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--Weighted Random Function
function maths:WeightedRandom(Weights,Numbers,Round) if #Weights == #Numbers then local Sum = 0 local Rand = {} for i,k in pairs(Weights)do if type(k) ~= "number"then continue end Sum += k for j=1,k do table.insert(Rand,Numbers[i]) end end if Round then return math.round(Rand[math.random(1,Sum)]) else return Rand[math.random(1,Sum)] end end end return maths
--// # key, Wail
mouse.KeyDown:connect(function(key) if key=="r" then if veh.Lightbar.middle.Wail.IsPlaying == true then veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62) else veh.Lightbar.middle.Wail:Play() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(215, 135, 110) script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62) script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62) end end end)
--[ FUNCTIONS ]--
game:GetService("UserInputService").WindowFocusReleased:Connect(function() -- tab in ReplicatedStorageEvent:FireServer(true) end) game:GetService("UserInputService").WindowFocused:Connect(function() -- tab out ReplicatedStorageEvent:FireServer(false) end) local uis = game:GetService("UserInputService") local plrs = game:GetService("Players") local lplr = plrs.LocalPlayer local idle = false local timer = 0 uis.InputEnded:Connect(function() idle = true timer = 0 while wait(1) do timer += 1 if not idle then break end if timer >= 180 then ReplicatedStorageEvent:FireServer(true) break end end end) uis.InputBegan:Connect(function() idle = false ReplicatedStorageEvent:FireServer(false) end)
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "k" then --Camera controls if cam == ("car") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Custom") cam = ("freeplr") Camera.FieldOfView = 70 limitButton.Text = "Free Camera" wait(3) limitButton.Text = "" elseif cam == ("freeplr") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Attach") cam = ("lockplr") Camera.FieldOfView = 45 limitButton.Text = "FPV Camera" wait(3) limitButton.Text = "" elseif cam == ("lockplr") then Camera.CameraSubject = carSeat Camera.CameraType = ("Custom") cam = ("car") Camera.FieldOfView = 70 limitButton.Text = "Standard Camera" wait(3) limitButton.Text = "" end end end)
-- Initialization
StarterGui.ResetPlayerGuiOnSpawn = false ScreenGui.Parent = Player:WaitForChild("PlayerGui")
-- functions
local function Raycast(position, direction, ignore) local ray = Ray.new(position, direction) local success = false local h, p, n, humanoid table.insert(ignore, Workspace.Effects) repeat h, p, n = Workspace:FindPartOnRayWithIgnoreList(ray, ignore) if h then humanoid = h.Parent:FindFirstChildOfClass("Humanoid") if humanoid and humanoid.Health <= 0 then humanoid = nil end if humanoid then success = true else if h.CanCollide and h.Transparency < 1 then success = true else table.insert(ignore, h) success = false end end else success = true end until success return h, p, n, humanoid end
--Scripts
UserInputService.InputBegan:Connect(function(key) --When player holds shift key, run code if key.KeyCode == Enum.KeyCode.LeftShift then Character.Humanoid.WalkSpeed = SpeedBoost end end) UserInputService.InputEnded:Connect(function(key)-- When player lets go of shift key, run code if key.KeyCode == Enum.KeyCode.LeftShift then Character.Humanoid.WalkSpeed = DefaultSpeed end end)
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 20 sword = script.Parent.Handle Tool = script.Parent SlashSound = sword.Swoosh1 function isTurbo(character) return character:FindFirstChild("PaperHat") ~= nil end function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then local d = damage if (isTurbo(vCharacter) == true) then d = d * 2.5 end tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(d) sword.Splat.Volume = 1 wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(2.2) sword.Splat.Volume = 0 Tool.Enabled = true end function onEquipped() sword.Splat.Volume = 0 SlashSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--// Special Variables
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay local script = script local service = Vargs.Service local client = Vargs.Client local Anti, Core, Functions, Process, Remote, UI, Variables local function Init() UI = client.UI; Anti = client.Anti; Core = client.Core; Variables = client.Variables; Functions = client.Functions; Process = client.Process; Remote = client.Remote; Functions.Init = nil; end local function RunLast() --[[client = service.ReadOnly(client, { [client.Variables] = true; [client.Handlers] = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; HelpButtonImage = true; Finish_Loading = true; RemoteEvent = true; ScriptCache = true; Returns = true; PendingReturns = true; EncodeCache = true; DecodeCache = true; Received = true; Sent = true; Service = true; Holder = true; GUIs = true; LastUpdate = true; RateLimits = true; Init = true; RunLast = true; RunAfterInit = true; RunAfterLoaded = true; RunAfterPlugins = true; }, true)--]] Functions.RunLast = nil; end getfenv().client = nil getfenv().service = nil getfenv().script = nil client.Functions = { Init = Init; RunLast = RunLast; Kill = client.Kill; ESPFaces = {"Front", "Back", "Top", "Bottom", "Left", "Right"}; ESPify = function(obj, color) local Debris = service.Debris local New = service.New local LocalPlayer = service.UnWrap(service.Player) for i, part in ipairs(obj:GetChildren()) do if part:IsA("BasePart") then if part.Name == "Head" and not part:FindFirstChild("__ADONIS_NAMETAG") then local player = service.Players:GetPlayerFromCharacter(part.Parent) if player then local bb = New("BillboardGui", { Name = "__ADONIS_NAMETAG", AlwaysOnTop = true, StudsOffset = Vector3.new(0,2,0), Size = UDim2.new(0,100,0,40), Adornee = part, }, true) local taglabel = New("TextLabel", { BackgroundTransparency = 1, TextColor3 = Color3.new(1,1,1), TextStrokeTransparency = 0, Text = string.format("%s (@%s)\n> %s <", player.DisplayName, player.Name, "0"), Size = UDim2.new(1, 0, 1, 0), TextScaled = true, TextWrapped = true, Parent = bb }, true) bb.Parent = part if player ~= LocalPlayer then spawn(function() repeat if not part then break end local DIST = LocalPlayer:DistanceFromCharacter(part.CFrame.Position) taglabel.Text = string.format("%s (@%s)\n> %s <", player.DisplayName, player.Name, DIST and math.floor(DIST) or 'N/A') wait() until not part or not bb or not taglabel end) end end end for _, surface in ipairs(Functions.ESPFaces) do local gui = New("SurfaceGui", { AlwaysOnTop = true, ResetOnSpawn = false, Face = surface, Adornee = part, }, true) New("Frame", { Size = UDim2.new(1, 0, 1, 0), BackgroundColor3 = color, Parent = gui, }, true) gui.Parent = part; local tempConnection; tempConnection = gui.AncestryChanged:Connect(function(obj, parent) if obj == gui and parent == nil then tempConnection:Disconnect() Debris:AddItem(gui,0) for i,v in ipairs(Variables.ESPObjects) do if v == gui then table.remove(Variables.ESPObjects, i) break; end end end end) Variables.ESPObjects[gui] = part; end end end end; CharacterESP = function(mode, target, color) color = color or Color3.new(1, 0, 0.917647) local Debris = service.Debris local UnWrap = service.UnWrap if Variables.ESPEvent then Variables.ESPEvent:Disconnect(); Variables.ESPEvent = nil; end for obj in pairs(Variables.ESPObjects) do if not mode or not target or (target and obj:IsDescendantOf(target)) then local __ADONIS_NAMETAG = obj.Parent and obj.Parent:FindFirstChild("__ADONIS_NAMETAG") if __ADONIS_NAMETAG then __ADONIS_NAMETAG:Destroy() end Debris:AddItem(obj,0) Variables.ESPObjects[obj] = nil; end end if mode == true then if not target then Variables.ESPEvent = workspace.ChildAdded:Connect(function(obj) wait() local human = obj.ClassName == "Model" and service.Players:GetPlayerFromCharacter(obj) if human then task.spawn(Functions.ESPify, UnWrap(obj), color); end end) for i, Player in ipairs(service.Players:GetPlayers()) do if Player.Character then task.spawn(Functions.ESPify, UnWrap(Player.Character), color); end end else Functions.ESPify(UnWrap(target), color); end end end; GetRandom = function(pLen) --local str = "" --for i=1,math.random(5,10) do str=str..string.char(math.random(33,90)) end --return str local random = math.random local format = string.format local Len = (type(pLen) == "number" and pLen) or random(5,10) --// reru local Res = {}; for Idx = 1, Len do Res[Idx] = format('%02x', random(255)); end; return table.concat(Res) end; Round = function(num) return math.floor(num + 0.5) end; SetView = function(ob) local CurrentCamera = workspace.CurrentCamera if ob=='reset' then CurrentCamera.CameraType = 'Custom' CurrentCamera.CameraSubject = service.Player.Character.Humanoid CurrentCamera.FieldOfView = 70 else CurrentCamera.CameraSubject = ob end end; AddAlias = function(alias, command) Variables.Aliases[string.lower(alias)] = command; Remote.Get("UpdateAliases", Variables.Aliases) task.defer(UI.MakeGui, "Notification", { Time = 4; Icon = client.MatIcons["Add circle"]; Title = "Notification"; Message = string.format('Alias "%s" added', string.lower(alias)); }) end; RemoveAlias = function(alias) if Variables.Aliases[string.lower(alias)] then Variables.Aliases[string.lower(alias)] = nil; Remote.Get("UpdateAliases", Variables.Aliases) task.defer(UI.MakeGui, "Notification", { Time = 4; Icon = client.MatIcons.Delete; Title = "Notification"; Message = string.format('Alias "%s" removed', string.lower(alias)); }) else task.defer(UI.MakeGui, "Notification", { Time = 3; Icon = client.MatIcons.Help; Title = "Error"; Message = string.format('Alias "%s" not found', string.lower(alias)); }) end end; Playlist = function() return Remote.Get("Playlist") end; UpdatePlaylist = function(playlist) Remote.Get("UpdatePlaylist", playlist) end; Dizzy = function(speed) service.StopLoop("DizzyLoop") if speed then local cam = workspace.CurrentCamera local last = time() local rot = 0 local flip = false service.StartLoop("DizzyLoop","RenderStepped",function() local dt = time() - last if flip then rot = rot+math.rad(speed*dt) else rot = rot-math.rad(speed*dt) end cam.CoordinateFrame *= CFrame.Angles(0, 0.00, rot) last = time() end) end end; Base64Encode = function(data) local sub = string.sub local byte = string.byte local gsub = string.gsub return (gsub(gsub(data, '.', function(x) local r, b = "", byte(x) for i = 8, 1, -1 do r = r..(b % 2 ^ i - b % 2 ^ (i - 1) > 0 and '1' or '0') end return r; end) .. '0000', '%d%d%d?%d?%d?%d?', function(x) if #(x) < 6 then return '' end local c = 0 for i = 1, 6 do c = c + (sub(x, i, i) == '1' and 2 ^ (6 - i) or 0) end return sub('ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/', c + 1, c + 1) end)..({ '', '==', '=' })[#(data) % 3 + 1]) end; Base64Decode = function(data) local sub = string.sub local gsub = string.gsub local find = string.find local char = string.char local b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/' data = gsub(data, '[^'..b..'=]', '') return (gsub(gsub(data, '.', function(x) if x == '=' then return '' end local r, f = '', (find(b, x) - 1) for i = 6, 1, -1 do r = r .. (f % 2 ^ i - f % 2 ^ (i - 1) > 0 and '1' or '0') end return r; end), '%d%d%d?%d?%d?%d?%d?%d?', function(x) if #x ~= 8 then return '' end local c = 0 for i = 1, 8 do c = c + (sub(x, i, i) == '1' and 2 ^ (8 - i) or 0) end return char(c) end)) end; GetGuiData = function(args) local props = { "AbsolutePosition"; "AbsoluteSize"; "ClassName"; "Name"; "Parent"; "Archivable"; "SelectionImageObject"; "Active"; "BackgroundColor3"; "BackgroundTransparency"; "BorderColor3"; "BorderSizePixel"; "Position"; "Rotation"; "Selectable"; "Size"; "SizeConstraint"; "Style"; "Visible"; "ZIndex"; "ClipsDescendants"; "Draggable"; "NextSelectionDown"; "NextSelectionLeft"; "NextSelectionRight"; "NextSelectionUp"; "AutoButtonColor"; "Modal"; "Image"; "ImageColor3"; "ImageRectOffset"; "ImageRectSize"; "ImageTransparency"; "ScaleType"; "SliceCenter"; "Text"; "TextColor3"; "Font"; "TextScaled"; "TextStrokeColor3"; "TextStrokeTransparency"; "TextTransparency"; "TextWrapped"; "TextXAlignment"; "TextYAlignment"; }; local classes = { "ScreenGui"; "GuiMain"; "Frame"; "TextButton"; "TextLabel"; "ImageButton"; "ImageLabel"; "ScrollingFrame"; "TextBox"; "BillboardGui"; "SurfaceGui"; } local guis = { Properties = { Name = "ViewGuis"; ClassName = "Folder"; }; Children = {}; } local add; add = function(tab,child) local good = false for i,v in pairs(classes) do if child:IsA(v) then good = true end end if good then local new = { Properties = {}; Children = {}; } for i,v in pairs(props) do pcall(function() new.Properties[v] = child[v] end) end for _, v in ipairs(child:GetChildren()) do add(new,v) end table.insert(tab.Children, new) end end for _, v in ipairs(service.PlayerGui:GetChildren()) do pcall(add, guis, v) end return guis end; LoadGuiData = function(data) local make; make = function(dat) local props = dat.Properties local children = dat.Children local gui = service.New(props.ClassName) for i,v in next,props do pcall(function() gui[i] = v end) end for i,v in next,children do pcall(function() local g = make(v) if g then g.Parent = gui end end) end return gui end local temp = Instance.new("Folder") for i,v in next,service.PlayerGui:GetChildren()do if not UI.Get(v) then v.Parent = temp end end Variables.GuiViewFolder = temp local folder = service.New("Folder",{Parent = service.PlayerGui; Name = "LoadedGuis"}) for i,v in next,data.Children do pcall(function() local g = make(v) if g then g.Parent = folder end end) end end; UnLoadGuiData = function() for i,v in ipairs(service.PlayerGui:GetChildren()) do if v.Name == "LoadedGuis" then v:Destroy() end end if Variables.GuiViewFolder then for i,v in ipairs(Variables.GuiViewFolder:GetChildren()) do v.Parent = service.PlayerGui end Variables.GuiViewFolder:Destroy() Variables.GuiViewFolder = nil end end; GetParticleContainer = function(target) if target then for i,v in ipairs(service.LocalContainer():GetChildren()) do if v.Name == target:GetFullName().."PARTICLES" then local obj = v:FindFirstChild("_OBJECT") if obj.Value == target then return v end end end end end; NewParticle = function(target, class, properties) local effect, index; properties.Parent = target; properties.Enabled = Variables.ParticlesEnabled; effect = service.New(class, properties); index = Functions.GetRandom(); Variables.Particles[index] = effect; table.insert(Variables.Particles, effect); effect.Changed:Connect(function() if not effect or not effect.Parent or effect.Parent ~= target then pcall(function() effect:Destroy() end) Variables.Particles[index] = nil; end end) end; RemoveParticle = function(target, name) for i,effect in pairs(Variables.Particles) do if effect.Parent == target and effect.Name == name then effect:Destroy(); Variables.Particles[i] = nil; end end end; EnableParticles = function(enabled) for i,effect in