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--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) local rtTwo = (2^.5)/2 --Horsepower Curve local fgc_h=_Tune.Horsepower/100 local fgc_n=_Tune.PeakRPM/1000 local fgc_a=_Tune.PeakSharpness local fgc_c=_Tune.CurveMult function FGC(x) x=x/1000 return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1)))) end local PeakFGC = FGC(_Tune.PeakRPM) --Plot Current Horsepower function GetCurve(x,gear) local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0) return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling end --Output Cache local CacheTorque = true local HPCache = {} local HPInc = 100 if CacheTorque then for gear,ratio in pairs(_Tune.Ratios) do local hpPlot = {} for rpm = math.floor(_Tune.IdleRPM/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do local tqPlot = {} tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2) hp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2) tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000) tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000) hpPlot[rpm] = tqPlot end table.insert(HPCache,hpPlot) end end --Powertrain --Update RPM function RPM() --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car Is Off local revMin = _Tune.IdleRPM if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle/100 end --Determine RPM local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = _RPM*clutchP + aRPM*(1-clutchP) else if _GThrot-(_Tune.IdleThrottle/100)>0 then if _RPM>_Tune.Redline then _RPM = _RPM-_Tune.RevBounce*2 else _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) end else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end end --Apply Power function Engine() --Get Torque local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then if CacheTorque then local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)] _HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000) _OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000) else _HP,_OutTorque = GetCurve(_RPM,_CGear) end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) else _HP,_OutTorque = 0,0 end --Automatic Transmission if _TMode == "Auto" and _IsOn then _ClutchOn = true if _CGear == 0 then _CGear = 1 end if _CGear >= 1 then if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = -1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = 1 end end end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSActive = true end --Update Forces local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end if tqABS < 1 then _ABSActive = true end --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- BannedPlayerKicking fires right before a banned player is kicked -- from the game, sending the Player and the payload from data stores -- (see below for the format of this table). It is recommended that you -- hook this event up to some analytics solution.
--!strict
local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> type PredicateFunction<T> = (value: T, index: number, array: Array<T>) -> boolean return function<T>(array: Array<T>, predicate: PredicateFunction<T>): T | nil for i = 1, #array do local element = array[i] if predicate(element, i, array) then return element end end return nil end
-- End of OrbitalCamera additions
local PlayersService = game:GetService('Players') local VRService = game:GetService("VRService") local RootCameraCreator = require(script.Parent) local UP_VECTOR = Vector3.new(0, 1, 0) local XZ_VECTOR = Vector3.new(1, 0, 1) local ZERO_VECTOR2 = Vector2.new(0, 0) local VR_PITCH_FRACTION = 0.25 local Vector3_new = Vector3.new local CFrame_new = CFrame.new local math_min = math.min local math_max = math.max local math_atan2 = math.atan2 local math_rad = math.rad local math_abs = math.abs
-- Place this code in a LocalScript
local Gui = script.parent.Parent -- Your BillboardGui object here local ShakeIntensity = 1 -- Adjust the intensity of the shake effect local function ShakeScreen() local Camera = game.Workspace.CurrentCamera if Camera then game:GetService("CameraShake"):Shake(Camera, "Rotation", ShakeIntensity) end end Gui.MouseButton1Down:Connect(ShakeScreen)
-- May return NaN or inf or -inf -- This is a way of finding the angle between the two vectors:
local function findAngleBetweenXZVectors(vec2, vec1) return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z) end local function CreateClassicCamera() local module = RootCameraCreator() local tweenAcceleration = math.rad(220) local tweenSpeed = math.rad(0) local tweenMaxSpeed = math.rad(250) local timeBeforeAutoRotate = 2 local lastThumbstickRotate = nil local numOfSeconds = 0.7 local currentSpeed = 0 local maxSpeed = 0.1 local thumbstickSensitivity = 1 local lastThumbstickPos = ZERO_VECTOR2 local ySensitivity = 0.8 local lastVelocity = nil local lastUpdate = tick() module.LastUserPanCamera = tick() function module:Update() local now = tick() local timeDelta = (now - lastUpdate) local userPanningTheCamera = (self.UserPanningTheCamera == true) local camera = workspace.CurrentCamera local player = PlayersService.LocalPlayer local humanoid = self:GetHumanoid() local cameraSubject = camera and camera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform') if lastUpdate == nil or now - lastUpdate > 1 then module:ResetCameraLook() self.LastCameraTransform = nil end if lastUpdate then local gamepadRotation = self:UpdateGamepad() if self:ShouldUseVRRotation() then self.RotateInput = self.RotateInput + self:GetVRRotationInput() else -- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from local delta = math.min(0.1, now - lastUpdate) if gamepadRotation ~= ZERO_VECTOR2 then userPanningTheCamera = true self.RotateInput = self.RotateInput + (gamepadRotation * delta) end local angle = 0 if not (isInVehicle or isOnASkateboard) then angle = angle + (self.TurningLeft and -120 or 0) angle = angle + (self.TurningRight and 120 or 0) end if angle ~= 0 then self.RotateInput = self.RotateInput + Vector2.new(math.rad(angle * delta), 0) userPanningTheCamera = true end end end -- Reset tween speed if user is panning if userPanningTheCamera then tweenSpeed = 0 module.LastUserPanCamera = tick() end local userRecentlyPannedCamera = now - module.LastUserPanCamera < timeBeforeAutoRotate local subjectPosition = self:GetSubjectPosition() if subjectPosition and player and camera then local zoom = self:GetCameraZoom() if zoom < 0.5 then zoom = 0.5 end if self:GetShiftLock() and not self:IsInFirstPerson() then -- We need to use the right vector of the camera after rotation, not before local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput) local offset = ((newLookVector * XZ_VECTOR):Cross(UP_VECTOR).unit * 1.75) if IsFiniteVector3(offset) then subjectPosition = subjectPosition + offset end else if self.LastCameraTransform and not userPanningTheCamera then local isInFirstPerson = self:IsInFirstPerson() if (isInVehicle or isOnASkateboard) and lastUpdate and humanoid and humanoid.Torso then if isInFirstPerson then if self.LastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then local y = -findAngleBetweenXZVectors(self.LastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector) if IsFinite(y) then self.RotateInput = self.RotateInput + Vector2.new(y, 0) end tweenSpeed = 0 end elseif not userRecentlyPannedCamera then local forwardVector = humanoid.Torso.CFrame.lookVector if isOnASkateboard then forwardVector = cameraSubject.CFrame.lookVector end tweenSpeed = clamp(0, tweenMaxSpeed, tweenSpeed + tweenAcceleration * timeDelta) local percent = clamp(0, 1, tweenSpeed * timeDelta) if self:IsInFirstPerson() then percent = 1 end local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook()) if IsFinite(y) and math.abs(y) > 0.0001 then self.RotateInput = self.RotateInput + Vector2.new(y * percent, 0) end end end end end local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput) self.RotateInput = ZERO_VECTOR2 camera.Focus = UserInputService.VREnabled and self:GetVRFocus(subjectPosition, timeDelta) or CFrame.new(subjectPosition) camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * newLookVector), camera.Focus.p) + Vector3.new(0, self:GetCameraHeight(), 0) self.LastCameraTransform = camera.CoordinateFrame self.LastCameraFocus = camera.Focus if isInVehicle or isOnASkateboard and cameraSubject:IsA('BasePart') then self.LastSubjectCFrame = cameraSubject.CFrame else self.LastSubjectCFrame = nil end end lastUpdate = now end return module end return CreateClassicCamera
--[=[ @within Comm @private @interface Server .BindFunction (parent: Instance, name: string, fn: FnBind, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteFunction .WrapMethod (parent: Instance, tbl: table, name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteFunction .CreateSignal (parent: Instance, name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteSignal Server Comm ]=] --[=[ @within Comm @private @interface Client .GetFunction (parent: Instance, name: string, usePromise: boolean, inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?): (...: any) -> any .GetSignal (parent: Instance, name: string, inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?): ClientRemoteFunction Client Comm ]=]
function Comm.Server.BindFunction(parent: Instance, name: string, func: FnBind, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteFunction assert(IS_SERVER, "BindFunction must be called from the server") local folder = GetCommSubFolder(parent, "RF"):Expect("Failed to get Comm RF folder") local rf = Instance.new("RemoteFunction") rf.Name = name local hasInbound = type(inboundMiddleware) == "table" and #inboundMiddleware > 0 local hasOutbound = type(outboundMiddleware) == "table" and #outboundMiddleware > 0 local function ProcessOutbound(player, ...) local args = table.pack(...) for _,middlewareFunc in ipairs(outboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end return table.unpack(args, 1, args.n) end if hasInbound and hasOutbound then local function OnServerInvoke(player, ...) local args = table.pack(...) for _,middlewareFunc in ipairs(inboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end return ProcessOutbound(player, func(player, table.unpack(args, 1, args.n))) end rf.OnServerInvoke = OnServerInvoke elseif hasInbound then local function OnServerInvoke(player, ...) local args = table.pack(...) for _,middlewareFunc in ipairs(inboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end return func(player, table.unpack(args, 1, args.n)) end rf.OnServerInvoke = OnServerInvoke elseif hasOutbound then local function OnServerInvoke(player, ...) return ProcessOutbound(player, func(player, ...)) end rf.OnServerInvoke = OnServerInvoke else rf.OnServerInvoke = func end rf.Parent = folder return rf end function Comm.Server.WrapMethod(parent: Instance, tbl: {}, name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteFunction assert(IS_SERVER, "WrapMethod must be called from the server") local fn = tbl[name] assert(type(fn) == "function", "Value at index " .. name .. " must be a function; got " .. type(fn)) return Comm.Server.BindFunction(parent, name, function(...) return fn(tbl, ...) end, inboundMiddleware, outboundMiddleware) end function Comm.Server.CreateSignal(parent: Instance, name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?) assert(IS_SERVER, "CreateSignal must be called from the server") local folder = GetCommSubFolder(parent, "RE"):Expect("Failed to get Comm RE folder") local rs = RemoteSignal.new(folder, name, inboundMiddleware, outboundMiddleware) return rs end function Comm.Client.GetFunction(parent: Instance, name: string, usePromise: boolean, inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?) assert(not IS_SERVER, "GetFunction must be called from the client") local folder = GetCommSubFolder(parent, "RF"):Expect("Failed to get Comm RF folder") local rf = folder:WaitForChild(name, WAIT_FOR_CHILD_TIMEOUT) assert(rf ~= nil, "Failed to find RemoteFunction: " .. name) local hasInbound = type(inboundMiddleware) == "table" and #inboundMiddleware > 0 local hasOutbound = type(outboundMiddleware) == "table" and #outboundMiddleware > 0 local function ProcessOutbound(args) for _,middlewareFunc in ipairs(outboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end return table.unpack(args, 1, args.n) end if hasInbound then if usePromise then return function(...) local args = table.pack(...) return Promise.new(function(resolve, reject) local success, res = pcall(function() if hasOutbound then return table.pack(rf:InvokeServer(ProcessOutbound(args))) else return table.pack(rf:InvokeServer(table.unpack(args, 1, args.n))) end end) if success then for _,middlewareFunc in ipairs(inboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(res)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end resolve(table.unpack(res, 1, res.n)) else reject(res) end end) end else return function(...) local res if hasOutbound then res = table.pack(rf:InvokeServer(ProcessOutbound(table.pack(...)))) else res = table.pack(rf:InvokeServer(...)) end for _,middlewareFunc in ipairs(inboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(res)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end return table.unpack(res, 1, res.n) end end else if usePromise then return function(...) local args = table.pack(...) return Promise.new(function(resolve, reject) local success, res = pcall(function() if hasOutbound then return table.pack(rf:InvokeServer(ProcessOutbound(args))) else return table.pack(rf:InvokeServer(table.unpack(args, 1, args.n))) end end) if success then resolve(table.unpack(res, 1, res.n)) else reject(res) end end) end else if hasOutbound then return function(...) return rf:InvokeServer(ProcessOutbound(table.pack(...))) end else return function(...) return rf:InvokeServer(...) end end end end end function Comm.Client.GetSignal(parent: Instance, name: string, inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?) assert(not IS_SERVER, "GetSignal must be called from the client") local folder = GetCommSubFolder(parent, "RE"):Expect("Failed to get Comm RE folder") local re = folder:WaitForChild(name, WAIT_FOR_CHILD_TIMEOUT) assert(re ~= nil, "Failed to find RemoteEvent: " .. name) return ClientRemoteSignal.new(re, inboundMiddleware, outboundMiddleware) end
