outputBuffer = {"LogInfo {"} local errorCount = #self.errors local warningCount = #self.warnings local infosCount = #self.infos if errorCount + warningCount + infosCount == 0 then table.insert(outputBuffer, "\t(no messages)") end if errorCount > 0 then table.insert(outputBuffer, ("\tErrors (%d) {"):format(errorCount)) table.insert(outputBuffer, indentLines(self.errors, 2)) table.insert(outputBuffer, "\t}") end if warningCount > 0 then table.insert(outputBuffer, ("\tWarnings (%d) {"):format(warningCount)) table.insert(outputBuffer, indentLines(self.warnings, 2)) table.insert(outputBuffer, "\t}") end if infosCount > 0 then table.insert(outputBuffer, ("\tInfos (%d) {"):format(infosCount)) table.insert(outputBuffer, indentLines(self.infos, 2)) table.insert(outputBuffer, "\t}") end table.insert(outputBuffer, "}") return table.concat(outputBuffer, "\n") end local function createLogInfo() local logInfo = { errors = {}, warnings = {}, infos = {}, } setmetatable(logInfo, logInfoMetatable) return logInfo end local Logging = {}
-- Computes the look-angle to be used by the client. -- If no lookVector is provided, the camera's lookVector is used instead. -- useDir (-1 or 1) can be given to force whether the direction is flipped or not.
function CharacterRealism:ComputeLookAngle(lookVector, useDir) local inFirstPerson = FpsCamera:IsInFirstPerson() local pitch, yaw, dir = 0, 0, 1 if not lookVector then local camera = workspace.CurrentCamera lookVector = camera.CFrame.LookVector end if lookVector then local character = self.Player.Character local rootPart = character and character:FindFirstChild("HumanoidRootPart") if rootPart and rootPart:IsA("BasePart") then local cf = rootPart.CFrame pitch = -cf.RightVector:Dot(lookVector) if not inFirstPerson then dir = math.clamp(cf.LookVector:Dot(lookVector) * 10, -1, 1) end end yaw = lookVector.Y end if useDir then dir = useDir end pitch *= dir yaw *= dir return pitch, yaw end
--[[ Initialization/Setup ]]
-- local function createTouchGuiContainer() if TouchGui then TouchGui:Destroy() end -- Container for all touch device guis TouchGui = Instance.new('ScreenGui') TouchGui.Name = "TouchGui" TouchGui.Parent = PlayerGui TouchControlFrame = Instance.new('Frame') TouchControlFrame.Name = "TouchControlFrame" TouchControlFrame.Size = UDim2.new(1, 0, 1, 0) TouchControlFrame.BackgroundTransparency = 1 TouchControlFrame.Parent = TouchGui ControlModules.Thumbstick:Create(TouchControlFrame) ControlModules.DPad:Create(TouchControlFrame) ControlModules.Thumbpad:Create(TouchControlFrame) TouchJumpModule:Create(TouchControlFrame) end
-- used by several guis to show no selection adorn
local noSelectionObject = Util.Create'ImageLabel' { Image = "", BackgroundTransparency = 1 };
--Engine [https://www.desmos.com/calculator/mpkd3kxovu]
Tune.Horsepower = 1040 Tune.IdleRPM = 900 Tune.PeakRPM = 9500 Tune.Redline = 10000 Tune.IdleOffset = 7 Tune.RevAccel = 450 Tune.RevDecay = 150 Tune.RevBounce = 500 Tune.IdleThrottle = .01 Tune.ClutchTol = 1000
-- Customization
AntiTK = true; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false) MouseSense = 0.5; CanAim = true; -- Allows player to aim CanBolt = false; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series) LaserAttached = true; LightAttached = true; TracerEnabled = true;
----------//Animation Loader\\----------
function EquipAnim() AnimDebounce = false pcall(function() AnimData.EquipAnim({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) AnimDebounce = true end function IdleAnim() pcall(function() AnimData.IdleAnim({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) AnimDebounce = true end function SprintAnim() AnimDebounce = false pcall(function() AnimData.SprintAnim({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) end function HighReady() pcall(function() AnimData.HighReady({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) end function LowReady() pcall(function() AnimData.LowReady({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) end function Patrol() pcall(function() AnimData.Patrol({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) end function ReloadAnim() pcall(function() AnimData.ReloadAnim({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) end function TacticalReloadAnim() --pcall(function() AnimData.TacticalReloadAnim({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) --end) end function JammedAnim() pcall(function() AnimData.JammedAnim({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) end function PumpAnim() reloading = true pcall(function() AnimData.PumpAnim({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) reloading = false end function MagCheckAnim() CheckingMag = true pcall(function() AnimData.MagCheck({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) CheckingMag = false end function meleeAttack() pcall(function() AnimData.meleeAttack({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) end function GrenadeReady() pcall(function() AnimData.GrenadeReady({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) end function GrenadeThrow() pcall(function() AnimData.GrenadeThrow({ RArmWeld, LArmWeld, GunWeld, WeaponInHand, ViewModel, }) end) end