pairs(Variables.Particles) do if enabled then effect.Enabled = true else effect.Enabled = false end end end; NewLocal = function(class, props, parent) local obj = service.New(class) for prop,value in next,props do obj[prop] = value end if not parent or parent == "LocalContainer" then obj.Parent = service.LocalContainer() elseif parent == "Camera" then obj.Parent = workspace.CurrentCamera elseif parent == "PlayerGui" then obj.Parent = service.PlayerGui end end; MakeLocal = function(object,parent,clone) if object then local object = object if clone then object = object:Clone() end if not parent or parent == "LocalContainer" then object.Parent = service.LocalContainer() elseif parent == "Camera" then object.Parent = workspace.CurrentCamera elseif parent == "PlayerGui" then object.Parent = service.PlayerGui end end end; MoveLocal = function(object,parent,newParent) local par if not parent or parent == "LocalContainer" then par = service.LocalContainer() elseif parent == "Camera" then par = workspace.CurrentCamera elseif parent == "PlayerGui" then par = service.PlayerGui end for ind,obj in ipairs(par:GetChildren()) do if obj.Name == object or obj == obj then obj.Parent = newParent end end end; RemoveLocal = function(object,parent,match) local par if not parent or parent == "LocalContainer" then par = service.LocalContainer() elseif parent == "Camera" then par = workspace.CurrentCamera elseif parent == "PlayerGui" then par = service.PlayerGui end for ind, obj in ipairs(par:GetChildren()) do if match and string.match(obj.Name,object) or obj.Name == object or object == obj then obj:Destroy() end end end; NewCape = function(data) local char = data.Parent local material = data.Material or "Neon" local color = data.Color or "White" local reflect = data.Reflectance or 0 local decal = tonumber(data.Decal or "") if char then Functions.RemoveCape(char) local torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso") or char:FindFirstChild("HumanoidRootPart") local isR15 = (torso.Name == "UpperTorso") if torso then local p = service.New("Part") p.Name = "ADONIS_CAPE" p.Anchored = false p.Position = torso.Position p.Transparency = 0 p.Material = material p.CanCollide = false p.TopSurface = 0 p.BottomSurface = 0 p.Size = Vector3.new(2,4,0.1) p.BrickColor = BrickColor.new(color) or BrickColor.new("White") p.Parent = service.LocalContainer() if reflect then p.Reflectance = reflect end local motor1 = service.New("Motor", p) motor1.Part0 = p motor1.Part1 = torso motor1.MaxVelocity = .01 motor1.C0 = CFrame.new(0,1.75,0)*CFrame.Angles(0,math.rad(90),0) motor1.C1 = CFrame.new(0,1-((isR15 and 0.2) or 0),(torso.Size.Z/2))*CFrame.Angles(0,math.rad(90),0) local msh = service.New("BlockMesh", p) msh.Scale = Vector3.new(0.9,0.87,0.1) local dec if decal and decal ~= 0 then dec = service.New("Decal", { Name = "Decal"; Face = 2; Texture = "rbxassetid://"..decal; Transparency = 0; Parent = p; }) end local index = Functions.GetRandom() Variables.Capes[index] = { Part = p; Motor = motor1; Enabled = true; Parent = data.Parent; Torso = torso; Decal = dec; Data = data; Wave = true; isR15 = isR15; } local p = service.Players:GetPlayerFromCharacter(data.Parent) if p and p == service.Player then Variables.Capes[index].isPlayer = true end if not Variables.CapesEnabled then p.Transparency = 1 if dec then dec.Transparency = 1 end Variables.Capes[index].Enabled = false end Functions.MoveCapes() end end end; RemoveCape = function(parent) for i,v in pairs(Variables.Capes) do if v.Parent == parent or not v.Parent or not v.Parent.Parent then pcall(v.Part.Destroy,v.Part) Variables.Capes[i] = nil end end end; HideCapes = function(hide) for i,v in pairs(Variables.Capes) do local torso = v.Torso local parent = v.Parent local part = v.Part local motor = v.Motor local wave = v.Wave local decal = v.Decal if parent and parent.Parent and torso and torso.Parent and part and part.Parent then if not hide then part.Transparency = 0 if decal then decal.Transparency = 0 end v.Enabled = true else part.Transparency = 1 if decal then decal.Transparency = 1 end v.Enabled = false end else pcall(part.Destroy,part) Variables.Capes[i] = nil end end end; MoveCapes = function() service.StopLoop("CapeMover") service.StartLoop("CapeMover",0.1,function() if Functions.CountTable(Variables.Capes) == 0 or not Variables.CapesEnabled then service.StopLoop("CapeMover") else for i,v in pairs(Variables.Capes) do local torso = v.Torso local parent = v.Parent local isPlayer = v.isPlayer local isR15 = v.isR15 local part = v.Part local motor = v.Motor local wave = v.Wave local decal = v.Decal if parent and parent.Parent and torso and torso.Parent and part and part.Parent then if v.Enabled and Variables.CapesEnabled then part.Transparency = 0 if decal then decal.Transparency = 0 end local ang = 0.1 if wave then if torso.Velocity.Magnitude > 1 then ang = ang + ((torso.Velocity.Magnitude/10)*.05)+.05 end v.Wave = false else v.Wave = true end ang = ang + math.min(torso.Velocity.Magnitude/11, .8) motor.MaxVelocity = math.min((torso.Velocity.Magnitude/111), .04) + 0.002 if isPlayer then motor.DesiredAngle = -ang else motor.CurrentAngle = -ang -- bugs end if motor.CurrentAngle < -.2 and motor.DesiredAngle > -.2 then motor.MaxVelocity = .04 end else part.Transparency = 1 if decal then decal.Transparency = 1 end end else pcall(part.Destroy,part) Variables.Capes[i] = nil end end end end, true) end; CountTable = function(tab) local count = 0 for _ in pairs(tab) do count += 1 end return count end; ClearAllInstances = function() local objects = service.GetAdonisObjects() for i in pairs(objects) do i:Destroy() end table.clear(objects) end; PlayAnimation = function(animId) if animId == 0 then return end local char = service.Player.Character local human = char and char:FindFirstChildOfClass("Humanoid") local animator = human and human:FindFirstChildOfClass("Animator") or human and human:WaitForChild("Animator", 9e9) if not animator then return end for _, v in ipairs(animator:GetPlayingAnimationTracks()) do v:Stop() end local anim = service.New('Animation', { AnimationId = 'rbxassetid://'..animId, Name = "ADONIS_Animation" }) local track = animator:LoadAnimation(anim) track:Play() end; SetLighting = function(prop,value) if service.Lighting[prop]~=nil then service.Lighting[prop] = value Variables.LightingSettings[prop] = value end end; ChatMessage = function(msg,color,font,size) local tab = {} tab.Text = msg if color then tab.Color = color end if font then tab.Font = font end if size then tab.Size = size end service.StarterGui:SetCore("ChatMakeSystemMessage",tab) if Functions.SendToChat then Functions.SendToChat({Name = "::Adonis::"},msg,"Private") end end; SetCamProperty = function(prop,value) local cam = workspace.CurrentCamera if cam[prop] then cam[prop] = value end end; SetFPS = function(fps) service.StopLoop("SetFPS") local fps = tonumber(fps) if fps then service.StartLoop("SetFPS",0.1,function() local ender = time()+1/fps repeat until time()>=ender end) end end; RestoreFPS = function() service.StopLoop("SetFPS") end; Crash = function() --[[ local load = function(f) return f() end local s = string.rep("\n", 2^24) print(load(function() return s end))--]] --print(string.find(string.rep("a", 2^20), string.rep(".?", 2^20))) --[[while true do spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() print("Triangles.") end) end) end) end) end) end) end) end) end) end) end) end--]] local Run = service.RunService; local Lol = 0; local Thread; function Thread() Run:BindToRenderStep(tostring(Lol), 100, function() print"Stopping"; Thread(); end); Lol = Lol + 1; end; Thread(); --local crash; crash = function() while true do repeat spawn(function() pcall(function() print(game[("%s|"):rep(100000)]) crash() end) end) until nil end end --crash() end; HardCrash = function() local crash local tab local gui = service.New("ScreenGui",service.PlayerGui) local rem = service.New("RemoteEvent",workspace.CurrentCamera) crash = function() for i=1,50 do service.Debris:AddItem(service.New("Part",workspace.CurrentCamera),2^4000) print("((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)") local f = service.New('Frame',gui) f.Size = UDim2.new(1,0,1,0) spawn(function() table.insert(tab,string.rep(tostring(math.random()),100)) end) rem:FireServer("Hiiiiiiiiiiiiiiii") spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() print("hi") spawn(crash) end) end) end) end) end) --print(game[("%s|"):rep(0xFFFFFFF)]) end tab = {} end while wait(0.01) do for i = 1,50000000 do cPcall(function() client.GPUCrash() end) cPcall(function() crash() end) print(1) end end end; GPUCrash = function() local New = service.New local gui = New("ScreenGui",service.PlayerGui) local scr = UDim2.new(1, 0, 1, 0) local crash crash = function() while wait(0.01) do for _ = 1,500000 do New('Frame', { Size = scr; Parent = gui, }) end end end crash() end; RAMCrash = function() local Debris = service.Debris local New = service.New while wait(0.1) do for i = 1,10000 do Debris:AddItem(New("Part",workspace.CurrentCamera),2^4000) end end end; KillClient = function() client.Kill("KillClient called") end; KeyCodeToName = function(keyVal) local keyVal = tonumber(keyVal); if keyVal then for i,e in ipairs(Enum.KeyCode:GetEnumItems()) do if e.Value == keyVal then return e.Name; end end end return "UNKNOWN"; end; KeyBindListener = function(keybinds) if not Variables then wait() end; local timer = 0 local data = (not keybinds) and Remote.Get("PlayerData"); Variables.KeyBinds = keybinds or (data and data.Keybinds) or {} service.UserInputService.InputBegan:Connect(function(input) local key = tostring(input.KeyCode.Value) local textbox = service.UserInputService:GetFocusedTextBox() if Variables.KeybindsEnabled and not (textbox) and key and Variables.KeyBinds[key] and not Variables.WaitingForBind then local isAdmin = Remote.Get("CheckAdmin") if time() - timer > 5 or isAdmin then Remote.Send('ProcessCommand',Variables.KeyBinds[key],false,true) UI.Make("Hint",{ Message = "[Ran] Key: "..Functions.KeyCodeToName(key).." | Command: "..tostring(Variables.KeyBinds[key]) }) end timer = time() end end) end; AddKeyBind = function(key, command) local key = tostring(key); Variables.KeyBinds[tostring(key)] = command Remote.Get("UpdateKeybinds",Variables.KeyBinds) UI.Make("Hint",{ Message = 'Bound key "'..Functions.KeyCodeToName(key)..'" to command: '..command }) end; RemoveKeyBind = function(key) local key = tostring(key); if Variables.KeyBinds[tostring(key)] ~= nil then Variables.KeyBinds[tostring(key)] = nil Remote.Get("UpdateKeybinds",Variables.KeyBinds) Routine(function() UI.Make("Hint",{ Message = 'Removed key "'..Functions.KeyCodeToName(key)..'" from keybinds' }) end) end end; BrickBlur = function(on,trans,color) local exists = service.LocalContainer():FindFirstChild("ADONIS_WINDOW_FUNC_BLUR") if exists then exists:Destroy() end if on then local pa = Instance.new("Part",workspace.CurrentCamera) pa.Name = "ADONIS_WINDOW_FUNC_BLUR" pa.Material = "Neon" pa.BrickColor = color or BrickColor.Black() pa.Transparency = trans or 0.5 pa.CanCollide = false pa.Anchored = true pa.FormFactor = "Custom" pa.Size=Vector3.new(100,100,0) while pa and pa.Parent and wait(1/40) do pa.CFrame = workspace.CurrentCamera.CoordinateFrame*CFrame.new(0,0,-2.5)*CFrame.Angles(12.6,0,0) end else for i,v in ipairs(workspace.CurrentCamera:GetChildren()) do if v.Name == "ADONIS_WINDOW_FUNC_BLUR" then v:Destroy() end end end end; PlayAudio = function(audioId, volume, pitch, looped) if Variables.localSounds[tostring(audioId)] then Variables.localSounds[tostring(audioId)]:Stop() Variables.localSounds[tostring(audioId)]:Destroy() Variables.localSounds[tostring(audioId)]=nil end local sound = service.New("Sound") sound.SoundId = "rbxassetid://"..audioId if looped then sound.Looped = true end if volume then sound.Volume = volume end if pitch then sound.Pitch = pitch end sound.Name = "ADONI_LOCAL_SOUND "..audioId sound.Parent = service.LocalContainer() Variables.localSounds[tostring(audioId)] = sound sound:Play() wait(1) repeat wait(0.1) until not sound.IsPlaying sound:Destroy() Variables.localSounds[tostring(audioId)] = nil end; StopAudio = function(audioId) if Variables.localSounds[tostring(audioId)] then Variables.localSounds[tostring(audioId)]:Stop() Variables.localSounds[tostring(audioId)]:Destroy() Variables.localSounds[tostring(audioId)] = nil elseif audioId == "all" then for i,v in pairs(Variables.localSounds) do Variables.localSounds[i]:Stop() Variables.localSounds[i]:Destroy() Variables.localSounds[i] = nil end end end; FadeAudio = function(audioId,inVol,pitch,looped,incWait) if not inVol then local sound = Variables.localSounds[tostring(audioId)] if sound then for i = sound.Volume,0,-0.01 do sound.Volume = i wait(incWait or 0.1) end Functions.StopAudio(audioId) end else Functions.StopAudio(audioId) Functions.PlayAudio(audioId,0,pitch,looped) local sound = Variables.localSounds[tostring(audioId)] if sound then for i = 0,inVol,0.01 do sound.Volume = i wait(incWait or 0.1) end end end end; KillAllLocalAudio = function() for i,v in pairs(Variables.localSounds) do v:Stop() v:Destroy() table.remove(Variables.localSounds,i) end end; RemoveGuis = function() for i,v in ipairs(service.PlayerGui:GetChildren()) do if not UI.Get(v) then v:Destroy() end end end; SetCoreGuiEnabled = function(element,enabled) service.StarterGui:SetCoreGuiEnabled(element,enabled) end; SetCore = function(...) service.StarterGui:SetCore(...) end; UnCape = function() local cape = service.LocalContainer():FindFirstChild("::Adonis::Cape") if cape then cape:Destroy() end end; Cape = function(material,color,decal,reflect) local torso = service.Player.Character:FindFirstChild("HumanoidRootPart") if torso then local p = service.New("Part",service.LocalContainer()) p.Name = "::Adonis::Cape" p.Anchored = true p.Transparency=0.1 p.Material=material p.CanCollide = false p.TopSurface = 0 p.BottomSurface = 0 if type(color)=="table" then color = Color3.new(color[1],color[2],color[3]) end p.BrickColor = BrickColor.new(color) or BrickColor.new("White") if reflect then p.Reflectance=reflect end if decal and decal~=0 then local dec = service.New("Decal", p) dec.Face = 2 dec.Texture = "http://www.roblox.com/asset/?id="..decal dec.Transparency=0 end p.formFactor = "Custom" p.Size = Vector3.new(.2,.2,.2) local msh = service.New("BlockMesh", p) msh.Scale = Vector3.new(9,17.5,.5) wait(0.1) p.Anchored=false local motor1 = service.New("Motor", p) motor1.Part0 = p motor1.Part1 = torso motor1.MaxVelocity = .01 motor1.C0 = CFrame.new(0,1.75,0)*CFrame.Angles(0,math.rad(90),0) motor1.C1 = CFrame.new(0,1,torso.Size.Z/2)*CFrame.Angles(0,math.rad(90),0)--.45 local wave = false repeat wait(1/44) local ang = 0.1 local oldmag = torso.Velocity.Magnitude local mv = .002 if wave then ang = ang + ((torso.Velocity.Magnitude/10)*.05)+.05 wave = false else wave = true end ang = ang + math.min(torso.Velocity.Magnitude/11, .5) motor1.MaxVelocity = math.min((torso.Velocity.Magnitude/111), .04) + mv motor1.DesiredAngle = -ang if motor1.CurrentAngle < -.2 and motor1.DesiredAngle > -.2 then motor1.MaxVelocity = .04 end repeat wait() until motor1.CurrentAngle == motor1.DesiredAngle or math.abs(torso.Velocity.Magnitude - oldmag) >=(torso.Velocity.Magnitude/10) + 1 if torso.Velocity.Magnitude < .1 then wait(.1) end until not p or not p.Parent or p.Parent ~= service.LocalContainer() end end; TextToSpeech = function(str) local audioId = 296333956 local audio = Instance.new("Sound",service.LocalContainer()) audio.SoundId = "rbxassetid://"..audioId audio.Volume = 1 local audio2 = Instance.new("Sound",service.LocalContainer()) audio2.SoundId = "rbxassetid://"..audioId audio2.Volume = 1 local phonemes = { { str='%so'; func={17} }; --(on) { str='ing'; func={41} }; --(singer) { str="oot"; func={4, 26}; --oo,t }; { str='or'; func={10} }; --(door) --oor { str='oo'; func={3} }; --(good) { str='hi'; func={44, 19}; --h, y/ii }; { str='ie'; func={1}; --ee }; { str="eye"; func={19}; --y/ii }; { str="$Suy%s"; --%Suy real="uy"; func={19}; --y/ii }; { str="%Sey%s"; --%Sey func={1}; --ee }; { str="%sye"; --%sye func={19}; --y/ii }; --[[{ str='th'; func={30.9, 31.3} }; --(think)--]] { str='the'; func={25, 15}; --th, u }; { str='th'; func={32, 0.2395} }; --(this) --[[ { str='ow'; func={10, 0.335} }; --(show) --ow --]] { str='ow'; func={20} }; --(cow) --ow { str="qu"; func={21,38};--c,w }; { str='ee'; func={1} }; --(sheep) { str='i%s'; delay=0.5; func={19} }; --(I) { str='ea'; func={1} }; --(read) { str='u(.