--// Patrol Mode
PatrolPosR = CFrame.new(); PatrolPosL = CFrame.new();
-- Buttons
local tutorialBackButton = tutorialGUI:WaitForChild("BackButton") local exitButtonPlay = playGUI:WaitForChild("ExitButton") local exitButtonTutorial = tutorialGUI:WaitForChild("ExitButton") local pressTutorial = playGUI:WaitForChild("Tutorial") local pressGame = playGUI:WaitForChild("PlayGame") local function exit() tutorialGUI.Visible = false playGUI.Visible = false end local function openPlayGUI() tutorialGUI.Visible = false playGUI.Visible = true end local function openTutorialGUI() tutorialGUI.Visible = true playGUI.Visible = false end local function triggerNewGame() -- call the remote event to fire the bindable event ClientTriggerGame:FireServer() exit() end exitButtonPlay.MouseButton1Click:Connect(exit) exitButtonTutorial.MouseButton1Click:Connect(exit) tutorialBackButton.MouseButton1Click:Connect(openPlayGUI) pressGame.MouseButton1Click:Connect(triggerNewGame) pressTutorial.MouseButton1Click:Connect(openTutorialGUI) proximityPlay.Triggered:Connect(openPlayGUI) toggleRideHUD.OnClientEvent:Connect(exit)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = require(script.Parent:WaitForChild("BaseCharacterController")); local v2 = setmetatable({}, v1); v2.__index = v2; local l__Enum_UserInputType_None__1 = Enum.UserInputType.None; function v2.new() local v3 = setmetatable(v1.new(), v2); v3.forwardValue = 0; v3.backwardValue = 0; v3.leftValue = 0; v3.rightValue = 0; v3.activeGamepad = l__Enum_UserInputType_None__1; v3.gamepadConnectedConn = nil; v3.gamepadDisconnectedConn = nil; return v3; end; local l__UserInputService__2 = game:GetService("UserInputService"); local u3 = Vector3.new(0, 0, 0); function v2.Enable(p1, p2) if not l__UserInputService__2.GamepadEnabled then return false; end; if p2 == p1.enabled then return true; end; p1.forwardValue = 0; p1.backwardValue = 0; p1.leftValue = 0; p1.rightValue = 0; p1.moveVector = u3; p1.isJumping = false; if p2 then p1.activeGamepad = p1:GetHighestPriorityGamepad(); if p1.activeGamepad == l__Enum_UserInputType_None__1 then return false; end; p1:BindContextActions(); p1:ConnectGamepadConnectionListeners(); else p1:UnbindContextActions(); p1:DisconnectGamepadConnectionListeners(); p1.activeGamepad = l__Enum_UserInputType_None__1; end; p1.enabled = p2; return true; end; function v2.GetHighestPriorityGamepad(p3) local v4 = l__Enum_UserInputType_None__1; for v5, v6 in pairs((l__UserInputService__2:GetConnectedGamepads())) do if v6.Value < v4.Value then v4 = v6; end; end; return v4; end; local l__ContextActionService__4 = game:GetService("ContextActionService"); function v2.BindContextActions(p4) if p4.activeGamepad == l__Enum_UserInputType_None__1 then return false; end; l__ContextActionService__4:BindActivate(p4.activeGamepad, Enum.KeyCode.ButtonR2); l__ContextActionService__4:BindAction("jumpAction", function(p5, p6, p7) p4.isJumping = p6 == Enum.UserInputState.Begin; end, false, Enum.KeyCode.ButtonA); l__ContextActionService__4:BindAction("moveThumbstick", function(p8, p9, p10) if p4.activeGamepad ~= p10.UserInputType then return; end; if p10.KeyCode ~= Enum.KeyCode.Thumbstick1 then return; end; if p9 == Enum.UserInputState.Cancel then p4.moveVector = u3; return; end; if not (p10.Position.magnitude > 0.2) then p4.moveVector = u3; return; end; p4.moveVector = Vector3.new(p10.Position.X, 0, -p10.Position.Y); end, false, Enum.KeyCode.Thumbstick1); return true; end; function v2.UnbindContextActions(p11) if p11.activeGamepad ~= l__Enum_UserInputType_None__1 then l__ContextActionService__4:UnbindActivate(p11.activeGamepad, Enum.KeyCode.ButtonR2); end; l__ContextActionService__4:UnbindAction("moveThumbstick"); l__ContextActionService__4:UnbindAction("jumpAction"); end; function v2.OnNewGamepadConnected(p12) local v7 = p12:GetHighestPriorityGamepad(); if v7 == p12.activeGamepad then return; end; if v7 == l__Enum_UserInputType_None__1 then warn("Gamepad:OnNewGamepadConnected found no connected gamepads"); p12:UnbindContextActions(); return; end; if p12.activeGamepad ~= l__Enum_UserInputType_None__1 then l__ContextActionService__4:UnbindActivate(p12.activeGamepad, Enum.KeyCode.ButtonR2); end; p12.activeGamepad = v7; l__ContextActionService__4:BindActivate(p12.activeGamepad, Enum.KeyCode.ButtonR2); end; function v2.OnCurrentGamepadDisconnected(p13) if p13.activeGamepad ~= l__Enum_UserInputType_None__1 then l__ContextActionService__4:UnbindActivate(p13.activeGamepad, Enum.KeyCode.ButtonR2); end; local v8 = p13:GetHighestPriorityGamepad(); if p13.activeGamepad ~= l__Enum_UserInputType_None__1 and v8 == p13.activeGamepad then warn("Gamepad:OnCurrentGamepadDisconnected found the supposedly disconnected gamepad in connectedGamepads."); p13:UnbindContextActions(); p13.activeGamepad = l__Enum_UserInputType_None__1; return; end; if v8 == l__Enum_UserInputType_None__1 then p13:UnbindContextActions(); p13.activeGamepad = l__Enum_UserInputType_None__1; return; end; p13.activeGamepad = v8; l__ContextActionService__4:BindActivate(p13.activeGamepad, Enum.KeyCode.ButtonR2); end; function v2.ConnectGamepadConnectionListeners(p14) p14.gamepadConnectedConn = l__UserInputService__2.GamepadConnected:Connect(function(p15) p14:OnNewGamepadConnected(); end); p14.gamepadDisconnectedConn = l__UserInputService__2.GamepadDisconnected:Connect(function(p16) if p14.activeGamepad == p16 then p14:OnCurrentGamepadDisconnected(); end; end); end; function v2.DisconnectGamepadConnectionListeners(p17) if p17.gamepadConnectedConn then p17.gamepadConnectedConn:Disconnect(); p17.gamepadConnectedConn = nil; end; if p17.gamepadDisconnectedConn then p17.gamepadDisconnectedConn:Disconnect(); p17.gamepadDisconnectedConn = nil; end; end; return v2;
-- listen for jumping and landing and apply sway and camera mvoement to the viewmodel
humanoid.StateChanged:connect(function(oldstate, newstate) if isfirstperson == true and includejumpsway == true then -- dont apply camera/viewmodel changes if we aren't in first person if newstate == Enum.HumanoidStateType.Landed then -- animate the camera's landing "thump" -- -- tween a dummy cframe value for camera recoil local camedit = Instance.new("CFrameValue") camedit.Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(-0.75)*swaysize,0,0) local landedrecoil = tweenservice:Create(camedit, TweenInfo.new((0.03*6)/sensitivity, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; landedrecoil:Play() ; game.Debris:AddItem(landedrecoil, 2) landedrecoil.Completed:Connect(function() camedit.Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0.225)*swaysize,0,0) local landedrecovery = tweenservice:Create(camedit, TweenInfo.new((0.03*24)/sensitivity, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; landedrecovery:Play(); game.Debris:AddItem(landedrecovery, 3) end) -- apply the camera adjustments spawn(function() for i = 1,60 do camera.CFrame = camera.CFrame*camedit.Value runservice.Heartbeat:Wait() end end) -- animate the jump sway to make the viewmodel thump down on landing local viewmodelrecoil = tweenservice:Create(jumpswaygoal, TweenInfo.new(0.15/sensitivity, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)*CFrame.Angles(-math.rad(5)*swaysize,0,0)}) ; viewmodelrecoil:Play(); game.Debris:AddItem(viewmodelrecoil, 2) viewmodelrecoil.Completed:Connect(function() local viewmodelrecovery = tweenservice:Create(jumpswaygoal, TweenInfo.new(0.7/sensitivity, Enum.EasingStyle.Quart, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; viewmodelrecovery:Play() ; game.Debris:AddItem(viewmodelrecovery, 2) end) elseif newstate == Enum.HumanoidStateType.Freefall then -- animate jump sway when the character is falling or jumping local viewmodeljump = tweenservice:Create(jumpswaygoal, TweenInfo.new(0.5/sensitivity, Enum.EasingStyle.Sine), {Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(7.5)*swaysize,0,0)}) ; viewmodeljump:Play() ; game.Debris:AddItem(viewmodeljump, 2) end end end)
--////////////////////////////// Include --//////////////////////////////////////
local ChatConstants = require(ReplicatedModules:WaitForChild("ChatConstants")) local ChatChannel = require(modulesFolder:WaitForChild("ChatChannel")) local Speaker = require(modulesFolder:WaitForChild("Speaker")) local Util = require(modulesFolder:WaitForChild("Util")) local ChatLocalization = nil pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end) if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end
-- ==================== -- BURST FIRE -- Enable the gun to do burst firing like Assault Rifle -- ====================
BurstFireEnabled = false; BulletPerBurst = 3; BurstRate = 0.075; --In second
--[=[ @param value any @return any Unpacks the arguments returned by either `SerializeArgs` or `DeserializeArgs`. ]=]
function Ser.UnpackArgs(value: Args): ...any return table.unpack(value, 1, value.n) end return Ser
--[[ Singleton controller that manages alerts - small messages that display in the top left hand corner for the user. ]]
local TweenService = game:GetService("TweenService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Constants = require(ReplicatedStorage.Source.Common.Constants) local baseAlertElement = ReplicatedStorage.UserInterface.AlertElement local tweenInfo = TweenInfo.new(1) local AlertController = {}
-- Legacy implementation renamed
function CameraUtils.GetAngleBetweenXZVectors(v1, v2) return math.atan2(v2.X*v1.Z-v2.Z*v1.X, v2.X*v1.X+v2.Z*v1.Z) end function CameraUtils.RotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount) if camLook.Magnitude > 0 then camLook = camLook.unit local currAngle = math.atan2(camLook.z, camLook.x) local newAngle = round((math.atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount return newAngle - currAngle end return 0 end
-- подсветка выбранного
me=script.Parent wait(5) old=me.Value new=old while true do wait() new = me.Value if new ~= old then -- print(old,"<>",new) if old ~= "" then tmp1 = me.Parent.imgChar.frmChar:FindFirstChild(old) tmp1.ImageButton.ImageColor3 = Color3.fromRGB(255,255,255) tmp1.ImageButton.ImageTransparency=0 end if new ~= "" then tmp1 = me.Parent.imgChar.frmChar:FindFirstChild(new) tmp1.ImageButton.ImageColor3 = Color3.fromRGB(255,0,0) tmp1.ImageButton.ImageTransparency=0.5 end old = new end end
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about -- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees
local MIN_Y = math.rad(-80) local MAX_Y = math.rad(80) local TOUCH_ADJUST_AREA_UP = math.rad(30) local TOUCH_ADJUST_AREA_DOWN = math.rad(-15) local TOUCH_SENSITIVTY_ADJUST_MAX_Y = 2.1 local TOUCH_SENSITIVTY_ADJUST_MIN_Y = 0.5 local VR_ANGLE = math.rad(15) local VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0) local VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0) local VR_LOW_INTENSITY_REPEAT = 0.1 local VR_HIGH_INTENSITY_REPEAT = 0.4 local ZERO_VECTOR2 = Vector2.new(0,0) local ZERO_VECTOR3 = Vector3.new(0,0,0) local TOUCH_SENSITIVTY = Vector2.new(0.00945 * math.pi, 0.003375 * math.pi) local MOUSE_SENSITIVITY = Vector2.new( 0.002 * math.pi, 0.0015 * math.pi ) local SEAT_OFFSET = Vector3.new(0,5,0) local VR_SEAT_OFFSET = Vector3.new(0,4,0) local HEAD_OFFSET = Vector3.new(0,1.5,0) local R15_HEAD_OFFSET = Vector3.new(0, 1.5, 0) local R15_HEAD_OFFSET_NO_SCALING = Vector3.new(0, 2, 0) local HUMANOID_ROOT_PART_SIZE = Vector3.new(2, 2, 1) local GAMEPAD_ZOOM_STEP_1 = 0 local GAMEPAD_ZOOM_STEP_2 = 10 local GAMEPAD_ZOOM_STEP_3 = 20 local PAN_SENSITIVITY = 20 local ZOOM_SENSITIVITY_CURVATURE = 0.5 local abs = math.abs local sign = math.sign local FFlagUserCameraToggle do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserCameraToggle") end) FFlagUserCameraToggle = success and result end local FFlagUserFixZoomInZoomOutDiscrepancy do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFixZoomInZoomOutDiscrepancy") end) FFlagUserFixZoomInZoomOutDiscrepancy = success and result end local FFlagUserFixGamepadCameraTracking do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFixGamepadCameraTracking") end) FFlagUserFixGamepadCameraTracking = success and result end local Util = require(script.Parent:WaitForChild("CameraUtils")) local ZoomController = require(script.Parent:WaitForChild("ZoomController")) local CameraToggleStateController = require(script.Parent:WaitForChild("CameraToggleStateController")) local CameraInput = require(script.Parent:WaitForChild("CameraInput")) local CameraUI = require(script.Parent:WaitForChild("CameraUI"))
--[[** ensures Roblox PhysicalProperties type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.PhysicalProperties = primitive("PhysicalProperties")
--[[Steering]]
function Steering(dt) local deltaTime = (60/(1/dt)) --Mouse Steer if _MSteer then local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200) local mdZone = _Tune.Peripherals.MSteerDZone/100 local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth) if math.abs(mST)<=mdZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end _GSteerC = (_GSteerC+((_GSteerT-_GSteerC)*(_Tune.LeanSpeed*deltaTime))) --Apply Steering bike.Body.bal.LeanGyro.cframe = CFrame.new(bike.Body.bal.CFrame.p,bike.Body.bal.CFrame.p+bike.Body.bal.CFrame.lookVector)*CFrame.Angles(0,0,((_GSteerC*_Tune.LeanProgressiveness)*(math.rad(_Tune.MaxLean)/(bike.DriveSeat.Velocity.Magnitude+_Tune.LeanProgressiveness))-(_GSteerC*math.rad(_Tune.MaxLean)))) --Apply Low Speed Steering bike.FrontSection.TripleTreeHinge.SteeringGyro.CFrame=bike.Body.SteeringHinge.CFrame*CFrame.Angles(math.rad(_GSteerT*_Tune.SteerAngle),0,0) bike.FrontSection.TripleTreeHinge.SteeringGyro.MaxTorque = Vector3.new(_Tune.SteerMaxTorque*((math.max((_Tune.LowSpeedCut-bike.DriveSeat.Velocity.Magnitude)/_Tune.LowSpeedCut,0))^2),0,0) end if UserInputService.TouchEnabled then local Buttons = script.Parent:WaitForChild("Buttons") local Left = Buttons:WaitForChild("Left") local Right = Buttons:WaitForChild("Right") local Brake = Buttons:WaitForChild("Brake") local Gas = Buttons:WaitForChild("Gas") local Downshift = Buttons.Downshift local Upshift = Buttons.Upshift local Handbrake = Buttons:WaitForChild("Handbrake") local Thread = coroutine.wrap(function() while true do wait(0.5) if _TMode == "Manual" or _TMode == "DCT" then Downshift.Visible = true Upshift.Visible = true else Downshift.Visible = false Upshift.Visible = false end end end) Thread() Buttons.Visible = true local function LeftTurn(Touch, GPE) if Touch.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end end Left.InputBegan:Connect(LeftTurn) Left.InputEnded:Connect(LeftTurn) --Left.InputChanged:Connect(LeftTurn) local function RightTurn(Touch, GPE) if Touch.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end end Right.InputBegan:Connect(RightTurn) Right.InputEnded:Connect(RightTurn) --Right.InputChanged:Connect(RightTurn) local function TouchThrottle(input, GPE) if input.UserInputState == Enum.UserInputState.Begin then _InThrot = 1 _TTick = tick() else _InThrot = _Tune.IdleThrottle/100 _BTick = tick() end end Gas.InputBegan:Connect(TouchThrottle) Gas.InputEnded:Connect(TouchThrottle) --Gas.InputChanged:Connect(TouchThrottle) local function TouchBrake(input, GPE) if input.UserInputState == Enum.UserInputState.Begin then _InBrake = 1 else _InBrake = 0 end end Brake.InputBegan:Connect(TouchBrake) Brake.InputEnded:Connect(TouchBrake) --Brake.InputChanged:Connect(TouchBrake) local function TouchHandbrake(input, GPE) if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if bike.DriveSeat.Velocity.Magnitude > 5 then _PBrake = false end end end Handbrake.InputBegan:Connect(TouchHandbrake) Handbrake.InputEnded:Connect(TouchHandbrake) local function TouchDownshift(input, GPE) if ((_IsOn and ((_TMode == "Auto" and _CGear <= 1) and _Tune.AutoShiftVers == "New") or _TMode == "DCT") or _TMode == "Manual") and input.UserInputState == Enum.UserInputState.Begin then if not _ShiftDn then _ShiftDn = true end end end Downshift.InputBegan:Connect(TouchDownshift) local function TouchUpshift(input, GPE) if ((_IsOn and ((_TMode == "Auto" and _CGear < 1) and _Tune.AutoShiftVers == "New") or _TMode == "DCT") or _TMode == "Manual") and input.UserInputState == Enum.UserInputState.Begin then if not _ShiftUp then _ShiftUp = true end end end Upshift.InputBegan:Connect(TouchUpshift) end
-- Local Variables
local IntermissionRunning = false local EnoughPlayers = false local GameRunning = false local Events = game.ReplicatedStorage.Events local CaptureFlag = Events.CaptureFlag local ReturnFlag = Events.ReturnFlag
--// Firemode Settings
CanSelectFire = false; BurstEnabled = false; SemiEnabled = false; AutoEnabled = false; BoltAction = false; ExplosiveEnabled = true;
--[[ Local Constants ]]
-- local UNIT_Z = Vector3.new(0,0,1) local X1_Y0_Z1 = Vector3.new(1,0,1) --Note: not a unit vector, used for projecting onto XZ plane local THUMBSTICK_DEADZONE = 0.2 local DEFAULT_DISTANCE = 12.5 -- Studs local PORTRAIT_DEFAULT_DISTANCE = 25 -- Studs local FIRST_PERSON_DISTANCE_THRESHOLD = 1.0 -- Below this value, snap into first person local CAMERA_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value
-- @outline // PRIVATE VARIABLES
local REQUEST_INTERVAL = .1 local MAX_THROTTLE_TIME = 10 local LastUpdate = tick() local Pool = {}
---[[ Window Settings ]]
module.MinimumWindowSize = UDim2.new(0.3, 0, 0.25, 0) module.MaximumWindowSize = UDim2.new(1, 0, 1, 0) -- Should always be less than the full screen size. module.DefaultWindowPosition = UDim2.new(0, 0, 0, 0) local extraOffset = (7 * 2) + (5 * 2) -- Extra chatbar vertical offset module.DefaultWindowSizePhone = UDim2.new(0.5, 0, 0.5, extraOffset) module.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset) module.DefaultWindowSizeDesktop = UDim2.new(0.3, 0, 0.25, extraOffset)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Blood rise" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and ((_IsOn and ((_TMode=="Auto" and _CGear<=1) and _Tune.AutoShiftVers == "New") or _TMode=="DCT") or _TMode=="Manual") and input.UserInputState == Enum.UserInputState.Begin then if not _ShiftDn then _ShiftDn = true end --Shift Up [Manual Transmission] elseif (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and ((_IsOn and ((_TMode=="Auto" and _CGear<1) and _Tune.AutoShiftVers == "New") or _TMode=="DCT") or _TMode=="Manual") and input.UserInputState == Enum.UserInputState.Begin then if not _ShiftUp then _ShiftUp = true end --Toggle Clutch elseif (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClPressing = false end --Toggle PBrake elseif input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if bike.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin and _IsOn then _InThrot = 1 _TTick = tick() else _InThrot = _Tune.IdleThrottle/100 _BTick = tick() end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _InBrake = 1 else _InBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _InThrot = _Tune.IdleThrottle/100 _TTick = tick() _InBrake = 0 _GSteerT = 0 end --Toggle TCS elseif _Tune.TCS and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune.ABS and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif input.KeyCode == _CTRL["ContlrThrottle"] then if _IsOn then _InThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) if _InThrot > _Tune.IdleThrottle/100 then _TTick = tick() else _BTick = tick() end else _InThrot = _Tune.IdleThrottle/100 _BTick = tick() end --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _InBrake = input.Position.Z end end else _InThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _InBrake = 0 end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
--| Main |--
Remote.PhongDev.OnServerEvent:Connect(function(LocalPlayer) --| Sound |-- delay(0.9, function() local Sound = Replicated.Access.Sounds.Transform:Clone() Sound.Parent = LocalPlayer.Character.PrimaryPart Sound:Play() Debris:AddItem(Sound, 3) end) --| Anchor HumanoidRootPart |-- spawn(function() LocalPlayer.Character.PrimaryPart.Anchored = true wait(4) -- time when done animation LocalPlayer.Character.PrimaryPart.Anchored = false end) --| Health |-- delay(2.05, function() local Humanoid = LocalPlayer.Character:FindFirstChild("Humanoid") Humanoid.Health += Humanoid.MaxHealth/3 end) --| Speed |-- delay(4, function() local Humanoid = LocalPlayer.Character:FindFirstChild("Humanoid") local Speed = Humanoid.WalkSpeed * 2.5 Humanoid.WalkSpeed += Speed wait(Cooldown.Value) Humanoid.WalkSpeed -= Speed -- default speed end) end)
-- switch animation
if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end currentAnimSpeed = 1.0
--To Do: -- Sanity Checks
local CurrentSeats = {} local SeatsInteractingPlayers = {} --Each seat has a table of players containing the last interacting time from each playere module = {} function module.AddSeat(Seat) print("Adding seat") local EnterEvent = Instance.new("BindableEvent") local ExitEvent = Instance.new("BindableEvent") table.insert(CurrentSeats,Seat) script.NewSeat:FireAllClients(Seat) --Connect seat in listener local C1 = Seat.ChildAdded:Connect(function(Obj) if Obj.Name == "SeatWeld" then if Obj.Part1 then if Obj.Part1.Name == "HumanoidRootPart" then local Player = game.Players:GetPlayerFromCharacter(Obj.Part1.Parent) if Player then print("Enter event fired") EnterEvent:Fire(Player) end end end end end) local C2 = Seat.ChildRemoved:Connect(function(Obj) if Obj.Name == "SeatWeld" then if Obj.Part1 then if Obj.Part1.Name == "HumanoidRootPart" then local Player = game.Players:GetPlayerFromCharacter(Obj.Part1.Parent) if Player then print("Enter event fired") ExitEvent:Fire(Player) end end end end end) --Clean up after the seat is destroyed Seat.AncestryChanged:connect(function() if not Seat:IsDescendantOf(game) then C1:Disconnect() C2:Disconnect() EnterEvent:Destroy() ExitEvent:Destroy() SeatsInteractingPlayers[Seat] = nil for i,v in pairs(CurrentSeats) do if v == Seat then v = nil end end end end) return EnterEvent,ExitEvent end function module.SeatCharacter(HRP,Seat) local sw = Instance.new("Weld") sw.Part0, sw.Part1 = Seat, HRP sw.C0, sw.C1 = CFrame.new(0, 0.5, 0, 1, 0, -0, 0, 0, 1, 0, -1, -0), CFrame.new(0, Seat.Size.Y*-.5+HRP.Size.Y*-.5, 0, 1, 0, -0, 0, 0, 1, 0, -1, -0) sw.Name = "SeatWeld" sw.Parent = Seat end script.GetSeats.OnServerInvoke = function(Player) return CurrentSeats end script.GetInSeat.OnServerEvent:Connect(function(Player,Seat) if not Seat:FindFirstChild("SeatWeld") then if Player.Character ~= nil then local HRP = Player.Character:FindFirstChild("HumanoidRootPart") if HRP then local Dist = (HRP.Position - Seat.Position).magnitude if Dist<=10 then module.SeatCharacter(HRP,Seat) end end end end end)
--// Damage Settings
BaseDamage = 46; -- Torso Damage LimbDamage = 39; -- Arms and Legs ArmorDamage = 39; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 73; -- If you set this to 100, there's a chance the player won't die because of the heal script
--// # key, ManOn
mouse.KeyDown:connect(function(key) if key=="h" then veh.Lightbar.middle.Man:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(215, 135, 110) veh.Lightbar.MAN.Transparency = 0 end end)
--// Firemode Shot Customization
BurstNum = 3; ShotNum = 5;
--Turn Control------------------------------------------------------------------------
