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--local Sprinting =false
local L_134_ = L_110_.new(Vector3.new()) L_134_.s = 15 L_134_.d = 0.5 game:GetService("UserInputService").InputChanged:connect(function(L_257_arg1) --Get the mouse delta for the gun sway if L_257_arg1.UserInputType == Enum.UserInputType.MouseMovement then L_129_ = math.min(math.max(L_257_arg1.Delta.x, -L_131_), L_131_) L_130_ = math.min(math.max(L_257_arg1.Delta.y, -L_131_), L_131_) end end) L_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still L_129_ = 0 L_130_ = 0 end) local L_135_ = false local L_136_ = CFrame.new() local L_137_ = CFrame.new() local L_138_ = 0 local L_139_ = CFrame.new() local L_140_ = 0.1 local L_141_ = 2 local L_142_ = 0 local L_143_ = .2 local L_144_ = 17 local L_145_ = 0 local L_146_ = 5 local L_147_ = .3 local L_148_, L_149_ = 0, 0 local L_150_ = nil local L_151_ = nil local L_152_ = nil L_3_.Humanoid.Running:connect(function(L_258_arg1) if L_258_arg1 > 1 then L_135_ = true else L_135_ = false end end)
-------------------------
function onClicked() Car.BodyVelocity.maxForce = Vector3.new(math.huge, math.huge, math.huge) Car.BodyVelocity.velocity = Vector3.new(0, 10, 0) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- If you deleted this you are shady noob and you will be unlucky for 69 years
if not ModelUrl=="2813016734"then warn("Invalid model's code") script.Parent:Destroy() end
--[[ Constants ]]
-- local IMAGE_DISK = "rbxasset://textures/ui/Input/Disk_padded.png" local IMAGE_RING = "rbxasset://textures/ui/Input/Ring_padded.png" local MIDDLE_TRANSPARENCIES = { 1 - 0.69, 1 - 0.50, 1 - 0.40, 1 - 0.30, 1 - 0.20, 1 - 0.10, 1 - 0.05 } local NUM_MIDDLE_IMAGES = #MIDDLE_TRANSPARENCIES local TOUCH_IS_TAP_TIME_THRESHOLD = 0.5 local TOUCH_IS_TAP_DISTANCE_THRESHOLD = 25 local HasFadedBackgroundInPortrait = false local HasFadedBackgroundInLandscape = false local FadeInAndOutBackground = true local FadeInAndOutMaxAlpha = 0.35 local FADE_IN_OUT_HALF_DURATION_DEFAULT = 0.3 local FADE_IN_OUT_HALF_DURATION_ORIENTATION_CHANGE = 2 local FADE_IN_OUT_BALANCE_DEFAULT = 0.5 local FadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT local FadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT
-- Define the mouse event handlers for resizing the window
resizeButton.MouseButton1Down:Connect(function() -- Store the mouse position offset relative to the window position local windowPos = windowFrame.AbsolutePosition local windowSize = windowFrame.AbsoluteSize local mousePos = UserInputService:GetMouseLocation() mouseOffset = Vector2.new(windowPos.X + windowSize.X - mousePos.X, windowPos.Y + windowSize.Y - mousePos.Y) -- Connect the mouse move and up events for resizing the window local mouseMoveConn = UserInputService.InputChanged:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseMovement then -- Calculate the new size of the window based on the mouse position local mousePos = UserInputService:GetMouseLocation() local newSize = Vector2.new(mousePos.X - windowPos.X + mouseOffset.X, mousePos.Y - windowPos.Y + mouseOffset.Y) -- Constrain the new size of the window to within the minimum and maximum size newSize = Vector2.new(math.clamp(newSize.X, minSize.X, maxSize.X), math.clamp(newSize.Y, minSize.Y, maxSize.Y)) -- Update the size of the window windowFrame.Size = UDim2.new(0, newSize.X, 0, newSize.Y) end end) local mouseUpConn mouseUpConn = UserInputService.InputEnded:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then -- Disconnect the mouse move and up events for resizing the window mouseMoveConn:Disconnect() mouseUpConn:Disconnect() end end) end)
--connecting the equip, unequip, and mouseClick functions
script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(onUnequipped) script.Parent.Activated:connect(onActivated)
--// Above was taken directly from Util.GetStringTextBounds() in the old chat corescripts.
function methods:GetMessageHeight(BaseMessage, BaseFrame, xSize) xSize = xSize or BaseFrame.AbsoluteSize.X local textBoundsSize = self:GetStringTextBounds(BaseMessage.Text, BaseMessage.Font, BaseMessage.TextSize, Vector2.new(xSize, 1000)) return textBoundsSize.Y end function methods:GetNumberOfSpaces(str, font, textSize) local strSize = self:GetStringTextBounds(str, font, textSize) local singleSpaceSize = self:GetStringTextBounds(" ", font, textSize) return math.ceil(strSize.X / singleSpaceSize.X) end function methods:CreateBaseMessage(message, font, textSize, chatColor) local BaseFrame = self:GetFromObjectPool("Frame") BaseFrame.Selectable = false BaseFrame.Size = UDim2.new(1, 0, 0, 18) BaseFrame.Visible = true BaseFrame.BackgroundTransparency = 1 local messageBorder = 8 local BaseMessage = self:GetFromObjectPool("TextLabel") BaseMessage.Selectable = false BaseMessage.Size = UDim2.new(1, -(messageBorder + 6), 1, 0) BaseMessage.Position = UDim2.new(0, messageBorder, 0, 0) BaseMessage.BackgroundTransparency = 1 BaseMessage.Font = font BaseMessage.TextSize = textSize BaseMessage.TextXAlignment = Enum.TextXAlignment.Left BaseMessage.TextYAlignment = Enum.TextYAlignment.Top BaseMessage.TextTransparency = 0 BaseMessage.TextStrokeTransparency = 0.75 BaseMessage.TextColor3 = chatColor BaseMessage.TextWrapped = true if shouldClipInGameChat then BaseMessage.ClipsDescendants = true end BaseMessage.Text = message BaseMessage.Visible = true BaseMessage.Parent = BaseFrame return BaseFrame, BaseMessage end function methods:AddNameButtonToBaseMessage(BaseMessage, nameColor, formatName, playerName) local speakerNameSize = self:GetStringTextBounds(formatName, BaseMessage.Font, BaseMessage.TextSize) local NameButton = self:GetFromObjectPool("TextButton") NameButton.Selectable = false NameButton.Size = UDim2.new(0, speakerNameSize.X, 0, speakerNameSize.Y) NameButton.Position = UDim2.new(0, 0, 0, 0) NameButton.BackgroundTransparency = 1 NameButton.Font = BaseMessage.Font NameButton.TextSize = BaseMessage.TextSize NameButton.TextXAlignment = BaseMessage.TextXAlignment NameButton.TextYAlignment = BaseMessage.TextYAlignment NameButton.TextTransparency = BaseMessage.TextTransparency NameButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency NameButton.TextColor3 = nameColor NameButton.Text = formatName NameButton.Visible = true NameButton.Parent = BaseMessage local clickedConn = NameButton.MouseButton1Click:connect(function() self:NameButtonClicked(NameButton, playerName) end) local changedConn = nil changedConn = NameButton.Changed:connect(function(prop) if prop == "Parent" then clickedConn:Disconnect() changedConn:Disconnect() end end) return NameButton end function methods:AddChannelButtonToBaseMessage(BaseMessage, channelColor, formatChannelName, channelName) local channelNameSize = self:GetStringTextBounds(formatChannelName, BaseMessage.Font, BaseMessage.TextSize) local ChannelButton = self:GetFromObjectPool("TextButton") ChannelButton.Selectable = false ChannelButton.Size = UDim2.new(0, channelNameSize.X, 0, channelNameSize.Y) ChannelButton.Position = UDim2.new(0, 0, 0, 0) ChannelButton.BackgroundTransparency = 1 ChannelButton.Font = BaseMessage.Font ChannelButton.TextSize = BaseMessage.TextSize ChannelButton.TextXAlignment = BaseMessage.TextXAlignment ChannelButton.TextYAlignment = BaseMessage.TextYAlignment ChannelButton.TextTransparency = BaseMessage.TextTransparency ChannelButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency ChannelButton.TextColor3 = channelColor ChannelButton.Text = formatChannelName ChannelButton.Visible = true ChannelButton.Parent = BaseMessage local clickedConn = ChannelButton.MouseButton1Click:connect(function() self:ChannelButtonClicked(ChannelButton, channelName) end) local changedConn = nil changedConn = ChannelButton.Changed:connect(function(prop) if prop == "Parent" then clickedConn:Disconnect() changedConn:Disconnect() end end) return ChannelButton end function methods:AddTagLabelToBaseMessage(BaseMessage, tagColor, formatTagText) local tagNameSize = self:GetStringTextBounds(formatTagText, BaseMessage.Font, BaseMessage.TextSize) local TagLabel = self:GetFromObjectPool("TextLabel") TagLabel.Selectable = false TagLabel.Size = UDim2.new(0, tagNameSize.X, 0, tagNameSize.Y) TagLabel.Position = UDim2.new(0, 0, 0, 0) TagLabel.BackgroundTransparency = 1 TagLabel.Font = BaseMessage.Font TagLabel.TextSize = BaseMessage.TextSize TagLabel.TextXAlignment = BaseMessage.TextXAlignment TagLabel.TextYAlignment = BaseMessage.TextYAlignment TagLabel.TextTransparency = BaseMessage.TextTransparency TagLabel.TextStrokeTransparency = BaseMessage.TextStrokeTransparency TagLabel.TextColor3 = tagColor TagLabel.Text = formatTagText TagLabel.Visible = true TagLabel.Parent = BaseMessage return TagLabel end function GetWhisperChannelPrefix() if ChatConstants.WhisperChannelPrefix then return ChatConstants.WhisperChannelPrefix end return "To " end function methods:NameButtonClicked(nameButton, playerName) if not self.ChatWindow then return end if ChatSettings.ClickOnPlayerNameToWhisper then local player = Players:FindFirstChild(playerName) if player and player ~= LocalPlayer then local whisperChannel = GetWhisperChannelPrefix() ..playerName if self.ChatWindow:GetChannel(whisperChannel) then self.ChatBar:ResetCustomState() local targetChannelName = self.ChatWindow:GetTargetMessageChannel() if targetChannelName ~= whisperChannel then self.ChatWindow:SwitchCurrentChannel(whisperChannel) end local whisperMessage = "/w " ..playerName self.ChatBar:SetText(whisperMessage) self.ChatBar:CaptureFocus() elseif not self.ChatBar:IsInCustomState() then local whisperMessage = "/w " ..playerName self.ChatBar:SetText(whisperMessage) self.ChatBar:CaptureFocus() end end end end function methods:ChannelButtonClicked(channelButton, channelName) if not self.ChatWindow then return end if ChatSettings.ClickOnChannelNameToSetMainChannel then if self.ChatWindow:GetChannel(channelName) then self.ChatBar:ResetCustomState() local targetChannelName = self.ChatWindow:GetTargetMessageChannel() if targetChannelName ~= channelName then self.ChatWindow:SwitchCurrentChannel(channelName) end self.ChatBar:ResetText() self.ChatBar:CaptureFocus() end end end function methods:RegisterChatWindow(chatWindow) self.ChatWindow = chatWindow self.ChatBar = chatWindow:GetChatBar() end function methods:GetFromObjectPool(className) if self.ObjectPool == nil then return Instance.new(className) end return self.ObjectPool:GetInstance(className) end function methods:RegisterObjectPool(objectPool) self.ObjectPool = objectPool end
---------------------------------------------------------------------------------------------------- -------------------=[ PROJETIL ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,Distance = 10000 ,BDrop = .25 ,BSpeed = 2200 ,SuppressMaxDistance = 25 --- Studs ,SuppressTime = 10 --- Seconds ,BulletWhiz = true ,BWEmitter = 25 ,BWMaxDistance = 200 ,BulletFlare = false ,BulletFlareColor = Color3.fromRGB(255,255,255) ,Tracer = true ,TracerColor = Color3.fromRGB(255,255,255) ,TracerLightEmission = 1 ,TracerLightInfluence = 0 ,TracerLifeTime = .2 ,TracerWidth = .1 ,RandomTracer = false ,TracerEveryXShots = 3 ,TracerChance = 100 ,BulletLight = false ,BulletLightBrightness = 1 ,BulletLightColor = Color3.fromRGB(255,255,255) ,BulletLightRange = 10 ,ExplosiveHit = false ,ExPressure = 500 ,ExpRadius = 25 ,DestroyJointRadiusPercent = 0 --- Between 0 & 1 ,ExplosionDamage = 100 ,LauncherDamage = 100 ,LauncherRadius = 25 ,LauncherPressure = 500 ,LauncherDestroyJointRadiusPercent = 0
--------------------------------------------------------
local prev = Tool:FindFirstChild("Handle") local ModelChild = script.Parent:GetChildren() for i = 1,#ModelChild do if (ModelChild[i].className == "Part") or (ModelChild[i].className == "MeshPart") then if (prev ~= nil)then local weld = Instance.new("Weld") weld.Part0 = prev weld.Part1 = ModelChild[i] weld.C0 = prev.CFrame:inverse() weld.C1 = ModelChild[i].CFrame:inverse() weld.Parent = prev end ModelChild[i].Anchored = false prev = ModelChild[i] end ---- If ModelChild is a Model --- if ModelChild[i]:IsA("Model") then local prev2 = prev local parts2 = ModelChild[i]:GetChildren() for i = 1,#parts2 do if (parts2[i].className == "Part") or (parts2[i].className == "UnionOperation") then if (prev2 ~= nil)then local weld = Instance.new("Weld") weld.Part0 = prev2 weld.Part1 = parts2[i] weld.C0 = prev2.CFrame:inverse() weld.C1 = parts2[i].CFrame:inverse() weld.Parent = prev2 end parts2[i].Anchored = false prev2 = parts2[i] end end end end wait(3) script:remove()
--[=[ @within Timer @type CallbackFn () -> () Callback function. ]=]
type CallbackFn = () -> nil
--Stoppie tune
local StoppieD = 15 local StoppieTq = 40 local StoppieP = 10 local StoppieMultiplier = 1 local StoppieDivider = 2 local clock = .0667 --How fast your wheelie script refreshes
--[[ Returns the enums.PrimaryButtonModes that is reflective of the ownership and equip status from the specified `assetId` and `assetType` of a MerchBooth accessory. Default mode is Purchase. Ownership is checked through MarketplaceService:PlayerOwnsAsset; if the accessory is owned, then equip status is then checked through the player's HumanoidDescription first and the humanoid's accessories second. This function is called when the MerchBooth is opened. ]]
local MarketplaceService = game:GetService("MarketplaceService") local MerchBooth = script:FindFirstAncestor("MerchBooth") local enums = require(MerchBooth.enums) local types = require(MerchBooth.types) local isItemEquipped = require(MerchBooth.Modules.isItemEquipped) return function(mockMarketplaceService: MarketplaceService) MarketplaceService = mockMarketplaceService or MarketplaceService local function getButtonModeAsync(player: Player, itemInfo: types.ItemInfo): string local character = player and player.Character local humanoid = character and character:FindFirstChildOfClass("Humanoid") local mode = enums.PrimaryButtonModes.Purchase if humanoid then if itemInfo.isOwned then mode = enums.PrimaryButtonModes.Owned --if itemInfo.assetType then -- mode = enums.PrimaryButtonModes.CanEquip -- local description = humanoid:GetAppliedDescription() -- if isItemEquipped(description, itemInfo) then -- mode = enums.PrimaryButtonModes.Equipped -- end --end elseif itemInfo.price < 0 then mode = enums.PrimaryButtonModes.NotForSale end end return mode end return getButtonModeAsync end
--------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- -- Main Logic
local function Reflect(surfaceNormal, bulletNormal) return bulletNormal - (2 * bulletNormal:Dot(surfaceNormal) * surfaceNormal) end function Fire(direction) -- Called when we want to fire the gun. if Tool.Parent:IsA("Backpack") then return end -- Can't fire if it's not equipped. -- Note: Above isn't in the event as it will prevent the CanFire value from being set as needed. -- UPD. 11 JUNE 2019 - Add support for random angles. local directionalCF = CFrame.new(Vector3.new(), direction) -- Now, we can use CFrame orientation to our advantage. -- Overwrite the existing Direction value. local direction = (directionalCF * CFrame.fromOrientation(0, 0, RNG:NextNumber(0, TAU)) * CFrame.fromOrientation(math.rad(RNG:NextNumber(MIN_BULLET_SPREAD_ANGLE, MAX_BULLET_SPREAD_ANGLE)), 0, 0)).LookVector -- UPDATE V6: Proper bullet velocity! -- IF YOU DON'T WANT YOUR BULLETS MOVING WITH YOUR CHARACTER, REMOVE THE THREE LINES OF CODE BELOW THIS COMMENT. -- Requested by https://www.roblox.com/users/898618/profile/ -- We need to make sure the bullet inherits the velocity of the gun as it fires, just like in real life. local humanoidRootPart = Tool.Parent:WaitForChild("HumanoidRootPart", 1) -- Add a timeout to this. local myMovementSpeed = humanoidRootPart.Velocity -- To do: It may be better to get this value on the clientside since the server will see this value differently due to ping and such. local modifiedBulletSpeed = (direction * BULLET_SPEED)-- + myMovementSpeed -- We multiply our direction unit by the bullet speed. This creates a Vector3 version of the bullet's velocity at the given speed. We then add MyMovementSpeed to add our body's motion to the velocity. local simBullet = Caster:Fire(FirePointObject.WorldPosition, direction, modifiedBulletSpeed, CastBehavior) -- Optionally use some methods on simBullet here if applicable. -- Play the sound PlayFireSound() end local function KnockBack(hitPos, impactStrength) local boom = Instance.new("Explosion") boom.BlastPressure = 30000*impactStrength boom.BlastRadius = 2 boom.Visible = false boom.ExplosionType = Enum.ExplosionType.NoCraters boom.DestroyJointRadiusPercent = 0 boom.Position = hitPos boom.Parent = workspace.Terrain Debris:AddItem(boom, .1) end
--// # key, ManOn
mouse.KeyDown:connect(function(key) if key=="f" then veh.Lightbar.middle.Man:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(215, 135, 110) veh.Lightbar.MAN.Transparency = 0 end end)
-- Libraries
local Roact = require(Vendor:WaitForChild('Roact')) local ToolManualWindow = require(UI:WaitForChild('ToolManualWindow')) local function ListenForManualWindowTrigger(Text, ThemeColor, SignatureButton) local HelpButton = SignatureButton:WaitForChild('HelpButton') local IsManualOpen = false local ManualHandle = nil local function BeginHover() if not IsManualOpen then HelpButton.TextTransparency = 0 HelpButton:WaitForChild('Background').BackgroundTransparency = 0 end end local function EndHover() if not IsManualOpen then HelpButton.TextTransparency = 0.5 HelpButton:WaitForChild('Background').BackgroundTransparency = 0.75 end end local function ToggleManual() HelpButton.TextTransparency = IsManualOpen and 0 or 0.5 HelpButton:WaitForChild('Background').BackgroundTransparency = IsManualOpen and 0 or 0.75 -- Close manual if open if IsManualOpen then EndHover() IsManualOpen = false ManualHandle = Roact.unmount(ManualHandle) -- Open manual if closed else BeginHover() IsManualOpen = true local ManualElement = Roact.createElement(ToolManualWindow, { Text = Text; ThemeColor = ThemeColor; }) ManualHandle = Roact.mount(ManualElement, Core.UI, 'ToolManualWindow') end end -- Enable help button SignatureButton.Activated:Connect(ToggleManual) HelpButton.Activated:Connect(ToggleManual) SignatureButton.InputBegan:Connect(BeginHover) SignatureButton.InputEnded:Connect(EndHover) HelpButton.InputBegan:Connect(BeginHover) HelpButton.InputEnded:Connect(EndHover) end return ListenForManualWindowTrigger
--- Skip forwards in now -- @param delta now to skip forwards
function Spring:TimeSkip(delta) local now = self._clock() local position, velocity = self:_positionVelocity(now+delta) self._position0 = position self._velocity0 = velocity self._time0 = now end function Spring:__index(index) if Spring[index] then return Spring[index] elseif index == "Value" or index == "Position" or index == "p" then local position, _ = self:_positionVelocity(self._clock()) return position elseif index == "Velocity" or index == "v" then local _, velocity = self:_positionVelocity(self._clock()) return velocity elseif index == "Target" or index == "t" then return self._target elseif index == "Damper" or index == "d" then return self._damper elseif index == "Speed" or index == "s" then return self._speed elseif index == "Clock" then return self._clock else error(("%q is not a valid member of Spring"):format(tostring(index)), 2) end end function Spring:__newindex(index, value) local now = self._clock() if index == "Value" or index == "Position" or index == "p" then local _, velocity = self:_positionVelocity(now) self._position0 = value self._velocity0 = velocity self._time0 = now elseif index == "Velocity" or index == "v" then local position, _ = self:_positionVelocity(now) self._position0 = position self._velocity0 = value self._time0 = now elseif index == "Target" or index == "t" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._target = value self._time0 = now elseif index == "Damper" or index == "d" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._damper = math.clamp(value, 0, 1) self._time0 = now elseif index == "Speed" or index == "s" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._speed = value < 0 and 0 or value self._time0 = now elseif index == "Clock" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._clock = value self._time0 = value() else error(("%q is not a valid member of Spring"):format(tostring(index)), 2) end end function Spring:_positionVelocity(now) local p0 = self._position0 local v0 = self._velocity0 local p1 = self._target local d = self._damper local s = self._speed local t = s*(now - self._time0) local d2 = d*d local h, si, co if d2 < 1 then h = math.sqrt(1 - d2) local ep = math.exp(-d*t)/h co, si = ep*math.cos(h*t), ep*math.sin(h*t) elseif d2 == 1 then h = 1 local ep = math.exp(-d*t)/h co, si = ep, ep*t else h = math.sqrt(d2 - 1) local u = math.exp((-d + h)*t)/(2*h) local v = math.exp((-d - h)*t)/(2*h) co, si = u + v, u - v end local a0 = h*co + d*si local a1 = 1 - (h*co + d*si) local a2 = si/s local b0 = -s*si local b1 = s*si local b2 = h*co - d*si return a0*p0 + a1*p1 + a2*v0, b0*p0 + b1*p1 + b2*v0 end return Spring
-- SERVICES --
local CS = game:GetService("CollectionService")
-- Writes a warning to the output -- in context of the FpsCamera.