*)e'; real='u'; capture=true; func={9} }; --(cure) (match ure) --u { str='ch'; func={24} }; --(cheese) { str='ere'; func={5} }; --(here) { str='ai'; func={6} }; --(wait) { str='la'; func={39,6} }; { str='oy'; func={8} }; --(boy) { str='gh'; func={44}; }; { str='sh'; func={22} }; --(shall) { str='air'; func={18} }; --(hair) { str='ar'; func={16} }; --(far) { str='ir'; func={11} }; --(bird) { str='er'; func={12} }; --(teacher) { str='sio'; func={35} }; --(television) { str='ck'; func={21} }; --(book) { str="zy"; func={34,1}; --z,ee }; { str="ny"; func={42, 1}; --n,ee }; { str="ly"; func={39, 1}; --l,ee }; { str="ey"; func={1} --ee }; { str='ii'; func={19} }; --(ii?) { str='i'; func={2} };--(ship) { str='y'; --y%S func={37} }; --(yes) --[[ { str='%Sy'; func={23.9, 24.4} }; --(my) --]] { str='y'; func={37} }; --(my) { str='s'; func={23} }; --(see) { str='e'; func={13}; }; --(bed) --[[--]] { str='a'; func={14} }; --(cat) --[[ { str='a'; func={6} }; --(lazy) --ai--]] { str="x"; func={21, 23} --c, s }; { str='u'; func={15} }; --(up) { str='o'; func={17} }; --(on) { str='c'; func={21} }; --(car) { str='k'; func={21} }; --(book) { str='t'; func={26} }; --(tea) { str='f'; func={27} }; --(fly) { str='i'; func={2} };--(ship) { str='p'; func={28} }; --(pea) { str='b'; func={29} }; --(boat) { str='v'; func={30} }; --(video) { str='d'; func={31} }; --(dog) { str='j'; func={33} }; --(june) { str='z'; func={34} }; --(zoo) { str='g'; func={36} }; --(go) { str='w'; func={38} }; --(wet) { str='l'; func={39} }; --(love) { str='r'; func={40} }; --(red) { str='n'; func={42} }; --(now) { str='m'; func={43} }; --(man) { str='h'; func={44} }; --(hat) { str=' '; func="wait"; }; { str='%.'; func="wait"; }; { str='!'; func="wait"; }; { str='?'; func="wait"; }; { str=';'; func="wait"; }; { str=':'; func="wait"; }; } game:service("ContentProvider"):Preload("rbxassetid://"..audioId) local function getText(str) local tab = {} local str = str local function getNext() for i,v in ipairs(phonemes) do local occ,pos = string.find(string.lower(str),"^"..v.str) if occ then if v.capture then local real = v.real local realStart,realEnd = string.find(string.lower(str),real) --local captStart,captEnd = str:lower():find(v.str) local capt = string.match(string.lower(str),v.str) if occ>realEnd then table.insert(tab,v) getText(capt) else getText(capt) table.insert(tab,v) end else table.insert(tab,v) end str = string.sub(str,pos+1) getNext() end end end getNext() return tab end local phos=getText(str) local swap = false local function say(pos) local sound=audio --[[--]] if swap then sound=audio2 end--]] sound.TimePosition=pos --sound:Play() --wait(0.2) --wait(pause) --sound:Stop() end audio:Play() audio2:Play() for i,v in ipairs(phos) do --print(i,v.str) if type(v.func)=="string" then--v.func=="wait" then wait(0.5) elseif type(v)=="table" then for l,p in ipairs(v.func) do --[[--]] if swap then swap=false else swap=true end--]] say(p) if v.delay then wait(v.delay) else wait(0.1) end end end end wait(0.5) audio:Stop() audio2:Stop() end; IsValidTexture = function(id) local id = tonumber(id) local ran, info = pcall(function() return service.MarketPlace:GetProductInfo(id) end) if ran and info and info.AssetTypeId == 1 then return true; else return false; end end; GetTexture = function(id) local id = tonumber(id); if id and Functions.IsValidTexture(id) then return id; else return 6825455804; end end; GetUserInputServiceData = function(args) local data = {} local props = { "AccelerometerEnabled"; "GamepadEnabled"; "GyroscopeEnabled"; "KeyboardEnabled"; "MouseDeltaSensitivity"; "MouseEnabled"; "OnScreenKeyboardVisible"; "TouchEnabled"; "VREnabled"; } for i, p in pairs(props) do data[p] = service.UserInputService[p] end return data end; }; end
-- When someone steps on the food, drop what they're holding and attach the food to them along with an eatingScript -- (They must: Not be the creator, be alive, have a right arm, not be eating, and not be poisoned)
Food.Touched:connect(function(otherPart) if otherPart and otherPart.Parent and otherPart.Parent:IsA("Model") and otherPart.Parent ~= creator then local otherModel = otherPart.Parent if otherModel:FindFirstChild("Humanoid") and otherModel.Humanoid.Health > 0 and otherModel:FindFirstChild("Right Arm") then local otherHumanoid = otherModel.Humanoid if not otherHumanoid:FindFirstChild(eatingScript.Name) and not otherHumanoid:FindFirstChild("Poisoned") then if Food:FindFirstChild("SelfDestruct") then Food.SelfDestruct:Destroy() end -- lol if Food:FindFirstChild("BodyGyro") then Food.BodyGyro:Destroy() end local children = otherModel:GetChildren() for i = 1, #children do -- Remove current Tool local child = children[i] if child and child:IsA("Tool") then child.Parent = Workspace break end end Food.Parent = otherModel local weld = Instance.new("Weld", Game.JointsService) weld.Part0 = otherModel["Right Arm"] weld.Part1 = Food weld.C1 = CFrame.Angles(math.pi/2, 0, 0) + Vector3.new(0, 0, 1.4) local eatingScriptClone = eatingScript:Clone() Game:GetService("Debris"):AddItem(eatingScriptClone, 60) -- In case non-player humanoids pick it up eatingScriptClone.Parent = otherHumanoid eatingScriptClone.Disabled = false script:Destroy() end end end end)
-- AI.Head:BreakJoints()
if Hit.Name ~= "Torso" and Hit.Name ~= "Head" then Hit.CanCollide = true else Hit.Parent.Humanoid:TakeDamage(0) end -- kill Logic = 0 Hit = nil elseif Hit.Parent.Name == AIName then
------//Sprinting Animations
self.RightSprint = CFrame.new(-1, 1.5, -0.45) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0)); self.LeftSprint = CFrame.new(1,1.35,-0.75) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25)); return self
----------------- --| Variables |-- -----------------
local GamePassService = game:GetService('MarketplaceService') local PlayersService = game:GetService('Players') local VipDoor = script.Parent local GamePassIdObject = script:WaitForChild( 'GamePassId') local JustTouched = {}
-- Convenience function so that calling code does not have to first get the activeController -- and then call GetMoveVector on it. When there is no active controller, this function returns -- nil so that this case can be distinguished from no current movement (which returns zero vector).
function ControlModule:GetMoveVector() if self.activeController then return self.activeController:GetMoveVector() end return Vector3.new(0,0,0) end function ControlModule:GetActiveController() return self.activeController end function ControlModule:EnableActiveControlModule() if self.activeControlModule == ClickToMove then -- For ClickToMove, when it is the player's choice, we also enable the full keyboard controls. -- When the developer is forcing click to move, the most keyboard controls (WASD) are not available, only jump. self.activeController:Enable( true, Players.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice, self.touchJumpController ) elseif self.touchControlFrame then self.activeController:Enable(true, self.touchControlFrame) else self.activeController:Enable(true) end end function ControlModule:Enable(enable) if not self.activeController then return end if enable == nil then enable = true end if enable then self:EnableActiveControlModule() else self:Disable() end end
-- print("Wha " .. pose)
stopAllAnimations() 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 and tool:FindFirstChild("Handle") 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" toolAnimInstance = nil toolAnimTime = 0 end end
-- ROBLOX deviation: toBeInstanceOf checks for Lua prototypical classes, major deviation from upstream
local function toBeInstanceOf( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: any, expected: any ) local matcherName = "toBeInstanceOf" local isNot = self.isNot local options: MatcherHintOptions = { isNot = isNot, promise = self.promise, } if typeof(expected) ~= "table" then error( Error( matcherErrorMessage( matcherHint(matcherName, nil, nil, options), string.format("%s value must be a prototype class", EXPECTED_COLOR("expected")), printWithType("Expected", expected, printExpected) ) ) ) end local pass = instanceof(received, expected) local receivedPrototype = nil if typeof(getmetatable(received)) == "table" and typeof(getmetatable(received).__index) == "table" then receivedPrototype = getmetatable(received).__index end local message if pass then message = function() local retval = matcherHint(matcherName, nil, nil, options) .. "\n\n" .. printExpectedConstructorNameNot("Expected constructor", expected) if receivedPrototype and receivedPrototype ~= expected then retval = retval .. printReceivedConstructorNameNot("Received constructor", receivedPrototype, expected) end return retval end else message = function() local retval = matcherHint(matcherName, nil, nil, options) .. "\n\n" .. printExpectedConstructorName("Expected constructor", expected) if isPrimitive(received) or receivedPrototype == nil then retval = retval .. string.format("\nReceived value has no prototype\nReceived value: %s", printReceived(received)) else retval = retval .. printReceivedConstructorName("Received constructor", receivedPrototype) end return retval end end return { message = message, pass = pass } end local function toBeLessThan( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: number, expected: number ) local matcherName = "toBeLessThan" local isNot = self.isNot local options: MatcherHintOptions = { isNot = isNot, promise = self.promise, } ensureNumbers(received, expected, matcherName, options) local pass = received < expected local message = function() return matcherHint(matcherName, nil, nil, options) .. "\n\n" .. string.format("Expected:%s < %s\n", isNot and " never" or "", printExpected(expected)) .. string.format("Received:%s %s", isNot and " " or "", printReceived(received)) end return { message = message, pass = pass } end local function toBeLessThanOrEqual( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: number, expected: number ) local matcherName = "toBeLessThanOrEqual" local isNot = self.isNot local options: MatcherHintOptions = { isNot = isNot, promise = self.promise, } ensureNumbers(received, expected, matcherName, options) local pass = received <= expected local message = function() return matcherHint(matcherName, nil, nil, options) .. "\n\n" .. string.format("Expected:%s <= %s\n", isNot and " never" or "", printExpected(expected)) .. string.format("Received:%s %s", isNot and " " or "", printReceived(received)) end return { message = message, pass = pass } end local function toBeNan( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: any, expected: nil ) local matcherName = "toBeNan" local options: MatcherHintOptions = { isNot = self.isNot, promise = self.promise, } ensureNoExpected(expected, matcherName, options) local pass = Number.isNaN(received) local message = function() return matcherHint(matcherName, nil, "", options) .. "\n\n" .. string.format("Received: %s", printReceived(received)) end return { message = message, pass = pass } end local function toBeNil( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: any, expected: nil ) local matcherName = "toBeNil" local options: MatcherHintOptions = { isNot = self.isNot, promise = self.promise, } ensureNoExpected(expected, matcherName, options) local pass = received == nil local message = function() return matcherHint(matcherName, nil, "", options) .. "\n\n" .. string.format("Received: %s", printReceived(received)) end return { message = message, pass = pass } end local function toBeTruthy( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: any, expected: nil ) local matcherName = "toBeTruthy" local options: MatcherHintOptions = { isNot = self.isNot, promise = self.promise, } ensureNoExpected(expected, matcherName, options) local pass = not not received local message = function() return matcherHint(matcherName, nil, "", options) .. "\n\n" .. string.format("Received: %s", printReceived(received)) end return { message = message, pass = pass } end
--[=[ Chains a Promise from this one that is resolved if this Promise is already resolved, and rejected if it is not resolved at the time of calling `:now()`. This can be used to ensure your `andThen` handler occurs on the same frame as the root Promise execution. ```lua doSomething() :now() :andThen(function(value) print("Got", value, "synchronously.") end) ``` If this Promise is still running, Rejected, or Cancelled, the Promise returned from `:now()` will reject with the `rejectionValue` if passed, otherwise with a `Promise.Error(Promise.Error.Kind.NotResolvedInTime)`. This can be checked with [[Error.isKind]]. @param rejectionValue? any -- The value to reject with if the Promise isn't resolved @return Promise ]=]