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:SendSystemMessage(message, extraData) local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData) local success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end) if not success and err then print("Error posting message: " ..err) end self:InternalAddMessageToHistoryLog(messageObj) for i, speaker in pairs(self.Speakers) do speaker:InternalSendSystemMessage(messageObj, self.Name) end return messageObj end function methods:SendSystemMessageToSpeaker(message, speakerName, extraData) local speaker = self.Speakers[speakerName] if (speaker) then local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData) speaker:InternalSendSystemMessage(messageObj, self.Name) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot be sent a system message", speakerName, self.Name)) end end function methods:SendMessageObjToFilters(message, messageObj, fromSpeaker) local oldMessage = messageObj.Message messageObj.Message = message self:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name) self.ChatService:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name) local newMessage = messageObj.Message messageObj.Message = oldMessage return newMessage end function methods:CanCommunicateByUserId(userId1, userId2) if RunService:IsStudio() then return true end -- UserId is set as 0 for non player speakers. if userId1 == 0 or userId2 == 0 then return true end local success, canCommunicate = pcall(function() return Chat:CanUsersChatAsync(userId1, userId2) end) return success and canCommunicate end function methods:CanCommunicate(speakerObj1, speakerObj2) local player1 = speakerObj1:GetPlayer() local player2 = speakerObj2:GetPlayer() if player1 and player2 then return self:CanCommunicateByUserId(player1.UserId, player2.UserId) end return true end function methods:SendMessageToSpeaker(message, speakerName, fromSpeakerName, extraData) local speakerTo = self.Speakers[speakerName] local speakerFrom = self.ChatService:GetSpeaker(fromSpeakerName) if speakerTo and speakerFrom then local isMuted = speakerTo:IsSpeakerMuted(fromSpeakerName) if isMuted then return end if not self:CanCommunicate(speakerTo, speakerFrom) then return end -- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code. local isFiltered = speakerName == fromSpeakerName local messageObj = self:InternalCreateMessageObject(message, fromSpeakerName, isFiltered, extraData) message = self:SendMessageObjToFilters(message, messageObj, fromSpeakerName) speakerTo:InternalSendMessage(messageObj, self.Name) --// START FFLAG if (not IN_GAME_CHAT_USE_NEW_FILTER_API) then --// USES FFLAG --// OLD BEHAVIOR local filteredMessage = self.ChatService:InternalApplyRobloxFilter(messageObj.FromSpeaker, message, speakerName) if filteredMessage then messageObj.Message = filteredMessage messageObj.IsFiltered = true speakerTo:InternalSendFilteredMessage(messageObj, self.Name) end --// OLD BEHAVIOR else --// NEW BEHAVIOR local textContext = self.Private and Enum.TextFilterContext.PrivateChat or Enum.TextFilterContext.PublicChat local filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI( messageObj.FromSpeaker, message, textContext ) if (filterSuccess) then messageObj.FilterResult = filteredMessage messageObj.IsFilterResult = isFilterResult messageObj.IsFiltered = true speakerTo:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name) end --// NEW BEHAVIOR end --// END FFLAG else warn(string.format("Speaker '%s' is not in channel '%s' and cannot be sent a message", speakerName, self.Name)) end end function methods:KickSpeaker(speakerName, reason) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end local messageToSpeaker = "" local messageToChannel = "" if (reason) then messageToSpeaker = string.format("You were kicked from '%s' for the following reason(s): %s", self.Name, reason) messageToChannel = string.format("%s was kicked for the following reason(s): %s", speakerName, reason) else messageToSpeaker = string.format("You were kicked from '%s'", self.Name) messageToChannel = string.format("%s was kicked", speakerName) end