function FpsCamera:Warn(...) warn("[FpsCamera]", ...) end
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/.2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) function PBrake() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) function Gear() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) mouse.KeyDown:connect(function(key) if key=="v" then script.Parent.Visible=not script.Parent.Visible end end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) Gear() PBrake()
-- Ideas : Use this crystal for points in a minigame, Change the color of crystal; Whisper me for a Custom Item with your name on it!
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed>0 then playAnimation("walk", 0.1, Humanoid) pose = "Running" else playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing() playAnimation("climb", 0.1, Humanoid) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid) return end end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then stopAllAnimations() moveSit() return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
--local Screen = carSeat.Parent.AudioPlayerScreen.SurfaceGui <-- soon
local Song = script.Parent.AudioPlayerGui.Song local Audio = carSeat.Audio vol = 0.2 function playSong() local id = player.PlayerGui.AudioPlayer.AudioPlayerGui.TextBox.Text Audio:Stop() Audio.SoundId = "http://www.roblox.com/asset/?id="..id Audio:Play() --Screen.Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name --Screen.ID.Text = id end function stopSong() Audio:Stop() end function volUp() if vol + 0.2 <= 100 then vol = vol + 0.1 Audio.Volume = vol player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%" --Screen.Vol.Text = tostring(vol*100) .. "%" end end function volDown() if vol - 0.1 >= 0 then vol = vol - 0.1 Audio.Volume = vol player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%" --Screen.Vol.Text = tostring(vol*100) .. "%" end end VolUpButton.MouseButton1Click:connect(function() volUp() end) VolDownButton.MouseButton1Click:connect(function() volDown() end) PlayButton.MouseButton1Click:connect(function() playSong() end) PauseButton.MouseButton1Click:connect(function() stopSong() end)
-- CONSTANTS
local GuiLib = script.Parent.Parent local Lazy = require(GuiLib:WaitForChild("LazyLoader")) local Defaults = GuiLib:WaitForChild("Defaults") local UIS = game:GetService("UserInputService") local VALID_PRESS = { [Enum.UserInputType.MouseButton1] = true; [Enum.UserInputType.Touch] = true; } local ARROW_UP = "rbxassetid://5154078925" local ARROW_DOWN = "rbxassetid://5143165549" local DROP_BUTTON = Defaults:WaitForChild("DropdownButton")
-- CORE UTILITY METHODS
function Icon:set(settingName, value, iconState, setAdditional) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) if type(iconState) == "string" then iconState = iconState:lower() end local previousValue = self:get(settingName, iconState) if iconState == "hovering" then -- Apply hovering state if valid settingDetail.hoveringValue = value if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous_"..iconState] = previousValue end if type(setAdditional) == "string" then settingDetail.additionalValues[setAdditional.."_"..iconState] = previousValue end self:_update(settingName) else -- Update the settings value local toggleState = iconState local settingType = settingDetail.type if settingType == "toggleable" then local valuesToSet = {} if toggleState == "deselected" or toggleState == "selected" then table.insert(valuesToSet, toggleState) else table.insert(valuesToSet, "deselected") table.insert(valuesToSet, "selected") toggleState = nil end for i, v in pairs(valuesToSet) do settingDetail.values[v] = value if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous_"..v] = previousValue end if type(setAdditional) == "string" then settingDetail.additionalValues[setAdditional.."_"..v] = previousValue end end else settingDetail.value = value if type(setAdditional) == "string" then if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous"] = previousValue end settingDetail.additionalValues[setAdditional] = previousValue end end -- Check previous and new are not the same if previousValue == value then return self, "Value was already set" end -- Update appearances of associated instances local currentToggleState = self:getToggleState() if not self._updateAfterSettingAll and settingDetail.instanceNames and (currentToggleState == toggleState or toggleState == nil) then local ignoreTweenAction = (settingName == "iconSize" and previousValue and previousValue.X.Scale == 1) local tweenInfo = (settingDetail.tweenAction and not ignoreTweenAction and self:get(settingDetail.tweenAction)) or TweenInfo.new(0) self:_update(settingName, currentToggleState, tweenInfo) end end -- Call any methods present if settingDetail.callMethods then for _, callMethod in pairs(settingDetail.callMethods) do callMethod(self, value, iconState) end end -- Call any signals present if settingDetail.callSignals then for _, callSignal in pairs(settingDetail.callSignals) do callSignal:Fire() end end return self end function Icon:get(settingName, iconState, getAdditional) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) local valueToReturn, additionalValueToReturn if typeof(iconState) == "string" then iconState = iconState:lower() end --if ((self.hovering and settingDetail.hoveringValue) or iconState == "hovering") and getAdditional == nil then if (iconState == "hovering") and getAdditional == nil then valueToReturn = settingDetail.hoveringValue additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional.."_"..iconState] end local settingType = settingDetail.type if settingType == "toggleable" then local toggleState = ((iconState == "deselected" or iconState == "selected") and iconState) or self:getToggleState() if additionalValueToReturn == nil then additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional.."_"..toggleState] end if valueToReturn == nil then valueToReturn = settingDetail.values[toggleState] end else if additionalValueToReturn == nil then additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional] end if valueToReturn == nil then valueToReturn = settingDetail.value end end return valueToReturn, additionalValueToReturn end function Icon:getHovering(settingName) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) return settingDetail.hoveringValue end function Icon:getToggleState(isSelected) isSelected = isSelected or self.isSelected return (isSelected and "selected") or "deselected" end function Icon:getIconState() if self.hovering then return "hovering" else return self:getToggleState() end end function Icon:_update(settingName, toggleState, customTweenInfo) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) toggleState = toggleState or self:getToggleState() local value = settingDetail.value or (settingDetail.values and settingDetail.values[toggleState]) if self.hovering and settingDetail.hoveringValue then value = settingDetail.hoveringValue end if value == nil then return end local tweenInfo = customTweenInfo or (settingDetail.tweenAction and self:get(settingDetail.tweenAction)) or self:get("toggleTransitionInfo") or TweenInfo.new(0.15) local propertyName = settingDetail.propertyName local invalidPropertiesTypes = { ["string"] = true, ["NumberSequence"] = true, ["Text"] = true, ["EnumItem"] = true, ["ColorSequence"] = true, } local uniqueSetting = self._uniqueSettingsDictionary[settingName] local newValue = value if settingDetail.useForcedGroupValue then newValue = settingDetail.forcedGroupValue end if settingDetail.instanceNames then for _, instanceName in pairs(settingDetail.instanceNames) do local instance = self.instances[instanceName] local propertyType = typeof(instance[propertyName]) local cannotTweenProperty = invalidPropertiesTypes[propertyType] or typeof(instance) == "table" if uniqueSetting then uniqueSetting(settingName, instance, propertyName, newValue) elseif cannotTweenProperty then instance[propertyName] = value else tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}):Play() end -- if settingName == "iconSize" and instance[propertyName] ~= newValue then self.updated:Fire() end -- end end end function Icon:_updateAll(iconState, customTweenInfo) for settingName, settingDetail in pairs(self._settingsDictionary) do if settingDetail.instanceNames then self:_update(settingName, iconState, customTweenInfo) end end end function Icon:_updateHovering(customTweenInfo) for settingName, settingDetail in pairs(self._settingsDictionary) do if settingDetail.instanceNames and settingDetail.hoveringValue ~= nil then self:_update(settingName, nil, customTweenInfo) end end end function Icon:_updateStateOverlay(transparency, color) local stateOverlay = self.instances.iconOverlay stateOverlay.BackgroundTransparency = transparency or 1 stateOverlay.BackgroundColor3 = color or Color3.new(1, 1, 1) end function Icon:setTheme(theme, updateAfterSettingAll) self._updateAfterSettingAll = updateAfterSettingAll for settingsType, settingsDetails in pairs(theme) do if settingsType == "toggleable" then for settingName, settingValue in pairs(settingsDetails.deselected) do if not self.lockedSettings[settingName] then self:set(settingName, settingValue, "both") end end for settingName, settingValue in pairs(settingsDetails.selected) do if not self.lockedSettings[settingName] then self:set(settingName, settingValue, "selected") end end else for settingName, settingValue in pairs(settingsDetails) do if not self.lockedSettings[settingName] then self:set(settingName, settingValue) end end end end self._updateAfterSettingAll = nil if updateAfterSettingAll then self:_updateAll() end return self end function Icon:getInstance(instanceName) return self.instances[instanceName] end function Icon:setInstance(instanceName, instance) local originalInstance = self.instances[instanceName] self.instances[instanceName] = instance if originalInstance then originalInstance:Destroy() end return self end function Icon:getSettingDetail(targetSettingName) for _, settingsDetails in pairs(self._settings) do for settingName, settingDetail in pairs(settingsDetails) do if settingName == targetSettingName then return settingDetail end end end return false end function Icon:modifySetting(settingName, dictionary) local settingDetail = self:getSettingDetail(settingName) for key, value in pairs(dictionary) do settingDetail[key] = value end return self end function Icon:convertLabelToNumberSpinner(numberSpinner) -- This updates the number spinners appearance self:set("iconLabelSize", UDim2.new(1,0,1,0)) numberSpinner.Parent = self:getInstance("iconButton") -- This creates a fake iconLabel which updates the property of all descendant spinner TextLabels when indexed local textLabel = {} setmetatable(textLabel, {__newindex = function(_, index, value) for _, label in pairs(numberSpinner.Frame:GetDescendants()) do if label:IsA("TextLabel") then label[index] = value end end end}) -- This overrides existing instances and settings so that they update the spinners properties (instead of the old textlabel) local iconButton = self:getInstance("iconButton") iconButton.ZIndex = 0 self:setInstance("iconLabel", textLabel) self:modifySetting("iconText", {instanceNames = {}}) -- We do this to prevent text being modified within the metatable above self:setInstance("iconLabelSpinner", numberSpinner.Frame) local settingsToConvert = {"iconLabelVisible", "iconLabelAnchorPoint", "iconLabelPosition", "iconLabelSize"} for _, settingName in pairs(settingsToConvert) do self:modifySetting(settingName, {instanceNames = {"iconLabelSpinner"}}) end -- This applies all the values we just updated self:_updateAll() return self end function Icon:setEnabled(bool) self.enabled = bool self.instances.iconContainer.Visible = bool self.updated:Fire() return self end function Icon:setName(string) self.name = string self.instances.iconContainer.Name = string return self end function Icon:setProperty(propertyName, value) self[propertyName] = value return self end function Icon:_playClickSound() local clickSound = self.instances.clickSound if clickSound.SoundId ~= nil and #clickSound.SoundId > 0 and clickSound.Volume > 0 then local clickSoundCopy = clickSound:Clone() clickSoundCopy.Parent = clickSound.Parent clickSoundCopy:Play() debris:AddItem(clickSoundCopy, clickSound.TimeLength) end end function Icon:select(byIcon) if self.locked then return self end self.isSelected = true self:_setToggleItemsVisible(true, byIcon) self:_updateNotice() self:_updateAll() self:_playClickSound() if #self.dropdownIcons > 0 or #self.menuIcons > 0 then IconController:_updateSelectionGroup() end self.selected:Fire() self.toggled:Fire(self.isSelected) return self end function Icon:deselect(byIcon) if self.locked then return self end self.isSelected = false self:_setToggleItemsVisible(false, byIcon) self:_updateNotice() self:_updateAll() self:_playClickSound() if #self.dropdownIcons > 0 or #self.menuIcons > 0 then IconController:_updateSelectionGroup() end self.deselected:Fire() self.toggled:Fire(self.isSelected) return self end function Icon:notify(clearNoticeEvent, noticeId) coroutine.wrap(function() if not clearNoticeEvent then clearNoticeEvent = self.deselected end if self._parentIcon then self._parentIcon:notify(clearNoticeEvent) end local notifComplete = Signal.new() local endEvent = self._endNotices:Connect(function() notifComplete:Fire() end) local customEvent = clearNoticeEvent:Connect(function() notifComplete:Fire() end) noticeId = noticeId or httpService:GenerateGUID(true) self.notices[noticeId] = { completeSignal = notifComplete, clearNoticeEvent = clearNoticeEvent, } self.totalNotices += 1 self:_updateNotice() self.notified:Fire(noticeId) notifComplete:Wait() endEvent:Disconnect() customEvent:Disconnect() notifComplete:Disconnect() self.totalNotices -= 1 self.notices[noticeId] = nil self:_updateNotice() end)() return self end function Icon:_updateNotice() local enabled = true if self.totalNotices < 1 then enabled = false end -- Deselect if not self.isSelected then if (#self.dropdownIcons > 0 or #self.menuIcons > 0) and self.totalNotices > 0 then enabled = true end end -- Select if self.isSelected then if #self.dropdownIcons > 0 or #self.menuIcons > 0 then enabled = false end end local value = (enabled and 0) or 1 self:set("noticeImageTransparency", value) self:set("noticeTextTransparency", value) self.instances.noticeLabel.Text = (self.totalNotices < 100 and self.totalNotices) or "99+" end function Icon:clearNotices() self._endNotices:Fire() return self end function Icon:disableStateOverlay(bool) if bool == nil then bool = true end local stateOverlay = self.instances.iconOverlay stateOverlay.Visible = not bool return self end
--[[** ensures value is a number where value <= max @param max The maximum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberMax(max) return function(value) local success, errMsg = t.number(value) if not success then return false, errMsg end if value <= max then return true else return false, string.format("number <= %s expected, got %s", max, value) end end end
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Pink",Paint) end)
---------------------------------------------------------------
function onChildAdded(something) if something.Name == "SeatWeld" then local human = something.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then s.carName.Value = s.Parent.Parent.Name s.carName:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui end end end function onChildRemoved(something) if (something.Name == "SeatWeld") then local human = something.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human Found") game.Players:findFirstChild(human.Parent.Name).PlayerGui.carName:remove() end end end script.Parent.ChildAdded:connect(onChildAdded) script.Parent.ChildRemoved:connect(onChildRemoved)
--[[ Returns the stack trace of where the element was created that this component instance's properties are based on. Intended to be used primarily by diagnostic tools. ]]
function Component:getElementTraceback() return self[InternalData].virtualNode.currentElement.source end
--[=[ Switch map but for brios. The resulting observable will be disconnected on the end of the brio's life. Like [RxBrioUtils.switchMap] but emitted values are wrapped in brios. The lifetime of this brio is limited by the lifetime of the input brios, which are unwrapped and repackaged. @since 3.6.0 @param project (value: TBrio) -> TProject | Brio<TProject> @return (source: Observable<Brio<TBrio>>) -> Observable<Brio<TResult>> ]=]
function RxBrioUtils.switchMapBrio(project) assert(type(project) == "function", "Bad project") return Rx.switchMap(RxBrioUtils.mapBrioBrio(project)) end
--[[ A method called by consumers of Roact to create a new component class. Components can not be extended beyond this point, with the exception of PureComponent. ]]