function Promise.prototype:now(rejectionValue) local traceback = debug.traceback(nil, 2) if self._status == Promise.Status.Resolved then return self:_andThen(traceback, function(...) return ... end) else return Promise.reject(rejectionValue == nil and Error.new({ kind = Error.Kind.NotResolvedInTime, error = "This Promise was not resolved in time for :now()", context = ":now() was called at:\n\n" .. traceback, }) or rejectionValue) end end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 400 -- Spring Dampening Tune.FSusStiffness = 17000 -- Spring Force Tune.FSusLength = 1.9 -- Resting Suspension length (in studs) Tune.FSusMaxExt = .15 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .05 -- Max Compression Travel (in studs) Tune.FSusAngle = 75 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 6 -- Wishbone Length Tune.FWsBoneAngle = 3 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 400 -- Spring Dampening Tune.RSusStiffness = 17000 -- Spring Force Tune.RSusLength = 2.1 -- Resting Suspension length (in studs) Tune.RSusMaxExt = .15 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .05 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bronze" -- Suspension Color [BrickColor] Tune.SusCoilCount = 8 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- GUI
local weaponsGUI = script.Parent local weapon1Label = weaponsGUI.Weapon1 local weapon2Label = weaponsGUI.Weapon2 local weapon3Label = weaponsGUI.Weapon3 local primaryWeaponSlot = localPlayer.Backpack:WaitForChild("Primary") local secondaryWeaponSlot = localPlayer.Backpack:WaitForChild("Secondary") local tertiaryWeaponSlot = localPlayer.Backpack:WaitForChild("Tertiary") local heatBar = weaponsGUI.HeatBar local images = weaponsGUI:WaitForChild("Images")
--[[ MAKE SURE TO READ THE TEXT ABOVE, OR THIS WON'T WORK!! ]]
-- Meant for internal use, no documentation given
--// ACLI - Adonis Client Loading Initializer
if true then return end --// #DISABLED local DebugMode = false local otime = os.time local time = time local game = game local pcall = pcall local xpcall = xpcall local error = error local type = type local print = print local assert = assert local string = string local setfenv = setfenv local getfenv = getfenv local require = require local tostring = tostring local coroutine = coroutine local Instance = Instance local script = script local select = select local unpack = unpack local spawn = spawn local debug = debug local pairs = pairs local wait = wait local next = next local time = time local finderEvent local realWarn = warn local realPrint = print local foundClient = false local checkedChildren = {} local replicated = game:GetService("ReplicatedFirst") local runService = game:GetService("RunService") local player = game:GetService("Players").LocalPlayer local Kick = player.Kick local start = time() local checkThese = {} local services = { "Chat"; "Teams"; "Players"; "Workspace"; "LogService"; "TestService"; "InsertService"; "SoundService"; "StarterGui"; "StarterPack"; "StarterPlayer"; "ReplicatedFirst"; "ReplicatedStorage"; "JointsService"; "Lighting"; } local function print(...) --realPrint(...) end local function warn(str) if DebugMode or player.UserId == 1237666 then realWarn("ACLI: "..tostring(str)) end end local function Kill(info) if DebugMode then warn(info) return end pcall(function() Kick(player, info) end) wait(1) pcall(function() while not DebugMode and wait() do pcall(function() while true do end end) end end) end local function Locked(obj) return (not obj and true) or not pcall(function() return obj.GetFullName(obj) end) end local function callCheck(child) warn("CallCheck: "..tostring(child)) if Locked(child) then warn("Child locked?") Kill("ACLI: Locked") else warn("Child not locked") xpcall(function() return child[{}] end, function() if getfenv(1) ~= getfenv(2) then Kill("ACLI: Error") end end) end end local function doPcall(func, ...) local ran,ret = pcall(func, ...) if ran then return ran,ret else warn(tostring(ret)) Kill("ACLI: Error\n"..tostring(ret)) return ran,ret end end local function lockCheck(obj) callCheck(obj) obj.Changed:Connect(function(p) warn("Child changed; Checking...") callCheck(obj) end) end local function loadingTime() warn("LoadingTime Called") setfenv(1,{}) warn(tostring(time() - start)) end local function checkChild(child) warn("Checking child: ".. tostring(child and child.ClassName) .." : ".. tostring(child and child:GetFullName())) callCheck(child) if child and not foundClient and not checkedChildren[child] and child:IsA("Folder") and child.Name == "Adonis_Client" then warn("Loading Folder...") local nameVal local origName local depsFolder local clientModule local oldChild = child local container = child.Parent warn("Adding child to checked list & setting parent...") checkedChildren[child] = true warn("Waiting for Client & Special") nameVal = child:WaitForChild("Special", 30) clientModule = child:WaitForChild("Client", 30) warn("Checking Client & Special") callCheck(nameVal) callCheck(clientModule) warn("Getting origName") origName = (nameVal and nameVal.Value) or child.Name warn("Got name: "..tostring(origName)) warn("Changing child parent...") child.Parent = nil warn("Destroying parent...") if container and container:IsA("ScreenGui") and container.Name == "Adonis_Container" then spawn(function() wait(0.5); container:Destroy(); end) end if clientModule and clientModule:IsA("ModuleScript") then print("Debug: Loading the client?") local meta = require(clientModule) warn("Got metatable: "..tostring(meta)) if meta and type(meta) == "userdata" and tostring(meta) == "Adonis" then local ran,ret = pcall(meta,{ Module = clientModule, Start = start, Loader = script, Name = origName, LoadingTime = loadingTime, CallCheck = callCheck, Kill = Kill }) warn("Got return: "..tostring(ret)) if ret ~= "SUCCESS" then warn(ret) Kill("ACLI: Loading Error [Bad Module Return]") else print("Debug: The client was found and loaded?") warn("Client Loaded") oldChild:Destroy() child.Parent = nil foundClient = true if finderEvent then finderEvent:Disconnect() finderEvent = nil end end end end end end local function scan(folder) warn("Scanning for client...") if not doPcall(function() for i,child in folder:GetChildren() do if child.Name == "Adonis_Container" then local client = child:FindFirstChildOfClass("Folder") or child:WaitForChild("Adonis_Client", 5); if client then doPcall(checkChild, client); end end end end) then warn("Scan failed?") Kick(player, "ACLI: Loading Error [Scan failed]"); end end
-- Automatically installs user-added maps on server start. -- -- ForbiddenJ
LogHolder = require(game.ServerScriptService.LogHolder) MapWorkspace = workspace.MapWorkspace OwnerMapInstallFolder = game.ServerStorage.Maps function InstallMap(map) local success, messages = script.Parent.InstallMap:Invoke(map) local log = LogHolder.new() log:BulkLog(messages) log:SendToServerLog()
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
function Receive(player, action, ...) local args = {...} if player == User and action == "play" then HighlightPianoKey(args[1]) Connector:FireAllClients("play", User, args[1], Settings.SoundSource.Position, Settings.PianoSoundRange, Settings.PianoSounds) elseif player == User and action == "abort" then Deactivate() if SeatWeld then SeatWeld:remove() end end end function Activate(player) Connector:FireClient(player, "activate", Settings.CameraCFrame, Settings.PianoSounds) User = player end function Deactivate() Connector:FireClient(User, "deactivate") User = nil end
-- 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:GetCameraHeight() if VRService.VREnabled and not self.inFirstPerson then return math.sin(VR_ANGLE) * self.currentSubjectDistance end return 0 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) 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 end end function BaseCamera:GetEnabled() 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 if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end function BaseCamera:UpdateMouseBehavior() if self.isCameraToggle 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 UserGameSettings.RotationType = Enum.RotationType.MovementRelative UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter else UserGameSettings.RotationType = Enum.RotationType.MovementRelative UserInputService.MouseBehavior = Enum.MouseBehavior.Default 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) 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
----- sink plug handler -----
plug.Interactive.ClickDetector.MouseClick:Connect(function() if plugged.Value == false then plugged.Value = true plug.Plug.CFrame = plug.Plug.CFrame * CFrame.new(0, -0.08, 0) plug.Interactive.CFrame = plug.Interactive.CFrame * CFrame.new(0, 0.14, 0) plug.Shaft.CFrame = plug.Shaft.CFrame * CFrame.new(0, 0.14, 0) else plugged.Value = false plug.Plug.CFrame = plug.Plug.CFrame * CFrame.new(0, 0.08, 0) plug.Interactive.CFrame = plug.Interactive.CFrame * CFrame.new(0, -0.14, 0) plug.Shaft.CFrame = plug.Shaft.CFrame * CFrame.new(0, -0.14, 0) end end)
-----FPS DATA-----
local FPSHandsEnbled = true --The fps arms visibility when first person is on. true/false to toggle local AutoFirstPerson = true --Forces the player to firstperson camera. true/false to toggle
--// Handling Settings
Firerate = 60 / 600; -- 60 = 1 Minute, 600 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
-- 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
-- Tween variables
local tweenInfo = TweenInfo.new( TWEEN_TIME, -- Time Enum.EasingStyle.Quad, -- EasingStyle Enum.EasingDirection.InOut, -- EasingDirection -1, -- RepeatCount (when less than zero the tween will loop indefinitely) true -- Reverses (tween will reverse once reaching its goal) ) local function startTween() -- If the part is already tweening, prevent it from starting a new tween if inTween == true then return end -- Calculate new CFrame for part position local offsetCFrame = CFrame.new(0, TWEEN_MOVE_DISTANCE, 0) local newCFrame = partToTween.CFrame:ToWorldSpace(offsetCFrame) -- Create a tween and play it local tweenPart = TweenService:Create(partToTween, tweenInfo, {CFrame = newCFrame}) tweenPart:Play() inTween = true -- On tween completion, make part ready for another tween tweenPart.Completed:Connect(function() inTween = false end) end startTween()
--[[ Creates the initial systems ]]
function SystemManager.createSystems() local generatorModel = CollectionService:GetTagged(Constants.Tag.System.Generator)[1] systems.generator = Generator.new(generatorModel) local engineModel = CollectionService:GetTagged(Constants.Tag.System.Engine)[1] systems.engine = Engine.new(engineModel) local gravityModel = CollectionService:GetTagged(Constants.Tag.System.Gravity)[1] systems.gravity = Gravity.new(gravityModel) local lightsModel = CollectionService:GetTagged(Constants.Tag.System.Lights)[1] systems.lights = Lights.new(lightsModel) local cameraModel = CollectionService:GetTagged(Constants.Tag.System.Camera)[1] systems.camera = Camera.new(cameraModel) local shieldModel = CollectionService:GetTagged(Constants.Tag.System.Shield)[1] systems.shield = Shield.new(shieldModel) end
-- When mouse released
function onButton1Up(mouse) --print("Up"); end
-- Variables
local playerListButton = script.Parent:WaitForChild("Ignore") local playerListFrame = script.Parent:WaitForChild("MainFrame")
-- Loading
local CutsceneFolder = workspace.Cutscenes:WaitForChild("Run") -- The folder that contains the cutscene data (Cameras...) local Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around! local NoYield = false -- Generally you want this to be set to false, because loading takes a little bit of time, and you don't want to interact with the cutscene when it's not loaded local SafeMode = true -- This is adviced to be turned on, especially if the cutscene folder data is too big to load at one frame. when turned on, it loads a camera every frame, not all at once. local Cutscene = require(CutsceneModule) local Demo = Cutscene.new(Camera, Looping, Speed, FreezeControls) -- Create cutscene Demo:Load(CutsceneFolder, Destroy, NoYield, SafeMode) -- Load cutscene data from folder local PlayOnPartTouch = script:FindFirstChild("PlayOnPartTouch") local PlayOnPlayerJoin = script:FindFirstChild("PlayOnPlayerJoin") local PlayOnCharacterAdded = script:FindFirstChild("PlayOnCharacterAdded") local PlayOnCharacterDied = script:FindFirstChild("PlayOnCharacterDied") local PlayOnEventFire = script:FindFirstChild("PlayOnEventFire") local PlayOnRemoteEventFire = script:FindFirstChild("PlayOnRemoteEventFire") local ProtectTheCharacterWhilePlaying = script:FindFirstChild("ProtectTheCharacterWhilePlaying") local CharacterProtector = script:FindFirstChild("CharacterProtector") local Music = script:FindFirstChild("Music") local StopMusicWhenFinished = script:FindFirstChild("StopMusicWhenFinished") local StopOnEventFire = script:FindFirstChild("StopOnEventFire") local StopOnRemoteEventFire = script:FindFirstChild("StopOnRemoteEventFire") local PlayOnce = script:FindFirstChild("PlayOnce") local Debounce = script:FindFirstChild("Cooldown") local OnFinishedRemove = script:FindFirstChild("OnFinishedRemove") local bin = true local Player = game:GetService("Players").LocalPlayer local CutsceneGui = script:FindFirstChild("Cutscene")
-- toggle pause event
local togglePauseEvent = replicatedStorage.Events.TogglePause togglePauseEvent.OnServerEvent:Connect((function(player, paused) Paused = paused togglePauseEvent:FireAllClients(Paused) end))
----- Local -----
local Player = game:GetService("Players").LocalPlayer local UserInputService = game:GetService("UserInputService") local IconosFrame = script.Parent
--[[Driver Handling]]
--Driver Sit car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then --Distribute Client Interface local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent) car.Body.MainPart.Anchored = false car.DriveSeat:SetNetworkOwner(p) local g=script.Parent["A-Chassis Interface"]:Clone() g.Parent=p.PlayerGui end end) --Driver Leave car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then --Remove Flip Force if car.DriveSeat:FindFirstChild("Flip")~=nil then car.DriveSeat.Flip.MaxTorque = Vector3.new() end --Remove Wheel Force for i,v in pairs(car.Wheels:GetChildren()) do if v:FindFirstChild("#AV")~=nil then if v["#AV"]:IsA("BodyAngularVelocity") then if v["#AV"].AngularVelocity.Magnitude>0 then v["#AV"].AngularVelocity = Vector3.new() v["#AV"].MaxTorque = Vector3.new() end else if v["#AV"].AngularVelocity>0 then v["#AV"].AngularVelocity = 0 v["#AV"].MotorMaxTorque = 0 end end end end end wait(.2) car.Body.MainPart.Anchored = true end)
-- declarations
local toolAnim = "None" local toolAnimTime = 0 local jumpAnimTime = 0 local jumpAnimDuration = 0.175 local toolTransitionTime = 0.1 local fallTransitionTime = 0.2 local jumpMaxLimbVelocity = 0.75
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build "..ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.Body.CarName.Value.VehicleSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.Body.CarName.Value.VehicleSeat.Velocity end) -- ~15 c/s while wait(.0667) do --Power Engine() --Flip if _Tune.AutoFlip then Flip() end end
-- This is basically a function that finds all unanchored parts and adds them to childList. -- Note: This should only be run once for each object