self:SendSystemMessageToSpeaker(messageToSpeaker, speakerName) speaker:LeaveChannel(self.Name) self:SendSystemMessage(messageToChannel) end function methods:MuteSpeaker(speakerName, reason, length) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end self.Mutes[speakerName:lower()] = (length == 0 or length == nil) and 0 or (os.time() + length) if (reason) then self:SendSystemMessage(string.format("%s was muted for the following reason(s): %s", speakerName, reason)) end local success, err = pcall(function() self.eSpeakerMuted:Fire(speakerName, reason, length) end) if not success and err then print("Error mutting speaker: " ..err) end local spkr = self.ChatService:GetSpeaker(speakerName) if (spkr) then local success, err = pcall(function() spkr.eMuted:Fire(self.Name, reason, length) end) if not success and err then print("Error mutting speaker: " ..err) end end end function methods:UnmuteSpeaker(speakerName) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end self.Mutes[speakerName:lower()] = nil local success, err = pcall(function() self.eSpeakerUnmuted:Fire(speakerName) end) if not success and err then print("Error unmuting speaker: " ..err) end local spkr = self.ChatService:GetSpeaker(speakerName) if (spkr) then local success, err = pcall(function() spkr.eUnmuted:Fire(self.Name) end) if not success and err then print("Error unmuting speaker: " ..err) end end end function methods:IsSpeakerMuted(speakerName) return (self.Mutes[speakerName:lower()] ~= nil) end function methods:GetSpeakerList() local list = {} for i, speaker in pairs(self.Speakers) do table.insert(list, speaker.Name) end return list end function methods:RegisterFilterMessageFunction(funcId, func, priority) if self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' already exists", funcId)) end self.FilterMessageFunctions:AddFunction(funcId, func, priority) end function methods:FilterMessageFunctionExists(funcId) return self.FilterMessageFunctions:HasFunction(funcId) end function methods:UnregisterFilterMessageFunction(funcId) if not self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' does not exists", funcId)) end self.FilterMessageFunctions:RemoveFunction(funcId) end function methods:RegisterProcessCommandsFunction(funcId, func, priority) if self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' already exists", funcId)) end self.ProcessCommandsFunctions:AddFunction(funcId, func, priority) end function methods:ProcessCommandsFunctionExists(funcId) return self.ProcessCommandsFunctions:HasFunction(funcId) end function methods:UnregisterProcessCommandsFunction(funcId) if not self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' does not exist", funcId)) end self.ProcessCommandsFunctions:RemoveFunction(funcId) end local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end function methods:GetHistoryLog() return ShallowCopy(self.ChatHistory) end function methods:GetHistoryLogForSpeaker(speaker) local userId = -1 local player = speaker:GetPlayer() if player then userId = player.UserId end local chatlog = {} --// START FFLAG if (not IN_GAME_CHAT_USE_NEW_FILTER_API) then --// USES FFLAG --// OLD BEHAVIOR for i = 1, #self.ChatHistory do local logUserId = self.ChatHistory[i].SpeakerUserId if self:CanCommunicateByUserId(userId, logUserId) then table.insert(chatlog, ShallowCopy(self.ChatHistory[i])) end end --// OLD BEHAVIOR else --// NEW BEHAVIOR for i = 1, #self.ChatHistory do local logUserId = self.ChatHistory[i].SpeakerUserId if self:CanCommunicateByUserId(userId, logUserId) then local messageObj = ShallowCopy(self.ChatHistory[i]) --// Since we're using the new filter API, we need to convert the stored filter result --// into an actual string message to send to players for their chat history. --// System messages aren't filtered the same way, so they just have a regular --// text value in the Message field. if (messageObj.MessageType == ChatConstants.MessageTypeDefault or messageObj.MessageType == ChatConstants.MessageTypeMeCommand) then local filterResult = messageObj.FilterResult if (messageObj.IsFilterResult) then if (player) then messageObj.Message = filterResult:GetChatForUserAsync(player.UserId) else messageObj.Message = filterResult:GetNonChatStringForBroadcastAsync() end else messageObj.Message = filterResult end end table.insert(chatlog, messageObj) end end --// NEW BEHAVIOR end --// END FFLAG return chatlog end
--[[ State ]]
local startPosition = maid.instance.PrimaryPart.Position
--Animation
local animController = script.Parent:WaitForChild'AnimationController' local walk = Instance.new'Animation' walk.AnimationId = game.ReplicatedStorage.NPCAnimations.BantoWalk.AnimationId walk = animController:LoadAnimation(walk)
-- tableUtil.Assign(Table target, ...Table sources)