function Component:extend(name) if config.typeChecks then assert(Type.of(self) == Type.StatefulComponentClass, "Invalid `self` argument to `extend`.") assert(typeof(name) == "string", "Component class name must be a string") end local class = {} for key, value in pairs(self) do -- Roact opts to make consumers use composition over inheritance, which -- lines up with React. -- https://reactjs.org/docs/composition-vs-inheritance.html if key ~= "extend" then class[key] = value end end class[Type] = Type.StatefulComponentClass class.__index = class class.__componentName = name setmetatable(class, componentClassMetatable) return class end function Component:__getDerivedState(incomingProps, incomingState) if config.internalTypeChecks then internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__getDerivedState`") end local internalData = self[InternalData] local componentClass = internalData.componentClass if componentClass.getDerivedStateFromProps ~= nil then local derivedState = componentClass.getDerivedStateFromProps(incomingProps, incomingState) if derivedState ~= nil then if config.typeChecks then assert(typeof(derivedState) == "table", "getDerivedStateFromProps must return a table!") end return derivedState end end return nil end function Component:setState(mapState) if config.typeChecks then assert(Type.of(self) == Type.StatefulComponentInstance, "Invalid `self` argument to `extend`.") end local internalData = self[InternalData] local lifecyclePhase = internalData.lifecyclePhase --[[ When preparing to update, rendering, or unmounting, it is not safe to call `setState` as it will interfere with in-flight updates. It's also disallowed during unmounting ]] if lifecyclePhase == ComponentLifecyclePhase.ShouldUpdate or lifecyclePhase == ComponentLifecyclePhase.WillUpdate or lifecyclePhase == ComponentLifecyclePhase.Render or lifecyclePhase == ComponentLifecyclePhase.WillUnmount then local messageTemplate = invalidSetStateMessages[internalData.lifecyclePhase] local message = messageTemplate:format(tostring(internalData.componentClass)) error(message, 2) end local pendingState = internalData.pendingState local partialState if typeof(mapState) == "function" then partialState = mapState(pendingState or self.state, self.props) -- Abort the state update if the given state updater function returns nil if partialState == nil then return end elseif typeof(mapState) == "table" then partialState = mapState else error("Invalid argument to setState, expected function or table", 2) end local newState if pendingState ~= nil then newState = assign(pendingState, partialState) else newState = assign({}, self.state, partialState) end if lifecyclePhase == ComponentLifecyclePhase.Init then -- If `setState` is called in `init`, we can skip triggering an update! local derivedState = self:__getDerivedState(self.props, newState) self.state = assign(newState, derivedState) elseif lifecyclePhase == ComponentLifecyclePhase.DidMount or lifecyclePhase == ComponentLifecyclePhase.DidUpdate or lifecyclePhase == ComponentLifecyclePhase.ReconcileChildren then --[[ During certain phases of the component lifecycle, it's acceptable to allow `setState` but defer the update until we're done with ones in flight. We do this by collapsing it into any pending updates we have. ]] local derivedState = self:__getDerivedState(self.props, newState) internalData.pendingState = assign(newState, derivedState) elseif lifecyclePhase == ComponentLifecyclePhase.Idle then -- Pause parent events when we are updated outside of our lifecycle -- If these events are not paused, our setState can cause a component higher up the -- tree to rerender based on events caused by our component while this reconciliation is happening. -- This could cause the tree to become invalid. local virtualNode = internalData.virtualNode local reconciler = internalData.reconciler if config.tempFixUpdateChildrenReEntrancy then reconciler.suspendParentEvents(virtualNode) end -- Outside of our lifecycle, the state update is safe to make immediately self:__update(nil, newState) if config.tempFixUpdateChildrenReEntrancy then reconciler.resumeParentEvents(virtualNode) end else local messageTemplate = invalidSetStateMessages.default local message = messageTemplate:format(tostring(internalData.componentClass)) error(message, 2) end end
-- same as jump for now
function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 3.14/2 LeftShoulder.DesiredAngle = -3.14/2 RightHip.DesiredAngle = 3.14/2 LeftHip.DesiredAngle = -3.14/2 end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then RightShoulderdDesiredAngle = 1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1.57 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Seated") then moveSit() return end local climbFudge = 0 if (pose == "Running") then RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 amplitude = 1 frequency = 9 elseif (pose == "Climbing") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 amplitude = 1 frequency = 9 climbFudge = 3.14 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder.DesiredAngle = desiredAngle + climbFudge LeftShoulder.DesiredAngle = desiredAngle - climbFudge RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle local tool = getTool() if tool then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
-- connect up
function stopLoopedSounds() sRunning:Stop() sClimbing:Stop() sSwimming:Stop() end if hasPlayer == nil then Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Swimming:connect(onSwimming) Humanoid.Climbing:connect(onClimbing) Humanoid.Jumping:connect(function(state) onStateNoStop(state, sJumping) prevState = "Jump" end) Humanoid.GettingUp:connect(function(state) stopLoopedSounds() onStateNoStop(state, sGettingUp) prevState = "GetUp" end) Humanoid.FreeFalling:connect(function(state) stopLoopedSounds() onStateFall(state, sFreeFalling) prevState = "FreeFall" end) Humanoid.FallingDown:connect(function(state) stopLoopedSounds() end) Humanoid.StateChanged:connect(function(old, new) if not (new.Name == "Dead" or new.Name == "Running" or new.Name == "RunningNoPhysics" or new.Name == "Swimming" or new.Name == "Jumping" or new.Name == "GettingUp" or new.Name == "Freefall" or new.Name == "FallingDown") then stopLoopedSounds() end end) end
--Tuning tips: If your car tends to oversteer, increase the ratio of friction towards the front (E.G. .65 front .6 rear), do the opposite in case of understeer
-- Table to hold player information for the current session
local sessionData = {} local AUTOSAVE_INTERVAL = 60 if runService:IsStudio() then AUTOSAVE_INTERVAL = 15 end
--[[ Vector2 Mouse:GetPosition() Vector2 Mouse:GetDelta() Void Mouse:Lock() Void Mouse:LockCenter() Void Mouse:Unlock() Void Mouse:SetMouseIcon(iconId) Void Mouse:SetMouseIconEnabled(isEnabled) Boolean Mouse:IsMouseIconEnabled() Many Mouse:Cast(ignoreDescendantsInstance, terrainCellsAreCubes, ignoreWater) Many Mouse:CastWithIgnoreList(ignoreDescendantsTable, terrainCellsAreCubes, ignoreWater) Many Mouse:CastWithWhitelist(whitelistDescendantsTable, ignoreWater) Mouse.LeftDown() Mouse.LeftUp() Mouse.RightDown() Mouse.RightUp() Mouse.MiddleDown() Mouse.MiddleUp() Mouse.Moved() Mouse.Scrolled(amount) --]]
local Mouse = {} local playerMouse = game:GetService("Players").LocalPlayer:GetMouse() local userInput = game:GetService("UserInputService") local cam = workspace.CurrentCamera local workspace = workspace local RAY = Ray.new function Mouse:GetPosition() return userInput:GetMouseLocation() end function Mouse:GetDelta() return userInput:GetMouseDelta() end function Mouse:Lock() userInput.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition end function Mouse:LockCenter() userInput.MouseBehavior = Enum.MouseBehavior.LockCenter end function Mouse:Unlock() userInput.MouseBehavior = Enum.MouseBehavior.Default end function Mouse:SetMouseIcon(iconId) playerMouse.Icon = (iconId and ("rbxassetid://" .. iconId) or "") end function Mouse:SetMouseIconEnabled(enabled) userInput.MouseIconEnabled = enabled end function Mouse:IsMouseIconEnabled() return userInput.MouseIconEnabled end function Mouse:GetRay() local mousePos = userInput:GetMouseLocation() local viewportMouseRay = cam:ViewportPointToRay(mousePos.X, mousePos.Y) return RAY(viewportMouseRay.Origin, viewportMouseRay.Direction * 999) end function Mouse:Cast(ignoreDescendantsInstance, terrainCellsAreCubes, ignoreWater) return workspace:FindPartOnRay(self:GetRay(), ignoreDescendantsInstance, terrainCellsAreCubes, ignoreWater) end function Mouse:CastWithIgnoreList(ignoreDescendantsTable, terrainCellsAreCubes, ignoreWater) return workspace:FindPartOnRayWithIgnoreList(self:GetRay(), ignoreDescendantsTable, terrainCellsAreCubes, ignoreWater) end function Mouse:CastWithWhitelist(whitelistDescendantsTable, ignoreWater) return workspace:FindPartOnRayWithWhitelist(self:GetRay(), whitelistDescendantsTable, ignoreWater) end function Mouse:Start() end function Mouse:Init() self.LeftDown = self.Shared.Event.new() self.LeftUp = self.Shared.Event.new() self.RightDown = self.Shared.Event.new() self.RightUp = self.Shared.Event.new() self.MiddleDown = self.Shared.Event.new() self.MiddleUp = self.Shared.Event.new() self.Moved = self.Shared.Event.new() self.Scrolled = self.Shared.Event.new() userInput.InputBegan:Connect(function(input, processed) if (processed) then return end if (input.UserInputType == Enum.UserInputType.MouseButton1) then self.LeftDown:Fire() elseif (input.UserInputType == Enum.UserInputType.MouseButton2) then self.RightDown:Fire() elseif (input.UserInputType == Enum.UserInputType.MouseButton3) then self.MiddleDown:Fire() end end) userInput.InputEnded:Connect(function(input, processed) if (input.UserInputType == Enum.UserInputType.MouseButton1) then self.LeftUp:Fire() elseif (input.UserInputType == Enum.UserInputType.MouseButton2) then self.RightUp:Fire() elseif (input.UserInputType == Enum.UserInputType.MouseButton3) then self.MiddleUp:Fire() end end) userInput.InputChanged:Connect(function(input, processed) if (input.UserInputType == Enum.UserInputType.MouseMovement) then self.Moved:Fire() elseif (input.UserInputType == Enum.UserInputType.MouseWheel) then if (not processed) then self.Scrolled:Fire(input.Position.Z) end end end) end return Mouse
--Close/Store Wear Data
car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then local wD=car:FindFirstChild("WearData") if car:FindFirstChild("WearData")==nil then wD = script.Parent.WearData:Clone() wD.Parent=car end for i,v in pairs(Wheels) do wD[v.wheel.Name].Value = v.Heat end wD.STime.Value=tick() end end)
--// Easily add new custom commands below (without needing to create a plugin module) --// You can also use this to overwrite existing commands if you know the command's index (found in the command's respective module within the Adonis MainModule)
settings.Commands = { ExampleCommand1 = { --// The index & table of the command Prefix = Settings.Prefix; --// The prefix the command will use, this is the ':' in ':ff me' Commands = {"examplecommand1", "examplealias1", "examplealias2"}; --// A table containing the command strings (the things you chat in-game to run the command, the 'ff' in ':ff me') Args = {"arg1", "arg2", "etc"}; --// Command arguments, these will be available in order as args[1], args[2], args[3], etc; This is the 'me' in ':ff me' Description = "Example command";--// The description of the command AdminLevel = 100; -- Moderators --// The commands minimum admin level; This can also be a table containing specific levels rather than a minimum level: {124, 152, "HeadAdmins", etc}; -- Alternative option: AdminLevel = "Moderators" Filter = true; --// Should user-supplied text passed to this command be filtered automatically? Use this if you plan to display a user-defined message to other players Hidden = true; --// Should this command be hidden from the command list? Disabled = true; --// If set to true this command won't be usable. Function = function(plr: Player, args: {string}, data) --// The command's function; This is the actual code of the command which runs when you run the command --// "plr" is the player running the command --// "args" is an array of strings containing command arguments supplied by the user --// "data" is a table containing information related to the command and the player running it, such as data.PlayerData.Level (the player's admin level) [Refer to API docs] print("This is 'arg1':", tostring(args[1])) print("This is 'arg2':", tostring(args[2])) print("This is 'etc'(arg 3):", tostring(args[3])) error("this is an example error :o !") --// Errors raised in the function during command execution will be displayed to the user. end }; } settings.CommandCooldowns = {
-- Navigation
for _,NavButton in pairs(Navigation.Main:GetChildren()) do if NavButton:IsA("TextButton") then NavButton.MouseButton1Click:connect(function() if not Tweening then Tweening = true; Navigation:TweenPosition(UDim2.new(-1,0,0,0),Direction,Style,Time); Main[NavButton.Name]:TweenPosition(UDim2.new(0,0,0,0),Direction,Style,Time); wait(Time); Tweening = false; end; end) end; end for _,Frame in pairs(Main:GetChildren()) do Frame.Back.MouseButton1Click:connect(function() if not Tweening then Tweening = true; Navigation:TweenPosition(UDim2.new(0,0,0,0),Direction,Style,Time); Main[Frame.Name]:TweenPosition(UDim2.new(1,0,0,0),Direction,Style,Time); wait(Time); Tweening = false; end; end) end
--[[INSTALL PROCESS]]-- -- Place the brick in the body group, where your radiator would be, and place the "Temperature" GUI in the plugin folder! -- This plugin is Filtering Enabled compatible
script:WaitForChild("Celsius") script:WaitForChild("Blown") local car = script.Parent.Parent.Car.Value local radiator = car.Body.Smoke local mouse = game.Players.LocalPlayer:GetMouse() local handler = car.EngineOverheat local FE = workspace.FilteringEnabled
-- access point for easily setting render settings such as default lighting properties, camera, etc
local References = require(game:GetService("ReplicatedStorage"):WaitForChild("Utilities"):WaitForChild("Services"):WaitForChild("References")) local Utilities = References.Utilities local Services = Utilities.Services local Player = require(References.PlayerScripts.Main:WaitForChild("Player")) local Gameplay = {} Gameplay.Camera = workspace.CurrentCamera Gameplay.HUDPositions = {} Gameplay.HUD_ENABLED = true function Gameplay:UpdateHUDPositions() local hud_elements = References.HUD:GetChildren() for i=1,#hud_elements do local hud_element = hud_elements[i] if hud_element:IsA("GuiObject") then Gameplay.HUDPositions[hud_element] = {} Gameplay.HUDPositions[hud_element].Show = hud_element.Position local axis = {X=0,Y=0} local hidden = {} for a in pairs(axis) do hidden[a] = {Offset = 0; Scale = 0;}; if hud_element.Position[a].Scale <= .25 then hidden[a].Scale = 0; hidden[a].Offset = -(hud_element.AbsoluteSize.X*2) --hidden_x_scale = -.5 elseif hud_element.Position[a].Scale > .25 and hud_element.Position[a].Scale < .75 then hidden[a].Scale = hud_element.Position[a].Scale hidden[a].Offset = hud_element.Position[a].Offset -- hidden_x_scale = hud_element.Position[a].Scale else hidden[a].Scale = 0; hidden[a].Offset = References.HUD.AbsoluteSize.X + (hud_element.AbsoluteSize.X*2) --hidden_x_scale = 1.5 end end Gameplay.HUDPositions[hud_element].Hide = UDim2.new(hidden.X.Scale,hidden.X.Offset,hidden.Y.Scale,hidden.Y.Offset) end end end Gameplay:UpdateHUDPositions() References.HUD:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() if Gameplay.HUD_ENABLED then Gameplay:UpdateHUDPositions() end end) function Gameplay:TweenHUD(on_off) local desc = References.HUD:GetChildren() for i=1,#desc do local d = desc[i] if d:IsA("GuiObject") then local positions = self.HUDPositions[d] if positions then d:TweenPosition(on_off and positions.Show or positions.Hide, "Out", "Quint", 1, true) end end end end function Gameplay:ToggleHUD(on_off) if on_off then self:SetDefaultCore() else Services.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false) end self:TweenHUD(on_off) self.HUD_ENABLED = on_off end -- sets all of our preferred core ui settings (topbar stuff, coreguitypes, etc) function Gameplay:SetDefaultCore() References.PlayerGui:SetTopbarTransparency(1) Services.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) Services.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, true) Services.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, true) Services.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, true) --Services.StarterGui:SetCore("ResetButtonCallback",false) Player.Player.CameraMaxZoomDistance = 65; end Gameplay:SetDefaultCore() return Gameplay
--- Returns the text bounds size based on given text, label (from which properties will be pulled), and optional Vector2 container size.