function checkObject(obj) if (obj ~= hole) and (obj.className == "Part" and obj.Parent~=hole.Parent and obj~=tele1) then if (obj.Anchored == false) then table.insert(childList, 1, obj) end elseif (obj.className == "Model") or (obj.className == "Hat") or (obj.className == "Tool") or (obj == workspace) then local child = obj:GetChildren() for x = 1, #child do checkObject(child[x]) end obj.ChildAdded:connect(checkObject) end end checkObject(workspace) print("Black Hole script loaded.") local n = 0 while true do if n < #childList then n = n + 1 if n % 800 == 0 then wait() end else n = 1 wait() end local child = childList[n] if (child ~= hole) and (child.className == "Part") and (child.Anchored == false) then local relPos = hole.Position - child.Position local motivator = child:FindFirstChild("BlackHole Influence") if relPos.magnitude * 240 * massConstant < mass then if (relPos.magnitude * 320 * massConstant < mass) and (child.Size.z + hole.Size.x > relPos.magnitude * 2 - 4) then mass = mass + child:GetMass() table.remove(childList, n) n = n - 1 -- This is the reason I need a counter of my own design else child.CanCollide = false -- I Can assume that things won't escape the black hole. if motivator == nil then motivator = Instance.new("BodyPosition") motivator.Parent = child motivator.Name = "BlackHole Influence" end motivator.position = hole.Position motivator.maxForce = Vector3.new(1, 1, 1) * mass * child:GetMass() / (relPos.magnitude * massConstant) end elseif motivator ~= nil then motivator:Remove() end end end
--Function For Making New Ray Bricks
function makeRay(cframe, size) local p = Instance.new("Part") p.Name = "RayPart" p.BrickColor = BrickColor.new("Bright red") p.Transparency = 0.5 p.Anchored = true p.CanCollide = false p.TopSurface = Enum.SurfaceType.Smooth p.BottomSurface = Enum.SurfaceType.Smooth p.formFactor = Enum.FormFactor.Custom p.CFrame = cframe p.Size = size p.Parent = m ignoreList[#ignoreList+1] = p end local flash = parts.Parent.Gun.Muzzle:clone() flash.Parent = game.Workspace flash.Anchored = true parts.Parent.Gun.Muzzle.Sound:Play(); local FL = flash.PointLight:clone() FL.Parent = flash FL.Enabled = true local Flashy = flash.Flash:clone() Flashy.Parent = flash Flashy.Enabled = true game.Debris:AddItem(FL, .07) game.Debris:AddItem(Flashy, 2) game.Debris:AddItem(flash, .08) round = Instance.new("Part", user) round.Name = "RayPart" round.Transparency = 0 round.Anchored = true round.CanCollide = true round.TopSurface = Enum.SurfaceType.Smooth round.BottomSurface = Enum.SurfaceType.Smooth round.Material = Enum.Material.Neon round.formFactor = Enum.FormFactor.Custom round.BrickColor = BrickColor.new("Daisy orange") yOffset = -0.2 local PL = Instance.new("PointLight") PL.Parent = round PL.Brightness = 50 PL.Color = Color3.new(255, 255, 0) PL.Range = 10 PL.Shadows = true
-- Cast Ray
castray.OnServerEvent:Connect(function(fired, ray, position) local beam = Instance.new("Part") beam.BrickColor = BrickColor.new("Really red") beam.FormFactor = Enum.FormFactor.Custom beam.Material = Enum.Material.Neon beam.Transparency = 0 beam.Anchored = true beam.Locked = true beam.CanCollide = false beam.Parent = workspace local distance = (tool:WaitForChild("Hole").CFrame.p - position).Magnitude beam.Size = Vector3.new(0.1, 0.1, distance) beam.CFrame = CFrame.new(tool:WaitForChild("Hole").CFrame.p, position) * CFrame.new(0, 0, -distance / 2) game:GetService("Debris"):AddItem(beam, 0.025) end)
--[[ CameraModule - This ModuleScript implements a singleton class to manage the selection, activation, and deactivation of the current camera controller, character occlusion controller, and transparency controller. This script binds to RenderStepped at Camera priority and calls the Update() methods on the active controller instances. The camera controller ModuleScripts implement classes which are instantiated and activated as-needed, they are no longer all instantiated up front as they were in the previous generation of PlayerScripts. 2018 PlayerScripts Update - AllYourBlox --]]
local CameraModule = {} CameraModule.__index = CameraModule local FFlagUserCameraToggle do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserCameraToggle") end) FFlagUserCameraToggle = success and result end
-- When Clicked
function onButton1Down(mouse) --print("Down"); --print(mouse.hit.p); fire(); updateAmmo(); end
--print("health script start")
local humanoid = script.Parent.Parent.Parent.Parent:WaitForChild("Humanoid")
--[[ VERSION: v0.0.2 ----------[ UPDATES ]---------------------------------------------------- Pre-Release: -Added a copyright -fixed the issue where you couldn't run when you selected the tool -Added an ADS key and allowed ADS to either be toggle or hold -Made the Ammo values external so they can be changed by outside scripts v0.0.2: -Created new arms for the gun -Fixed an issue where the arms would glitch if PlayerAnimations was set to false and the gun was fired -Updated credit security -Put the Arm cframes in the SETTINGS -Made the stance changing animations slightly smoother -Added bullet drop -Fixed some bullet hit handling code -Made the torso being able to rotate while sitting down a setting -Added bullet settings -Added shockwave settings -Added an Explosive guntype -Added a version label in the Gui ------------------------------------------------------------------------- Hello there! Glad to know you're using my one and only Gun Kit! Even though this kit has many features and is rather advanced, it's pretty easy to use There are 4 things that this gun needs in order to function: One brick called "AimPart" At least one brick called "Mag" One brick called "Handle" One brick called "Main" The AimPart is what the gun will use to aim down the sights. When you aim down your sights, this brick will be in the center of the player's head. It basically allows the gun to have any type of sight, which can be placed anywhere on the gun. As long as the AimPart is aligned with the sight, the gun will aim down the sights properly. (NOTE: Make sure the AimPart is behind the Sight and the FRONT of the AimPart is facing the Sight) The Mag is what the gun will move around when you reload the gun. If the mag is made up of more than one brick, make sure those bricks are also called "Mag" so that the gun will move them around. If you set ReloadAnimation to false in the SETTINGS, you don't need any bricks called "Mag". But if ReloadAnimation is set to true, the gun needs at least one brick called "Mag" or it will break The Handle is obviously the most important part of the Gun. Without it, the tool itself wouldn't work. It's that simple (NOTE: If you want a sound to play when you fire, name it "FireSound" and place it in the Handle. If you want a sound to play when you reload, name it "ReloadSound" and place it in the Handle) The Main is the brick where the bullets will originate from. It's also the brick where the flash effects are kept. (NOTE: If you want a flash billboardgui to appear when you fire, name it "FlashGui" and place it in the Main. If you want a light to flash when you fire, name it "FlashFX" and place it in the Main) ----------[ INSTRUCTIONS ]----------------------------------------------- HOW TO USE THIS KIT: 1) If the gun already has a Handle, make sure it is facing forward. If the gun doesn't have a Handle, create one and place it wherever you like, and make sure it is facing forward 2) If the gun already has a brick called "AimPart", move it to where you would like, and make sure it is facing the sight. If the gun doesn't have a brick called "AimPart", create one and move it where you would like it to be, and make sure it is facing the sight 3) If the gun already has a brick called "Main", move it to the very front of the gun. If the gun doesn't have a brick called "Main", create one and move it to the very front of the gun 4) If ReloadAnimation is set to true in the SETTINGS, make sure the gun has at least one brick called "Mag". If ReloadAnimation is set to false, the gun doesn't need any bricks called "Mag". 5) Open the SETTINGS and edit them however you like That's it! Only 5 steps! It's not that complicated, just follow the Directions and it should work fine. If you have any questions / comments / concerns, message me. ______ ______ __ ______ _ ______ / _/ _/ /_ __/_ _______/ /_ ____ / ____/_ _______(_)___ ____ / / / / // / / / / / / / ___/ __ \/ __ \/ /_ / / / / ___/ / __ \/ __ \ / // / / // / / / / /_/ / / / /_/ / /_/ / __/ / /_/ (__ ) / /_/ / / / / / // / / // / /_/ \__,_/_/ /_.___/\____/_/ \__,_/____/_/\____/_/ /_/ _/ // / /__/__/ /__/__/ --]]
wait(math.random(0, 200) / 200) --This is to prevent more than one Ignore_Model from being created if _G.Ignore_Code then --If the Ignore_Code already exists, then the script creates the Ignore_Model --[[ The purpose of this is so that every gun in a game that uses this gun kit will share one Ignore_Model. That way, bullet trails, bullet holes, and other fake arms will be ignored by the gun which makes the bullets more likely to hit a character part --]] if (not game.Workspace:FindFirstChild("Ignore_Model_".._G.Ignore_Code)) then local Ignore_Model = Instance.new("Model") Ignore_Model.Name = "Ignore_Model_".._G.Ignore_Code Ignore_Model.Parent = game.Workspace spawn(function() while true do Ignore_Model.Parent = game.Workspace wait(1 / 20) end end) end script.Parent:WaitForChild("Gun_Main"):WaitForChild("Ignore_Code").Value = _G.Ignore_Code else --[[ If there isn't already an Ignore_Code, then this creates one. The purpose of it being random is so that if there is an Ignore_Model for something else in the game, the script won't end up placing the ignored objects in that Ignore_Model --]] _G.Ignore_Code = math.random(1, 1e4) if (not game.Workspace:FindFirstChild("Ignore_Model_".._G.Ignore_Code)) then local Ignore_Model = Instance.new("Model") Ignore_Model.Name = "Ignore_Model_".._G.Ignore_Code Ignore_Model.Parent = game.Workspace spawn(function() while true do Ignore_Model.Parent = game.Workspace wait(1 / 20) end end) end script.Parent:WaitForChild("Gun_Main"):WaitForChild("Ignore_Code").Value = _G.Ignore_Code end
-- Libraries
local RbxUtility = LoadLibrary 'RbxUtility'; local History = require(script.Parent.HistoryModule); local Support = require(script.Parent.SupportLibrary);
--[[ Calls the given callback, and stores any used external dependencies. Arguments can be passed in after the callback. If the callback completed successfully, returns true and the returned value, otherwise returns false and the error thrown. The callback shouldn't yield or run asynchronously. NOTE: any calls to useDependency() inside the callback (even if inside any nested captureDependencies() call) will not be included in the set, to avoid self-dependencies. ]]
local Package = script.Parent.Parent local PubTypes = require(Package.PubTypes) local parseError = require(Package.Logging.parseError) local sharedState = require(Package.Dependencies.sharedState) type Set<T> = {[T]: any} local initialisedStack = sharedState.initialisedStack local initialisedStackCapacity = 0 local function captureDependencies( saveToSet: Set<PubTypes.Dependency>, callback: (...any) -> any, ... ): (boolean, any) local prevDependencySet = sharedState.dependencySet sharedState.dependencySet = saveToSet sharedState.initialisedStackSize += 1 local initialisedStackSize = sharedState.initialisedStackSize local initialisedSet if initialisedStackSize > initialisedStackCapacity then initialisedSet = {} initialisedStack[initialisedStackSize] = initialisedSet initialisedStackCapacity = initialisedStackSize else initialisedSet = initialisedStack[initialisedStackSize] table.clear(initialisedSet) end local data = table.pack(xpcall(callback, parseError, ...)) sharedState.dependencySet = prevDependencySet sharedState.initialisedStackSize -= 1 return table.unpack(data, 1, data.n) end return captureDependencies
--//Controller//--
Oxygen.Changed:Connect(function() TweenService:Create( OxygenDisplayBar, TweenInfo.new( 0.5 ), { Size = UDim2.new(Oxygen.Value / PlayerStatsConfiguration.MaximumOxygenValue.Value, 0, 1, 0) } ):Play() end) Humanoid:GetPropertyChangedSignal("Health"):Connect(function() TweenService:Create( HealthDisplayBar, TweenInfo.new( 0.5 ), { Size = UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0) } ):Play() end) while true do if Player.Team == PlayingTeam then if Humanoid:GetState() == Enum.HumanoidStateType.Swimming then if Oxygen.Value > 0 then Oxygen.Value = Oxygen.Value - PlayerStatsConfiguration.OxygenChangeValue.Value elseif Oxygen.Value <= 0 then Oxygen.Value = 0 Humanoid:TakeDamage(PlayerStatsConfiguration.NoOxygenDamage.Value) end task.wait(PlayerStatsConfiguration.OxygenDecreaseTime.Value) else if Oxygen.Value >= PlayerStatsConfiguration.MaximumOxygenValue.Value then Oxygen.Value = PlayerStatsConfiguration.MaximumOxygenValue.Value elseif Oxygen.Value < PlayerStatsConfiguration.MaximumOxygenValue.Value then Oxygen.Value = Oxygen.Value + PlayerStatsConfiguration.OxygenChangeValue.Value end task.wait(PlayerStatsConfiguration.OxygenIncreaseTime.Value) end end task.wait() end
-- handler:FireServer('updateLights', 'fog', false)
else lights.Value = false handler:FireServer('updateLights', 'beam', false)
--[[ Novena Constraint Type: Motorcycle The Bike Chassis RikOne2 | Enjin --]]
--[=[ @param ignorePlayer Player -- The client to ignore @param ... any -- Arguments passed to the other clients Fires the signal to all clients _except_ the specified client. :::note Outbound Middleware All arguments pass through any outbound middleware before being sent to the client. ::: ]=]
function RemoteSignal:FireExcept(ignorePlayer: Player, ...: any) self:FireFilter(function(plr) return plr ~= ignorePlayer end, ...) end
-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/setGlobal.ts
--[[Front]]
-- Tune.FTireProfile = 1 -- Tire profile, aggressive or smooth Tune.FProfileHeight = .4 -- Profile height, conforming to tire Tune.FTireCompound = 1 -- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear Tune.FTireFriction = 1.1 -- Your tire's friction in the best conditions.
--Light off
src.Parent.right.Value.Value = 0 src.Parent.left.Value.Value = 0 light.Value = false else src.Parent.right.Value.Value = 1 src.Parent.left.Value.Value = 1 light.Value = true return end end end) src.Parent.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then src:Stop() script.Parent:Destroy() end end)
-- Initialize the tool
local AnchorTool = { Name = 'Anchor Tool'; Color = BrickColor.new 'Really black'; } AnchorTool.ManualText = [[<font face="GothamBlack" size="16">Anchor Tool 🛠</font> Lets you anchor and unanchor parts.<font size="6"><br /></font> <b>TIP:</b> Press <b>Enter</b> to toggle anchor quickly.]]