local function Assign(target, ...) for _,src in ipairs({...}) do for k,v in pairs(src) do target[k] = v end end return target end local function Extend(tbl, extension) for k,v in pairs(extension) do tbl[k] = v end end local function Print(tbl, label, deepPrint) assert(type(tbl) == "table", "First argument must be a table") assert(label == nil or type(label) == "string", "Second argument must be a string or nil") label = (label or "TABLE") local strTbl = {} local indent = " - " -- Insert(string, indentLevel) local function Insert(s, l) strTbl[#strTbl + 1] = (indent:rep(l) .. s .. "\n") end local function AlphaKeySort(a, b) return (tostring(a.k) < tostring(b.k)) end local function PrintTable(t, lvl, lbl) Insert(lbl .. ":", lvl - 1) local nonTbls = {} local tbls = {} local keySpaces = 0 for k,v in pairs(t) do if (type(v) == "table") then table.insert(tbls, {k = k, v = v}) else table.insert(nonTbls, {k = k, v = "[" .. typeof(v) .. "] " .. tostring(v)}) end local spaces = #tostring(k) + 1 if (spaces > keySpaces) then keySpaces = spaces end end table.sort(nonTbls, AlphaKeySort) table.sort(tbls, AlphaKeySort) for _,v in ipairs(nonTbls) do Insert(tostring(v.k) .. ":" .. (" "):rep(keySpaces - #tostring(v.k)) .. v.v, lvl) end if (deepPrint) then for _,v in ipairs(tbls) do PrintTable(v.v, lvl + 1, tostring(v.k) .. (" "):rep(keySpaces - #tostring(v.k)) .. " [Table]") end else for _,v in ipairs(tbls) do Insert(tostring(v.k) .. ":" .. (" "):rep(keySpaces - #tostring(v.k)) .. "[Table]", lvl) end end end PrintTable(tbl, 1, label) print(table.concat(strTbl, "")) end local function Reverse(tbl) local n = #tbl local tblRev = table.create(n) for i = 1,n do tblRev[i] = tbl[n - i + 1] end return tblRev end local function Shuffle(tbl) assert(type(tbl) == "table", "First argument must be a table") local rng = Random.new() for i = #tbl, 2, -1 do local j = rng:NextInteger(1, i) tbl[i], tbl[j] = tbl[j], tbl[i] end end local function IsEmpty(tbl) return (next(tbl) == nil) end local function EncodeJSON(tbl) return http:JSONEncode(tbl) end local function DecodeJSON(str) return http:JSONDecode(str) end local function FastRemoveFirstValue(t, v) local index = IndexOf(t, v) if (index) then FastRemove(t, index) return true, index end return false, nil end TableUtil.Copy = CopyTable TableUtil.CopyShallow = CopyTableShallow TableUtil.Sync = Sync TableUtil.FastRemove = FastRemove TableUtil.FastRemoveFirstValue = FastRemoveFirstValue TableUtil.Print = Print TableUtil.Map = Map TableUtil.Filter = Filter TableUtil.Reduce = Reduce TableUtil.Assign = Assign TableUtil.Extend = Extend TableUtil.IndexOf = IndexOf TableUtil.Reverse = Reverse TableUtil.Shuffle = Shuffle TableUtil.IsEmpty = IsEmpty TableUtil.EncodeJSON = EncodeJSON TableUtil.DecodeJSON = DecodeJSON return TableUtil
--nextsound=0
nextjump=0 chasing=false variance=4 damage=26 attackrange=5 sightrange=100 runspeed=26 wonderspeed=16 healthregen=true colors={"Really black"} function raycast(spos,vec,currentdist) local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*currentdist),sp) if hit2~=nil and pos2 then if hit2.Transparency>=.8 or hit2.Name=="Handle" or string.sub(hit2.Name,1,6)=="Effect" then local currentdist=currentdist-(pos2-spos).magnitude return raycast(pos2,vec,currentdist) end end return hit2,pos2 end function waitForChild(parent,childName) local child=parent:findFirstChild(childName) if child then return child end while true do child=parent.ChildAdded:wait() if child.Name==childName then return child end end end
--FasCast Setup--
local FastCast = require(script:WaitForChild("FastCastRedux")) local Params = RaycastParams.new() Params.FilterType = Enum.RaycastFilterType.Blacklist -- just the type of filter Params.FilterDescendantsInstances = {workspace.Terrain,marine} -- you can add more things to this list btw if workspace:FindFirstChild("IgnoreFolder") == nil then local IgnoreList = Instance.new("Folder",workspace) IgnoreList.Name = "IgnoreFolder" end local NewCaster = FastCast.new() local Behaviour = FastCast.newBehavior() Behaviour.Acceleration = bulletacceleration Behaviour.RaycastParams = Params Behaviour.AutoIgnoreFolder = false Behaviour.CosmeticBulletContainer = workspace.IgnoreFolder Behaviour.CosmeticBulletTemplate = game.ServerStorage:WaitForChild("Bullet") Behaviour.MaxDistance = maxdistance
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = false module.WindowResizable = false module.ShowChannelsBar = false module.GamepadNavigationEnabled = false module.AllowMeCommand = true -- Me Command will only be effective when this set to true module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the original.