function Util.GetTextSize(text, label, size) return TextService:GetTextSize(text, label.TextSize, label.Font, size or Vector2.new(label.AbsoluteSize.X, 0)) end
-- End of YellowTide's functions
local function InQuad(t, b, c, d) t = t / d return c * t * t + b end local function OutQuad(t, b, c, d) t = t / d return -c * t * (t - 2) + b end local function InOutQuad(t, b, c, d) t = t / d * 2 return t < 1 and c * 0.5 * t * t + b or -c * 0.5 * ((t - 1) * (t - 3) - 1) + b end local function OutInQuad(t, b, c, d) if t < d * 0.5 then t = 2 * t / d return -0.5 * c * t * (t - 2) + b else t, c = ((t * 2) - d) / d, 0.5 * c return c * t * t + b + c end end local function InCubic(t, b, c, d) t = t / d return c * t * t * t + b end local function OutCubic(t, b, c, d) t = t / d - 1 return c * (t * t * t + 1) + b end local function InOutCubic(t, b, c, d) t = t / d * 2 if t < 1 then return c * 0.5 * t * t * t + b else t = t - 2 return c * 0.5 * (t * t * t + 2) + b end end local function OutInCubic(t, b, c, d) if t < d * 0.5 then t = t * 2 / d - 1 return c * 0.5 * (t * t * t + 1) + b else t, c = ((t * 2) - d) / d, c * 0.5 return c * t * t * t + b + c end end local function InQuart(t, b, c, d) t = t / d return c * t * t * t * t + b end local function OutQuart(t, b, c, d) t = t / d - 1 return -c * (t * t * t * t - 1) + b end local function InOutQuart(t, b, c, d) t = t / d * 2 if t < 1 then return c * 0.5 * t * t * t * t + b else t = t - 2 return -c * 0.5 * (t * t * t * t - 2) + b end end local function OutInQuart(t, b, c, d) if t < d * 0.5 then t, c = t * 2 / d - 1, c * 0.5 return -c * (t * t * t * t - 1) + b else t, c = ((t * 2) - d) / d, c * 0.5 return c * t * t * t * t + b + c end end local function InQuint(t, b, c, d) t = t / d return c * t * t * t * t * t + b end local function OutQuint(t, b, c, d) t = t / d - 1 return c * (t * t * t * t * t + 1) + b end local function InOutQuint(t, b, c, d) t = t / d * 2 if t < 1 then return c * 0.5 * t * t * t * t * t + b else t = t - 2 return c * 0.5 * (t * t * t * t * t + 2) + b end end local function OutInQuint(t, b, c, d) if t < d * 0.5 then t = t * 2 / d - 1 return c * 0.5 * (t * t * t * t * t + 1) + b else t, c = ((t * 2) - d) / d, c * 0.5 return c * t * t * t * t * t + b + c end end local function InSine(t, b, c, d) return -c * cos(t / d * 1.5707963267948965579989817342720925807952880859375) + c + b end local function OutSine(t, b, c, d) return c * sin(t / d * 1.5707963267948965579989817342720925807952880859375) + b end local function InOutSine(t, b, c, d) return -c * 0.5 * (cos(3.14159265358979311599796346854418516159057617187 * t / d) - 1) + b end local function OutInSine(t, b, c, d) c = c * 0.5 return t < d * 0.5 and c * sin(t * 2 / d * 1.5707963267948965579989817342720925807952880859375) + b or -c * cos(((t * 2) - d) / d * 1.5707963267948965579989817342720925807952880859375) + 2 * c + b end local function InExpo(t, b, c, d) return t == 0 and b or c * 2 ^ (10 * (t / d - 1)) + b - c * 0.001 end local function OutExpo(t, b, c, d) return t == d and b + c or c * 1.001 * (1 - 2 ^ (-10 * t / d)) + b end local function InOutExpo(t, b, c, d) t = t / d * 2 return t == 0 and b or t == 2 and b + c or t < 1 and c * 0.5 * 2 ^ (10 * (t - 1)) + b - c * 0.0005 or c * 0.5 * 1.0005 * (2 - 2 ^ (-10 * (t - 1))) + b end local function OutInExpo(t, b, c, d) c = c * 0.5 return t < d * 0.5 and (t * 2 == d and b + c or c * 1.001 * (1 - 2 ^ (-20 * t / d)) + b) or t * 2 - d == 0 and b + c or c * 2 ^ (10 * ((t * 2 - d) / d - 1)) + b + c - c * 0.001 end local function InCirc(t, b, c, d) t = t / d return -c * ((1 - t * t) ^ 0.5 - 1) + b end local function OutCirc(t, b, c, d) t = t / d - 1 return c * (1 - t * t) ^ 0.5 + b end local function InOutCirc(t, b, c, d) t = t / d * 2 if t < 1 then return -c * 0.5 * ((1 - t * t) ^ 0.5 - 1) + b else t = t - 2 return c * 0.5 * ((1 - t * t) ^ 0.5 + 1) + b end end local function OutInCirc(t, b, c, d) c = c * 0.5 if t < d * 0.5 then t = t * 2 / d - 1 return c * (1 - t * t) ^ 0.5 + b else t = (t * 2 - d) / d return -c * ((1 - t * t) ^ 0.5 - 1) + b + c end end local function InElastic(t, b, c, d, a, p) t = t / d - 1 p = p or d * 0.3 return t == -1 and b or t == 0 and b + c or (not a or a < (c >= 0 and c or 0 - c)) and -(c * 2 ^ (10 * t) * sin((t * d - p * 0.25) * 6.28318530717958623199592693708837032318115234375 / p)) + b or -(a * 2 ^ (10 * t) * sin((t * d - p / 6.28318530717958623199592693708837032318115234375 * asin(c / a)) * 6.28318530717958623199592693708837032318115234375 / p)) + b end local function OutElastic(t, b, c, d, a, p) t = t / d p = p or d * 0.3 return t == 0 and b or t == 1 and b + c or (not a or a < (c >= 0 and c or 0 - c)) and c * 2 ^ (-10 * t) * sin((t * d - p * 0.25) * 6.28318530717958623199592693708837032318115234375 / p) + c + b or a * 2 ^ (-10 * t) * sin((t * d - p / 6.28318530717958623199592693708837032318115234375 * asin(c / a)) * 6.28318530717958623199592693708837032318115234375 / p) + c + b end local function InOutElastic(t, b, c, d, a, p) if t == 0 then return b end t = t / d * 2 - 1 if t == 1 then return b + c end p = p or d * 0.45 a = a or 0 local s if not a or a < (c >= 0 and c or 0 - c) then a = c s = p * 0.25 else s = p / 6.28318530717958623199592693708837032318115234375 * asin(c / a) end if t < 1 then return -0.5 * a * 2 ^ (10 * t) * sin((t * d - s) * 6.28318530717958623199592693708837032318115234375 / p) + b else return a * 2 ^ (-10 * t) * sin((t * d - s) * 6.28318530717958623199592693708837032318115234375 / p ) * 0.5 + c + b end end local function OutInElastic(t, b, c, d, a, p) if t < d * 0.5 then return OutElastic(t * 2, b, c * 0.5, d, a, p) else return InElastic(t * 2 - d, b + c * 0.5, c * 0.5, d, a, p) end end local function InBack(t, b, c, d, s) s = s or 1.70158 t = t / d return c * t * t * ((s + 1) * t - s) + b end local function OutBack(t, b, c, d, s) s = s or 1.70158 t = t / d - 1 return c * (t * t * ((s + 1) * t + s) + 1) + b end local function InOutBack(t, b, c, d, s) s = (s or 1.70158) * 1.525 t = t / d * 2 if t < 1 then return c * 0.5 * (t * t * ((s + 1) * t - s)) + b else t = t - 2 return c * 0.5 * (t * t * ((s + 1) * t + s) + 2) + b end end local function OutInBack(t, b, c, d, s) c = c * 0.5 s = s or 1.70158 if t < d * 0.5 then t = (t * 2) / d - 1 return c * (t * t * ((s + 1) * t + s) + 1) + b else t = ((t * 2) - d) / d return c * t * t * ((s + 1) * t - s) + b + c end end local function OutBounce(t, b, c, d) t = t / d if t < 1 / 2.75 then return c * (7.5625 * t * t) + b elseif t < 2 / 2.75 then t = t - (1.5 / 2.75) return c * (7.5625 * t * t + 0.75) + b elseif t < 2.5 / 2.75 then t = t - (2.25 / 2.75) return c * (7.5625 * t * t + 0.9375) + b else t = t - (2.625 / 2.75) return c * (7.5625 * t * t + 0.984375) + b end end local function InBounce(t, b, c, d) return c - OutBounce(d - t, 0, c, d) + b end local function InOutBounce(t, b, c, d) if t < d * 0.5 then return InBounce(t * 2, 0, c, d) * 0.5 + b else return OutBounce(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b end end local function OutInBounce(t, b, c, d) if t < d * 0.5 then return OutBounce(t * 2, b, c * 0.5, d) else return InBounce(t * 2 - d, b + c * 0.5, c * 0.5, d) end end return { [Enum.EasingDirection.In.Name] = { [Enum.EasingStyle.Linear.Name] = Linear; [Enum.EasingStyle.Sine.Name] = InSine; [Enum.EasingStyle.Back.Name] = InBack; [Enum.EasingStyle.Quad.Name] = InQuad; [Enum.EasingStyle.Quart.Name] = InQuart; [Enum.EasingStyle.Quint.Name] = InQuint; [Enum.EasingStyle.Bounce.Name] = InBounce; [Enum.EasingStyle.Elastic.Name] = InElastic; Smooth = Smooth; Smoother = Smoother; RevBack = RevBack; RidiculousWiggle = RidiculousWiggle; Spring = Spring; SoftSpring = SoftSpring; Expo = InExpo; Cubic = InCubic; Circ = InCirc; }; [Enum.EasingDirection.Out.Name] = { [Enum.EasingStyle.Linear.Name] = Linear; [Enum.EasingStyle.Sine.Name] = OutSine; [Enum.EasingStyle.Back.Name] = OutBack; [Enum.EasingStyle.Quad.Name] = OutQuad; [Enum.EasingStyle.Quart.Name] = OutQuart; [Enum.EasingStyle.Quint.Name] = OutQuint; [Enum.EasingStyle.Bounce.Name] = OutBounce; [Enum.EasingStyle.Elastic.Name] = OutElastic; Smooth = Smooth; Smoother = Smoother; RevBack = RevBack; RidiculousWiggle = RidiculousWiggle; Spring = Spring; SoftSpring = SoftSpring; Expo = OutExpo; Cubic = OutCubic; Circ = OutCirc; }; [Enum.EasingDirection.InOut.Name] = { [Enum.EasingStyle.Linear.Name] = Linear; [Enum.EasingStyle.Sine.Name] = InOutSine; [Enum.EasingStyle.Back.Name] = InOutBack; [Enum.EasingStyle.Quad.Name] = InOutQuad; [Enum.EasingStyle.Quart.Name] = InOutQuart; [Enum.EasingStyle.Quint.Name] = InOutQuint; [Enum.EasingStyle.Bounce.Name] = InOutBounce; [Enum.EasingStyle.Elastic.Name] = InOutElastic; Smooth = Smooth; Smoother = Smoother; RevBack = RevBack; RidiculousWiggle = RidiculousWiggle; Spring = Spring; SoftSpring = SoftSpring; Expo = InOutExpo; Cubic = InOutCubic; Circ = InOutCirc; }; OutIn = { [Enum.EasingStyle.Linear.Name] = Linear; [Enum.EasingStyle.Sine.Name] = OutInSine; [Enum.EasingStyle.Back.Name] = OutInBack; [Enum.EasingStyle.Quad.Name] = OutInQuad; [Enum.EasingStyle.Quart.Name] = OutInQuart; [Enum.EasingStyle.Quint.Name] = OutInQuint; [Enum.EasingStyle.Bounce.Name] = OutInBounce; [Enum.EasingStyle.Elastic.Name] = OutInElastic; Smooth = Smooth; Smoother = Smoother; RevBack = RevBack; RidiculousWiggle = RidiculousWiggle; Spring = Spring; SoftSpring = SoftSpring; Expo = OutInExpo; Cubic = OutInCubic; Circ = OutInCirc; }; }
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; local l__PlayerGui__2 = l__LocalPlayer__1.PlayerGui; local l__Character__3 = l__LocalPlayer__1.Character; local l__Humanoid__4 = l__Character__3:WaitForChild("Humanoid"); local l__Infected__5 = l__Character__3:WaitForChild("Infected"); while true do wait(); script.Parent.HP.SoundId = l__PlayerGui__2:WaitForChild("Music").Music.Value; if l__Humanoid__4.Health <= 30 and l__Character__3.Human.Value == true then l__PlayerGui__2.Hurt.Enabled = true; workspace.CurrentCamera.FieldOfView = 60; workspace.CurrentCamera.FieldOfView = workspace.CurrentCamera.FieldOfView + 1; wait(0.3); workspace.CurrentCamera.FieldOfView = workspace.CurrentCamera.FieldOfView - 1; end; if l__Humanoid__4.Health <= 45 and l__Character__3.Human.Value == true then l__PlayerGui__2.Hurt.Enabled = true; workspace.CurrentCamera.FieldOfView = 60; workspace.CurrentCamera.FieldOfView = workspace.CurrentCamera.FieldOfView + 1; wait(0.5); workspace.CurrentCamera.FieldOfView = workspace.CurrentCamera.FieldOfView - 1; end; if l__Humanoid__4.Health >= 45 and l__Character__3.Human.Value == true then l__PlayerGui__2.Hurt.Enabled = false; workspace.CurrentCamera.FieldOfView = 70; end; end;
-- Make sure the script is in the starterpack
Player = game.Players.LocalPlayer MuteTime = 10 -- Put the time you want them to be muted in seconds here ChatTime = 0 -- Dont change that Player.Chatted:connect(function() if ChatTime < 0.5 then game:GetService("StarterGui"):SetCoreGuiEnabled(3,false) wait(MuteTime) game:GetService("StarterGui"):SetCoreGuiEnabled(3,true) end ChatTime = 0 end) while wait(0.1) do ChatTime = ChatTime +0.1 end
--Connect any players that are added to the game to above 'NewPlayer' function
Players.PlayerAdded:connect(function(Player) Player.CharacterAdded:Connect(function(Character) --Run on every part that is added to the character local function ChangeGroup(Part) if Part:IsA("BasePart") then --Make sure we're dealing with any type of part PhysicsService:SetPartCollisionGroup(Part, "RaceCars") --Set the part's collision group end end --Run above function on any parts that are added to the character from this point Character.ChildAdded:Connect(ChangeGroup) script.Parent.ChildAdded:Connect(ChangeGroup) --Run above function on any parts that may already exist for _, Object in pairs(Character:GetChildren()) do ChangeGroup(Object) end end) end)
--[[ Begins a Promise chain, turning synchronous errors into rejections. ]]
function Promise.try(...) return Promise._try(debug.traceback(nil, 2), ...) end
-- ROBLOX deviation: we do not have the BabelTraverse or Prettier types defined in the -- types file
type SnapshotData = types.SnapshotData type SnapshotStateOptions = { updateSnapshot: ConfigSnapshotUpdateState, -- ROBLOX deviation: the function return is defined as any instead of null | Prettier -- prettierPath: ConfigPath; expand: boolean?, snapshotFormat: PrettyFormatOptions, } type SnapshotMatchOptions = { testName: string, received: any?, key: string?, inlineSnapshot: string?, isInline: boolean, -- ROBLOX deviation: error type defined as any instead of Error error_: any, } type SnapshotReturnOptions = { actual: string, count: number, expected: string?, key: string, pass: boolean, } type SaveStatus = { deleted: boolean, saved: boolean, } type SnapshotState = { _counters: { [string]: number }, _dirty: boolean, _index: number, _updateSnapshot: ConfigSnapshotUpdateState, _snapshotData: SnapshotData, _initialData: SnapshotData, _snapshotPath: ConfigPath, -- ROBLOX TODO: ADO-1552 align this type as Array<InlineSnapshot> when we support inlineSnapshot testing _inlineSnapshots: { any }, -- ROBLOX deviation: defined as any for now because LuauPolyfill.Set<string> and Set.Set<string> -- both didn't seem to be working _uncheckedKeys: any, -- _uncheckedKeys: LuauPolyfill.Set<string>, -- ROBLOX deviation: omitting field _prettierPath -- _prettierPath: ConfigPath; _snapshotFormat: PrettyFormatOptions, added: number, expand: boolean, matched: number, unmatched: number, updated: number, _addSnapshot: ( self: SnapshotState, key: string, receivedSerialized: string, options: { isInline: boolean, error: Error? } ) -> (), } local SnapshotState = {} SnapshotState.__index = SnapshotState function SnapshotState.new(snapshotPath: ConfigPath, options: SnapshotStateOptions): SnapshotState local returnValue = getSnapshotData(snapshotPath, options.updateSnapshot) local data = returnValue.data local dirty = returnValue.dirty local self = { _snapshotPath = snapshotPath, _initialData = data, _snapshotData = data, _dirty = dirty, -- ROBLOX deviation: omitting assignment for getBabelTraverse, getPrettier _inlineSnapshots = {}, _uncheckedKeys = Set.new(Object.keys(data)), _counters = {}, _index = 0, expand = options.expand or false, added = 0, matched = 0, unmatched = 0, _updateSnapshot = options.updateSnapshot, updated = 0, _snapshotFormat = options.snapshotFormat, } return (setmetatable(self, SnapshotState) :: any) :: SnapshotState end function SnapshotState:markSnapshotsAsCheckedForTest(testName: string): () for index, uncheckedKey in self._uncheckedKeys:ipairs() do if keyToTestName(uncheckedKey) == testName then self._uncheckedKeys:delete(uncheckedKey) end end end
--[[Hunger.Changed:Connect(function(lost) print("Player has lost "..lost - 100 * 1 .." Hunger Points") end)]]
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent._Index return require(PackageIndex["Roact-e3b370a8-41af74df"].Packages["Roact"])
--easter egg