--// Firemode Functions
function CreateBullet(L_165_arg1) local L_166_ = L_41_.Position local L_167_ = (L_4_.Hit.p - L_166_).unit local L_168_ = CFrame.Angles(math.rad(math.random(-L_165_arg1, L_165_arg1)), math.rad(math.random(-L_165_arg1, L_165_arg1)), math.rad(math.random(-L_165_arg1, L_165_arg1))) L_167_ = L_168_ * L_167_ local L_169_ = CFrame.new(L_166_, L_166_ + L_167_) local L_170_ = Instance.new("Part", L_76_) game.Debris:AddItem(L_170_, 10) L_170_.Shape = Enum.PartType.Ball L_170_.Size = Vector3.new(1, 1, 12) L_170_.Name = "Bullet" L_170_.TopSurface = "Smooth" L_170_.BottomSurface = "Smooth" L_170_.BrickColor = BrickColor.new("Bright green") L_170_.Material = "Neon" L_170_.CanCollide = false --Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p) L_170_.CFrame = L_169_ local L_171_ = Instance.new("Sound") L_171_.SoundId = "rbxassetid://341519743" L_171_.Looped = true L_171_:Play() L_171_.Parent = L_170_ L_171_.Volume = 0.4 L_171_.MaxDistance = 30 L_170_.Transparency = 1 local L_172_ = L_170_:GetMass() local L_173_ = Instance.new('BodyForce', L_170_) if not L_60_ then L_173_.Force = L_23_.BulletPhysics L_170_.Velocity = L_167_ * L_23_.BulletSpeed else L_173_.Force = L_23_.ExploPhysics L_170_.Velocity = L_167_ * L_23_.ExploSpeed end local L_174_ = Instance.new('Attachment', L_170_) L_174_.Position = Vector3.new(0.1, 0, 0) local L_175_ = Instance.new('Attachment', L_170_) L_175_.Position = Vector3.new(-0.1, 0, 0) local L_176_ = TracerCalculation() if L_23_.TracerEnabled == true and L_176_ then local L_177_ = Instance.new('Trail', L_170_) L_177_.Attachment0 = L_174_ L_177_.Attachment1 = L_175_ L_177_.Transparency = NumberSequence.new(L_23_.TracerTransparency) L_177_.LightEmission = L_23_.TracerLightEmission L_177_.TextureLength = L_23_.TracerTextureLength L_177_.Lifetime = L_23_.TracerLifetime L_177_.FaceCamera = L_23_.TracerFaceCamera L_177_.Color = ColorSequence.new(L_23_.TracerColor.Color) end if L_1_:FindFirstChild('Shell') and not L_60_ then CreateShell() end delay(0.2, function() L_170_.Transparency = 0 end) return L_170_ end function CheckForHumanoid(L_178_arg1) local L_179_ local L_180_ if (L_178_arg1.Parent:FindFirstChild("Humanoid") or L_178_arg1.Parent.Parent:FindFirstChild("Humanoid")) then L_179_ = true if L_178_arg1.Parent:FindFirstChild('Humanoid') then L_180_ = L_178_arg1.Parent.Humanoid elseif L_178_arg1.Parent.Parent:FindFirstChild('Humanoid') then L_180_ = L_178_arg1.Parent.Parent.Humanoid end else L_179_ = false end return L_179_, L_180_ end function CastRay(L_181_arg1) local L_182_, L_183_, L_184_ local L_185_ = L_38_.Position; local L_186_ = L_181_arg1.Position; local L_187_ = 0 local L_188_ = L_60_ while true do L_81_:wait() L_186_ = L_181_arg1.Position; L_187_ = L_187_ + (L_186_ - L_185_).magnitude L_182_, L_183_, L_184_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_185_, (L_186_ - L_185_)), IgnoreList); local L_189_ = Vector3.new(0, 1, 0):Cross(L_184_) local L_190_ = math.asin(L_189_.magnitude) -- division by 1 is redundant if L_187_ > 10000 then break end if L_182_ and (L_182_ and L_182_.Transparency >= 1 or L_182_.CanCollide == false) then table.insert(IgnoreList, L_182_) end if L_182_ then L_189_ = Vector3.new(0, 1, 0):Cross(L_184_) L_190_ = math.asin(L_189_.magnitude) -- division by 1 is redundant local L_191_ = CheckForHumanoid(L_182_) if L_191_ == false then L_181_arg1:Destroy() local L_192_ = L_88_:InvokeServer(L_183_, L_189_, L_190_, L_184_, "Part") table.insert(IgnoreList, L_192_) elseif L_191_ == true then L_181_arg1:Destroy() local L_193_ = L_88_:InvokeServer(L_183_, L_189_, L_190_, L_184_, "Human") table.insert(IgnoreList, L_193_) end end if L_182_ and L_188_ then L_91_:FireServer(L_183_) end if L_182_ and (L_182_.Parent:FindFirstChild("Humanoid") or L_182_.Parent.Parent:FindFirstChild("Humanoid")) then local L_194_, L_195_ = CheckForHumanoid(L_182_) if L_194_ then L_86_:FireServer(L_195_) if L_23_.AntiTK then if game.Players:FindFirstChild(L_195_.Parent.Name) and game.Players:FindFirstChild(L_195_.Parent.Name).TeamColor ~= L_2_.TeamColor then if L_182_.Name == 'Head' then L_85_:FireServer(L_195_, L_23_.HeadDamage) local L_196_ = L_18_:WaitForChild('BodyHit'):clone() L_196_.Parent = L_2_.PlayerGui L_196_:Play() game:GetService("Debris"):addItem(L_196_, L_196_.TimeLength) elseif L_182_.Name ~= 'Head' and not (L_182_.Parent:IsA('Accessory') or L_182_.Parent:IsA('Hat')) then L_85_:FireServer(L_195_, L_23_.Damage) local L_197_ = L_18_:WaitForChild('BodyHit'):clone() L_197_.Parent = L_2_.PlayerGui L_197_:Play() game:GetService("Debris"):addItem(L_197_, L_197_.TimeLength) elseif (L_182_.Parent:IsA('Accessory') or L_182_.Parent:IsA('Hat')) then L_85_:FireServer(L_195_, L_23_.HeadDamage) local L_198_ = L_18_:WaitForChild('BodyHit'):clone() L_198_.Parent = L_2_.PlayerGui L_198_:Play() game:GetService("Debris"):addItem(L_198_, L_198_.TimeLength) end end else if L_182_.Name == 'Head' then L_85_:FireServer(L_195_, L_23_.HeadDamage) local L_199_ = L_18_:WaitForChild('BodyHit'):clone() L_199_.Parent = L_2_.PlayerGui L_199_:Play() game:GetService("Debris"):addItem(L_199_, L_199_.TimeLength) elseif L_182_.Name ~= 'Head' and not (L_182_.Parent:IsA('Accessory') or L_182_.Parent:IsA('Hat')) then L_85_:FireServer(L_195_, L_23_.Damage) local L_200_ = L_18_:WaitForChild('BodyHit'):clone() L_200_.Parent = L_2_.PlayerGui L_200_:Play() game:GetService("Debris"):addItem(L_200_, L_200_.TimeLength) elseif (L_182_.Parent:IsA('Accessory') or L_182_.Parent:IsA('Hat')) then L_85_:FireServer(L_195_, L_23_.HeadDamage) local L_201_ = L_18_:WaitForChild('BodyHit'):clone() L_201_.Parent = L_2_.PlayerGui L_201_:Play() game:GetService("Debris"):addItem(L_201_, L_201_.TimeLength) end end end end if L_182_ and L_182_.Parent:FindFirstChild("Humanoid") then return L_182_, L_183_; end L_185_ = L_186_; end end function fireSemi() if L_15_ then L_51_ = false Recoiling = true Shooting = true L_41_:WaitForChild('Fire'):Play() L_84_:FireServer() L_77_ = CreateBullet(0) L_78_ = L_78_ - 1 RecoilFront = true local L_202_, L_203_ = spawn(function() CastRay(L_77_) end) if L_23_.CanBolt == true then BoltingBackAnim() delay(L_23_.Firerate / 2, function() if L_23_.CanSlideLock == false then BoltingForwardAnim() elseif L_23_.CanSlideLock == true and L_78_ <= 0 then BoltingBackAnim() end end) end delay(L_23_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_23_.Firerate) local L_204_ = JamCalculation() if L_204_ then L_51_ = false else L_51_ = true end Shooting = false end end function fireExplo() if L_15_ then L_51_ = false Recoiling = true Shooting = true L_42_:WaitForChild('Fire'):Play() L_84_:FireServer() L_77_ = CreateBullet(0) L_80_ = L_80_ - 1 RecoilFront = true local L_205_, L_206_ = spawn(function() CastRay(L_77_) end) delay(L_23_.Firerate / 2, function() Recoiling = false RecoilFront = false end) L_51_ = false Shooting = false end end function fireShot() if L_15_ then L_51_ = false Recoiling = true Shooting = true RecoilFront = true L_41_:WaitForChild('Fire'):Play() L_84_:FireServer() for L_208_forvar1 = 1, L_23_.ShotNum do L_77_ = CreateBullet(2) local L_209_, L_210_ = spawn(function() CastRay(L_77_) end) end for L_211_forvar1, L_212_forvar2 in pairs(L_41_:GetChildren()) do if L_212_forvar2.Name:sub(1, 7) == "FlashFX" then L_212_forvar2.Enabled = true end end delay(1 / 30, function() for L_213_forvar1, L_214_forvar2 in pairs(L_41_:GetChildren()) do if L_214_forvar2.Name:sub(1, 7) == "FlashFX" then L_214_forvar2.Enabled = false end end end) if L_23_.CanBolt == true then BoltingBackAnim() delay(L_23_.Firerate / 2, function() if L_23_.CanSlideLock == false then BoltingForwardAnim() elseif L_23_.CanSlideLock == true and L_78_ > 0 then BoltingBackAnim() end end) end delay(L_23_.Firerate / 2, function() Recoiling = false RecoilFront = false end) L_78_ = L_78_ - 1 wait(L_23_.Firerate) L_58_ = true BoltBackAnim() BoltForwardAnim() IdleAnim() L_58_ = false local L_207_ = JamCalculation() if L_207_ then L_51_ = false else L_51_ = true end Shooting = false end end function fireBoltAction() if L_15_ then L_51_ = false Recoiling = true Shooting = true L_41_:WaitForChild('Fire'):Play() L_84_:FireServer() L_77_ = CreateBullet(0) L_78_ = L_78_ - 1 RecoilFront = true local L_215_, L_216_ = spawn(function() CastRay(L_77_) end) for L_218_forvar1, L_219_forvar2 in pairs(L_41_:GetChildren()) do if L_219_forvar2.Name:sub(1, 7) == "FlashFX" then L_219_forvar2.Enabled = true end end delay(1 / 30, function() for L_220_forvar1, L_221_forvar2 in pairs(L_41_:GetChildren()) do if L_221_forvar2.Name:sub(1, 7) == "FlashFX" then L_221_forvar2.Enabled = false end end end) if L_23_.CanBolt == true then BoltingBackAnim() delay(L_23_.Firerate / 2, function() if L_23_.CanSlideLock == false then BoltingForwardAnim() elseif L_23_.CanSlideLock == true and L_78_ > 0 then BoltingBackAnim() end end) end delay(L_23_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_23_.Firerate) L_58_ = true BoltBackAnim() BoltForwardAnim() IdleAnim() L_58_ = false local L_217_ = JamCalculation() if L_217_ then L_51_ = false else L_51_ = true end Shooting = false end end function fireAuto() while not Shooting and L_78_ > 0 and L_50_ and L_51_ and L_15_ do L_51_ = false Recoiling = true L_41_:WaitForChild('Fire'):Play() L_84_:FireServer() L_78_ = L_78_ - 1 Shooting = true RecoilFront = true L_77_ = CreateBullet(0) local L_222_, L_223_ = spawn(function() CastRay(L_77_) end) for L_225_forvar1, L_226_forvar2 in pairs(L_41_:GetChildren()) do if L_226_forvar2.Name:sub(1, 7) == "FlashFX" then L_226_forvar2.Enabled = true end end delay(1 / 30, function() for L_227_forvar1, L_228_forvar2 in pairs(L_41_:GetChildren()) do if L_228_forvar2.Name:sub(1, 7) == "FlashFX" then L_228_forvar2.Enabled = false end end end) if L_23_.CanBolt == true then BoltingBackAnim() delay(L_23_.Firerate / 2, function() if L_23_.CanSlideLock == false then BoltingForwardAnim() elseif L_23_.CanSlideLock == true and L_78_ > 0 then BoltingForwardAnim() end end) end delay(L_23_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_23_.Firerate) local L_224_ = JamCalculation() if L_224_ then L_51_ = false else L_51_ = true end Shooting = false end end function fireBurst() if not Shooting and L_78_ > 0 and L_50_ and L_15_ then for L_229_forvar1 = 1, L_23_.BurstNum do if L_78_ > 0 and L_50_ then L_51_ = false Recoiling = true L_41_:WaitForChild('Fire'):Play() L_84_:FireServer() L_77_ = CreateBullet(0) local L_230_, L_231_ = spawn(function() CastRay(L_77_) end) for L_233_forvar1, L_234_forvar2 in pairs(L_41_:GetChildren()) do if L_234_forvar2.Name:sub(1, 7) == "FlashFX" then L_234_forvar2.Enabled = true end end delay(1 / 30, function() for L_235_forvar1, L_236_forvar2 in pairs(L_41_:GetChildren()) do if L_236_forvar2.Name:sub(1, 7) == "FlashFX" then L_236_forvar2.Enabled = false end end end) if L_23_.CanBolt == true then BoltingBackAnim() delay(L_23_.Firerate / 2, function() if L_23_.CanSlideLock == false then BoltingForwardAnim() elseif L_23_.CanSlideLock == true and L_78_ > 0 then BoltingForwardAnim() end end) end L_78_ = L_78_ - 1 RecoilFront = true delay(L_23_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_23_.Firerate) local L_232_ = JamCalculation() if L_232_ then L_51_ = false else L_51_ = true end end Shooting = true end Shooting = false end end function Shoot() if L_15_ and L_51_ then if L_69_ == 1 then fireSemi() elseif L_69_ == 2 then fireAuto() elseif L_69_ == 3 then fireBurst() elseif L_69_ == 4 then fireBoltAction() elseif L_69_ == 5 then fireShot() elseif L_69_ == 6 then fireExplo() end end end
-- you can mess with these settings
local easingtime = 0.1 --0~1 local walkspeeds = { enabled = true; walkingspeed = 16; backwardsspeed = 10; sidewaysspeed = 15; diagonalspeed = 16; runningspeed = 250; runningFOV= 85; }
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 2000 -- Spring Force Tune.FAntiRoll = 60 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 1 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 4000 -- Spring Force Tune.FAntiRoll = 60 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 1 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- Decompiled with the Synapse X Luau decompiler.