YArrow = script.Parent.YellowTurn.YLamp GArrow = script.Parent.BimodalArrow.Lamp FYellow = script.Parent.BimodalArrow.YLamp DYArrow = script.Parent.YellowTurn.YDynamicLight DGArrow = script.Parent.BimodalArrow.DynamicLight DFYellow = script.Parent.BimodalArrow.YDynamicLight function TurnActive() if Turn.Value == 0 then GArrow.Enabled = false YArrow.Enabled = false FYellow.Enabled = false DGArrow.Enabled = false DYArrow.Enabled = false DFYellow.Enabled = false elseif Turn.Value == 1 then GArrow.Enabled = true YArrow.Enabled = false FYellow.Enabled = false DGArrow.Enabled = true DYArrow.Enabled = false DFYellow.Enabled = false elseif Turn.Value == 2 then GArrow.Enabled = false YArrow.Enabled = true FYellow.Enabled = false DGArrow.Enabled = false DYArrow.Enabled = true DFYellow.Enabled = false elseif Turn.Value == 3 then GArrow.Enabled = false FYellow.Enabled = false YArrow.Enabled = false DGArrow.Enabled = false DFYellow.Enabled = false DYArrow.Enabled = false end end Turn.Changed:connect(TurnActive)
--[[script.Parent.TratarFeridasAberto.Tourniquet.MouseButton1Down:Connect(function() if Saude.Variaveis.Doer.Value == false then if Target.Value == "N/A" then Functions.Energetic:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(2), {Size = UDim2.new(1,0,1,0)}):Play() else --FunctionsMulti.Energetic:FireServer() end end end)]]
-- Text size default properties
defaults.TextScaled = true defaults.TextScaleRelativeTo = "Frame" -- "Frame" or "Screen" If Frame, will scale relative to vertical size of the parent frame. If Screen, will scale relative to vertical size of the ScreenGui. defaults.TextScale = 0.25 -- If you want the frame to have a nominal count of n lines of text, make this value 1 / n. For four lines, 1 / 4 = 0.25. defaults.TextSize = 20 -- Only applicable if TextScaled = false
-- Modules
local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts") local RaceManager = require(ReplicatedModuleScripts:FindFirstChild("RaceManager"))
--[[ Turn off ]]
function Cell:Kill() self.Alive = false self.Part.Material = "SmoothPlastic" self.Part.BrickColor = BrickColor.new("Earth green") end return Cell
-- print("Distance from "..character.Name.." = "..distance)
if distance <= 8*radius then torso.Velocity = (torso.Position - position).unit * 300; human:takeDamage(300-(distance-radius)*(300/radius)) -- If player died
-- ALEX WAS HERE LOL
local v1 = {}; local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); function v1.Currency(p1, p2, p3, p4) local v2 = u1.Saving.Get(p1); if not v2 then return; end; if not p2 or p2 ~= p2 then return print("Prevented possible NaN for giving coins", true); end; p3 = p3 or "Energy"; p2 = math.round(p2 or 0); local v3 = v2[p3]; if v3 == -1 then v3 = 0; v2[p3] = 0; end; v2[p3] = p4 and v2[p3] + p2 or math.clamp(v2[p3] + p2, 0, p3 == "Gems" and u1.Settings.MaxGems or u1.Settings.MaxEnergy); local v4 = v2[p3] - v3; return v4 ~= v3, v4; end; function v1.Slots(p5, p6) local v5 = u1.Saving.Get(p5); if not v5 then return; end; p6 = math.round(p6 or 0); v5.MaxSlots = math.clamp(v5.MaxSlots + p6, 1, u1.Settings.MaxSlots); --print(v5.MaxSlots ~= v5.MaxSlots) return true end; function v1.SkipFurtune(plr) local v2 = u1.Saving.Get(plr); if not v2 then return; end; v2.FurtuneWheel = 0 return true end return v1;
-- connect up
function stopLoopedSounds() sRunning:Stop() sClimbing:Stop() sSwimming:Stop() end Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Swimming:connect(onSwimming) Humanoid.Climbing:connect(onClimbing) Humanoid.Jumping:connect(function(state) onStateNoStop(state, sJumping) prevState = "Jump" end) Humanoid.GettingUp:connect(function(state) stopLoopedSounds() onStateNoStop(state, sGettingUp) prevState = "GetUp" end) Humanoid.FreeFalling:connect(function(state) stopLoopedSounds() onStateFall(state, sFreeFalling) prevState = "FreeFall" end) Humanoid.FallingDown:connect(function(state) stopLoopedSounds() end) Humanoid.StateChanged:connect(function(old, new) if not (new.Name == "Dead" or new.Name == "Running" or new.Name == "RunningNoPhysics" or new.Name == "Swimming" or new.Name == "Jumping" or new.Name == "GettingUp" or new.Name == "Freefall" or new.Name == "FallingDown") then stopLoopedSounds() end end)
--// Unused (Don't delete)
RestMode = false; AttachmentsEnabled = true; UIScope = false; CanSlideLock = true;
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local l__mouse__1 = service.Players.LocalPlayer:GetMouse(); local v2 = client.UI.Make("Window", { Name = "Paint", Title = "Paint", Icon = client.MatIcons.Palette }); local v3 = v2:Add("Frame", { Size = UDim2.new(1, 0, 0, 28), Position = UDim2.new(0, 0, 0, 0), BackgroundTransparency = 1 }); local v4 = v3:Add("TextLabel", { Size = UDim2.new(0, 100, 1, -8), Position = UDim2.new(1, -180, 0, 4), Text = "Pixels: 0", TextXAlignment = "Right", BackgroundTransparency = 1 }); local v5 = v2:Add("ScrollingFrame", { Position = UDim2.new(0, 0, 0, 30), Size = UDim2.new(1, 0, 1, -30), BackgroundColor3 = Color3.new(1, 1, 1), ClipsDescendants = true }); local u1 = v5:Add("Frame", { Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(0, 4, 0, 4), BackgroundColor3 = Color3.new(0, 0, 0), BackgroundTransparency = 0, Visible = false }); v5.MouseEnter:Connect(function() u1.Visible = true; end); v5.MouseLeave:Connect(function() u1.Visible = false; end); local u2 = false; v5.MouseMoved:Connect(function(p2, p3) local v6 = Vector2.new(math.abs(p2 - v5.AbsolutePosition.X), math.abs(p3 - v5.AbsolutePosition.Y - 36)); u1.Position = UDim2.new(0, v6.X, 0, v6.Y); if u2 == false then return; end; local v7 = u1:Clone(); v7.Name = "Pixel"; v7.Parent = v5; v4.Text = "Pixels: " .. tostring(v4.Text:sub(9) + 1); end); local v8 = v3:Add("TextButton", { Size = UDim2.new(0, 70, 1, -8), Position = UDim2.new(1, -75, 0, 4), Text = "Clear", TextXAlignment = "Center", OnClick = function() for v9, v10 in pairs((v5:GetChildren())) do if v10.Name == "Pixel" then v10:Destroy(); end; end; v4.Text = "Pixels: 0"; end }); v3:Add("TextLabel", { Text = " Color: ", Size = UDim2.new(0, 90, 1, -8), Position = UDim2.new(0, 5, 0, 4), BackgroundTransparency = 0.25, TextXAlignment = "Left", Children = { { Class = "TextButton", Text = "", Size = UDim2.new(0, 40, 1, -6), Position = UDim2.new(1, -45, 0, 3), BackgroundColor3 = Color3.new(0, 0, 0), TextTransparency = 0, BackgroundTransparency = 0, BorderPixelSize = 1, BorderColor3 = Color3.fromRGB(100, 100, 100), OnClick = function(p4) local v11 = client.UI.Make("ColorPicker", { Color = Color3.new(0, 0, 0) }); p4.BackgroundColor3 = v11; u1.BackgroundColor3 = v11; end } } }); local v12 = v3:Add("TextLabel", { Text = " Size: ", BackgroundTransparency = 0, Size = UDim2.new(0, 70, 1, -8), Position = UDim2.new(0, 100, 0, 4), TextXAlignment = "Left", Children = { TextBox = { Text = "", PlaceholderText = "4", Size = UDim2.new(0, 26, 1, 0), Position = UDim2.new(1, -31, 0, 0), BackgroundTransparency = 1, TextXAlignment = "Right", ClipsDescendants = true, TextChanged = function(p5, p6, p7) if tonumber(p5) then if not (tonumber(p5) < 100) then u1.Size = UDim2.new(0, 99, 0, 99); return; end; else return; end; u1.Size = UDim2.new(0, p5, 0, p5); end } } }); v2:Ready(); service.UserInputService.InputBegan:Connect(function(p8) if p8.UserInputType == Enum.UserInputType.MouseButton1 then u2 = true; end; end); service.UserInputService.InputEnded:Connect(function(p9) if p9.UserInputType == Enum.UserInputType.MouseButton1 then u2 = false; end; end); end;
-- Management of which options appear on the Roblox User Settings screen
do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic) end function CameraModule.new() local self = setmetatable({},CameraModule) -- Current active controller instances self.activeCameraController = nil self.activeOcclusionModule = nil self.activeTransparencyController = nil self.activeMouseLockController = nil self.currentComputerCameraMovementMode = nil -- Connections to events self.cameraSubjectChangedConn = nil self.cameraTypeChangedConn = nil -- Adds CharacterAdded and CharacterRemoving event handlers for all current players for _,player in pairs(Players:GetPlayers()) do self:OnPlayerAdded(player) end -- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future Players.PlayerAdded:Connect(function(player) self:OnPlayerAdded(player) end) self.activeTransparencyController = TransparencyController.new() self.activeTransparencyController:Enable(true) if not UserInputService.TouchEnabled then self.activeMouseLockController = MouseLockController.new() local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent() if toggleEvent then toggleEvent:Connect(function() self:OnMouseLockToggled() end) end end self:ActivateCameraController(self:GetCameraControlChoice()) self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end) -- Connect listeners to camera-related properties for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function() self:OnLocalPlayerCameraPropertyChanged(propertyName) end) end for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function() self:OnUserGameSettingsPropertyChanged(propertyName) end) end game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) self.lastInputType = UserInputService:GetLastInputType() UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self.lastInputType = newLastInputType end) return self end function CameraModule:GetCameraMovementModeFromSettings() local cameraMode = Players.LocalPlayer.CameraMode -- Lock First Person trumps all other settings and forces ClassicCamera if cameraMode == Enum.CameraMode.LockFirstPerson then return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic) end local devMode, userMode if UserInputService.TouchEnabled then devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode) else devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) end if devMode == Enum.DevComputerCameraMovementMode.UserChoice then -- Developer is allowing user choice, so user setting is respected return userMode end return devMode end function CameraModule:ActivateOcclusionModule( occlusionMode ) local newModuleCreator = nil if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then newModuleCreator = Poppercam elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then newModuleCreator = Invisicam else warn("CameraScript ActivateOcclusionModule called with unsupported mode") return end -- First check to see if there is actually a change. If the module being requested is already -- the currently-active solution then just make sure it's enabled and exit early if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then if not self.activeOcclusionModule:GetEnabled() then self.activeOcclusionModule:Enable(true) end return end -- Save a reference to the current active module (may be nil) so that we can disable it if -- we are successful in activating its replacement local prevOcclusionModule = self.activeOcclusionModule -- If there is no active module, see if the one we need has already been instantiated self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator] -- If the module was not already instantiated and selected above, instantiate it if not self.activeOcclusionModule then self.activeOcclusionModule = newModuleCreator.new() if self.activeOcclusionModule then instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule end end -- If we were successful in either selecting or instantiating the module, -- enable it if it's not already the currently-active enabled module if self.activeOcclusionModule then local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode() -- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode if newModuleOcclusionMode ~= occlusionMode then warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode) end -- Deactivate current module if there is one if prevOcclusionModule then -- Sanity check that current module is not being replaced by itself (that should have been handled above) if prevOcclusionModule ~= self.activeOcclusionModule then prevOcclusionModule:Enable(false) else warn("CameraScript ActivateOcclusionModule failure to detect already running correct module") end end -- Occlusion modules need to be initialized with information about characters and cameraSubject -- Invisicam needs the LocalPlayer's character -- Poppercam needs all player characters and the camera subject if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then -- Optimization to only send Invisicam what we know it needs if Players.LocalPlayer.Character then self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer ) end else -- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list for _, player in pairs(Players:GetPlayers()) do if player and player.Character then self.activeOcclusionModule:CharacterAdded(player.Character, player) end end self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject) end -- Activate new choice self.activeOcclusionModule:Enable(true) end end
--// Hash: 86b950b579449b6aff2d1d571d12200b2726731a82186aa2b9985f46462fa08b79dc3d6c13dbe66462887159f5dc645e -- Decompiled with the Synapse X Luau decompiler.