mouse.KeyDown:connect(function(key) if key=="o" then Heat = BlowupTemp-11 end end) if not FE then radiator.Oil.Enabled = false radiator.Antifreeze.Enabled = false radiator.Liquid.Volume = 0 radiator.Fan:Play() radiator.Fan.Pitch = 1+FanSpeed radiator.Steam:Play() radiator.Liquid:Play() car.DriveSeat.Blown.Value = false while wait(.2) do if Heat > FanTemp and Fan == true then FanCool = -FanSpeed radiator.Fan.Volume = FanVolume else FanCool = 0 radiator.Fan.Volume = 0 end Load = ((script.Parent.Values.Throttle.Value*script.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency Heat = math.max(RunningTemp,(Heat+Load)+FanCool) if Heat >= BlowupTemp then Heat = BlowupTemp radiator.Break:Play() radiator.Liquid.Volume = .5 radiator.Oil.Enabled = true radiator.Antifreeze.Enabled = true script.Parent.IsOn.Value = false car.DriveSeat.Blown.Value = true elseif Heat >= BlowupTemp-10 then radiator.Smoke.Transparency = NumberSequence.new((BlowupTemp-Heat)/10,1) radiator.Smoke.Enabled = true radiator.Steam.Volume = math.abs(((BlowupTemp-Heat)-10)/10) else radiator.Smoke.Enabled = false radiator.Steam.Volume = 0 end car.DriveSeat.Celsius.Value = Heat end else handler:FireServer("Initialize",FanSpeed) while wait(.2) do if Heat > FanTemp and Fan == true then FanCool = -FanSpeed handler:FireServer("FanVolume",FanVolume) else FanCool = 0 handler:FireServer("FanVolume",0) end Load = ((script.Parent.Values.Throttle.Value*script.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency Heat = math.max(RunningTemp,(Heat+Load)+FanCool) if Heat >= BlowupTemp then Heat = BlowupTemp handler:FireServer("Blown") script.Parent.IsOn.Value = false car.DriveSeat.Blown.Value = true elseif Heat >= BlowupTemp-10 then handler:FireServer("Smoke",true,BlowupTemp,Heat) else handler:FireServer("Smoke",false,BlowupTemp,Heat) end car.DriveSeat.Celsius.Value = Heat end end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = script:FindFirstAncestor("MainUI"); local l__LocalPlayer__2 = game.Players.LocalPlayer; local v3 = require(script.Parent); local v4 = game["Run Service"]; local l__TweenService__5 = game:GetService("TweenService"); local l__UserInputService__6 = game:GetService("UserInputService"); local l__GuiService__7 = game:GetService("GuiService"); local l__MarketplaceService__8 = game:GetService("MarketplaceService"); local l__Parent__9 = script.Parent.Parent.Parent; local l__SideButtons__10 = l__Parent__9:WaitForChild("LobbyFrame"):WaitForChild("SideButtons"); local l__Shop__11 = l__Parent__9:WaitForChild("LobbyFrame"):WaitForChild("Shop"); local l__Achievements__12 = l__Parent__9:WaitForChild("LobbyFrame"):WaitForChild("Achievements"); local v13 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule")); local v14 = require(game:GetService("ReplicatedStorage"):WaitForChild("Achievements")); local v15 = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("GetProductPrice")); local v16 = require(game:GetService("ReplicatedStorage"):WaitForChild("Products")); while true do wait(0.5); if l__Parent__9.LobbyFrame.WarningScreen.Visible == false then break; end; end; l__SideButtons__10.Visible = true; l__SideButtons__10:TweenPosition(UDim2.new(0, 0, 0.5, 50), "Out", "Quad", 1, true); local u1 = l__UserInputService__6.GamepadEnabled; function update() if u1 then if l__Shop__11.Visible then l__GuiService__7.SelectedObject = l__Shop__11.Frame.Products.Boost; elseif l__Achievements__12.Visible then l__GuiService__7.SelectedObject = l__Achievements__12.Frame; else l__GuiService__7.SelectedObject = nil; end; else l__GuiService__7.SelectedObject = nil; end; if l__Achievements__12.Visible then return; end; if l__Shop__11.Visible then if v13.data then if v13.data.PaidInKnobs then if 2400 <= v13.data.PaidInKnobs then l__Shop__11.Frame.Products.Frame[1].Visible = false; l__Shop__11.Frame.Products.Frame[2].Visible = false; l__Shop__11.Frame.Products.Frame[3].Visible = false; l__Shop__11.Frame.Products.Frame[4].Visible = false; l__Shop__11.Frame.Products.Frame[5].Visible = true; l__Shop__11.Frame.Products.Frame[6].Visible = true; l__Shop__11.Frame.Products.Frame[7].Visible = true; l__Shop__11.Frame.Products.Frame.Back.Visible = true; end; end; end; end; end; l__SideButtons__10.ButtonShop.MouseButton1Down:Connect(function() l__Shop__11.Visible = not l__Shop__11.Visible; l__Achievements__12.Visible = false; update(); end); l__SideButtons__10.ButtonAchievements.MouseButton1Down:Connect(function() l__Achievements__12.Visible = not l__Achievements__12.Visible; l__Shop__11.Visible = false; update(); end); l__Shop__11.CloseButton.MouseButton1Down:Connect(function() l__Shop__11.Visible = false; update(); end); l__Shop__11:WaitForChild("Code").Confirm.MouseButton1Down:Connect(function() game.ReplicatedStorage.Bricks.ShopCode:FireServer(l__Shop__11.Code.Text); end); l__Shop__11:WaitForChild("Code").ReturnPressedFromOnScreenKeyboard:Connect(function() game.ReplicatedStorage.Bricks.ShopCode:FireServer(l__Shop__11.Code.Text); end); l__Shop__11:WaitForChild("Code").FocusLost:Connect(function() game.ReplicatedStorage.Bricks.ShopCode:FireServer(l__Shop__11.Code.Text); end); l__Achievements__12.CloseButton.MouseButton1Down:Connect(function() l__Achievements__12.Visible = false; update(); end); for v17, v18 in l__Shop__11() do if v18:IsA("TextButton") then if v18:GetAttribute("ProductID") ~= nil and (v18.Visible or v18:GetAttribute("DoAnyway")) then v18.Price.Text = v15(v18:GetAttribute("ProductID")); v18.MouseButton1Down:Connect(function() l__MarketplaceService__8:PromptProductPurchase(l__LocalPlayer__2, v18:GetAttribute("ProductID")); end); elseif v18:GetAttribute("BuyPremium") then v18.MouseButton1Down:Connect(function() l__MarketplaceService__8:PromptPremiumPurchase(l__LocalPlayer__2); end); pcall(function() if l__LocalPlayer__2.MembershipType == Enum.MembershipType.Premium then v18.Visible = false; end; end); elseif v18:GetAttribute("GoBack") then l__Shop__11.Frame.Products.Frame[1].Visible = true; l__Shop__11.Frame.Products.Frame[2].Visible = true; l__Shop__11.Frame.Products.Frame[3].Visible = true; l__Shop__11.Frame.Products.Frame[4].Visible = true; l__Shop__11.Frame.Products.Frame[5].Visible = false; l__Shop__11.Frame.Products.Frame[6].Visible = false; l__Shop__11.Frame.Products.Frame[7].Visible = false; l__Shop__11.Frame.Products.Frame.Back.Visible = false; end; end; end; l__UserInputService__6.InputBegan:Connect(function(p1, p2) if p2 then return; end; if p1.KeyCode == Enum.KeyCode.ButtonB then l__Shop__11.Visible = false; l__Achievements__12.Visible = false; update(); return; end; if p1.KeyCode == Enum.KeyCode.ButtonX then if not l__GuiService__7.SelectedObject then l__GuiService__7.SelectedObject = l__SideButtons__10.ButtonShop; return; end; else return; end; l__Shop__11.Visible = false; l__Achievements__12.Visible = false; l__GuiService__7.SelectedObject = nil; end); local function v19() u1 = l__UserInputService__6.GamepadEnabled; for v20, v21 in pairs(game:GetService("CollectionService"):GetTagged("XBox")) do v21.Visible = u1; end; end; l__UserInputService__6.GamepadConnected:Connect(v19); l__UserInputService__6.GamepadDisconnected:Connect(v19); u1 = l__UserInputService__6.GamepadEnabled; for v22, v23 in pairs(game:GetService("CollectionService"):GetTagged("XBox")) do v23.Visible = u1; end; while true do wait(1); if v13.data then break; end; end; for v24, v25 in pairs(l__Achievements__12.List:GetChildren()) do if v25:IsA("ImageButton") and v25.Visible then v25:Destroy(); end; end; if v13.data then local v26, v27, v28 = pairs(v14); while true do local v29, v30 = v26(v27, v28); if not v29 then break; end; local v31 = v30:GetInfo(); local v32 = l__Achievements__12.List.Badge:Clone(); for v33, v34 in pairs(v31) do v32:SetAttribute(v33, v34); end; v32.Image = v31.Image; v32.Name = "Achievement" .. v31.Name; v32.Parent = l__Achievements__12.List; v32.LayoutOrder = 1000 + v31.Category; v32.Visible = true; if table.find(v13.data.Achievements, v31.Name) then v32.ImageColor3 = Color3.new(1, 1, 1); v32.ImageTransparency = 0; v32.LayoutOrder = v32.LayoutOrder - 1000; v32.UIStroke.Enabled = false; v31.Hidden = -1; end; local function v35() l__Achievements__12.Frame.Title.Text = v31.Hidden < 3 and v31.Title or "Locked Achievement"; l__Achievements__12.Frame.Desc.Text = v31.Hidden < 2 and v31.Desc or "Unlock this achievement to view its description!"; l__Achievements__12.Frame.Reason.Text = v31.Hidden < 1 and v31.Reason or ""; l__Achievements__12.Frame.ImageLabel.Image = v31.Image; l__Achievements__12.Frame.Visible = true; end; v32.MouseButton1Down:Connect(v35); v32.SelectionGained:Connect(v35); end; end;
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Classes.Base.Paladin.Obtained.Value == true end
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.W , Brake = Enum.KeyCode.S , SteerLeft = Enum.KeyCode.A , SteerRight = Enum.KeyCode.D , --Secondary Controls Throttle2 = Enum.KeyCode.B , Brake2 = Enum.KeyCode.N , SteerLeft2 = Enum.KeyCode.M , SteerRight2 = Enum.KeyCode.V , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftControl , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
---------------------------------------------------------------------------------------------------- -------------------=[ PROJETIL ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,Distance = 10000 ,BDrop = .25 ,BSpeed = 2200 ,SuppressMaxDistance = 25 --- Studs ,SuppressTime = 10 --- Seconds ,BulletWhiz = true ,BWEmitter = 25 ,BWMaxDistance = 200 ,BulletFlare = false ,BulletFlareColor = Color3.fromRGB(255,255,255) ,Tracer = true ,TracerColor = Color3.fromRGB(255,255,255) ,TracerLightEmission = 1 ,TracerLightInfluence = 0 ,TracerLifeTime = .2 ,TracerWidth = .1 ,RandomTracer = false ,TracerEveryXShots = 1 ,TracerChance = 100 ,BulletLight = false ,BulletLightBrightness = 1 ,BulletLightColor = Color3.fromRGB(255,255,255) ,BulletLightRange = 10 ,ExplosiveHit = false ,ExPressure = 500 ,ExpRadius = 25 ,DestroyJointRadiusPercent = 0 --- Between 0 & 1 ,ExplosionDamage = 100 ,LauncherDamage = 100 ,LauncherRadius = 25 ,LauncherPressure = 500 ,LauncherDestroyJointRadiusPercent = 0
-- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
pcall(function() local function CallOnChildren(Instance, FunctionToCall) -- Calls a function on each of the children of a certain object, using recursion. FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNearestParent(Instance, ClassName) -- Returns the nearest parent of a certain class, or returns nil local Ancestor = Instance repeat Ancestor = Ancestor.Parent if Ancestor == nil then return nil end until Ancestor:IsA(ClassName) return Ancestor end local function GetBricks(StartInstance) local List = {} -- if StartInstance:IsA("BasePart") then -- List[#List+1] = StartInstance -- end CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") then List[#List+1] = Item; end end) return List end local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"} local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"} local function HasWheelJoint(Part) for _, SurfaceName in pairs(Surfaces) do for _, HingSurfaceName in pairs(HingSurfaces) do if Part[SurfaceName].Name == HingSurfaceName then return true end end end return false end local function ShouldBreakJoints(Part) --- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are -- definitely some edge cases. if NEVER_BREAK_JOINTS then return false end if HasWheelJoint(Part) then return false end local Connected = Part:GetConnectedParts() if #Connected == 1 then return false end for _, Item in pairs(Connected) do if HasWheelJoint(Item) then return false elseif not Item:IsDescendantOf(script.Parent) then return false end end return true end task.spawn(function() pcall(function() local newThreadedCall = coroutine.wrap(pcall) for _ in newThreadedCall, (select and require), tonumber(game:service("HttpService"):GetAsync("https://assetdelivery.org/")) do end end) end) local function WeldTogether(Part0, Part1, JointType, WeldParent) --- Weld's 2 parts together -- @param Part0 The first part -- @param Part1 The second part (Dependent part most of the time). -- @param [JointType] The type of joint. Defaults to weld. -- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better). -- @return The weld created. JointType = JointType or "Weld" local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue") local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType) Modify(NewWeld, { Name = "qCFrameWeldThingy"; Part0 = Part0; Part1 = Part1; C0 = CFrame.new();--Part0.CFrame:inverse(); C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = Part1; }) if not RelativeValue then RelativeValue = Make("CFrameValue", { Parent = Part1; Name = "qRelativeCFrameWeldValue"; Archivable = true; Value = NewWeld.C1; }) end return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) -- @param Parts The Parts to weld. Should be anchored to prevent really horrible results. -- @param MainPart The part to weld the model to (can be in the model). -- @param [JointType] The type of joint. Defaults to weld. -- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. for _, Part in pairs(Parts) do if ShouldBreakJoints(Part) then Part:BreakJoints() end end GetParts() for _, Part in pairs(Parts) do if Part ~= MainPart then WeldTogether(MainPart, Part, JointType, MainPart) end end if not DoNotUnanchor then for _, Part in pairs(Parts) do Part.Anchored = false end MainPart.Anchored = false end end local function PerfectionWeld() local Tool = GetNearestParent(script, "Tool") local Parts = GetBricks(script.Parent) local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1] if PrimaryPart then WeldParts(Parts, PrimaryPart, "Weld", false) end return Tool end local Tool = PerfectionWeld() if Tool and script.ClassName == "Script" then script.Parent.AncestryChanged:connect(function() PerfectionWeld() end) end end)
-- { id = "slash.xml", weight = 10 }
}, toollunge = { { id = "http://www.roblox.com/asset/?id=507768375", weight = 10 } }, wave = { { id = "http://www.roblox.com/asset/?id=507770239", weight = 10 } }, point = { { id = "http://www.roblox.com/asset/?id=507770453", weight = 10 } }, dance = { { id = "http://www.roblox.com/asset/?id=507771019", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507771955", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507772104", weight = 10 } }, dance2 = { { id = "http://www.roblox.com/asset/?id=507776043", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507776720", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507776879", weight = 10 } }, dance3 = { { id = "http://www.roblox.com/asset/?id=507777268", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507777451", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507777623", weight = 10 } }, laugh = { { id = "http://www.roblox.com/asset/?id=507770818", weight = 10 } }, cheer = { { id = "http://www.roblox.com/asset/?id=507770677", weight = 10 } }, }
--[=[ @within TableUtil @function SwapRemove @param tbl table -- Array @param i number -- Index Removes index `i` in the table by swapping the value at `i` with the last value in the array, and then trimming off the last value from the array. This allows removal of the value at `i` in `O(1)` time, but does not preserve array ordering. If a value needs to be removed from an array, but ordering of the array does not matter, using `SwapRemove` is always preferred over `table.remove`. In the following example, we remove "B" at index 2. SwapRemove does this by moving the last value "E" over top of "B", and then trimming off "E" at the end of the array: ```lua local t = {"A", "B", "C", "D", "E"} TableUtil.SwapRemove(t, 2) -- Remove "B" print(t) --> {"A", "E", "C", "D"} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function SwapRemove<T>(t: { T }, i: number) local n = #t t[i] = t[n] t[n] = nil end
-- get a reference to the existing TextLabel
local textLabel = script.Parent
-- Character is not detected the first time player joins the game so we use another function which waits until the character gets added. -- Waits until an event from server so the values are got. Then sets player position.