game:GetService("Chat"):RegisterChatCallback(Enum.ChatCallbackType.OnCreatingChatWindow, function() return { BubbleChatEnabled = true }; end);
--[[ Returns the last word in a PascalCase string, ignoring any trailing numbers. E.g. LeftUpperArm -> Arm LeftElbow -> Elbow LeftUpperLeg4 -> Leg TestT3st4 -> T3st test -> test (whole string returned if there are no uppercase characters) 3 -> "" --]]
return function (str) -- Get the last word in the PascalCase name (e.g. Arm from UpperLeftArm) local lastWord = str:sub(#str - ((str:reverse():find("%u") or #str+1) - 1)) -- Remove trailing numbers from the name lastWord = lastWord:gsub("%d+$", "") return lastWord end
-------------------------------------------------------------------------------------- --------------------[ PRE-CONNECTIONS ]----------------------------------------------- --------------------------------------------------------------------------------------
local function updateAnimVars() wait() Forward = (UIS:IsKeyDown("W") or UIS:IsKeyDown("Up")) Backward = (UIS:IsKeyDown("S") or UIS:IsKeyDown("Down")) local Right = UIS:IsKeyDown("D") local Left = UIS:IsKeyDown("A") local walkingForward = (Forward and (not Backward)) local walkingBackward = ((not Forward) and Backward) local walkingRight = (Right and (not Left)) local walkingLeft = ((not Right) and Left) if (Forward or Backward or Right or Left) then Walking, Idling = true, false if (not Running) and (not Aimed) then spreadMotion = "Moving" baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion] end elseif (not (Forward and Backward and Right and Left)) then Walking, Idling = false, true if (not Aimed) then spreadMotion = "Idling" baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion] end end local newArmTilt = ( ((walkingForward or walkingBackward) and walkingRight) and 2.5 or ((walkingForward or walkingBackward) and walkingLeft) and -2.5 or ((not (walkingForward and walkingBackward)) and walkingRight) and 5 or ((not (walkingForward and walkingBackward)) and walkingLeft) and -5 or 0 ) local newMoveAng = ( (walkingForward and (not (walkingRight or walkingLeft))) and 0 or (walkingForward and walkingRight) and RAD(-45) or ((not (walkingForward or walkingBackward)) and walkingRight) and RAD(-90) or (walkingBackward and walkingRight) and RAD(-135) or (walkingBackward and (not (walkingRight or walkingLeft))) and (moveAng < 0 and RAD(-180) or RAD(180)) or (walkingBackward and walkingLeft) and RAD(135) or ((not (walkingForward or walkingBackward)) and walkingLeft) and RAD(90) or (walkingForward and walkingLeft) and RAD(45) or 0 ) local newAnimCode = math.random(-1e9, 1e9) animCode = newAnimCode local startTilt = armTilt local startAng = (ABS(moveAng) == RAD(180)) and (newMoveAng > 0 and RAD(180) or RAD(-180)) or moveAng local Increment = (startTilt == newArmTilt and 1.5 / 0.7 or 1.5 / (0.35 * ABS(startTilt - newArmTilt) / 5)) local X = 0 while true do RS.RenderStepped:wait() local newX = X + Increment X = (newX > 90 and 90 or newX) if animCode ~= newAnimCode then break end armTilt = numLerp(startTilt, newArmTilt, Sine(X)) moveAng = numLerp(startAng, newMoveAng, Sine(X)) if X == 90 then break end end end M2.KeyDown:connect(updateAnimVars) M2.KeyUp:connect(updateAnimVars) updateAnimVars()
-- self.waistC0 = self.waist.C0;
self.spring = spring.new(Vector3.new(), Vector3.new(), Vector3.new(), 10, 1); return setmetatable(self, lookAt_mt); end function lookAt:calcGoal(target) local goal = Vector3.new(0, 0, 0); local eye = (self.hrp.CFrame * CFrame.new(0, 3, 0)):pointToObjectSpace(target).unit; local horizontal = -math.atan2(eye.x, -eye.z); local vertical = math.asin(eye.y); if not (math.abs(horizontal) > SETTINGS.horizontalRange or math.abs(vertical) > SETTINGS.verticalRange) then local hsign, habs = math.sign(horizontal), math.abs(horizontal); local hneck, hwaist = habs*0.5, habs*0.5; if (hwaist > SETTINGS.maxHorizontalWaist) then local remainder = hwaist - SETTINGS.maxHorizontalWaist; hwaist = SETTINGS.maxHorizontalWaist; hneck = math.clamp(hneck + remainder, 0, SETTINGS.maxHorizontalHead); end goal = Vector3.new(hsign*hneck, hsign*hwaist, vertical); end self.spring.target = goal; end function lookAt:update(dt) self.spring:update(dt); local set = self.spring.p; self.neck.C0 = self.neckC0 * CFrame.fromEulerAnglesYXZ(set.z*0.5, set.x, 0);
-- Instead of putting GUI into StarterGui, this will just give the GUI to the player after the spawn/respawn:
function characterHandling(p) p.CharacterAdded:connect(function() if (not p:findFirstChild("PlayerGui")) then repeat wait() until (p:findFirstChild("PlayerGui")) end gui:clone().Parent = p.PlayerGui end) end
-- << GROUP PERMISSIONS >>
local Group_Permissions = false -- Set to 'true' to use
--// Weapon Parts
local L_34_ = L_1_:WaitForChild('AimPart') local L_35_ local L_36_ = L_1_:WaitForChild('Grip') local L_37_ = L_1_:WaitForChild('FirePart') local L_38_ = L_1_:WaitForChild('Mag') local L_39_ = L_1_:WaitForChild('Bolt')
-- warn("TWEEN START ********************************************")
local me = script.Parent local timer = 5 -- секунд = 50000 тиков
-- Version 3 -- Last updated: 31/07/2020
local Module = {} DebugEnabled = false Debris = game:GetService("Debris") function Module.FracturePart(PartToFracture) local BreakingPointAttachment = PartToFracture:FindFirstChild("BreakingPoint") -- Settings local Configuration = PartToFracture:FindFirstChild("Configuration") local DebrisDespawn = false local DebrisDespawnDelay = 0 local WeldDebris = false local AnchorDebris = false if DebugEnabled then local DebugPart = Instance.new("Part") DebugPart.Shape = "Ball" DebugPart.CanCollide = false DebugPart.Anchored = true DebugPart.Size = Vector3.new(0.5, 0.5, 0.5) DebugPart.Color = Color3.fromRGB(255, 0, 0) DebugPart.Position = BreakingPointAttachment.WorldPosition DebugPart.Parent = workspace end local BreakSound = PartToFracture:FindFirstChild("BreakSound") if BreakSound then local SoundPart = Instance.new("Part") SoundPart.Size = Vector3.new(0.2, 0.2, 0.2) SoundPart.Position = PartToFracture.Position SoundPart.Name = "TemporarySoundEmitter" SoundPart.Anchored = true SoundPart.CanCollide = false SoundPart.Transparency = 1 local Sound = BreakSound:Clone() Sound.Parent = SoundPart SoundPart.Parent = workspace Sound:Play() Debris:AddItem(SoundPart, Sound.PlaybackSpeed) end if Configuration then DebrisDespawn = Configuration.DebrisDespawn.Value DebrisDespawnDelay = Configuration.DebrisDespawnDelay.Value WeldDebris = Configuration.WeldDebris.Value AnchorDebris = Configuration.AnchorDebris.Value else warn("The 'Configuration' is not a valid member of " .. PartToFracture.Name .. ". Please insert a 'Configuration' with the following values; 'DebrisDespawn' (bool), 'WeldDebris' (bool), 'DebrisDespawnDelay' (number/int)") end if not BreakingPointAttachment then warn("The 'BreakingPoint' attachment is not a valid member of " .. PartToFracture.Name .. ". Please insert an attachment named 'BreakingPoint'") end local BreakingPointY = BreakingPointAttachment.Position.Y local BreakingPointZ = BreakingPointAttachment.Position.Z local ShardBottomLeft = Instance.new("WedgePart") local ShardBottomRight = Instance.new("WedgePart") local ShardTopLeft = Instance.new("WedgePart") local ShardTopRight = Instance.new("WedgePart") local BreakSound = PartToFracture:FindFirstChild("BreakSound") -- Bottom Left ShardBottomLeft.Material = PartToFracture.Material ShardBottomLeft.Color = PartToFracture.Color ShardBottomLeft.Transparency = PartToFracture.Transparency ShardBottomLeft.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) - BreakingPointY, (PartToFracture.Size.Z / 2) + BreakingPointZ) local OldSizeY = ShardBottomLeft.Size.Y local OldSizeZ = ShardBottomLeft.Size.Z ShardBottomLeft.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY - (ShardBottomLeft.Size.Y / 2), BreakingPointZ + (ShardBottomLeft.Size.Z / 2)) ShardBottomLeft.CFrame = ShardBottomLeft.CFrame * CFrame.Angles(math.rad(90), 0, 0) ShardBottomLeft.Size = Vector3.new(ShardBottomLeft.Size.X, OldSizeZ, OldSizeY) local ShardBottomLeft2 = ShardBottomLeft:Clone() ShardBottomLeft2.CFrame = ShardBottomLeft2.CFrame * CFrame.Angles(math.rad(180), 0, 0) -- Bottom Right ShardBottomRight.Material = PartToFracture.Material ShardBottomRight.Color = PartToFracture.Color ShardBottomRight.Transparency = PartToFracture.Transparency ShardBottomRight.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) + BreakingPointY, (PartToFracture.Size.Z / 2) + BreakingPointZ) ShardBottomRight.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY + (ShardBottomRight.Size.Y / 2), BreakingPointZ + (ShardBottomRight.Size.Z / 2)) local ShardBottomRight2 = ShardBottomRight:Clone() ShardBottomRight2.CFrame = ShardBottomRight2.CFrame * CFrame.Angles(math.rad(180), 0, 0) -- Top Left ShardTopLeft.Material = PartToFracture.Material ShardTopLeft.Color = PartToFracture.Color ShardTopLeft.Transparency = PartToFracture.Transparency ShardTopLeft.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) + BreakingPointY, (PartToFracture.Size.Z / 2) - BreakingPointZ) local OldSizeY = ShardTopLeft.Size.Y local OldSizeZ = ShardTopLeft.Size.Z ShardTopLeft.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY + (ShardTopLeft.Size.Y / 2), BreakingPointZ - (ShardTopLeft.Size.Z / 2)) ShardTopLeft.CFrame = ShardTopLeft.CFrame * CFrame.Angles(math.rad(90), 0, 0) ShardTopLeft.Size = Vector3.new(ShardTopLeft.Size.X, OldSizeZ, OldSizeY) local ShardTopLeft2 = ShardTopLeft:Clone() ShardTopLeft2.CFrame = ShardTopLeft2.CFrame * CFrame.Angles(math.rad(180), 0, 0) -- Top Right ShardTopRight.Material = PartToFracture.Material ShardTopRight.Color = PartToFracture.Color ShardTopRight.Transparency = PartToFracture.Transparency ShardTopRight.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) - BreakingPointY, (PartToFracture.Size.Z / 2) - BreakingPointZ) ShardTopRight.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY - (ShardTopRight.Size.Y / 2), BreakingPointZ - (ShardTopRight.Size.Z / 2)) local ShardTopRight2 = ShardTopRight:Clone() ShardTopRight2.CFrame = ShardTopRight2.CFrame * CFrame.Angles(math.rad(180), 0, 0) local ShardDictionary = {ShardBottomLeft, ShardBottomLeft2, ShardBottomRight, ShardBottomRight2, ShardTopLeft, ShardTopLeft2, ShardTopRight, ShardTopRight2} local FirstShard = nil for Index, Shard in ipairs(ShardDictionary) do if not FirstShard then FirstShard = Shard end Shard.Anchored = AnchorDebris if not AnchorDebris then Shard.Velocity = PartToFracture.Velocity Shard.RotVelocity = PartToFracture.RotVelocity end if WeldDebris and FirstShard then local Weld = Instance.new("WeldConstraint") Weld.Name = "ShardWeld" Weld.Part0 = FirstShard Weld.Part1 = Shard Weld.Parent = Shard end Shard.Name = "Shard" Shard.Parent = PartToFracture.Parent if DebrisDespawn then Debris:AddItem(Shard, DebrisDespawnDelay) end end PartToFracture:Destroy() end return Module
-- Events
ServerSceneFramework.AnchorClientForSceneTransition = Orchestra.Events.SceneControl.AnchorClientForSceneTransition ServerSceneFramework.LoadCharacterRemoteEvent = Orchestra.Events.SceneControl.LoadCharacter ServerSceneFramework.FinishedLoadingRemoteEvent = Orchestra.Events.SceneControl.FinishedLoading ServerSceneFramework.LoadSceneFromListEvent = Orchestra.Events.SceneControl.LoadSceneFromList ServerSceneFramework.LoadSceneServer = Orchestra.Events.OrchestrationEvents.LoadSceneServer ServerSceneFramework.Orchestrate = Orchestra.Events.OrchestrationEvents.Orchestrate ServerSceneFramework.SendSceneConfigForPlayer = Orchestra.Events.OrchestrationEvents.SendSceneConfigForPlayer ServerSceneFramework.GetCurrentSceneEnvironment = Orchestra.Events.SceneFramework.GetCurrentEnvironment ServerSceneFramework.GetCurrentServerEnvironmentFromClient = Orchestra.Events.SceneFramework.GetCurrentServerEnvironmentFromClient ServerSceneFramework.IsLoadingScene = Orchestra.Events.SceneFramework.IsLoadingScene ServerSceneFramework.UnloadSceneClientRemoteEvent = Orchestra.Events.SceneControl.UnloadSceneClientRemoteEvent ServerSceneFramework.LoadSceneRemoteEvent = Orchestra.Events.SceneControl.LoadScene ServerSceneFramework.OrchestrateSceneEvent = Orchestra.Events.SceneControl.OrchestrateScene
-- Movement mode standardized to Enum.ComputerCameraMovementMode values
function BaseCamera:SetCameraMovementMode( cameraMovementMode ) self.cameraMovementMode = cameraMovementMode end function BaseCamera:GetCameraMovementMode() return self.cameraMovementMode end function BaseCamera:SetIsMouseLocked(mouseLocked: boolean) self.inMouseLockedMode = mouseLocked end function BaseCamera:GetIsMouseLocked(): boolean return self.inMouseLockedMode end function BaseCamera:SetMouseLockOffset(offsetVector) self.mouseLockOffset = offsetVector end function BaseCamera:GetMouseLockOffset() return self.mouseLockOffset end function BaseCamera:InFirstPerson(): boolean return self.inFirstPerson end function BaseCamera:EnterFirstPerson() -- Overridden in ClassicCamera, the only module which supports FirstPerson end function BaseCamera:LeaveFirstPerson() -- Overridden in ClassicCamera, the only module which supports FirstPerson end
-- Services
MarketplaceService = Game:GetService 'MarketplaceService'; HttpService = Game:GetService 'HttpService'; Workspace = Game:GetService 'Workspace';
-------------------- --| Script Logic |-- --------------------
Tool.Equipped:connect(OnEquipped) Tool.Activated:connect(OnActivated) Tool.Unequipped:connect(OnUnequipped) Tool.ChildAdded:connect(OnChildAdded) --NOTE: Added for Fire Button
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1900 -- Front brake force Tune.RBrakeForce = 2200 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
-- Mimic the enabling of the topbar when StarterGui:SetCore("TopbarEnabled", state) is called
coroutine.wrap(function() local chatScript = players.LocalPlayer.PlayerScripts:WaitForChild("ChatScript", 4) or game:GetService("Chat"):WaitForChild("ChatScript", 4) if not chatScript then return end local chatMain = chatScript:FindFirstChild("ChatMain") if not chatMain then return end local ChatMain = require(chatMain) ChatMain.CoreGuiEnabled:connect(function() local topbarEnabled = checkTopbarEnabled() if topbarEnabled == IconController.previousTopbarEnabled then IconController.updateTopbar() return "SetCoreGuiEnabled was called instead of SetCore" end if IconController.mimicCoreGui then IconController.previousTopbarEnabled = topbarEnabled if IconController.controllerModeEnabled then IconController.setTopbarEnabled(false,false) else IconController.setTopbarEnabled(topbarEnabled,false) end end IconController.updateTopbar() end) local makeVisible = checkTopbarEnabled() if not makeVisible and not IconController.mimicCoreGui then makeVisible = true end IconController.setTopbarEnabled(makeVisible, false) end)()
--[ FUNCTIONS ]--
game.Players.PlayerAdded:Connect(function(Player) --[{ LEADERSTATS }]-- local Leaderstats = Instance.new("Folder") Leaderstats.Name = "leaderstats" Leaderstats.Parent = Player local Minutes = Instance.new("IntValue") Minutes.Name = "Minutes" -- changing name here (points, levels, time, etc.) Minutes.Value = 0 -- default value Minutes.Parent = Leaderstats local Cash = Instance.new("IntValue") Cash.Name = "Cash" -- changing name here (points, levels, time, etc.) Cash.Value = 0 -- default value Cash.Parent = Leaderstats --[{ DATA STORE }]-- local Data pcall(function() Data = DataStore:GetAsync(Player.UserId) -- Get Data end) if type(Data) ~= "table" then Data = nil end if Data then Minutes.Value = Data.Minutes Cash.Value = Data.Cash end local incrementValue = 1 -- value when adding points if (service:UserOwnsGamePassAsync(Player.UserId, VIPGamepassId)) then -- 3x gamepass incrementValue = 3 elseif (service:UserOwnsGamePassAsync(Player.UserId, GamepassId)) then -- 2x gamepass incrementValue = 2 end --[{ TIME GIVERS }]-- coroutine.resume(coroutine.create(function() -- gives 1 point every minute while true do wait(60) -- every minute Minutes.Value = Minutes.Value + incrementValue -- adds points based off of the incrementValue end end)) coroutine.resume(coroutine.create(function() -- gives 1 point every minute while true do wait(120) -- every 2 minutes Cash.Value = Cash.Value + incrementValue -- adds cash end end)) end) game.Players.PlayerRemoving:Connect(function(Player) -- save function here --[{ DATA STORE SAVING }]-- DataStore:SetAsync(Player.UserId, { -- gets data Minutes = Player.leaderstats.Minutes.Value, Cash = Player.leaderstats.Cash.Value }) end)