local l1 = "pc" game:GetService("UserInputService").InputBegan:Connect(function(obj: InputObject) if obj.UserInputType == Enum.UserInputType.None then l1 = "pc" end if obj.UserInputType == Enum.UserInputType.Gamepad1 then l1 = "console" end if obj.UserInputType == Enum.UserInputType.Gamepad2 then l1 = "console" end if obj.UserInputType == Enum.UserInputType.Gamepad3 then l1 = "console" end if obj.UserInputType == Enum.UserInputType.Gamepad4 then l1 = "console" end if obj.UserInputType == Enum.UserInputType.Gamepad5 then l1 = "console" end if obj.UserInputType == Enum.UserInputType.Gamepad6 then l1 = "console" end if obj.UserInputType == Enum.UserInputType.Gamepad7 then l1 = "console" end if obj.UserInputType == Enum.UserInputType.Gamepad8 then l1 = "console" end if obj.UserInputType == Enum.UserInputType.Touch then l1 = "mobile" end if obj.UserInputType == Enum.UserInputType.Keyboard then l1 = "pc" end end) local v16 local v21 local v19 local v20 local v22, v23
--Set the orientation with Y taking precedence, then Z.
function Meta:SetOrientationYZ(upVector, backVector) self.topVector = upVector.unit; self.rightVector = self.topVector:Cross(backVector).unit; self.backVector = self.rightVector:Cross(self.topVector); end function Meta:VectorToObjectSpace(v) return v:Dot(self.rightVector), v:Dot(self.topVector), v:Dot(self.backVector); end function Meta:VectorToWorldSpace(v) return v.x * self.rightVector + v.y * self.topVector + v.z * self.backVector; end function Meta.new() local self = setmetatable({}, Meta); return self; end return Meta;
--[=[ @within Gamepad @prop State GamepadState @readonly Maps KeyCodes to the matching InputObjects within the gamepad. These can be used to directly read the current input state of a given part of the gamepad. For most cases, the given methods and properties of `Gamepad` should make use of this table quite rare, but it is provided for special use-cases that might occur. :::note Do Not Cache These state objects will change if the active gamepad changes. Because a player might switch up gamepads during playtime, it cannot be assumed that these state objects will always be the same. Thus they should be accessed directly from this `State` table anytime they need to be used. ::: ```lua local leftThumbstick = gamepad.State[Enum.KeyCode.Thumbstick1] print(leftThumbstick.Position) -- It would be better to use gamepad:GetThumbstick(Enum.KeyCode.Thumbstick1), -- but this is just an example of direct state access. ``` ]=]
--// Servic
local rp = game:GetService('ReplicatedStorage') local plr = game:GetService('Players').LocalPlayer local UIS = game:GetService('UserInputService') repeat task.wait() until plr.Character local char = plr.Character local hum,hroot = char:WaitForChild('Humanoid'), char:WaitForChild('HumanoidRootPart') local remoteFold = rp.remoteFold remoteFold['Client'].OnClientEvent:Connect(function(Data) -- Module , ModuleFunction(Passed Data) if Data.M and Data.F then local Module = require(Data.M) -- M -> Module, F -> Function Module[Data.F](Data) end --print('client', Data) --print(Data) end)
--- Hides the command bar
function Window:Hide() return self:SetVisible(false) end
--[[ Constants ]]
-- local DEFAULT_MOUSE_LOCK_CURSOR = "rbxasset://textures/MouseLockedCursor.png" local CONTEXT_ACTION_NAME = "MouseLockSwitchAction" local MOUSELOCK_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value local Util = require(script.Parent:WaitForChild("CameraUtils"))
---Explosive Settings---
elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == true then Gui.FText.Text = "Semi" Settings.Mode = "Semi" elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == true then Gui.FText.Text = "Burst" Settings.Mode = "Burst" elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == false and Settings.FireModes.Auto == true then Gui.FText.Text = "Auto" Settings.Mode = "Auto" end Update_Gui() end if (key == "t") and Equipped and (not NVG or ArmaClone.AimPart:FindFirstChild("NVAim") == nil) then if Aiming then if ArmaClone:FindFirstChild("AimPart2") ~= nil then if AimPartMode == 1 then AimPartMode = 2 tweenFoV(Settings.ChangeFOV[2],120) if Settings.FocusOnSight2 and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then ZoomAnim() Sprint() end elseif AimPartMode == 2 then AimPartMode = 1 tweenFoV(Settings.ChangeFOV[1],120) if Settings.FocusOnSight and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then UnZoomAnim() Sprint() end end else if AimPartMode == 1 then AimPartMode = 2 tweenFoV(Settings.ChangeFOV[2], 120) if Settings.FocusOnSight2 and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then ZoomAnim() Sprint() end elseif AimPartMode == 2 then AimPartMode = 1 tweenFoV(Settings.ChangeFOV[1], 120) if Settings.FocusOnSight and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then UnZoomAnim() Sprint() end end end else if AimPartMode == 1 then AimPartMode = 2 if Settings.FocusOnSight2 and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then ZoomAnim() Sprint() end elseif AimPartMode == 2 then AimPartMode = 1 if Settings.FocusOnSight and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then UnZoomAnim() Sprint() end end end end if (key == "[") and Equipped then if Zeroing.Value > Zeroing.MinValue then Zeroing.Value = Zeroing.Value - 50 ArmaClone.Handle.Click:play() Update_Gui() end end if (key == "]" ) and Equipped then if Zeroing.Value < Zeroing.MaxValue then Zeroing.Value = Zeroing.Value + 50 ArmaClone.Handle.Click:play() Update_Gui() end end if (key == "r") and Equipped and stance > -2 then CancelReload = false if StoredAmmo.Value > 0 and Settings.Mode ~= "Explosive" and not Reloading and Settings.ReloadType == 1 then if Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo + 1 or not Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo and Chambered.Value == true then return end MouseHeld = false Can_Shoot = false Reloading = true if Safe then Safe = false stance = 0 Evt.Stance:FireServer(stance,Settings,Anims) IdleAnim() Update_Gui() wait(.25) end ReloadAnim() if Chambered.Value == false and slideback == true and Settings.FastReload == true then ChamberBKAnim() elseif Chambered.Value == false and slideback == false and Settings.FastReload == true then ChamberAnim() end Sprint() Update_Gui() Can_Shoot = true Reloading = false elseif StoredAmmo.Value > 0 and Settings.Mode ~= "Explosive" and not Reloading and Settings.ReloadType == 2 then if Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo + 1 or not Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo and Chambered.Value == true or CancelReload then Sprint() Update_Gui() return end MouseHeld = false Can_Shoot = false Reloading = true if Safe then Safe = false stance = 0 Evt.Stance:FireServer(stance) Sprint() Update_Gui() wait(.25) end for i = 1,Settings.Ammo - Ammo.Value do if StoredAmmo.Value > 0 and not CancelReload and Ammo.Value < Settings.Ammo and not AnimDebounce then ShellInsertAnim() end end if Chambered.Value == false and slideback == true and Settings.FastReload == true then ChamberBKAnim() elseif Chambered.Value == false and slideback == false and Settings.FastReload == true then ChamberAnim() end Update_Gui() Sprint() CancelReload = false Can_Shoot = true Reloading = false elseif StoredAmmo.Value > 0 and Settings.Mode ~= "Explosive" and Reloading and Settings.ReloadType == 2 and AnimDebounce then if not CancelReload then CancelReload = true Sprint() Update_Gui() wait(.25) end elseif not Reloading and GLAmmo.Value > 0 and Settings.Mode == "Explosive" and GLChambered.Value == false then MouseHeld = false Can_Shoot = false Reloading = true GLReloadAnim() GLChambered.Value = true Sprint() Update_Gui() Can_Shoot = true Reloading = false end end if (key == "f") and Equipped and not Reloading and stance > -2 then MouseHeld = false Can_Shoot = false Reloading = true if Safe then Safe = false stance = 0 Evt.Stance:FireServer(stance,Settings,Anims) IdleAnim() Update_Gui() --wait(.25) end if not slideback then ChamberAnim() else ChamberBKAnim() end Sprint() Update_Gui() Can_Shoot = true Reloading = false end if (key == "m") and Equipped and Settings.CanCheckMag and not Reloading and stance > -2 then MouseHeld = false Can_Shoot = false Reloading = true if Safe then Safe = false stance = 0 Evt.Stance:FireServer(stance,Settings,Anims) IdleAnim() Update_Gui() --wait(.25) end CheckAnim() Sprint() Update_Gui() Can_Shoot = true Reloading = false end if (key == Enum.KeyCode.LeftAlt) and Equipped then local O = true if O == true then O = false Can_Shoot = false elseif O == false then O = true Can_Shoot = true end end if (key == "h") and Equipped and ArmaClone:FindFirstChild("LaserPoint") then if ServerConfig.RealisticLaser and ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then if not LaserAtivo and not IRmode then LaserAtivo = not LaserAtivo IRmode = not IRmode if LaserAtivo then Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient) Pointer = Instance.new('Part') Pointer.Shape = 'Ball' Pointer.Size = Vector3.new(0.2, 0.2, 0.2) Pointer.Parent = ArmaClone.LaserPoint Pointer.CanCollide = false Pointer.Color = ArmaClone.LaserPoint.Color Pointer.Material = Enum.Material.Neon if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then Pointer.Transparency = 1 end LaserSP = Instance.new('Attachment') LaserSP.Parent = ArmaClone.LaserPoint LaserEP = Instance.new('Attachment') LaserEP.Parent = ArmaClone.LaserPoint Laser = Instance.new('Beam') Laser.Parent = ArmaClone.LaserPoint Laser.Transparency = NumberSequence.new(0) Laser.LightEmission = 1 Laser.LightInfluence = 0 Laser.Attachment0 = LaserSP Laser.Attachment1 = LaserEP Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode) Laser.FaceCamera = true Laser.Width0 = 0.01 Laser.Width1 = 0.01 if ServerConfig.RealisticLaser then Laser.Enabled = false end else Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode) Pointer:Destroy() LaserSP:Destroy() LaserEP:Destroy() Laser:Destroy() end elseif LaserAtivo and IRmode then IRmode = not IRmode elseif LaserAtivo and not IRmode then LaserAtivo = not LaserAtivo if LaserAtivo then Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient) Pointer = Instance.new('Part') Pointer.Shape = 'Ball' Pointer.Size = Vector3.new(0.2, 0.2, 0.2) Pointer.Parent = ArmaClone.LaserPoint Pointer.CanCollide = false Pointer.Color = ArmaClone.LaserPoint.Color Pointer.Material = Enum.Material.Neon if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then Pointer.Transparency = 1 end LaserSP = Instance.new('Attachment') LaserSP.Parent = ArmaClone.LaserPoint LaserEP = Instance.new('Attachment') LaserEP.Parent = ArmaClone.LaserPoint Laser = Instance.new('Beam') Laser.Parent = ArmaClone.LaserPoint Laser.Transparency = NumberSequence.new(0) Laser.LightEmission = 1 Laser.LightInfluence = 0 Laser.Attachment0 = LaserSP Laser.Attachment1 = LaserEP Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode) Laser.FaceCamera = true Laser.Width0 = 0.01 Laser.Width1 = 0.01 if ServerConfig.RealisticLaser then Laser.Enabled = false end else Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode) Pointer:Destroy() LaserSP:Destroy() LaserEP:Destroy() Laser:Destroy() end end else LaserAtivo = not LaserAtivo if LaserAtivo then Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient) Pointer = Instance.new('Part') Pointer.Shape = 'Ball' Pointer.Size = Vector3.new(0.2, 0.2, 0.2) Pointer.Parent = ArmaClone.LaserPoint Pointer.CanCollide = false Pointer.Color = ArmaClone.LaserPoint.Color Pointer.Material = Enum.Material.Neon if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then Pointer.Transparency = 1 end LaserSP = Instance.new('Attachment') LaserSP.Parent = ArmaClone.LaserPoint LaserEP = Instance.new('Attachment') LaserEP.Parent = ArmaClone.LaserPoint Laser = Instance.new('Beam') Laser.Parent = ArmaClone.LaserPoint Laser.Transparency = NumberSequence.new(0) Laser.LightEmission = 1 Laser.LightInfluence = 0 Laser.Attachment0 = LaserSP Laser.Attachment1 = LaserEP Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode) Laser.FaceCamera = true Laser.Width0 = 0.01 Laser.Width1 = 0.01 if ServerConfig.RealisticLaser then Laser.Enabled = false end else Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode) Pointer:Destroy() LaserSP:Destroy() LaserEP:Destroy() Laser:Destroy() end end ArmaClone.Handle.Click:play() end if (key == "j") and Equipped and ArmaClone:FindFirstChild("FlashPoint") then LanternaAtiva = not LanternaAtiva ArmaClone.Handle.Click:play() if LanternaAtiva then Evt.SVFlash:FireServer(true,ArmaClient,ArmaClone.FlashPoint.Light.Angle,ArmaClone.FlashPoint.Light.Brightness,ArmaClone.FlashPoint.Light.Color,ArmaClone.FlashPoint.Light.Range) ArmaClone.FlashPoint.Light.Enabled = true else Evt.SVFlash:FireServer(false,ArmaClient,nil,nil,nil,nil) ArmaClone.FlashPoint.Light.Enabled = false end end if (key == "u") and Equipped and ArmaClone:FindFirstChild("Silenciador") then Silencer.Value = not Silencer.Value ArmaClone.Handle.Click:play() if Silencer.Value == true then ArmaClone.Silenciador.Transparency = 0 ArmaClone.SmokePart.FlashFX.Brightness = 0 ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 0 Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value) else ArmaClone.Silenciador.Transparency = 1 ArmaClone.SmokePart.FlashFX.Brightness = 5 ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 1000 Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value) end end if (key == "b") and Equipped and BipodEnabled and ArmaClone:FindFirstChild("BipodPoint") then Bipod = not Bipod if Bipod == true then if ArmaClone.BipodPoint:FindFirstChild("BipodDeploy") ~= nil then ArmaClone.BipodPoint.BipodDeploy:play() end else if ArmaClone.BipodPoint:FindFirstChild("BipodRetract") ~= nil then ArmaClone.BipodPoint.BipodRetract:play() end end end if (key == "n") and Laserdebounce == false then if Player.Character then local helmet = Player.Character:FindFirstChild("Helmet") if helmet then local nvg = helmet:FindFirstChild("Up") if nvg then Laserdebounce = true delay(.8,function() NVG = not NVG if Aiming and ArmaClone.AimPart:FindFirstChild("NVAim") ~= nil then if NVG then tweenFoV(70,120) TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() else if AimPartMode == 1 then tweenFoV(Settings.ChangeFOV[1],120) if Settings.FocusOnSight then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end elseif AimPartMode == 2 then tweenFoV(Settings.ChangeFOV[2],120) if Settings.FocusOnSight2 then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end end end end Laserdebounce = false end) end end end end end)
--[[ Returns a boolean about whether the `assetType` is actually an Accessory type. This function is called right before a split in functionality is required between different types of assets, such as equipping. See related function `isClassicClothing`. ]]
local MerchBooth = script:FindFirstAncestor("MerchBooth") local t = require(MerchBooth.Packages.t) function isAccessory(assetType: Enum.AssetType): boolean assert(t.enum(Enum.AssetType)(assetType)) if string.find(assetType.Name, "Accessory") or assetType == Enum.AssetType.Hat then return true end return false end return isAccessory
-- Objects
local folder local settingsDir = script.Settings function getSetting (name) return settingsDir and settingsDir:FindFirstChild(name) and settingsDir[name].Value end
--if SignalValues.Signal1.Value == 2 then -- SignalValues.Signal1.Value = 3 --end --if SignalValues.Signal2.Value == 2 then -- SignalValues.Signal2.Value = 3 --end --if SignalValues.Signal2a.Value == 2 then -- SignalValues.Signal2a.Value = 3 --end --if SignalValues.Signal1a.Value == 2 then -- SignalValues.Signal1a.Value = 3 --end --if TurnValues.TurnSignal1.Value == 2 then -- TurnValues.TurnSignal1.Value = 3 --end --if TurnValues.TurnSignal1a.Value == 2 then -- TurnValues.TurnSignal1a.Value = 3 --end --if TurnValues.TurnSignal2.Value == 2 then -- TurnValues.TurnSignal2.Value = 3 --end --if TurnValues.TurnSignal2a.Value == 2 then -- TurnValues.TurnSignal2a.Value = 3 --end
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function MaterialTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); end; function MaterialTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:disconnect(); Connections[ConnectionKey] = nil; end; end;
-- Determine the gun elevation and tilt
function determineNewDirections(targetVector) local targElev = 0; local targRot = 0; local turretMain = parts.TurretRing2; -- Vector normal to the plane which is the turret ring local turretNormal = turretMain.CFrame.lookVector; local angleFromNormal = turretNormal:Dot(targetVector); -- Determine gun elevation targElev = math.pi/2 - math.acos(angleFromNormal); -- Projection of target vector onto the turret plane local targetProjection = (targetVector - (angleFromNormal*turretNormal)).unit; local forwardVector = ( (turretMain.CFrame - turretMain.CFrame.p) -- Orientation only of brick * CFrame.new(0, -1, 0)).p; -- Translated down 1 -- Determine angle between forward vector and the projected target vector targRot = math.acos(forwardVector:Dot(targetProjection)); -- Determine the sign of the angle local vectorCross = forwardVector:Cross(targetProjection); -- If the cross product is opposite to the normal vector, make the angle negative if (vectorCross:Dot(turretNormal) < 0) then targRot = -targRot; end -- Put rotation and elevation into an array local rotations = {}; rotations[1] = targElev; rotations[2] = targRot; return rotations; end function sign(input) if (input < 0) then return -1; else return 1; end end
--[=[ @interface Service .Init: function? .Start: function? .Destroy: function? @within ServiceBag ]=]
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["Cryo"]["Cryo"]) return Package
--[[ Roblox Services ]]
-- local Players = game:GetService("Players") local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local Workspace = game:GetService("Workspace") local UserGameSettings = UserSettings():GetService("UserGameSettings") local VRService = game:GetService("VRService")
--Variables
local player = game.Players.LocalPlayer local char = player.Character or player.CharacterAdded:Wait() local healthbar = script.Parent:WaitForChild("HealthBar")
---Camera
function Camera() local cam=workspace.CurrentCamera local CRot=0 local CBack=0 local CUp=0 local look=0 local camChange = 0 local function CamUpdate() if not pcall (function() camChange=DPadUp if GMode==2 then if math.abs(RStickX)>.1 then local sPos=1 if RStickX<0 then sPos=-1 end CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-60 else CRot=0 end if math.abs(RStickY)>.1 then local sPos=1 if RStickY<0 then sPos=-1 end CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30) else CUp=0 end else if CRot>look then CRot=math.max(look,CRot-20) elseif CRot<look then CRot=math.min(look,CRot+20) end CUp=0 end CBack=-180*ButtonR3 cam.CameraSubject=car.DriveSeat cam.FieldOfView=70 if GMode==0 then cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 else cam.CameraType = "Scriptable" local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500) local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed) cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position) end end) then cam.FieldOfView=70 cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") end end mouse.KeyDown:connect(function(key) if key=="z" then look=50 elseif key=="x" then look=-180 elseif key=="c" then look=-50 end end) mouse.KeyUp:connect(function(key) if key=="z" and look==50 then look=0 elseif key=="x" and (look==-160 or look==-180) then look=0 elseif key=="c" and look==-50 then look=0 end end) --run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) --table.insert(Binded,"CamUpdate") table.insert(Binded,CamUpdate) end Camera()
-- The Possibilities are endless with this, Feel free to add so many awesome features to your timer script, like playing sounds, displaying UI, doing background stuff and even saving player data! -- Be sure to place me in your GUI, do not place me inside any parent except for the GUI!
-- If you have questions view SSessionHandler script! :) Session.Changed:Connect(UpdateStatus) -- Remove this if you remove UpdateStatus() , Fires upon Session Data Value changing in replicated storage Timer.Changed:Connect(UpdateTimer) -- Remove this if you remove UpdateTimer() , Fires upon Timer Data Value changing in replicated storage
----- TOOL DATA ----- -- How much damage a bullet does
local Damage = 100
-- Etc
local DESTROY_ON_DEATH = getValueFromConfig("DestroyOnDeath") local RAGDOLL_ENABLED = getValueFromConfig("RagdollEnabled") local DEATH_DESTROY_DELAY = 5 local PATROL_WALKSPEED = 8 local MIN_REPOSITION_TIME = 2 local MAX_REPOSITION_TIME = 10 local MAX_PARTS_PER_HEARTBEAT = 50 local ATTACK_STAND_TIME = 1 local HITBOX_SIZE = Vector3.new(5, 3, 5) local SEARCH_DELAY = 1 local ATTACK_RANGE = 3 local ATTACK_DELAY = 1 local ATTACK_MIN_WALKSPEED = 8 local ATTACK_MAX_WALKSPEED = 15
-- if the player steps in a vehicle
camera:GetPropertyChangedSignal("CameraSubject"):Connect(function() if camera.CameraSubject:IsA("VehicleSeat") then camera.CameraSubject = humanoid end end)
--[[Transmission]]
Tune.TransModes = {"Semi","Auto"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.21 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[Reverse]] 5.000 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[Neutral]] 0 , --[[ 1 ]] 3.519 , --[[ 2 ]] 2.320 , --[[ 3 ]] 1.700 , --[[ 4 ]] 1.400 , --[[ 5 ]] 0.907 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[=[ Like trim, but only applied to the beginning of the setring @param str string @param pattern string? -- Defaults to whitespace @return string ]=]
function String.trimFront(str: string, pattern: string?): string pattern = pattern or "%s"; return (str:gsub("^"..pattern.."*(.-)"..pattern.."*", "%1")) end
------------------------------------------ --Digets
function Click0() Input = Input..0 print("0") script.Parent.B0.ClickS:Play() script.Parent.B0.Decal.Texture = "http://www.roblox.com/asset/?id=2767674" wait(0.1) script.Parent.B0.Decal.Texture = "http://www.roblox.com/asset/?id=2761903" end script.Parent.B0.ClickDetector.MouseClick:connect(Click0) function Click1() Input = Input..1 print("1") script.Parent.B1.Decal.Texture = "http://www.roblox.com/asset/?id=2767677" script.Parent.B0.ClickS:Play() wait(0.1) script.Parent.B1.Decal.Texture = "http://www.roblox.com/asset/?id=2761913" end script.Parent.B1.ClickDetector.MouseClick:connect(Click1) function Click2() Input = Input..2 print("2") script.Parent.B0.ClickS:Play() script.Parent.B2.Decal.Texture = "http://www.roblox.com/asset/?id=2767680" wait(0.1) script.Parent.B2.Decal.Texture = "http://www.roblox.com/asset/?id=2761922" end script.Parent.B2.ClickDetector.MouseClick:connect(Click2) function Click3() Input = Input..3 print("3") script.Parent.B0.ClickS:Play() script.Parent.B3.Decal.Texture = "http://www.roblox.com/asset/?id=2767686" wait(0.1) script.Parent.B3.Decal.Texture = "http://www.roblox.com/asset/?id=2761927" end script.Parent.B3.ClickDetector.MouseClick:connect(Click3) function Click4() Input = Input..4 print("4") script.Parent.B0.ClickS:Play() script.Parent.B4.Decal.Texture = "http://www.roblox.com/asset/?id=2767693" wait(0.1) script.Parent.B4.Decal.Texture = "http://www.roblox.com/asset/?id=2761938" end script.Parent.B4.ClickDetector.MouseClick:connect(Click4) function Click5() Input = Input..5 print("5") script.Parent.B0.ClickS:Play() script.Parent.B5.Decal.Texture = "http://www.roblox.com/asset/?id=2767695" wait(0.1) script.Parent.B5.Decal.Texture = "http://www.roblox.com/asset/?id=2761943" end script.Parent.B5.ClickDetector.MouseClick:connect(Click5) function Click6() Input = Input..6 print("6") script.Parent.B0.ClickS:Play() script.Parent.B6.Decal.Texture = "http://www.roblox.com/asset/?id=2767699" wait(0.1) script.Parent.B6.Decal.Texture = "http://www.roblox.com/asset/?id=2761948" end script.Parent.B6.ClickDetector.MouseClick:connect(Click6) function Click7() Input = Input..7 print("7") script.Parent.B0.ClickS:Play() script.Parent.B7.Decal.Texture = "http://www.roblox.com/asset/?id=2767701" wait(0.1) script.Parent.B7.Decal.Texture = "http://www.roblox.com/asset/?id=2761956" end script.Parent.B7.ClickDetector.MouseClick:connect(Click7) function Click8() Input = Input..8 print("8") script.Parent.B0.ClickS:Play() script.Parent.B8.Decal.Texture = "http://www.roblox.com/asset/?id=2767707" wait(0.1) script.Parent.B8.Decal.Texture = "http://www.roblox.com/asset/?id=2761961" end script.Parent.B8.ClickDetector.MouseClick:connect(Click8) function Click9() Input = Input..9 print("9") script.Parent.B0.ClickS:Play() script.Parent.B9.Decal.Texture = "http://www.roblox.com/asset/?id=2767714" wait(0.1) script.Parent.B9.Decal.Texture = "http://www.roblox.com/asset/?id=2761971" end script.Parent.B9.ClickDetector.MouseClick:connect(Click9)