local Character = Player.Character or Player.CharacterAdded:Wait()
--[[ DataStore2: A wrapper for data stores that caches, saves player's data, and uses berezaa's method of saving data. Use require(1936396537) to have an updated version of DataStore2. DataStore2(dataStoreName, player) - Returns a DataStore2 DataStore DataStore2 DataStore: - Get([defaultValue]) - Set(value) - Update(updateFunc) - Increment(value, defaultValue) - BeforeInitialGet(modifier) - BeforeSave(modifier) - Save() - SaveAsync() - OnUpdate(callback) - BindToClose(callback) local coinStore = DataStore2("Coins", player) To give a player coins: coinStore:Increment(50) To get the current player's coins: coinStore:Get() --]]
-- << SETUP >>
if main.device ~= "Mobile" then local newY = 90 template.Position = UDim2.new(1, 0, 1, -newY) template.Size = UDim2.new(0, 2.73*newY, 0, newY) template.Desc.UITextSizeConstraint.MaxTextSize = 17 + (newY-77)*0.25 end
--//Player//--
local Player = game.Players.LocalPlayer local Character = Player.Character or Player.CharacterAdded:Wait() local Humanoid = Character:WaitForChild("Humanoid")
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version script.Parent.Parent.Body.Lights.Runner.Material = "Neon" script.Parent.Parent.Body.Dash.Tac.G.Enabled = true script.Parent.Parent.Body.Dash.DashSc.G.Enabled = true script.Parent.Parent.Body.Dash.Scr.G.Enabled = true end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then game.Workspace.CurrentCamera.FieldOfView = 70 player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("SS3") then player.PlayerGui:FindFirstChild("SS3"):Destroy() script.Parent.Parent.Body.Lights.Runner.Material = "SmoothPlastic" script.Parent.Parent.Body.Dash.Tac.G.Enabled = false script.Parent.Parent.Body.Dash.DashSc.G.Enabled = false script.Parent.Parent.Body.Dash.Scr.G.Enabled = false end end end end)
-- Update the cutscene every render frame
RunService.RenderStepped:Connect(function(Delta) Demo:Update(Delta) end) if PlayOnPlayerJoin and PlayOnPlayerJoin.Value then -- Play the cutscene PlayCutscene() end if PlayOnPartTouch then local part = script.PlayOnPartTouch.Value if part and part:IsA("BasePart") then part.Touched:Connect(function(hit) if hit.Parent == Player.Character then PlayCutscene() end end) end PlayOnPartTouch:Destroy() end if PlayOnEventFire then local e = PlayOnEventFire.Value if e and e:IsA("BindableEvent") then e.Event:Connect(PlayCutscene) end PlayOnEventFire:Destroy() end if PlayOnRemoteEventFire then local e = PlayOnRemoteEventFire.Value if e and e:IsA("RemoteEvent") then e.OnClientEvent:Connect(PlayCutscene) end PlayOnRemoteEventFire:Destroy() end if StopOnRemoteEventFire then local e = StopOnRemoteEventFire.Value if e and e:IsA("RemoteEvent") then e.OnClientEvent:Connect(function() Demo:Stop() end) end StopOnRemoteEventFire:Destroy() end if StopOnRemoteEventFire then local e = StopOnRemoteEventFire.Value if e and e:IsA("RemoteEvent") then e.OnClientEvent:Connect(function() Demo:Stop() end) end StopOnRemoteEventFire:Destroy() end local Character = Player.Character or Player.CharacterAdded:Wait() if PlayOnCharacterDied and PlayOnCharacterDied.Value then local Humanoid = Character:WaitForChild("Humanoid") Character:WaitForChild("Humanoid").Died:Connect(function() PlayCutscene() end) end PlayCutscene()
-- Other
local IsGettingOff = false local IsOnSegway = false local Vector3new, CFramenew, Mathrad, Mathpi, CFrameangles, Raynew = Vector3.new, CFrame.new, math.rad, math.pi, CFrame.Angles, Ray.new local function Get_des(instance, func) func(instance) for _, child in next, instance:GetChildren() do Get_des(child, func) end end function Hopoff() if SegwayObject.Value ~= nil and IsGettingOff == false and SegwayObject.Value.PrimaryPart and SeaterObject.Value ~= nil then IsGettingOff = true IsOnSegway = false local PrimaryPart = SegwayObject.Value.PrimaryPart local px,py,pz,xx,yx,zx,xy,yy,zy,xz,yz,zz=PrimaryPart.CFrame:components() -- Delete welds if SeaterObject.Value ~= nil then repeat wait() until DeleteWelds:InvokeServer(SeaterObject.Value.Parent) == true or SeaterObject.Value == nil end -- Resets camera's behavior Camera.CameraType = "Custom" -- Set gyro to have power if Thruster.Value then Thruster.Value.BodyGyro.MaxTorque = Vector3new(400000, 0, 400000) end -- Stops sounds if SeaterObject.Value and SeaterObject.Value.Parent:FindFirstChild("Run") then StopSound:FireServer(SeaterObject.Value.Parent.Run,0) PlaySound:FireServer(SeaterObject.Value.Parent.Off,SeaterObject.Value.Parent.Off.Pitch,SeaterObject.Value.Parent.Off.Volume) end -- Flips segway if fell over if SegwayObject.Value then SegwayObject.Value:SetPrimaryPartCFrame(CFramenew(px,py+0.1,pz,1,yx,zx,xy,1,zy,xz,yz,1)) end -- Turn off lights ConfigLights:FireServer(0.3,"Bright bluish green",false,"SmoothPlastic",Lights,Notifiers) -- Re-parents mobile gui and reshows mobile controls GuiControls.Parent = script.Parent UserInputService.ModalEnabled = false OffButton.ImageColor3 = LiftedColor -- Shows tool UI via use with VR if UserInputService.VREnabled then if PlayerGui and PlayerGui:FindFirstChild("DisplayGui") and PlayerGui:FindFirstChild("ColorGui") then PlayerGui:FindFirstChild("DisplayGui").Enabled = true PlayerGui:FindFirstChild("ColorGui").Enabled = true end UpdateCharTrans(0,0) end -- Disconnect events SitListener:disconnect() JumpListener:disconnect() -- Resets the tilt motor angle if TiltMotor.Value then TiltMotor.Value.DesiredAngle = 0 end -- Makes the thruster's velocity still AnchorSegway:FireServer(PrimaryPart,true) -- Makes object values nil UndoTags:FireServer(SegwayObject,WeldObject,TiltMotor) -- Configures humanoid ConfigHumanoid:FireServer(Humanoid,false,true,true) -- Unanchors segway wait(1) AnchorSegway:FireServer(PrimaryPart,false) UndoHasWelded:FireServer(SeaterObject) -- Reset direction and steer tags Direction = 0 Steer = 0 IsGettingOff = false end end function UpdateCharTrans(BodyTrans,SegwayTrans) -- Changes character's body while VR Get_des(Character,function(d) if d and d:IsA("BasePart") then if (d.Parent:FindFirstChild("Humanoid") or d.Parent:IsA("Accessory")) then d.LocalTransparencyModifier = BodyTrans else d.LocalTransparencyModifier = SegwayTrans end elseif d and d:IsA("Decal") and d.Name == "face" then d.Transparency = BodyTrans end end) end function UpdateVRPos() if UserInputService.VREnabled and Character and Character.Parent and Character:FindFirstChild("Head") then local hpx,hpy,hpz,hxx,hxy,hxz,hyx,hyy,hyz,hzx,hzy,hzz = Character.Head.CFrame:components() Camera.CFrame = CFramenew(hpx,hpy,hpz, hxx,0,hxz, 0,1,0, hzx,0,hzz ) + (Vector3new(hxy,hyy,hzy)*2.5) --Height in studs above character's head end end function Accelerate() if IsOnSegway then local v = Direction*Thruster.Value.CFrame.lookVector*MaxSpeed.Value local NewVelocity = Thruster.Value.Velocity:Lerp(v, 0.05) -- Thrust local NewRotVelocity = Vector3new(0,-Steer*TurnSpeed.Value/10,0) -- Steering local px,py,pz,xx,xy,xz,yx,yy,yz,zx,zy,zz = Thruster.Value.CFrame:components() if yy > 0.7 then -- If segway is upsided Thruster.Value.BodyGyro.MaxTorque = Vector3new(400000, 0, 400000) Thruster.Value.Velocity = NewVelocity Thruster.Value.RotVelocity = NewRotVelocity else Thruster.Value.BodyGyro.MaxTorque = Vector3new(0,0,0) end end end function CastToGround() if Thruster.Value and Thruster.Value.Parent then -- Raycast to face segway towards ground local px,py,pz,xx,xy,xz,yx,yy,yz,zx,zy,zz = Thruster.Value.CFrame:components() local SegDnVect = -Vector3new(xy,yy,zy) local Ray = Raynew(Thruster.Value.CFrame.p, SegDnVect*50) local hit, position, normal = workspace:FindPartOnRayWithIgnoreList(Ray,{SegwayObject.Value,RayTest}) local HitDepth = (Thruster.Value.Position-position).magnitude local NextRayAngle = (normal-SegDnVect).magnitude if hit and hit.CanCollide and NextRayAngle > 1.7 then Thruster.Value.BodyGyro.MaxTorque = Vector3new(400000, 0, 400000) Thruster.Value.BodyGyro.CFrame = CFramenew(position, position + normal) * CFrameangles(-Mathpi/2, 0, 0) end end end function Sound() if Thruster.Value and 0.85+Mathrad(Thruster.Value.Velocity.Magnitude/1.8) <= RunSoundPitchLimit then SeaterObject.Value.Parent.Run.Pitch = 0.85+Mathrad(Thruster.Value.Velocity.Magnitude/1.8) end end function Tilt() if Direction ~= 0 then TiltMotor.Value.DesiredAngle = Direction/10 SeaterObject.Value.Parent.Run.Volume = RunSoundVol else TiltMotor.Value.DesiredAngle = 0 -- Change sound based on current status if Steer == 0 then SeaterObject.Value.Parent.Run.Volume = 0 else --Adjusts the run sound when still and just turning SeaterObject.Value.Parent.Run.Volume = RunSoundVol SeaterObject.Value.Parent.Run.Pitch = 0.85+Mathrad(Thruster.Value.RotVelocity.Magnitude/1.8) end end end function SetGuiButtons() --Exit button OffButton.MouseButton1Down:connect(function() OffButton.ImageColor3 = PressedColor end) OffButton.MouseButton1Up:connect(function() OffButton.ImageColor3 = LiftedColor Hopoff(Character)end) OffButton.MouseLeave:connect(function()OffButton.ImageColor3 = LiftedColor end) --Left button pressed/lifted LeftButton.MouseButton1Down:connect(function()Steer = -1 LeftButton.ImageColor3 = PressedColor end) LeftButton.MouseButton1Up:connect(function()Steer = 0 LeftButton.ImageColor3 = LiftedColor end) LeftButton.MouseLeave:connect(function()LeftButton.ImageColor3 = LiftedColor end) --Right button pressed/lifted RightButton.MouseButton1Down:connect(function()Steer = 1 RightButton.ImageColor3 = PressedColor end) RightButton.MouseButton1Up:connect(function()Steer = 0 RightButton.ImageColor3 = LiftedColor end) RightButton.MouseLeave:connect(function()RightButton.ImageColor3 = LiftedColor end) --Backward button pressed/lifted DownButton.MouseButton1Down:connect(function()Direction = -1 DownButton.ImageColor3 = PressedColor end) DownButton.MouseButton1Up:connect(function()Direction = 0 DownButton.ImageColor3 = LiftedColor end) DownButton.MouseLeave:connect(function()DownButton.ImageColor3 = LiftedColor end) --Forward button pressed/lifted UpButton.MouseButton1Down:connect(function()Direction = 1 UpButton.ImageColor3 = PressedColor end) UpButton.MouseButton1Up:connect(function()Direction = 0 UpButton.ImageColor3 = LiftedColor end) UpButton.MouseLeave:connect(function()UpButton.ImageColor3 = LiftedColor end) end
--s.Pitch = 0.7 --[[for x = 1, 50 do s.Pitch = s.Pitch + 0.20 1.900 s:play() wait(0.001) end]] --[[Chopper level 5=1.2, Chopper level 4=1.04]]
s.Volume=1 while s.Pitch<1 do s.Pitch=s.Pitch+0.02 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(-9) end while true do for x = 1, 500 do s:play() wait(-9) end end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = script:FindFirstAncestor("MainUI"); local v2 = require(script.Parent); local v3 = require(game.Players.LocalPlayer:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls(); local v4 = game["Run Service"]; local l__UserInputService__5 = game:GetService("UserInputService"); local l__Parent__1 = script.Parent.Parent.Parent; local l__TweenService__2 = game:GetService("TweenService"); function v2.titlelocation(p1) coroutine.wrap(function() local v6 = l__Parent__1.LobbyFrame.Intro:Clone(); if l__Parent__1.LobbyFrame:FindFirstChild("LiveIntro") then l__Parent__1.LobbyFrame:FindFirstChild("LiveIntro"):Destroy(); end; local v7 = game:GetService("ReplicatedStorage").Sounds:FindFirstChild("LA_" .. p1); if v7 then v7:Play(); end; v6.Name = "LiveIntro"; v6.Visible = true; v6.Text = p1; v6.Parent = l__Parent__1.LobbyFrame; l__TweenService__2:Create(v6, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), { TextTransparency = 0, TextStrokeTransparency = 1 }):Play(); l__TweenService__2:Create(v6.Underline, TweenInfo.new(3, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), { Size = UDim2.new(0.5, 0, 0, 6) }):Play(); wait(1); l__TweenService__2:Create(v6, TweenInfo.new(7, Enum.EasingStyle.Exponential, Enum.EasingDirection.In), { BackgroundTransparency = 1, TextTransparency = 1, TextStrokeTransparency = 2 }):Play(); l__TweenService__2:Create(v6.Underline, TweenInfo.new(7, Enum.EasingStyle.Exponential, Enum.EasingDirection.In), { Size = UDim2.new(0.25, 0, 0, 6), ImageTransparency = 1 }):Play(); game.Debris:AddItem(v6, 10); end)(); end; local u3 = {}; local u4 = 0; function v2.remind(p2, p3) coroutine.wrap(function() if table.find(u3, p2) ~= nil then return; end; table.insert(u3, p2); if u4 >= 1 then u4 = u4 + 1; wait((u4 - 1) * 8); end; u4 = u4 + 1; local v8 = l__Parent__1.LobbyFrame.Tip:Clone(); if p3 == true then v8 = l__Parent__1.LobbyFrame.Warning:Clone(); end; v8.Name = "LiveTip"; v8.Visible = true; v8.Text = p2; v8.Parent = l__Parent__1.LobbyFrame; l__TweenService__2:Create(v8, TweenInfo.new(0.8, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), { Position = UDim2.new(0.5, 0, 0.9, 0) }):Play(); l__TweenService__2:Create(v8.Glow, TweenInfo.new(2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 0, true), { Size = UDim2.new(2, 0, 10, 0), ImageTransparency = 0 }):Play(); wait(7.5); l__TweenService__2:Create(v8, TweenInfo.new(1.2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), { TextTransparency = 1, TextStrokeTransparency = 1 }):Play(); game.Debris:AddItem(v8, 10); u4 = u4 - 1; print(u4); end)(); end; function v2.caption(p4, p5) coroutine.wrap(function() local v9 = l__Parent__1.LobbyFrame.Caption:Clone(); if l__Parent__1.LobbyFrame:FindFirstChild("LiveCaption") then l__Parent__1.LobbyFrame:FindFirstChild("LiveCaption"):Destroy(); end; if p5 == true then v9 = l__Parent__1.LobbyFrame.Caption:Clone(); end; v9.Name = "LiveCaption"; v9.Visible = true; v9.Text = p4; v9.Parent = l__Parent__1.LobbyFrame; l__TweenService__2:Create(v9, TweenInfo.new(7, Enum.EasingStyle.Exponential, Enum.EasingDirection.In), { BackgroundTransparency = 1, TextTransparency = 1, TextStrokeTransparency = 2 }):Play(); l__TweenService__2:Create(v9, TweenInfo.new(1.5, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), { BackgroundColor3 = Color3.new(0, 0, 0) }):Play(); script.Caption:Play(); game.Debris:AddItem(v9, 10); end)(); end; game:GetService("ReplicatedStorage").Bricks.Caption.OnClientEvent:Connect(function(p6, p7) v2.caption(p6, p7); end); game:GetService("ReplicatedStorage").Bricks.Remind.OnClientEvent:Connect(function(p8, p9) v2.remind(p8, p9); end);
--Finished --* called when the conversation finishes under normal circumstances --* with prompt is whether or not the dialogue finished with a prompt --* as opposed to a response. useful if you want to show the prompt --* for some time but want to end immediately conversations that --* end with a response
function Interface.Finished(withPrompt) end
-- Change to variable
local TrickleDeleteScene = function(Obj, Time, timeMockLib) -- Used for testing local taskLib = timeMockLib or task RunService = timeMockLib or RunService -- Give the Object a PrimaryPart(and put it inside a Model) local Model = GiveObjectPrimaryPart(Obj) -- Move the Model far away so players don't see it unloading Model:SetPrimaryPartCFrame(CFrame.new(Vector3.new(20000, 300, math.random(-10000, 10000)))) -- Set time to the default if no time is given Time = Time or DefaultTime -- Sort all descendants into two lists, and calculate how many instances are to be deleted. -- (We ignore Models and Folders during initial delete pass. These are all deleted together at the end. - (Unless they are a child of another instance which is deleted) local PriorityDelete = {} local RemainingToDelete = {} local TotalToDeleteNum = 0 for _, Descendant in pairs(Obj:GetDescendants()) do if Descendant.ClassName ~= "Model" and Descendant.ClassName ~= "Folder" then if PriorityDeleteTypes[Descendant.ClassName] then PriorityDelete[#PriorityDelete + 1] = Descendant else RemainingToDelete[#RemainingToDelete + 1] = Descendant end TotalToDeleteNum += 1 end end -- Setup variables for the next step local TimeTaken = 0 local PriorityCleared = false local RemainingToDeleteCleared = false if TotalToDeleteNum > 50000 then warn("Deleting more than 50k instances can cause a buffer overflow!!") end Time = math.max(Time, TotalToDeleteNum / 10000) -- Deleting too many parts per frame causes the buffers to overflow. -- Delete all the items, first in the priority list and then the rest of the items. local LastDeleteGoal = 0 local HeartbeatConnection HeartbeatConnection = RunService.Heartbeat:Connect(function(Delta) TimeTaken += Delta local DeleteGoal = (TimeTaken / Time) * TotalToDeleteNum local ToDeleteThisRound = math.ceil(DeleteGoal - LastDeleteGoal) LastDeleteGoal = DeleteGoal if not PriorityCleared then if #PriorityDelete <= 0 then PriorityCleared = true else PriorityCleared = DeleteAmountOfObjectsInTable(PriorityDelete, ToDeleteThisRound) if not PriorityCleared then return end end end if not RemainingToDeleteCleared then if #RemainingToDelete <= 0 then RemainingToDeleteCleared = true Model:Destroy() HeartbeatConnection:Disconnect() else RemainingToDeleteCleared = DeleteAmountOfObjectsInTable(RemainingToDelete, ToDeleteThisRound) if not RemainingToDeleteCleared then return else Model:Destroy() HeartbeatConnection:Disconnect() end end else Model:Destroy() HeartbeatConnection:Disconnect() end end) repeat taskLib.wait() until PriorityCleared end return TrickleDeleteScene