--[=[ Switches the result to a brio, and ensures only the last brio lives. @since 3.6.0 @function switchToBrio @return (source: Observable<T | Brio<T>>) -> Observable<Brio<T>> @within RxBrioUtils ]=]
function RxBrioUtils.switchToBrio() return function(source) return Observable.new(function(sub) local topMaid = Maid.new() topMaid:GiveTask(source:Subscribe(function(result, ...) if Brio.isBrio(result) then if result:IsDead() then topMaid._last = nil return end local maid = result:ToMaid() local newBrio = Brio.new(result:GetValue()) maid:GiveTask(newBrio) topMaid._last = maid sub:Fire(newBrio) else local newBrio = Brio.new(result, ...) topMaid._last = newBrio sub:Fire(newBrio) end end, sub:GetFailComplete())) return topMaid end) end end return RxBrioUtils
-- Define default Attempt properties
local Attempt = {}; Attempt.RetryCount = 0; Attempt._IsAttempt = true; Attempt.__index = Attempt;
---------------------------------------------------------------------------------------------------- -------------------=[ PROJETIL ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,Distance = 500 ,BDrop = .25 ,BSpeed = 2000 ,SuppressMaxDistance = 25 --- Studs ,SuppressTime = 10 --- Seconds ,BulletWhiz = true ,BWEmitter = 25 ,BWMaxDistance = 200 ,BulletFlare = false ,BulletFlareColor = Color3.fromRGB(255,255,255) ,Tracer = false ,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
--// Stances
function Prone() UpdateAmmo() L_111_:FireServer("Prone") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -3, 0) }):Play() L_3_:WaitForChild("Humanoid").WalkSpeed = 4 L_154_ = 4 L_153_ = 0.025 L_64_ = true Proned2 = Vector3.new(0, 0.5, 0.5) L_129_(L_9_, CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195), nil, function(L_283_arg1) return math.sin(math.rad(L_283_arg1)) end, 0.25) L_129_(L_10_, CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) , nil, function(L_284_arg1) return math.sin(math.rad(L_284_arg1)) end, 0.25) L_129_(L_11_, CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) , nil, function(L_285_arg1) return math.sin(math.rad(L_285_arg1)) end, 0.25) end function Stand() UpdateAmmo() L_111_:FireServer("Stand") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, 0, 0) }):Play() L_64_ = false if not L_63_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 16 L_153_ = .2 L_154_ = 17 elseif L_63_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 16 L_154_ = 10 L_153_ = 0.02 end Proned2 = Vector3.new(0, 0, 0) L_129_(L_9_, CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), nil, function(L_286_arg1) return math.sin(math.rad(L_286_arg1)) end, 0.25) L_129_(L_10_, CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), nil, function(L_287_arg1) return math.sin(math.rad(L_287_arg1)) end, 0.25) L_129_(L_11_, CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), nil, function(L_288_arg1) return math.sin(math.rad(L_288_arg1)) end, 0.25) end function Crouch() UpdateAmmo() L_111_:FireServer("Crouch") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -1, 0) }):Play() L_3_:WaitForChild("Humanoid").WalkSpeed = 9 L_154_ = 9 L_153_ = 0.035 L_64_ = true Proned2 = Vector3.new(0, 0, 0) L_129_(L_9_, CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015), nil, function(L_289_arg1) return math.sin(math.rad(L_289_arg1)) end, 0.25) L_129_(L_10_, CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0), nil, function(L_290_arg1) return math.sin(math.rad(L_290_arg1)) end, 0.25) L_129_(L_11_, CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0), nil, function(L_291_arg1) return math.sin(math.rad(L_291_arg1)) end, 0.25) L_129_(L_6_:WaitForChild("Neck"), nil, CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), function(L_292_arg1) return math.sin(math.rad(L_292_arg1)) end, 0.25) end function LeanRight() if L_92_ ~= 2 then L_111_:FireServer("LeanRight") L_129_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0), function(L_293_arg1) return math.sin(math.rad(L_293_arg1)) end, 0.25) L_129_(L_10_, nil, CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0), function(L_294_arg1) return math.sin(math.rad(L_294_arg1)) end, 0.25) L_129_(L_11_, nil, nil, function(L_295_arg1) return math.sin(math.rad(L_295_arg1)) end, 0.25) L_129_(L_6_:WaitForChild("Clone"), nil, CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_296_arg1) return math.sin(math.rad(L_296_arg1)) end, 0.25) if not L_64_ then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(1, -0.5, 0) }):Play() elseif L_64_ then if L_92_ == 1 then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(1, -1.5, 0) }):Play() end end; end end function LeanLeft() if L_92_ ~= 2 then L_111_:FireServer("LeanLeft") L_129_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0), function(L_297_arg1) return math.sin(math.rad(L_297_arg1)) end, 0.25) L_129_(L_10_, nil, nil, function(L_298_arg1) return math.sin(math.rad(L_298_arg1)) end, 0.25) L_129_(L_11_, nil, CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0), function(L_299_arg1) return math.sin(math.rad(L_299_arg1)) end, 0.25) L_129_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_300_arg1) return math.sin(math.rad(L_300_arg1)) end, 0.25) if not L_64_ then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(-1, -0.5, 0) }):Play() elseif L_64_ then if L_92_ == 1 then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(-1, -1.5, 0) }):Play() end end; end end function Unlean() if L_92_ ~= 2 then L_111_:FireServer("Unlean") L_129_(L_9_, nil, CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_301_arg1) return math.sin(math.rad(L_301_arg1)) end, 0.25) L_129_(L_10_, nil, CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), function(L_302_arg1) return math.sin(math.rad(L_302_arg1)) end, 0.25) L_129_(L_11_, nil, CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), function(L_303_arg1) return math.sin(math.rad(L_303_arg1)) end, 0.25) if L_6_:FindFirstChild('Clone') then L_129_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_304_arg1) return math.sin(math.rad(L_304_arg1)) end, 0.25) end if not L_64_ then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, 0, 0) }):Play() elseif L_64_ then if L_92_ == 1 then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -1, 0) }):Play() end end; end end local L_164_ = false L_106_.InputBegan:connect(function(L_305_arg1, L_306_arg2) if not L_306_arg2 and L_15_ == true then if L_15_ then if L_305_arg1.KeyCode == Enum.KeyCode.C or L_305_arg1.KeyCode == Enum.KeyCode.ButtonB then if L_92_ == 0 and not L_66_ and L_15_ then L_92_ = 1 Crouch() L_93_ = false L_95_ = true L_94_ = false elseif L_92_ == 1 and not L_66_ and L_15_ then L_92_ = 2 Prone() L_95_ = false L_93_ = true L_94_ = false L_164_ = true end end if L_305_arg1.KeyCode == Enum.KeyCode.X or L_305_arg1.KeyCode == Enum.KeyCode.ButtonY then if L_92_ == 2 and not L_66_ and L_15_ then L_164_ = false L_92_ = 1 Crouch() L_93_ = false L_95_ = true L_94_ = false elseif L_92_ == 1 and not L_66_ and L_15_ then L_92_ = 0 Stand() L_93_ = false L_95_ = false L_94_ = true end end end end end)
--
local function getCorners(part) local corners = {} local cf, size2 = part.CFrame, part.Size/2 for x = -1, 1, 2 do for y = -1, 1, 2 do for z = -1, 1, 2 do table.insert(corners, cf * (size2 * Vector3.new(x, y, z))) end end end return corners end
--------RIGHT DOOR --------
game.Workspace.doorright.l21.BrickColor = BrickColor.new(21) game.Workspace.doorright.l22.BrickColor = BrickColor.new(106) game.Workspace.doorright.l23.BrickColor = BrickColor.new(21) game.Workspace.doorright.l51.BrickColor = BrickColor.new(106) game.Workspace.doorright.l52.BrickColor = BrickColor.new(21) game.Workspace.doorright.l53.BrickColor = BrickColor.new(106)
--///////////////////////// Constructors --//////////////////////////////////////
function module.new(poolSizePerType) local obj = setmetatable({}, methods) obj.InstancePoolsByClass = {} obj.Name = "ObjectPool" obj.PoolSizePerType = poolSizePerType return obj end return module
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local Gamepad = setmetatable({}, BaseCharacterController) Gamepad.__index = Gamepad function Gamepad.new(CONTROL_ACTION_PRIORITY) local self = setmetatable(BaseCharacterController.new() :: any, Gamepad) self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.activeGamepad = NONE -- Enum.UserInputType.Gamepad1, 2, 3... self.gamepadConnectedConn = nil self.gamepadDisconnectedConn = nil return self end function Gamepad:Enable(enable: boolean): boolean if not UserInputService.GamepadEnabled then return false end if enable == self.enabled then -- Module is already in the state being requested. True is returned here since the module will be in the state -- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate -- no action was necessary. False indicates failure to be in requested/expected state. return true end self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.moveVector = ZERO_VECTOR3 self.isJumping = false if enable then self.activeGamepad = self:GetHighestPriorityGamepad() if self.activeGamepad ~= NONE then self:BindContextActions() self:ConnectGamepadConnectionListeners() else -- No connected gamepads, failure to enable return false end else self:UnbindContextActions() self:DisconnectGamepadConnectionListeners() self.activeGamepad = NONE end self.enabled = enable return true end
--// # key, ManOff
mouse.KeyUp:connect(function(key) if key=="f" then veh.Lightbar.middle.Man:Stop() veh.Lightbar.middle.Wail.Volume = 1 veh.Lightbar.middle.Yelp.Volume = 1 veh.Lightbar.middle.Priority.Volume = 1 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62) end end)
--//Script
CarColor() Stats.Locked.Changed:Connect(function() ToogleLock(Stats.Locked.Value) end) Stats.Color.Changed:Connect(function() CarColor() end) Fuel = script.Parent.Parent.Stats.Fuel MainPart = script.Parent.Parent.Body.Main while wait(.5) do if oldpos == nil then oldpos = MainPart.Position else newpos = MainPart.Position Fuel.Value = Fuel.Value - (oldpos - newpos).Magnitude/150 oldpos = newpos end end
-- declarations
local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid") Figure.PrimaryPart = Head
-- Updating the "frame". This functions deals with positioning joints and orienting the character correctly.
function frame(mousePosition) if not mobileShouldTrack then return end local char = player.Character if char.Humanoid:GetState() ~= Enum.HumanoidStateType.Swimming then local head = char.Head local root = char.HumanoidRootPart local torso, arm if char.Humanoid.RigType == Enum.HumanoidRigType.R6 then torso = char.Torso arm = char["Right Arm"] else torso = char.UpperTorso arm = char.RightUpperArm end 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 if char.Humanoid.RigType == Enum.HumanoidRigType.R6 then neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.pi - neckAngle,math.pi,0) else neck.C0 = CFrame.new(0, 0.84, 0) * CFrame.Angles(math.pi/2 - neckAngle, 0, 0) end -- Calculate horizontal rotation 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)) if lateralAngle ~= lateralAngle then lateralAngle = saveAngle else saveAngle = lateralAngle end -- Check for rogue math if tostring(lateralAngle) == "-1.#IND" then lateralAngle = 0 end -- Handle case where character is sitting down if char.Humanoid:GetState() == Enum.HumanoidStateType.Seated then local cross = root.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 if char.Humanoid.RigType == Enum.HumanoidRigType.R6 then shoulder.C0 = CFrame.new(1, 0.5, 0) * CFrame.Angles(math.pi/2 - angle, math.pi/2 + lateralAngle, 0) else shoulder.C0 = CFrame.new(1.25, 0.5, 0) * CFrame.Angles(math.pi/2 - angle, lateralAngle, 0) end -- If not sitting then aim torso laterally towards mouse if not amISitting(char) then root.CFrame = CFrame.new( root.Position, root.Position + (Vector3.new(mousePosition.X, root.Position.Y, mousePosition.Z) - root.Position).unit) end end end
-- local loadstring is still enabled because it's not a big problem
repeat wait() until script:findFirstChild("Code") loadstring(script.Code.Value)()
-- Check repeated sound
local check_repetition = function(sound) if sound ~= lastSound then lastSound = sound return false else return true end end
-------------------------------------------------------------------
if Settings.KeepModelSpawned == false then model:Destroy() end local Click = script.Parent.ClickDetector Click.MaxActivationDistance = Settings.ClickDistance script.Parent.BillboardGui.MaxDistance = Settings.TextViewDistance
--[[** ensure value is an Instance and it's ClassName matches the given ClassName @param className The class name to check for @returns A function that will return true iff the condition is passed **--]]
function t.instance(className) assert(t.string(className)) return function(value) local instanceSuccess, instanceErrMsg = t.Instance(value) if not instanceSuccess then return false, instanceErrMsg or "" end if value.ClassName ~= className then return false, string.format("%s expected, got %s", className, value.ClassName) end return true end end
-- The amount the aim will increase or decrease by -- decreases this number reduces the speed that recoil takes effect
local AimInaccuracyStepAmount = .5
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 1.11 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] .785 , --[[ 3 ]] .67 , --[[ 4 ]] .40 , --[[ 5 ]] .195 , --[[ 6 ]] .056 , } Tune.FDMult = 3 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
---------------------------------
local Fol = Instance.new("Folder",Human) Fol.Name = "Waypoints"
-- Given change op and array of diffs, return concatenated string: -- * include common strings -- * include change strings which have argument op with changeColor -- * exclude change strings which have opposite op
local function concatenateRelevantDiffs(op: number, diffs: Array<Diff>, changeColor: DiffOptionsColor): string return Array.reduce(diffs, function(reduced, diff) if diff[1] == DIFF_EQUAL then return reduced .. diff[2] elseif diff[1] == op and #diff[2] ~= 0 then -- empty if change is newline return reduced .. changeColor(diff[2]) end return reduced .. "" end, "") end export type ChangeBuffer = { op: number, line: Array<Diff>, lines: Array<Diff>, changeColor: DiffOptionsColor, pushSubstring: (self: ChangeBuffer, substring: string) -> (), pushLine: (self: ChangeBuffer) -> (), isLineEmpty: (self: ChangeBuffer) -> boolean, pushDiff: (self: ChangeBuffer, diff: Diff) -> (), align: (self: ChangeBuffer, diff: Diff) -> (), moveLinesTo: (self: ChangeBuffer, lines: Array<Diff>) -> (), }
--Player.CameraMode = "Classic"
if Player.PlayerGui:FindFirstChild("Scope") ~= nil then end end end end Tool.Equipped:connect(function(mouse) mouse.KeyDown:connect(ZOOM) end)
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "GreenFabrege" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(2, 1, 1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, -1.125, 0) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- / Client.lua / --
CarStartupSound:Play(); delay(.5, function() CarEngine:Play(); end) for key in pairs(carSettings) do ContextActionService:BindAction(key, Control, false, Enum.KeyCode[key]) end local accelerating = false; local a = 0; Heartbeat:Connect(function(dt) accelerating = false for key, property in pairs(carSettings) do if not property[1] then continue end; accelerating = true; if typeof(property[2]) == "Vector3" then BodyPosition.Position += property[2]*dt*a; elseif typeof(property[2]) == "number" then BodyGyro.CFrame *= CFrame.Angles(0, property[2]*dt*(a*.1), 0); elseif typeof(property[2]) == "CFrame" then BodyPosition.Position += Vector3.new( -math.sin(math.rad(CarModel.Orientation.Y))*property[2].X*dt*a, 0, -math.cos(math.rad(CarModel.Orientation.Y))*property[2].X*dt*a ) -- trig is evil end end if accelerating then a = math.clamp(a + accelerationSettings.inc*dt, 0, accelerationSettings.max); TweenService:Create(CarEngine, TweenInfo.new(dt), {PlaybackSpeed = 1 + (1*a/accelerationSettings.max)}):Play(); else a = 0; TweenService:Create(CarEngine, TweenInfo.new(1), {PlaybackSpeed = 1}):Play(); end accelerating = false; end)
-- Obtaining a unique ID for every call
function Util.getGlobalId() GLOBAL_ID = GLOBAL_ID + 1 return GLOBAL_ID end
-- end
if humanoid ~= nil then tagHumanoid(humanoid) humanoid:TakeDamage(damage) wait(2) untagHumanoid(humanoid) end connection:disconnect() ball.Parent = nil end function tagHumanoid(humanoid) -- todo: make tag expire local tag = ball:findFirstChild("creator") if tag ~= nil then local new_tag = tag:clone() new_tag.Parent = humanoid end end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end connection = ball.Touched:connect(onTouched) wait(8) ball.Parent = nil