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then oldAnim = "idle" currentlyPlayingEmote = false end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end -- clean up walk if there is one if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end if (runAnimTrack ~= nil) then runAnimTrack:Stop() runAnimTrack:Destroy() runAnimTrack = nil end return oldAnim end function getHeightScale() if Humanoid then if not Humanoid.AutomaticScalingEnabled then return 1 end local scale = Humanoid.HipHeight / HumanoidHipHeight if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end return scale end return 1 end local smallButNotZero = 0.0001 function setRunSpeed(speed) local speedScaled = speed * 1 local heightScale = getHeightScale() local runSpeed = speedScaled / heightScale if runSpeed ~= currentAnimSpeed then if runSpeed < 0.35 then currentAnimTrack:AdjustWeight(1.0) runAnimTrack:AdjustWeight(smallButNotZero) elseif runSpeed < .66 then local weight = ((runSpeed - 0.66) / 0.66) currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero) runAnimTrack:AdjustWeight(weight + smallButNotZero) else currentAnimTrack:AdjustWeight(smallButNotZero) runAnimTrack:AdjustWeight(1.0) end currentAnimSpeed = runSpeed runAnimTrack:AdjustSpeed(runSpeed) currentAnimTrack:AdjustSpeed(runSpeed) end end function setAnimationSpeed(speed) if currentAnim == "walk" then setRunSpeed(speed) else if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if (frameName == "End") then if currentAnim == "walk" then if userNoUpdateOnLoop == true then if runAnimTrack.Looped ~= true then runAnimTrack.TimePosition = 0.0 end if currentAnimTrack.Looped ~= true then currentAnimTrack.TimePosition = 0.0 end else runAnimTrack.TimePosition = 0.0 currentAnimTrack.TimePosition = 0.0 end else local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then if currentAnimTrack.Looped then -- Allow the emote to loop return end repeatAnim = "idle" currentlyPlayingEmote = false end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end end function rollAnimation(animName) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end return idx end local function switchToAnim(anim, animName, transitionTime, humanoid) -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (runAnimTrack ~= nil) then runAnimTrack:Stop(transitionTime) runAnimTrack:Destroy() if userNoUpdateOnLoop == true then runAnimTrack = nil end end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) -- check to see if we need to blend a walk/run animation if animName == "walk" then local runAnimName = "run" local runIdx = rollAnimation(runAnimName) runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim) runAnimTrack.Priority = Enum.AnimationPriority.Core runAnimTrack:Play(transitionTime) if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim switchToAnim(anim, animName, transitionTime, humanoid) currentlyPlayingEmote = false end function playEmote(emoteAnim, transitionTime, humanoid) switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid) currentlyPlayingEmote = true end
-- Setup
local StealthLava = script.Parent local Avatar = nil local Hold = nil local AvatarBody = {"Pants", "Script", "LocalScript"} local AvatarHead = {"Script"} local ExcludedNames = {"Health", "HealthScript v3.1", "RobloxTeam", "Sound", "Animate"} local ExcludedClasses = {"Humanoid"}
--[[ Poppercam - Occlusion module that brings the camera closer to the subject when objects are blocking the view. --]]
wait(999999999999999999999) local ZoomController = require(script.Parent:WaitForChild("ZoomController")) local TransformExtrapolator = {} do TransformExtrapolator.__index = TransformExtrapolator local CF_IDENTITY = CFrame.new() local function cframeToAxis(cframe) local axis, angle = cframe:toAxisAngle() return axis*angle end local function axisToCFrame(axis) local angle = axis.magnitude if angle > 1e-5 then return CFrame.fromAxisAngle(axis, angle) end return CF_IDENTITY end local function extractRotation(cf) local _, _, _, xx, yx, zx, xy, yy, zy, xz, yz, zz = cf:components() return CFrame.new(0, 0, 0, xx, yx, zx, xy, yy, zy, xz, yz, zz) end function TransformExtrapolator.new() return setmetatable({ lastCFrame = nil, }, TransformExtrapolator) end function TransformExtrapolator:Step(dt, currentCFrame) local lastCFrame = self.lastCFrame or currentCFrame self.lastCFrame = currentCFrame local currentPos = currentCFrame.p local currentRot = extractRotation(currentCFrame) local lastPos = lastCFrame.p local lastRot = extractRotation(lastCFrame) -- Estimate velocities from the delta between now and the last frame -- This estimation can be a little noisy. local dp = (currentPos - lastPos)/dt local dr = cframeToAxis(currentRot*lastRot:inverse())/dt local function extrapolate(t) local p = dp*t + currentPos local r = axisToCFrame(dr*t)*currentRot return r + p end return { extrapolate = extrapolate, posVelocity = dp, rotVelocity = dr, } end function TransformExtrapolator:Reset() self.lastCFrame = nil end end
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow() if window.Visible then -- Close the window by tweening back to the button position and size window:TweenSizeAndPosition( UDim2.new(0, 0, 0, 0), UDim2.new(0, aFinderButton.AbsolutePosition.X, 0, aFinderButton.AbsolutePosition.Y), 'Out', 'Quad', 0.2, false, function() window.Visible = false end ) end end
------------------------------------------
local pit = gui.PitchControl pit.TextLabel.Text = ("Pitch: "..(radio.Pitch.Value*10).."%") radio.Pitch.Changed:connect(function() pit.TextLabel.Text = ("Pitch: "..(radio.Pitch.Value*10).."%") end) pit.Up.MouseButton1Click:connect(function() radio.Pitch.Value = math.min(radio.Pitch.Value+.5,300) end) pit.Down.MouseButton1Click:connect(function() radio.Pitch.Value = math.max(radio.Pitch.Value-.5,0) end)
--- Takes an array of instances and returns an array of those instances' names.
function Util.GetNames(instances) local names = {} for i = 1, #instances do names[i] = instances[i].Name or tostring(instances[i]) end return names end
--Miscellaneous--
local player = game.Players.LocalPlayer local carSeat = script.Parent.CarSeat.Value local mouse = game.Players.LocalPlayer:GetMouse() local rwd = carSeat.Parent.Parent.RWD.RWD local lwd = carSeat.Parent.Parent.LW.VS local rrwd = carSeat.Parent.Parent.RW.VS gear = script.Parent.Gear
--[[Front]]
-- Tune.FSusDamping = 120 -- Dampening Tune.FSusStiffness = 4500 -- Stiffness Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreComp = .25 -- Vehicle height, relative to your suspension settings Tune.FExtLimit = .8 -- Max Extension Travel (in studs) Tune.FCompLimit = .4 -- Max Compression Travel (in studs) Tune.FBaseOffset = { -- Suspension (steering point) base --[[Lateral]] 0 , -- positive = outward --[[Vertical]] 0 , -- positive = upward --[[Forward]] .09 } -- positive = forward Tune.FAxleOffset = { -- Suspension (axle point) base --[[Lateral]] 0 , -- positive = outward --[[Vertical]] 0 , -- positive = upward --[[Forward]] 0 } -- positive = forward Tune.FBricksVisible = false -- Makes the front suspension bricks visible (Debug) Tune.FConstsVisible = false -- Makes the front suspension constraints visible (Debug)
--Respond to commands
re.OnServerEvent:Connect(function(plr, instruction, value, targetId) if table.find(admins, plr.UserId) then local adminChar = plr.Character local targetPlr if tonumber(targetId) then targetPlr = game.Players:GetPlayerByUserId(tonumber(targetId)) end --CHARACTER COMMANDS if tonumber(targetId) then targetId = tonumber(targetId) if targetPlr and targetPlr.Character then local targetChar = targetPlr.Character if instruction == "GO TO" and adminChar then adminChar.HumanoidRootPart.CFrame = targetChar.HumanoidRootPart.CFrame elseif instruction == "BRING" then targetChar.HumanoidRootPart.CFrame = adminChar.HumanoidRootPart.CFrame elseif instruction == "FREEZE" then targetChar.HumanoidRootPart.Anchored = true elseif instruction == "UNFREEZE" then targetChar.HumanoidRootPart.Anchored = false elseif instruction == "SPEED" and tonumber(value) then targetChar.Humanoid.WalkSpeed = tonumber(value) elseif instruction == "JUMP" and tonumber(value) then if targetChar.Humanoid.UseJumpPower == true then targetChar.Humanoid.JumpPower = tonumber(value) else targetChar.Humanoid.JumpHeight = tonumber(value) end elseif instruction == "HEALTH" and tonumber(value) then targetChar.Humanoid.Health = tonumber(value) end end --MODERATION COMMANDS if instruction == "MUTE" and tonumber(value) then local muteStart = os.time() local muteEnd = muteStart + tonumber(value) local data = {muteEnd} pcall(function() ds:SetAsync(targetId .. "Muted", data) if targetPlr then channel:MuteSpeaker(targetPlr.Name) task.wait(tonumber(value)) if targetPlr then channel:UnmuteSpeaker(targetPlr.Name) end else ms:PublishAsync(muteTopic, {targetId, tonumber(value)}) end end) elseif instruction == "UNMUTE" then pcall(function() ds:RemoveAsync(targetId .. "Muted") if targetPlr then channel:UnmuteSpeaker(targetPlr.Name) else ms:PublishAsync(unmuteTopic, {targetId}) end end) elseif instruction == "BAN" and tonumber(value[1]) then local banStart = os.time() local banEnd = banStart + tonumber(value[1]) local banReason = value[2] local data = {banEnd, banReason} pcall(function() ds:SetAsync(targetId .. "Banned", data) local dateInfo = os.date("!*t", data[1]) local dateFormatted = dateInfo["day"] .. "/" .. dateInfo["month"] .. "/" .. dateInfo["year"] .. " " .. dateInfo["hour"] .. ":" .. dateInfo["min"] .. ":" .. dateInfo["sec"] local banMessage = "Banned for: " .. data[2] .. " | Ends: " .. dateFormatted if targetPlr then targetPlr:Kick(banMessage) else ms:PublishAsync(banTopic, {targetId, banMessage}) end end) elseif instruction == "UNBAN" then pcall(function() ds:RemoveAsync(targetId .. "Banned") end) elseif instruction == "KICK" then if targetPlr then targetPlr:Kick(value) else ms:PublishAsync(kickTopic, {targetId, value}) end end --COMMAND BAR elseif instruction == "COMMAND BAR" and value then pcall(function() loadstring(value)() end) --SYSTEM COMMANDS else if instruction == "ANNOUNCE" and value and targetId then local success, filtered = pcall(function() local filteredTextResult = ts:FilterStringAsync(value, plr.UserId):GetNonChatStringForBroadcastAsync() return filteredTextResult end) if success and filtered then if targetId == "GLOBAL" then ms:PublishAsync(announcementTopic, {filtered}) else re:FireAllClients("ANNOUNCE", filtered) end end elseif instruction == "SHUT DOWN" then shuttingDown = true for i, plr in pairs(game.Players:GetPlayers()) do plr:Kick("This server is shutting down.") end end end end end)
-- add default jest matchers
setMatchers(matchers, true, Expect) setMatchers(spyMatchers, true, Expect) setMatchers(toThrowMatchers, true, Expect)
--[[** ensures Roblox NumberSequenceKeypoint type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.NumberSequenceKeypoint = t.typeof("NumberSequenceKeypoint")
--ScanForPoint()
hum.MoveToFinished:connect(function() anims.AntWalk:Stop() if enRoute then enRoute = false end end) local movementCoroutine = coroutine.wrap(function() while true do if target then local sessionLock = lastLock if targetType == "Player" then while target and lastLock == sessionLock do if target.Character and target.Character:IsDescendantOf(workspace) and target.Character.Humanoid and target.Character.Humanoid.Health > 0 and _G.SD[target.UserId].Data.stats.health > 0 then local dist = (root.Position-target.Character.PrimaryPart.Position).magnitude if dist < 5 then
-- Simulate a raycast by one tick.