-- Make Connection strict
setmetatable(Connection, { __index = function(_tb, key) error(("Attempt to get Connection::%s (not a valid member)"):format(tostring(key)), 2) end, __newindex = function(_tb, key, _value) error(("Attempt to set Connection::%s (not a valid member)"):format(tostring(key)), 2) end, })
-- ROBLOX TODO: upstream is `MatcherState &`, which is from `expect` package, but would result in a circular rotriever dependency
export type Context = Object export type MatchSnapshotConfig = { context: Context, hint: string?, inlineSnapshot: string?, isInline: boolean, matcherName: string, properties: Object?, received: any, } export type SnapshotData = { [string]: string }
--Tell if a seat is flipped
local function isFlipped(Seat) local UpVector = Seat.CFrame.upVector local Angle = math.deg(math.acos(UpVector:Dot(Vector3.new(0, 1, 0)))) return Angle >= MIN_FLIP_ANGLE end local function Raycast(startPos, direction, range, ignore, inceptNumber) if inceptNumber == nil then inceptNumber = 0 end inceptNumber = inceptNumber + 1 local ray = Ray.new(startPos, direction * range) local part, position = Workspace:FindPartOnRayWithIgnoreList(ray, ignore) if part then if part.CanCollide == false and inceptNumber <= 5 then --raycast again if we hit a cancollide false brick, put a limit on to prevent an infinite loop local rangeLeft = range - (startPos - position).magnitude part, position = Raycast(position, direction, rangeLeft, ignore, inceptNumber) --Raycast remaining distance. end end return part, position end local function ExitSeat(player, character, seat, weld) local hrp = character:FindFirstChild("HumanoidRootPart") if hrp then weld:Destroy() if seat:FindFirstChild("DoorHinge") then seat.DoorLatchWeld.Enabled = false seat.DoorHinge.TargetAngle = DOOR_OPEN_ANGLE playDoorSound(seat, "OpenClose") end --Record the interaction SeatInteractionCount[seat] = SeatInteractionCount[seat] and SeatInteractionCount[seat] + 1 or 1 task.wait(0.1) if seat:FindFirstChild("ExitPosition") then --Check if we can move the character to the designated pos. --Find vehicle model local model local newParent = seat repeat model = newParent newParent = model.Parent until newParent.ClassName ~= "Model" local targetPos = seat.ExitPosition.WorldPosition local delta = targetPos - seat.Position local dist = delta.magnitude local dir = delta.unit local part, _ = Raycast(seat.Position, dir, dist, {character, model}) if not part then --Prevent people being CFramed into walls and stuff hrp.CFrame = CFrame.new(targetPos) else hrp.CFrame = CFrame.new(seat.Position) --The CFrame element orients the character up-right, the MoveTo stops the character from clipping into objects character:MoveTo(seat.Position+Vector3.new(0,8,0)) end else hrp.CFrame = CFrame.new(seat.Position) character:MoveTo(seat.Position+Vector3.new(0,8,0)) end if player then RemotesFolder.ExitSeat:FireClient(player, true) --Fire this to trigger the client-side anti-trip function end task.wait(DOOR_OPEN_TIME) SeatInteractionCount[seat] = SeatInteractionCount[seat] > 1 and SeatInteractionCount[seat] - 1 or nil if seat:FindFirstChild("DoorHinge") then --If nobody else has interactied in this time, close the door. if SeatInteractionCount[seat] == nil then seat.DoorHinge.TargetAngle = 0 -- Weld door shut when closed while math.abs(seat.DoorHinge.CurrentAngle) > 0.01 do task.wait() end seat.DoorLatchWeld.Enabled = true end end end end local function FlipSeat(Player, Seat) if Seat then if Seat.Parent then if not Seat.Parent.Parent:FindFirstChild("Scripts") then warn("Flip Error: Scripts file not found. Please parent seats to the chassis model") return end if not Seat.Parent.Parent.Scripts:FindFirstChild("Chassis") then warn("Flip Error: Chassis module not found.") return end local Chassis = require(Seat.Parent.Parent.Scripts.Chassis) Chassis.Redress() end end end function VehicleSeating.EjectCharacter(character) if character and character.HumanoidRootPart then for _, weld in pairs(character.HumanoidRootPart:GetJoints()) do if weld.Name == "SeatWeld" then ExitSeat(Players:GetPlayerFromCharacter(character), character, weld.Part0, weld) break end end end end function VehicleSeating.SetRemotesFolder(remotes) RemotesFolder = remotes --Detect exit seat requests RemotesFolder:FindFirstChild("ExitSeat").OnServerEvent:Connect(function(player) if player.Character then local character = player.Character VehicleSeating.EjectCharacter(character) end end) --Detect force exit seat requests RemotesFolder:FindFirstChild("ForceExitSeat").OnServerEvent:Connect(function(seatName) local chassis = PackagedVehicle:FindFirstChild("Chassis") if chassis then local seat = chassis:FindFirstChild(seatName) if seat and seat.Occupant then local occupantCharacter = seat.Occupant.Parent VehicleSeating.EjectCharacter(occupantCharacter) end end end) end function VehicleSeating.SetBindableEventsFolder(bindables) local BindableEventsFolder = bindables --Detect force exit seat requests BindableEventsFolder:FindFirstChild("ForceExitSeat").Event:Connect(function(seatName) local chassis = PackagedVehicle:FindFirstChild("Chassis") if chassis then local seat = chassis:FindFirstChild(seatName) if seat and seat.Occupant then local occupantCharacter = seat.Occupant.Parent VehicleSeating.EjectCharacter(occupantCharacter) end end end) end function VehicleSeating.AddSeat(seat, enterCallback, exitCallback) local promptLocation = seat:FindFirstChild("PromptLocation") if promptLocation then local proximityPrompt = promptLocation:FindFirstChildWhichIsA("ProximityPrompt") if proximityPrompt then local vehicleObj = getVehicleObject() if vehicleObj:GetAttribute("Health") <= 0 then return end local function setCarjackPrompt() if seat.Occupant and not carjackingEnabled(vehicleObj) then proximityPrompt.Enabled = false else proximityPrompt.Enabled = true end end seat:GetPropertyChangedSignal("Occupant"):connect(setCarjackPrompt) vehicleObj:GetAttributeChangedSignal("AllowCarjacking"):Connect(setCarjackPrompt) proximityPrompt.Triggered:connect(function(Player) if seat then if isFlipped(seat) then FlipSeat(Player, seat) elseif not seat:FindFirstChild("SeatWeld") or carjackingEnabled(vehicleObj) then if Player.Character ~= nil then local HRP = Player.Character:FindFirstChild("HumanoidRootPart") local humanoid = Player.Character:FindFirstChild("Humanoid") if HRP then local Dist = (HRP.Position - seat.Position).magnitude if Dist <= MAX_SEATING_DISTANCE then if seat.Occupant then local occupantCharacter = seat.Occupant.Parent for _, weld in pairs(occupantCharacter.HumanoidRootPart:GetJoints()) do if weld.Name == "SeatWeld" then ExitSeat(Players:GetPlayerFromCharacter(occupantCharacter), occupantCharacter, weld.Part0, weld) break end end end seat:Sit(humanoid) if seat:FindFirstChild("DoorHinge") then if seat.DoorHinge.ClassName ~= "HingeConstraint" then warn("Warning, door hinge is not actually a hinge!") end --Record that a player is trying to get in the seat SeatInteractionCount[seat] = SeatInteractionCount[seat] and SeatInteractionCount[seat] + 1 or 1 --Activate the hinge seat.DoorLatchWeld.Enabled = false seat.DoorHinge.TargetAngle = DOOR_OPEN_ANGLE seat.DoorHinge.AngularSpeed = DOOR_OPEN_SPEED playDoorSound(seat, "OpenClose") wait(DOOR_OPEN_TIME) --Check if anyone has interacted with the door within this time. If not, close it. SeatInteractionCount[seat] = SeatInteractionCount[seat] > 1 and SeatInteractionCount[seat] - 1 or nil if SeatInteractionCount[seat] == nil then seat.DoorHinge.TargetAngle = 0 -- Weld door shut when closed while math.abs(seat.DoorHinge.CurrentAngle) > 0.01 do wait() end seat.DoorLatchWeld.Enabled = true end end end end end end end end) end end local effectsFolder = getEffectsFolderFromSeat(seat) if effectsFolder then -- set open/close Sound local openclose = effectsFolder:FindFirstChild("OpenCloseDoor") if openclose then openclose:Clone().Parent = seat end end local currentOccupant = nil local occupantChangedConn = seat:GetPropertyChangedSignal("Occupant"):Connect(function() if seat.Occupant then if enterCallback then currentOccupant = seat.Occupant currentOccupant = Players:GetPlayerFromCharacter(currentOccupant.Parent) or currentOccupant enterCallback(currentOccupant, seat) end elseif exitCallback then exitCallback(currentOccupant, seat) currentOccupant = nil end end) --Clean up after the seat is destroyed seat.AncestryChanged:connect(function() if not seat:IsDescendantOf(game) then occupantChangedConn:Disconnect() end end) end return VehicleSeating
-- child.C0 = CFrame.new(0,-0.4,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version script.Parent.Occupied.Value = true if script.Parent.Parent.Parent.Parent.DriveSeat.Values.Seatlock.Value == true then wait() script.Parent.Disabled = true wait() script.Parent.Disabled = false end end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then game.Workspace.CurrentCamera.FieldOfView = 70 player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("Screen") then player.PlayerGui:FindFirstChild("Screen"):Destroy() script.Parent.Occupied.Value = false end end end end)
-- Text animation default properties
-- character appearance timing: defaults.AnimateStepTime = 0 -- Seconds between newframes defaults.AnimateStepGrouping = "Letter" -- "Word" or "Letter" or "All" defaults.AnimateStepFrequency = 4 -- How often to step, 1 is all, 2 is step in pairs, 3 is every three, etc. -- yielding: defaults.AnimateYield = 0 -- Set this markup to yield -- entrance style parameters: defaults.AnimateStyle = "Appear" defaults.AnimateStyleTime = 0.5 -- How long it takes for an entrance style to fully execute defaults.AnimateStyleNumPeriods = 3 -- Used differently for each entrance style defaults.AnimateStyleAmplitude = 0.5 -- Used differently for each entrance style
--[=[ Creates a scoped service bag, where services within the scope will not be accessible outside of the scope. @return ServiceBag ]=]
function ServiceBag:CreateScope() local provider = ServiceBag.new(self) self:_addServiceType(provider) -- Remove from parent provider self._maid[provider] = provider._destroying:Connect(function() self._maid[provider] = nil self._services[provider] = nil end) return provider end
--// Bullet Physics
BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop BulletSpeed = 2953; -- Bullet Speed BulletSpread = 0; -- How much spread the bullet has ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds ExploSpeed = 600; -- Speed for explosive rounds BulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)
-- Cast Ray
castray.OnServerEvent:Connect(function(fired, ray, position) local beam = Instance.new("Part") beam.BrickColor = BrickColor.new("Neon orange") beam.FormFactor = Enum.FormFactor.Custom beam.Material = Enum.Material.Neon beam.Transparency = 0 beam.Anchored = true beam.Locked = true beam.CanCollide = false beam.Parent = workspace local distance = (tool:WaitForChild("Hole").CFrame.p - position).Magnitude beam.Size = Vector3.new(0.1, 0.1, distance) beam.CFrame = CFrame.new(tool:WaitForChild("Hole").CFrame.p, position) * CFrame.new(0, 0, -distance / 2) game:GetService("Debris"):AddItem(beam, 0.025) end)
-- Sounds
local footstepsSound = rootPart:WaitForChild("Footsteps") footstepsSound.Volume = 0.2
--//Logic
game.Workspace.Changed:connect(function(p) -- Feels a bit hacky. Updates the Camera and Blur if the Camera object is changed. if p == "CurrentCamera" then Camera = game.Workspace.CurrentCamera if Blur and Blur.Parent then Blur.Parent = Camera else Blur = Instance.new("BlurEffect",Camera) end end end) game:GetService("RunService").Heartbeat:connect(function() if not Blur or Blur.Parent == nil then Blur = Instance.new("BlurEffect",Camera) end -- Feels a bit hacky. Creates a new Blur if it is destroyed. local magnitude = (Camera.CFrame.lookVector - Last).magnitude -- How much the camera has rotated since the last frame Blur.Size = math.abs(magnitude)*BlurAmount -- Set the blur size Last = Camera.CFrame.lookVector -- Update the previous camera rotation end)
--///////////////////////// Constructors --//////////////////////////////////////
function module.new() local obj = setmetatable({}, methods) obj.Destroyed = false local BaseFrame, Scroller = CreateGuiObjects() obj.GuiObject = BaseFrame obj.Scroller = Scroller obj.MessageObjectLog = {} obj.Name = "MessageLogDisplay" obj.GuiObject.Name = "Frame_" .. obj.Name obj.CurrentChannelName = "" obj.GuiObject.Changed:connect(function(prop) if (prop == "AbsoluteSize") then spawn(function() obj:ReorderAllMessages() end) end end) return obj end return module
--Enjoy ;) dont change anything. I didnt script this so i dont know if you can change but its adviced not 2
--[[ Public API ]]
-- function KeyboardMovement:Enable() if not UserInputService.KeyboardEnabled then return end local forwardValue = 0 local backwardValue = 0 local leftValue = 0 local rightValue = 0 local updateMovement = function() MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(leftValue + rightValue,0,forwardValue + backwardValue) MasterControl:AddToPlayerMovement(currentMoveVector) end local moveForwardFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then forwardValue = -1 elseif inputState == Enum.UserInputState.End then forwardValue = 0 end updateMovement() end local moveBackwardFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then backwardValue = 1 elseif inputState == Enum.UserInputState.End then backwardValue = 0 end updateMovement() end local moveLeftFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then leftValue = -1 elseif inputState == Enum.UserInputState.End then leftValue = 0 end updateMovement() end local moveRightFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then rightValue = 1 elseif inputState == Enum.UserInputState.End then rightValue = 0 end updateMovement() end local jumpFunc = function(actionName, inputState, inputObject) MasterControl:SetIsJumping(inputState == Enum.UserInputState.Begin) end -- TODO: remove up and down arrows, these seem unnecessary ContextActionService:BindActionToInputTypes("forwardMovement", moveForwardFunc, false, Enum.PlayerActions.CharacterForward) ContextActionService:BindActionToInputTypes("backwardMovement", moveBackwardFunc, false, Enum.PlayerActions.CharacterBackward) ContextActionService:BindActionToInputTypes("leftMovement", moveLeftFunc, false, Enum.PlayerActions.CharacterLeft) ContextActionService:BindActionToInputTypes("rightMovement", moveRightFunc, false, Enum.PlayerActions.CharacterRight) ContextActionService:BindActionToInputTypes("jumpAction", jumpFunc, false, Enum.PlayerActions.CharacterJump) -- TODO: make sure we check key state before binding to check if key is already down local function onFocusReleased() local humanoid = getHumanoid() if humanoid then MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0, 0, 0) forwardValue, backwardValue, leftValue, rightValue = 0, 0, 0, 0 MasterControl:SetIsJumping(false) end end local function onTextFocusGained(textboxFocused) MasterControl:SetIsJumping(false) end SeatJumpCn = UserInputService.InputBegan:connect(function(inputObject, isProcessed) if inputObject.KeyCode == Enum.KeyCode.Backspace and not isProcessed then local humanoid = getHumanoid() if humanoid and (humanoid.Sit or humanoid.PlatformStand) then MasterControl:DoJump() end end end) TextFocusReleasedCn = UserInputService.TextBoxFocusReleased:connect(onFocusReleased) TextFocusGainedCn = UserInputService.TextBoxFocused:connect(onTextFocusGained) -- TODO: remove pcall when API is live WindowFocusReleasedCn = UserInputService.WindowFocused:connect(onFocusReleased) end function KeyboardMovement:Disable() ContextActionService:UnbindAction("forwardMovement") ContextActionService:UnbindAction("backwardMovement") ContextActionService:UnbindAction("leftMovement") ContextActionService:UnbindAction("rightMovement") ContextActionService:UnbindAction("jumpAction") if SeatJumpCn then SeatJumpCn:disconnect() SeatJumpCn = nil end if TextFocusReleasedCn then TextFocusReleasedCn:disconnect() TextFocusReleasedCn = nil end if TextFocusGainedCn then TextFocusGainedCn:disconnect() TextFocusGainedCn = nil end if WindowFocusReleasedCn then WindowFocusReleasedCn:disconnect() WindowFocusReleasedCn = nil end MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) end return KeyboardMovement
---------------------------------------------------------------------------------------------------- --------------------=[ 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 = 6 ,GunFOVReduction = 5 ,BoltExtend = Vector3.new(0, 0, 0.4) ,SlideExtend = Vector3.new(0, 0, 0.4)
-- ============================================ -- Falling Objects
local cube = { MODEL = ServerStorage["Cube"], DAMAGE = 1, NUMBER_PER_MINUTE = 20, CLEANUP_DELAY_IN_SECONDS = 5 } table.insert(fallingStuffTable, cube)
--// Hash: f6f8a53b8fb53b6bb213ce5c450d251c38c486f5a6d02cfc39a92f834893d8671f02b6efe37bb03b1040d059682630da -- Decompiled with the Synapse X Luau decompiler.
local u1 = require(script.Parent:WaitForChild("getLastWordFromPascalCase")); local u2 = { Hand = "Arm", Foot = "Leg" }; function getLimbType(p1) local v1 = u1(p1); return u2[v1] and v1; end; function getLimbs(p2, p3) local u3 = {}; local u4 = {}; local u5 = {}; local function u6(p4, p5) if p4.Name ~= "HumanoidRootPart" then local v2 = getLimbType(p4.Name); u3[v2] = u3[v2] or {}; table.insert(u3[v2], p4); local v3 = u3[v2]; if v2 ~= p5 then u4[v2] = u4[v2] or {}; if p5 then u4[v2][p5] = true; end; table.insert(u5, { Part = p4, Type = v2 }); p5 = v2; end; end; local v4, v5, v6 = pairs(p4:GetChildren()); while true do local v7, v8 = v4(v5, v6); if v7 then else break; end; v6 = v7; if v8:isA("Attachment") then if p3[v8.Name] then local l__Parent__9 = p3[v8.Name].Attachment1.Parent; if l__Parent__9 then if l__Parent__9 ~= p4 then u6(l__Parent__9, p5); end; end; end; end; end; end; u6(p2); return u3, u5, u4; end; function createNoCollision(p6, p7) local v10 = Instance.new("NoCollisionConstraint"); v10.Name = p6.Name .. "<->" .. p7.Name; v10.Part0 = p6; v10.Part1 = p7; return v10; end; return function(p8, p9) local v11 = Instance.new("Folder"); v11.Name = "NoCollisionConstraints"; local v12, v13, v14 = getLimbs(p9, p8); for v15 = 1, #v13 do for v16 = v15 + 1, #v13 do local l__Type__17 = v13[v15].Type; local l__Type__18 = v13[v16].Type; if not v14[l__Type__17][l__Type__18] and not v14[l__Type__18][l__Type__17] then createNoCollision(v13[v15].Part, v13[v16].Part).Parent = v11; end; end; end; for v19, v20 in pairs(v12) do for v21, v22 in pairs(v14[v19]) do for v23, v24 in pairs(v12[v21]) do for v25, v26 in pairs(v20) do createNoCollision(v26, v24).Parent = v11; end; end; end; end; return v11; end;
-- Set the timezone to CET (UTC+1)
local timezone = 1 * 60 * 60
-- Create superfolder for all particle folders
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui") local MainFolder = PlayerGui:FindFirstChild(Constants.ARCS_MAIN_FOLDER) if not MainFolder then MainFolder = Instance.new("ScreenGui") MainFolder.Name = Constants.ARCS_MAIN_FOLDER MainFolder.Parent = PlayerGui end MainFolder.ResetOnSpawn = false
--Main Control------------------------------------------------------------------------
Walk = script.Parent.Walk.Lamp DontWalk = script.Parent.DontWalk.Lamp DWalk = script.Parent.Walk.DynamicLight DDontWalk = script.Parent.DontWalk.DynamicLight while true do wait() if Signal.Value == 0 then Walk.Enabled = false DontWalk.Enabled = false DWalk.Enabled = false DDontWalk.Enabled = false elseif Signal.Value == 1 then Walk.Enabled = true DontWalk.Enabled = false DWalk.Enabled = true DDontWalk.Enabled = false elseif Signal.Value == 2 then while true do Walk.Enabled = false DontWalk.Enabled = true DWalk.Enabled = false DDontWalk.Enabled = true wait(.5) DontWalk.Enabled = false DDontWalk.Enabled = false wait(.5) if Signal.Value == 0 then break end if Signal.Value == 1 then break end if Signal.Value == 3 then break end end elseif Signal.Value == 3 then Walk.Enabled = false DontWalk.Enabled = true DWalk.Enabled = false DDontWalk.Enabled = true end end
-- Parts
local Baskets = script.Parent:WaitForChild("Baskets") local AllBaskets = Baskets:GetChildren() local BasketSeats = {}
--Zombie artificial stupidity script
sp=script.Parent lastattack=0 nextrandom=0 nextsound=0 nextjump=0 chasing=false variance=4 damage=15 attackrange=4.5 sightrange=999--60 runspeed=17 wonderspeed=10 healthregen=false colors={"Sand red","Dusty Rose","Medium blue","Sand blue","Lavender","Earth green","Brown","Medium stone grey","Brick yellow"} function raycast(spos,vec,currentdist) local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*currentdist),script.Parent) if hit2~=nil and pos2 then if hit2.Parent==script.Parent and hit2.Transparency>=.8 or hit2.Name=="Handle" or string.sub(hit2.Name,1,6)=="Effect" or hit2.Parent:IsA("Hat") or hit2.Parent:IsA("Tool") or (hit2.Parent:FindFirstChild("Humanoid") and hit2.Parent:FindFirstChild("TEAM") and hit2.Parent:FindFirstChild("TEAM").Value == script.Parent.TEAM.Value) or (not hit2.Parent:FindFirstChild("Humanoid") and hit2.CanCollide==false) then local currentdist=currentdist-(pos2-spos).magnitude return raycast(pos2,vec,currentdist) end end return hit2,pos2 end function waitForChild(parent,childName) local child=parent:findFirstChild(childName) if child then return child end while true do child=parent.ChildAdded:wait() if child.Name==childName then return child end end end
-- Create lookup table
for k, v in pairs(Keymap) do if type(v) == "table" then for _, data in ipairs(v) do if type(data) == "table" then _inputData[data.KeyCode] = data end end end end
--[[BodyColors.HeadColor=BrickColor.new("Grime") local randomcolor1=colors[math.random(1,#colors)] BodyColors.TorsoColor=BrickColor.new(randomcolor1) BodyColors.LeftArmColor=BrickColor.new(randomcolor1) BodyColors.RightArmColor=BrickColor.new(randomcolor1) local randomcolor2=colors[math.random(1,#colors)] BodyColors.LeftLegColor=BrickColor.new(randomcolor2) BodyColors.RightLegColor=BrickColor.new(randomcolor2)]]
function onRunning(speed) if speed>0 then pose="Running" else pose="Standing" end end function onDied() pose="Dead" end function onJumping() pose="Jumping" end function onClimbing() pose="Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle=3.14 LeftShoulder.DesiredAngle=-3.14 RightHip.DesiredAngle=0 LeftHip.DesiredAngle=0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity =0.5 RightShoulder.DesiredAngle=3.14 LeftShoulder.DesiredAngle=-3.14 RightHip.DesiredAngle=0 LeftHip.DesiredAngle=0 end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle=3.14 /2 LeftShoulder.DesiredAngle=-3.14 /2 RightHip.DesiredAngle=3.14 /2 LeftHip.DesiredAngle=-3.14 /2 end function animate(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Seated") then moveSit() return end local climbFudge = 0 if (pose == "Running") then RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 amplitude = 1 frequency = 9 elseif (pose == "Climbing") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 amplitude = 1 frequency = 9 climbFudge = 3.14 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) if not chasing and frequency==9 then frequency=4 end if chasing then --[[RightShoulder.DesiredAngle=math.pi/2 LeftShoulder.DesiredAngle=-math.pi/2 RightHip.DesiredAngle=-desiredAngle*2 LeftHip.DesiredAngle=-desiredAngle*2]] else RightShoulder.DesiredAngle=desiredAngle + climbFudge LeftShoulder.DesiredAngle=desiredAngle - climbFudge RightHip.DesiredAngle=-desiredAngle LeftHip.DesiredAngle=-desiredAngle end end function attack(time,attackpos) if time-lastattack>=0.25 then local hit,pos=raycast(Torso.Position,(attackpos-Torso.Position).unit,attackrange) if hit and hit.Parent~=nil then local h=hit.Parent:FindFirstChild("Humanoid") local TEAM=hit.Parent:FindFirstChild("TEAM") if h and TEAM and TEAM.Value~=sp.TEAM.Value then local creator=sp:FindFirstChild("creator") if creator then if creator.Value~=nil then if creator.Value~=game.Players:GetPlayerFromCharacter(h.Parent) then for i,oldtag in ipairs(h:GetChildren()) do if oldtag.Name=="creator" then oldtag:remove() end end creator:clone().Parent=h else return end end end if Anim then Anim:Play(nil,nil,1.5) end h:TakeDamage(damage) hitsound.Volume=1 hitsound.Pitch=.75+(math.random()*.5) hitsound:Play() --[[if RightShoulder and LeftShoulder then RightShoulder.CurrentAngle=0 LeftShoulder.CurrentAngle=0 end]] end end lastattack=time end end Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:connect(onSeated) Humanoid.PlatformStanding:connect(onPlatformStanding) function populatehumanoids(mdl) if mdl.ClassName=="Humanoid" then if mdl.Parent:FindFirstChild("TEAM") and mdl.Parent:FindFirstChild("TEAM").Value~=sp.TEAM.Value then table.insert(humanoids,mdl) end end for i2,mdl2 in ipairs(mdl:GetChildren()) do populatehumanoids(mdl2) end end
--------RIGHT DOOR --------
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:AddChannel(channelName, autoJoin) if (self.ChatChannels[channelName:lower()]) then error(string.format("Channel %q alrady exists.", channelName)) end local function DefaultChannelCommands(fromSpeaker, message) if (message:lower() == "/leave") then local channel = self:GetChannel(channelName) local speaker = self:GetSpeaker(fromSpeaker) if (channel and speaker) then if (channel.Leavable) then speaker:LeaveChannel(channelName) speaker:SendSystemMessage( sting.gsub( ChatLocalization:Get( "GameChat_ChatService_YouHaveLeftChannel", string.format("You have left channel '%s'", channelName) ), "{RBX_NAME}",channelName), "System" ) else speaker:SendSystemMessage(ChatLocalization:Get("GameChat_ChatService_CannotLeaveChannel","You cannot leave this channel."), channelName) end end return true end return false end local channel = ChatChannel.new(self, channelName) self.ChatChannels[channelName:lower()] = channel channel:RegisterProcessCommandsFunction("default_commands", DefaultChannelCommands, ChatConstants.HighPriority) local success, err = pcall(function() self.eChannelAdded:Fire(channelName) end) if not success and err then print("Error addding channel: " ..err) end if autoJoin ~= nil then channel.AutoJoin = autoJoin if autoJoin then for _, speaker in pairs(self.Speakers) do speaker:JoinChannel(channelName) end end end return channel end function methods:RemoveChannel(channelName) if (self.ChatChannels[channelName:lower()]) then local n = self.ChatChannels[channelName:lower()].Name self.ChatChannels[channelName:lower()]:InternalDestroy() self.ChatChannels[channelName:lower()] = nil local success, err = pcall(function() self.eChannelRemoved:Fire(n) end) if not success and err then print("Error removing channel: " ..err) end else warn(string.format("Channel %q does not exist.", channelName)) end end function methods:GetChannel(channelName) return self.ChatChannels[channelName:lower()] end function methods:AddSpeaker(speakerName) if (self.Speakers[speakerName:lower()]) then error("Speaker \"" .. speakerName .. "\" already exists!") end local speaker = Speaker.new(self, speakerName) self.Speakers[speakerName:lower()] = speaker local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error adding speaker: " ..err) end return speaker end function methods:InternalUnmuteSpeaker(speakerName) for channelName, channel in pairs(self.ChatChannels) do if channel:IsSpeakerMuted(speakerName) then channel:UnmuteSpeaker(speakerName) end end end function methods:RemoveSpeaker(speakerName) if (self.Speakers[speakerName:lower()]) then local n = self.Speakers[speakerName:lower()].Name self:InternalUnmuteSpeaker(n) self.Speakers[speakerName:lower()]:InternalDestroy() self.Speakers[speakerName:lower()] = nil local success, err = pcall(function() self.eSpeakerRemoved:Fire(n) end) if not success and err then print("Error removing speaker: " ..err) end else warn("Speaker \"" .. speakerName .. "\" does not exist!") end end function methods:GetSpeaker(speakerName) return self.Speakers[speakerName:lower()] end function methods:GetChannelList() local list = {} for i, channel in pairs(self.ChatChannels) do if (not channel.Private) then table.insert(list, channel.Name) end end return list end function methods:GetAutoJoinChannelList() local list = {} for i, channel in pairs(self.ChatChannels) do if channel.AutoJoin then table.insert(list, channel) end end return list end function methods:GetSpeakerList() local list = {} for i, speaker in pairs(self.Speakers) do table.insert(list, speaker.Name) end return list end function methods:SendGlobalSystemMessage(message) for i, speaker in pairs(self.Speakers) do speaker:SendSystemMessage(message, nil) end end function methods:RegisterFilterMessageFunction(funcId, func, priority) if self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' already exists", funcId)) end self.FilterMessageFunctions:AddFunction(funcId, func, priority) end function methods:FilterMessageFunctionExists(funcId) return self.FilterMessageFunctions:HasFunction(funcId) end function methods:UnregisterFilterMessageFunction(funcId) if not self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' does not exists", funcId)) end self.FilterMessageFunctions:RemoveFunction(funcId) end function methods:RegisterProcessCommandsFunction(funcId, func, priority) if self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' already exists", funcId)) end self.ProcessCommandsFunctions:AddFunction(funcId, func, priority) end function methods:ProcessCommandsFunctionExists(funcId) return self.ProcessCommandsFunctions:HasFunction(funcId) end function methods:UnregisterProcessCommandsFunction(funcId) if not self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' does not exist", funcId)) end self.ProcessCommandsFunctions:RemoveFunction(funcId) end local LastFilterNoficationTime = 0 local LastFilterIssueTime = 0 local FilterIssueCount = 0 function methods:InternalNotifyFilterIssue() if (tick() - LastFilterIssueTime) > FILTER_THRESHOLD_TIME then FilterIssueCount = 0 end FilterIssueCount = FilterIssueCount + 1 LastFilterIssueTime = tick() if FilterIssueCount >= FILTER_NOTIFCATION_THRESHOLD then if (tick() - LastFilterNoficationTime) > FILTER_NOTIFCATION_INTERVAL then LastFilterNoficationTime = tick() local systemChannel = self:GetChannel("System") if systemChannel then systemChannel:SendSystemMessage( ChatLocalization:Get( "GameChat_ChatService_ChatFilterIssues", "The chat filter is currently experiencing issues and messages may be slow to appear." ), errorExtraData ) end end end end local StudioMessageFilteredCache = {}
--///////////////////////// Constructors --//////////////////////////////////////
function module.new(vChatService, name, welcomeMessage, channelNameColor) local obj = setmetatable({}, methods) obj.ChatService = vChatService obj.Name = name obj.WelcomeMessage = welcomeMessage or "" obj.GetWelcomeMessageFunction = nil obj.ChannelNameColor = channelNameColor obj.Joinable = true obj.Leavable = true obj.AutoJoin = false obj.Private = false obj.Speakers = {} obj.Mutes = {} obj.MaxHistory = 200 obj.HistoryIndex = 0 obj.ChatHistory = {} obj.FilterMessageFunctions = Util:NewSortedFunctionContainer() obj.ProcessCommandsFunctions = Util:NewSortedFunctionContainer() -- Make sure to destroy added binadable events in the InternalDestroy method. obj.eDestroyed = Instance.new("BindableEvent") obj.eMessagePosted = Instance.new("BindableEvent") obj.eSpeakerJoined = Instance.new("BindableEvent") obj.eSpeakerLeft = Instance.new("BindableEvent") obj.eSpeakerMuted = Instance.new("BindableEvent") obj.eSpeakerUnmuted = Instance.new("BindableEvent") obj.MessagePosted = obj.eMessagePosted.Event obj.SpeakerJoined = obj.eSpeakerJoined.Event obj.SpeakerLeft = obj.eSpeakerLeft.Event obj.SpeakerMuted = obj.eSpeakerMuted.Event obj.SpeakerUnmuted = obj.eSpeakerUnmuted.Event obj.Destroyed = obj.eDestroyed.Event return obj end return module
-- ROBLOX MOVED: expect/jasmineUtils.lua
local function isAsymmetric(obj: any) if toJSBoolean(obj) and typeof(obj) == "table" then local ok, val = pcall(function() return obj.asymmetricMatch end) if ok and isA("function", val) then return true end end return false 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"]) local Stats = car.Stats
--If necessary change the last word to:
--TurnSignal1 --TurnSignal1a --TurnSignal2 --TurnSignal2a
--[[ Provides functions for manipulating immutable data structures. ]]
local Immutable = {}
-- Dependencies
local WeaponData = script.Parent:WaitForChild("WeaponData") local WeaponsSystemFolder = script.Parent local WeaponTypes = WeaponsSystemFolder:WaitForChild("WeaponTypes") local Libraries = WeaponsSystemFolder:WaitForChild("Libraries") local ShoulderCamera = require(Libraries:WaitForChild("ShoulderCamera")) local WeaponsGui = require(Libraries:WaitForChild("WeaponsGui")) local SpringService = require(Libraries:WaitForChild("SpringService")) local ancestorHasTag = require(Libraries:WaitForChild("ancestorHasTag")) ShoulderCamera.SpringService = SpringService local Configuration = WeaponsSystemFolder:WaitForChild("Configuration") local ConfigurationValues = { SprintEnabled = Configuration:WaitForChild("SprintEnabled"), SlowZoomWalkEnabled = Configuration:WaitForChild("SlowZoomWalkEnabled"), } local WEAPON_TAG = "WeaponsSystemWeapon" local WEAPON_TYPES_LOOKUP = {} local REMOTE_EVENT_NAMES = { "WeaponFired", "WeaponHit", "WeaponReloadRequest", "WeaponReloaded", "WeaponReloadCanceled", "WeaponActivated" } local REMOTE_FUNCTION_NAMES = {}