local function SimulateCast(cast: ActiveCast, delta: number) assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) PrintDebug("Casting for frame.") local latestTrajectory = cast.StateInfo.Trajectories[#cast.StateInfo.Trajectories] local origin = latestTrajectory.Origin local totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime local initialVelocity = latestTrajectory.InitialVelocity local acceleration = latestTrajectory.Acceleration local lastPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration) local lastVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) cast.StateInfo.TotalRuntime += delta -- Recalculate this. totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime local currentTarget = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration) local segmentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) local totalDisplacement = currentTarget - lastPoint -- This is the displacement from where the ray was on the last from to where the ray is now. local rayDir = totalDisplacement.Unit * segmentVelocity.Magnitude * delta local targetWorldRoot = cast.RayInfo.WorldRoot local resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, cast.RayInfo.Parameters) local point = currentTarget local part: Instance? = nil local material = Enum.Material.Air local normal = Vector3.new() if (resultOfCast ~= nil) then point = resultOfCast.Position part = resultOfCast.Instance material = resultOfCast.Material normal = resultOfCast.Normal end local rayDisplacement = (point - lastPoint).Magnitude -- For clarity -- totalDisplacement is how far the ray would have traveled if it hit nothing, -- and rayDisplacement is how far the ray really traveled (which will be identical to totalDisplacement if it did indeed hit nothing) SendLengthChanged(cast, lastPoint, rayDir.Unit, rayDisplacement, segmentVelocity, cast.RayInfo.CosmeticBulletObject) cast.StateInfo.DistanceCovered += rayDisplacement local rayVisualization: ConeHandleAdornment = nil if (delta > 0) then rayVisualization = DbgVisualizeSegment(CFrame.new(lastPoint, lastPoint + rayDir), rayDisplacement) end if part and part ~= cast.RayInfo.CosmeticBulletObject then local start = tick() PrintDebug("Hit something, testing now.") -- SANITY CHECK: Don't allow the user to yield or run otherwise extensive code that takes longer than one frame/heartbeat to execute. if (cast.RayInfo.CanPierceCallback ~= nil) then if (cast.StateInfo.IsActivelySimulatingPierce) then error("ERROR: The latest call to CanPierceCallback took too long to complete! This cast is going to suffer desyncs which WILL cause unexpected behavior and errors. Please fix your performance problems, or remove statements that yield (e.g. wait() calls)") -- Use error. This should absolutely abort the cast. end cast.StateInfo.IsActivelySimulatingPierce = true end if cast.RayInfo.CanPierceCallback == nil or (cast.RayInfo.CanPierceCallback ~= nil and cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false) then PrintDebug("Piercing function is nil or it returned FALSE to not pierce this hit. Ending cast and firing RayHit.") cast.StateInfo.IsActivelySimulatingPierce = false -- Pierce function is nil, or it's not nil and it returned false (we cannot pierce this object). -- Hit. SendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) cast:Terminate() DbgVisualizeHit(CFrame.new(point), false) return else PrintDebug("Piercing function returned TRUE to pierce this part.") if rayVisualization ~= nil then rayVisualization.Color3 = Color3.new(0.4, 0.05, 0.05) -- Turn it red to signify that the cast was scrapped. end DbgVisualizeHit(CFrame.new(point), true) local params = cast.RayInfo.Parameters local alteredParts = {} local currentPierceTestCount = 0 local originalFilter = params.FilterDescendantsInstances local brokeFromSolidObject = false while true do -- So now what I need to do is redo this entire cast, just with the new filter list -- Catch case: Is it terrain? if resultOfCast.Instance:IsA("Terrain") then if material == Enum.Material.Water then -- Special case: Pierced on water? error("Do not add Water as a piercable material. If you need to pierce water, set cast.RayInfo.Parameters.IgnoreWater = true instead", 0) end warn("WARNING: The pierce callback for this cast returned TRUE on Terrain! This can cause severely adverse effects.") end if params.FilterType == Enum.RaycastFilterType.Blacklist then -- blacklist -- DO NOT DIRECTLY TABLE.INSERT ON THE PROPERTY local filter = params.FilterDescendantsInstances table.insert(filter, resultOfCast.Instance) table.insert(alteredParts, resultOfCast.Instance) params.FilterDescendantsInstances = filter else -- whitelist -- method implemeneted by custom table system -- DO NOT DIRECTLY TABLE.REMOVEOBJECT ON THE PROPERTY local filter = params.FilterDescendantsInstances table.removeObject(filter, resultOfCast.Instance) table.insert(alteredParts, resultOfCast.Instance) params.FilterDescendantsInstances = filter end SendRayPierced(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) -- List has been updated, so let's cast again. resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, params) -- No hit? No simulation. Break. if resultOfCast == nil then break end if currentPierceTestCount > MAX_PIERCE_TEST_COUNT then warn("WARNING: Exceeded maximum pierce test for a single ray segment (attempted to test the same segment " .. MAX_PIERCE_TEST_COUNT .. " times!)") break end currentPierceTestCount = currentPierceTestCount + 1; if cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false then brokeFromSolidObject = true break end end -- Restore the filter to its default state. cast.RayInfo.Parameters.FilterDescendantsInstances = originalFilter cast.StateInfo.IsActivelySimulatingPierce = false if brokeFromSolidObject then -- We actually hit something while testing. PrintDebug("Broke because the ray hit something solid (" .. tostring(resultOfCast.Instance) .. ") while testing for a pierce. Terminating the cast.") SendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) cast:Terminate() DbgVisualizeHit(CFrame.new(resultOfCast.Position), false) return end -- And exit the function here too. end end if (cast.StateInfo.DistanceCovered >= cast.RayInfo.MaxDistance) then -- SendRayHit(cast, nil, segmentVelocity, cast.RayInfo.CosmeticBulletObject) cast:Terminate() DbgVisualizeHit(CFrame.new(currentTarget), false) end end
-- the script ----------------------
local mouse = player:GetMouse() local car = script.Parent:WaitForChild("Car").Value local enabled = false local char = car.DriveSeat.SeatWeld.Part1
--[[ Данный скрипт будет "уничтожать" блок через промежуток времени после касания и вновь его восстанавливать local function onTouchEnded(part) print("Touch ended: " .. part.Name) numTouchingParts = numTouchingParts - 1 tl.Text = numTouchingParts end part.TouchEnded:Connect(onTouchEnded) ]]
local function onTouch(other) for i=1, numeric do part.Transparency = i / numeric wait(part.Interval.Value / numeric) end -- не видим и проникаем part.Transparency = 1 part.CanCollide = false wait(part.Sleep.Value) -- восстанавливаем part.Transparency = 0 part.CanCollide = true end part.Touched:Connect(onTouch)
--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 75 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 75 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 50 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
-- The core 'ProcessReceipt' callback function
local function processReceipt(receiptInfo) -- Determine if the product was already granted by checking the data store local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId local purchased = false local success, errorMessage = pcall(function() purchased = purchaseHistoryStore:GetAsync(playerProductKey) end) -- If purchase was recorded, the product was already granted if success and purchased then return Enum.ProductPurchaseDecision.PurchaseGranted elseif not success then error("Data store error:" .. errorMessage) end -- Find the player who made the purchase in the server local player = Players:GetPlayerByUserId(receiptInfo.PlayerId) if not player then -- The player probably left the game -- If they come back, the callback will be called again return Enum.ProductPurchaseDecision.NotProcessedYet end local passGetSuccess, passGetRet = pcall(function () return MarketplaceService:UserOwnsGamePassAsync(receiptInfo.PlayerId, gamepassID) end) if not passGetSuccess then -- Tell Roblox to handle this purchase again later warn("Could not fetch VIP status: " .. passGetRet) return Enum.ProductPurchaseDecision.NotProcessedYet end -- Look up handler function from 'productFunctions' table above local handler = developerProductFunctions[receiptInfo.ProductId] -- Call the handler function and catch any errors local success, result = pcall(handler, receiptInfo, player) if not success or not result then warn("Error occurred while processing a product purchase") print("\nProductId:", receiptInfo.ProductId) print("\nPlayer:", player) return Enum.ProductPurchaseDecision.NotProcessedYet end -- Record transaction in data store so it isn't granted again local success, errorMessage = pcall(function() purchaseHistoryStore:SetAsync(playerProductKey, true) end) if not success then error("Cannot save purchase data: " .. errorMessage) end -- IMPORTANT: Tell Roblox that the game successfully handled the purchase return Enum.ProductPurchaseDecision.PurchaseGranted end
--[[Steering]]
Tune.SteerInner = 41 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--[[ local p = Instance.new("Part") p.Anchored = true p.CanCollide = false p.Parent = marine p.Size = Vector3.new(1,1,1) spawn(function() while true do wait(1) if status:get("currentTarget") then p.Position = movement.slowAdvance() end end end)--]]
return movement
-- Component -- Stephen Leitnick -- July 25, 2020
------------------------------------
modelname="teleporter1b" --This is the brick name that you will be teleported to. You can change the name to make it so that it will teleport to the correct place
--!strict
local _T = require(script.Parent.Parent.Types)
-- Connects a self-function by -- name to the provided event.
function CharacterRealism:Connect(funcName, event) return event:Connect(function (...) self[funcName](self, ...) end) end
--/Recoil Modification
module.camRecoil = { RecoilUp = 1 ,RecoilTilt = 1 ,RecoilLeft = 1 ,RecoilRight = 1 } module.gunRecoil = { RecoilUp = 1 ,RecoilTilt = 1 ,RecoilLeft = 1 ,RecoilRight = 1 } module.AimRecoilReduction = .9 module.AimSpreadReduction = 1 module.MinRecoilPower = 1 module.MaxRecoilPower = 1 module.RecoilPowerStepAmount = 1 module.MinSpread = 1 module.MaxSpread = 1 module.AimInaccuracyStepAmount = 1 module.AimInaccuracyDecrease = 1 module.WalkMult = 1 module.MuzzleVelocityMod = 1 return module
--blueprint = "foundation\wood" -- кодовая идентификация объекта (ВСЕ РАЗНЫЕ!!!)
----------------- --| Constants |-- -----------------
local BLAST_RADIUS = 400 -- Blast radius of the explosion local BLAST_DAMAGE = 9999999999999999999999999999999999999999999999999999999999999999999999999999 -- Amount of damage done to humanoids local BLAST_FORCE = 5000 -- Amount of force applied to parts local UNANCHOR_PARTS = false -- If set to true, explosions will unanchor anchored parts local IGNITE_PARTS = true -- If set to true, parts will be set on fire (fire does not do anything) local SPECIAL_EFFECTS = true -- If set to true, parts hit by a rocket will have a special effect local BREAK_JOINTS = true -- If set to true, explosions will break joints local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these
--[[ Fired when state is left ]]
function Transitions.onLeaveDead(stateMachine, event, from, to, playerComponent) PlayerDead.leave(stateMachine, playerComponent) end
-- print("Loading anims " .. name)
table.insert(animTable[name].Connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].Connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].Connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight -- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")") idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
-- The currently idle thread to run the next handler on
local freeRunnerThread = nil
-- Assuming you have a TextLabel in script.Parent
local textLabel = script.Parent.text-- Adjust this to your TextLabel's name local partWithClickDetector = script.Parent.Parent.Parent -- Adjust this to the actual path of the object
-- switch gray to orange if all turnsignals are orange, manually add orange if all turn signals are gray
local orange=BrickColor.new("Bright orange") local gray = BrickColor.new("Pearl") script.Parent.MouseButton1Click:connect(function() if script.Parent.Text == "Lock" then wait() car.DriveSeat.Lock:play() wait(0.1) car.DriveSeat.Unlock:play() car.Body.Lights.Left.RLTS.Material=Enum.Material.Neon car.Body.Lights.Right.RRTS.Material=Enum.Material.Neon car.Body.Lights.Left.LTS.Transparency=0 car.Body.Lights.Right.RTS.Transparency=0 wait(0.2) car.Body.Lights.Left.RLTS.Material=Enum.Material.SmoothPlastic car.Body.Lights.Right.RRTS.Material=Enum.Material.SmoothPlastic car.Body.Lights.Left.LTS.Transparency=1 car.Body.Lights.Right.RTS.Transparency=1 car.DriveSeat.Disabled=true script.Parent.Text = "Unlock" else wait(0.05) car.DriveSeat.Lock:play() car.Body.Lights.Left.RLTS.Material=Enum.Material.Neon car.Body.Lights.Right.RRTS.Material=Enum.Material.Neon car.Body.Lights.Left.LTS.Transparency=0 car.Body.Lights.Right.RTS.Transparency=0 wait(0.2) car.Body.Lights.Left.RLTS.Material=Enum.Material.SmoothPlastic car.Body.Lights.Right.RRTS.Material=Enum.Material.SmoothPlastic car.Body.Lights.Left.LTS.Transparency=1 car.Body.Lights.Right.RTS.Transparency=1 wait(.2) car.Body.Lights.Left.RLTS.Material=Enum.Material.Neon car.Body.Lights.Right.RRTS.Material=Enum.Material.Neon car.Body.Lights.Left.LTS.Transparency=0 car.Body.Lights.Right.RTS.Transparency=0 wait(0.2) car.Body.Lights.Left.RLTS.Material=Enum.Material.SmoothPlastic car.Body.Lights.Right.RRTS.Material=Enum.Material.SmoothPlastic car.Body.Lights.Left.LTS.Transparency=1 car.Body.Lights.Right.RTS.Transparency=1 car.DriveSeat.Disabled=false script.Parent.Text = "Lock" wait(0.1) car.Body.Lights.Light.BrickColor=BrickColor.new("Institutional white") car.Body.Lights.Light.Material=Enum.Material.Neon wait(5) car.Body.Lights.Light.BrickColor=BrickColor.new("Medium stone grey") car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic end end)
--
rightshoulderclone = rightshoulder:Clone() rightshoulderclone.Name = "RightShoulderClone" rightshoulderclone.Parent = torso rightshoulderclone.Part0 = torso